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I cant seem to produce good results with progressive

Discussion in 'Global Illumination' started by AndersMalmgren, Oct 12, 2019.

  1. AndersMalmgren

    AndersMalmgren

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    Now when Enlighten is deprecated I need to start looking at Progressive, but I cant get as "good" results as with enlighten, enlighten have problems too, here is enlighten.

    upload_2019-10-12_18-32-36.png
    Some artifacts and blocking

    Blocking is alot worse with progessive at same res and auto filtering
    upload_2019-10-12_18-34-11.png

    Setting filtering to auto and bump direct filtering to doesnt produce better results, just removes shadow detail
    upload_2019-10-12_18-37-1.png

    Which settings produce best results with PLM?
     
  2. AcidArrow

    AcidArrow

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    Do not use filtering.

    Add your own Lightmap parameters in the Lighting window, edit them, and set Anti-aliasing samples in Baked GI all the way up to 256.

    That will help.

    Then join me in complaining about Gaussian filtering completely obliterating direct shadow details and there being no "gentler" filtering option. :)
     
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  3. neoshaman

    neoshaman

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  4. AndersMalmgren

    AndersMalmgren

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    Thanks man, will have a go, thanks.

    I have kept my eye on that asset. Is it really working well for a real production game? If it works better than progressive/enlighten then there is a bit of shame on Unity that a large team like them cant do it better than a one man team :D
     
  5. neoshaman

    neoshaman

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  6. iamthwee

    iamthwee

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    Forgive me if I'm wrong but isn't GPU LM limited to the vram, therefore won't big scenes like Anders . . . not work?
     
  7. AndersMalmgren

    AndersMalmgren

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    Sorry for late reply, so many areas of the game being worked at on the same time.

    Bumping to 256 still looks ugly, but a bit better

    Here is default at 8
    upload_2019-10-28_19-58-1.png

    Here is 256
    upload_2019-10-28_19-58-9.png
     
  8. AndersMalmgren

    AndersMalmgren

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    256 is not a realistic setting it seems. I get out of memory exception with just a few mesh renders in the scene
     
  9. AcidArrow

    AcidArrow

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    Are you using the GPU Lightmapper? Yeah it increases vram usage a lot.

    Other than further increasing resolution, or having softer shadows than I want I haven’t found a good solution for baking direct shadows to light maps.
     
  10. AndersMalmgren

    AndersMalmgren

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    It reverts to CPU but even then I get out of memory exception. :/

    So not a viable solution to our larger scenes sadly
     
  11. AndersMalmgren

    AndersMalmgren

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    This is 500 meshes.
    upload_2019-10-28_20-43-13.png


    Which is not unrealistic to have in a scene, We have alot more in our actual scenes. It does not bake at 256. But even at 8 it breaks and gives artifacts, just look here :/

    upload_2019-10-28_20-43-38.png

    Seems Unity need to work on the PLM before they can deprecate Enlighten
     
    Last edited: Oct 28, 2019
  12. AcidArrow

    AcidArrow

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    Gpu lightmapper isn’t ready. Are you on 2018.4? It got better in 2019.3, I expect it to be far more usable in 2020.x
     
  13. AndersMalmgren

    AndersMalmgren

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    I'm on 2019.2.10. I'm using CPU