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how to exclude a room from global illumination?

Discussion in 'Global Illumination' started by Nubeh, Jun 6, 2015.

  1. Nubeh

    Nubeh

    Joined:
    Oct 7, 2012
    Posts:
    47
    Hi there,
    I'm trying to create a basement inside a house and I want it to be pitch black (I'll put a realtime light myself), therefore I don't want any light to illuminate the walls. I put the basement on a layer not affected by my directional light but the GI still affects it and makes it bright (I'm baking all my lights). How can I prevent that?

    Thanks
     
  2. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

    Joined:
    Apr 12, 2012
    Posts:
    252
    Would not marking them lightmap static work for your scenario?
     
  3. Nubeh

    Nubeh

    Joined:
    Oct 7, 2012
    Posts:
    47
    oh, I found out the problem just now...the walls material had a bit of smoothness set (0.5) and so it was getting illuminated from the GI. Is that normal?
     
  4. oatssss

    oatssss

    Joined:
    Dec 20, 2014
    Posts:
    26
    Hey, I'm trying to achieve basically exactly what you're doing. Are you able to light your basement with a realtime light even though it's baked?
     
  5. Nubeh

    Nubeh

    Joined:
    Oct 7, 2012
    Posts:
    47
    I'm able to illuminate the walls with a realtime spotlight but my basement meshes are not included in the lightmap bake.
     
  6. oatssss

    oatssss

    Joined:
    Dec 20, 2014
    Posts:
    26
    Ah okay. How did you exclude them from the lightmap? My basement is just pitch black because it receives no light, but my realtime lights have no effect on it :(
     
  7. Nubeh

    Nubeh

    Joined:
    Oct 7, 2012
    Posts:
    47
    my meshes are set to static but I unchecked the "Lightmap Static" option. Also, the realtime light cast light only on my basement layer. All meshes have cast and receive shadows. Hope it helps ;)