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Light bleeding through walls. Baking artifacts.

Discussion in 'Global Illumination' started by TchPowDog85, Apr 7, 2018.

  1. TchPowDog85

    TchPowDog85

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    Dec 29, 2015
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    Hello all. So I am fairly new to Unity and I am a complete noob to lighting in scenes. This is my scene, I have added point lights and added emission to the globe materials to make them look like they're "on". However, I only added lights because it was completely dark inside the house. I would rather the lights be off and just have ambient lighting through the house. How would I go about doing this? I have also attached my Lighting settings and my Directional Light settings.

    As you can see here, the light reflection on the wood floor is coming from the light in the bedroom behind the living room.. ?? How do I stop this from happening?


    In this image, on the left side, you can see the sunlight is bleeding through the roof and casting onto the walls.


    Light bleeding through the corner of the walls and through the roof.



    Lighting settings:


    Directional Light settings:


    Before I add all of the other houses in the subdivision I wanted to setup my lighting for the scene. This game is going to be a "loot and shoot", I don't need the lights on in the house, however If I can turn them on where it looks nice and I don't take a performance hit then I might consider it. As of now, I would rather an ambience. How would I ambiently light this scene with the sun light? All objects in and of the house are set to static. This will change later for the doors, obviously, as the need to be opened and closed. I saw a video on YouTube where this guy added an area light to each window to fake ambient lighting, is that the method I should choose? right now it is completely dark if I turn off the lights.
     
    JamesArndt likes this.
  2. TchPowDog85

    TchPowDog85

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    So I got the ambient look that I was really wanting (below). I achieved this after a ton of testing. I ended up setting the glass material on the windows to have emission, disabled all lights in the house, turned on Final Gather (which is brilliant!). Had to play with resolution settings for a while. This bake took about 1.5 hours.


    However, I am still getting some weird and seemingly random light artifacts, see below. Any experts at this have some advice?





     
  3. UnityLighting

    UnityLighting

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    send some screenshots from lightmap resolution mode
    or clustering mode on realtime GI
     
  4. TchPowDog85

    TchPowDog85

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    I actually rebaked and it fixed most of the bright spot issues, for some reason. But the globes on the lights are still very blotchy. Each of those globes share a UV so I'm going to try separating them to where they each have their own UV. Here are a couple screen shots with it's resolution map. I have realtime GI disabled.





    The globes have a high resolution because I set them that way trying to fix the issue.
     
  5. TchPowDog85

    TchPowDog85

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    I baked again last night and it seems every time I do a bake there are different issues with the previous issues not showing. It's just random. I fixed the black splotching on the light globes by separating the UVs for each. But the random bright spots are still occurring and they are completely random and inconsistent.
     
  6. UnityLighting

    UnityLighting

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    Your problem (and all black spot problems) are related o lightmap resolution

    To have higher lightmap resolution :
    - Use separate model parts instead of an combined model (separate mesh for each wall parts)
    - Use higher resolution 10 or higher for interior
    - Use 2048 lightmap size (is not good for interior)

    Also don't forget that your model must be scaled based on simple cube (1x1 meter)
     
  7. UnityLighting

    UnityLighting

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  8. TchPowDog85

    TchPowDog85

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    I will try splitting the walls into separate objects (which is going to take me a while). I have all objects in the house set to a resolution of 2, with the exception of the globes, they are set to 8. I am not using 2048, I am using 4096. My environment is scaled appropriately.
     
  9. Stardog

    Stardog

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    There's no point lightmapping the lights and faucets. They're organic shapes and have no shadows casting on them. Just use light probes. Lightmapping isn't good for detailed geometry.

    The light switches seem so small they could just use light probes too. I doubt you are getting a shadow from the switch or base.
     
  10. TchPowDog85

    TchPowDog85

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    Thanks for the advice, I will certainly try this. I am a noob at this. Do you know of a good resource for setting up light probes? Or is it basically like reflection probes?
     
  11. Stardog

    Stardog

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    The easiest way is in a grid like the images below.

    Make sure they are not touching walls or floor. Put new probes where the lighting starts to change. The meshes will take lighting blended from the nearest 3 or so.