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is baking at all usable?

Discussion in 'Global Illumination' started by laurentlavigne, Jan 26, 2020.

  1. laurentlavigne

    laurentlavigne

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    19.3 i can't get cpu or gpu baking to work realiably, it paints the walls with hyper bright lights or it makes blotches everywhere with non overlapping uv oh and with recorder it turns lighting into a mess

    So what do you guys use instead or is there a way to cajole this thing into working?

    Beast™ I miss you man!
     
  2. AcidArrow

    AcidArrow

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    I find it pretty usable. You should post settings and scenes so we can diagnose.
     
  3. laurentlavigne

    laurentlavigne

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    here:
    upload_2020-1-26_13-50-6.png
    and today it won't do gpu, it snaps back to cpu
     
  4. AcidArrow

    AcidArrow

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    Lightmap Size of 4096 is way too much for GPU baking, it's probably running out of VRAM. Stick to 1024.
     
  5. JenniferNordwall

    JenniferNordwall

    Unity Technologies

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    Try turning of prioritize view, since that might change how we handle the memory. And sometimes it can help to have a really low end gfx card that you run the screens and editor on, and let the better one handle the baking. It worked for me and the team. Let us know if you need more help :)
     
  6. bluescrn

    bluescrn

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    Stick to CPU baking, and ensure that 'double-sided GI' is enabled on your materials if you're getting blocky/incomplete-looking bakes
     
    laurentlavigne likes this.
  7. laurentlavigne

    laurentlavigne

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    winner! yep gpu baking is preview for a reason, I reduced the map resolution like crazy so cpu baking is fast, how do i reserve 1 core for the editor though, it stutters a lot when baking
     
  8. Bordeaux_Fox

    Bordeaux_Fox

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    Yes, 4k lightmaps with GPU lightmapper are out of the question if you don't have a lot, a lot, a lot of VRAM.
    Example: Small scene, lightmap resolution of 1024px, that is what you get at maximum with a RTX 2060. So now compare that to your device.
     
  9. laurentlavigne

    laurentlavigne

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    I look at the task manager and see that vram usage doesn't change much during baking so I'd like to know more, mainly what's the arithmetic to determine vram usage based on scene size and lightmap size.
    20.1 seems more reliable at baking with gpu, 19.3 is moody
     
  10. JenniferNordwall

    JenniferNordwall

    Unity Technologies

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    Please turn of "Prioritize view" as that can also sometimes make it worse for the GPU lightmapper. And yes, 20.1 is a lot better for the GPU lightmapper since we have done a lot of improvements :)