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Lightmap calculation on another computer

Discussion in 'General Graphics' started by Natedev, Jan 15, 2018.

  1. Natedev

    Natedev

    Joined:
    Nov 29, 2012
    Posts:
    13
    Hi,
    I'm going to use lightmap static for all my objects in my scene but it is taking a long time to get calculated plus it takes pretty much 100% of my CPU so I can't continue working on my computer. The most time I've left Unity working on it was for about 4hours and even an application that monitors resources and temperatures raised a "warning" indicating that the CPU was reaching a high temperature, so I cancelled the calculation.
    My question is, can I prepare another computer with Unity and all my project and calculate the light mapping there and then take the results back to my project? I'm thinking setting up a powerful cloud virtual machine for it, so I can continue working on other stuff on my PC.
    Assuming the lightmap eventually gets calculated there, what are the "artifacts" that I would have to take as a result of it to update my local project to use the lightmap? I've been reading some posts and questions about it and they talk about EXR files and other stuff I don't understand.

    Thanks.
     
  2. jordiboni

    jordiboni

    Joined:
    Aug 14, 2013
    Posts:
    26
    Have a look to https://docs.unity3d.com/Manual/GICache.html

    You can share the GiCache folder among different machines. This can make your lighting build faster, because the files are downloaded from the GiCache folder instead of computed locally. Note that the build process isn’t optimized for slow network-attached storage (NAS), so test if your bake times are severely affected before moving the cache to NAS.