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Lightmap Fracturing Along UV Seams

Discussion in 'Global Illumination' started by TheLowestAnimal, Mar 5, 2016.

  1. TheLowestAnimal

    TheLowestAnimal

    Joined:
    Jun 29, 2013
    Posts:
    5
    Hi, everyone currently running into a problem here in Unity. Wanted to see if anyone here new what my issue might as I found a workaround but it is costly and expensive.

    Imgur

    In the image linked you can see there is fracturing along the UV lines/seams once I have baked out the lightmaps in Unity. I have auto generated Lightmaps from the Unity Inspector. To resolve this issue I have tried Increasing the lightmap res, giving it high res space in the light map, Final Gather, Flatten Mapped UVs from Max & even Manually unwrapping in Max. It only occurs with the baked Lightmaps.

    I looked around online but nobody has a definitive/ working answer for this problem from what I can see. If I'm missing something or anyone can give me some insight that would be great. Thanks!
     
    Xanthius likes this.
  2. KDurzy

    KDurzy

    Joined:
    Feb 2, 2015
    Posts:
    24
    Could it be that those are just hard edges? Border edges of smoothing groups in Max terminology? If this was a result of an issue with the Unity Lightmap UV unwrapper, manually unwrapping the meshes 2nd UV channel in Max and unchecking the 'Generate Lightmaps UVs' button on the meshes properties inside Unity should have fixed that for you. Check to make sure there are no 0 space Faces or Edges along that area of the mesh too.
     
  3. chriscode

    chriscode

    Joined:
    Mar 2, 2015
    Posts:
    44
    upload_2016-3-15_1-43-31.png
    May be related: I have seam lines whatever setting I use. I've let unity generate the UVs, but you can't get much simpler than a quad.
    Note: if I switch to directional, rather than directional-specular the lines disappear
    upload_2016-3-15_1-45-8.png
     
  4. KDurzy

    KDurzy

    Joined:
    Feb 2, 2015
    Posts:
    24
    Chriscode, are you sure there isn't a one-pixel seam in your normal or specular/gloss map there? You can sort of see that dark line go up into the specular glint, like the normal details do. Sometimes normal maps, depending on how they are generated, get a weird seam on one side or another, especially if they have been scaled up/down.