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How to reduce lightmap boxes when baking indirect light?

Discussion in 'Global Illumination' started by zxcvb7653, Nov 19, 2019.

  1. zxcvb7653

    zxcvb7653

    Joined:
    Nov 11, 2017
    Posts:
    24
    upload_2019-11-19_21-18-6.png

    As you can see on the image, there are unwanted boxes when baking the lightmaps. As shown on the scene view and the lightmap view.

    I have enabled automatic generate lightmap UV on the FBX models
    I have also marked everything as Static and are all contributing to global illumination.
    I am using the high-Resolution Lightmap parameter.

    upload_2019-11-19_21-21-15.png
    On all the game objects it says I have overlapping UVs. Would this be the cause or is it an entirely different issue?

    I have looked at many places but have yet to find a solution. Any help would be appreciated!
     

    Attached Files:

  2. uy3d

    uy3d

    Unity Technologies

    Joined:
    Aug 16, 2016
    Posts:
    187
    Try using the Invalid Texels visualization mode, selectable in the top left drop down box from the scene view. The entire ground is probably marked as red, which means invalid. The most likely cause is that some large geometry (maybe the roof) is seen from behind, either meaning that the normals point in the wrong direction, or it's single sided but the material is not set up as double sided. The blockiness stems from a flood fill algorithm that tries to cover up invalid texels by accepting results from neighboring valid texels.