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Inconsitent lighting across objects/ obvious seams.

Discussion in 'Global Illumination' started by ProjectCryken, Dec 7, 2015.

  1. ProjectCryken

    ProjectCryken

    Joined:
    Jul 25, 2012
    Posts:
    41
    So my levels are constructed of various segments and are built by modules, but all the walls use the same material. No matter how high the resolution, with or without compression and with changes in padding... there is a clear disparity between gameobjects.

    This problem is inconsistent, as with some objects the lighting is seamless, but I'm unable to determine the reason for this.

    I have tried directional and directional specular lighting, using only baked, no realtime. The issue only occurs between separate gameobjects, but I cannot merge the gameobjects, due to how the game works. Any advise with how to solve this would be appreciated, feel free to ask for extra info.

     
  2. mancuso

    mancuso

    Joined:
    Dec 5, 2011
    Posts:
    63
    Can you show us what your Light UVs look like in the Editor? I wonder if you are having a hard split similar to what's happening to my vase objects below.

     
  3. ProjectCryken

    ProjectCryken

    Joined:
    Jul 25, 2012
    Posts:
    41
    Yeah, my UV Chart filter shows the same as yours, where the two objects are different colours. What's the fix for this?
     
  4. mancuso

    mancuso

    Joined:
    Dec 5, 2011
    Posts:
    63
    :( Sorry mate, none that I know of. I think there needs to be some sort of anti aliasing applied to the light maps but I cannot find any options for it. Unity 5.3 should be out tomorrow, I'll try it with that build and see if anything changes.