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Lightmapper Settings [Progressive CPU]

Discussion in 'Global Illumination' started by eco_bach, Apr 21, 2019.

  1. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    Hi
    Have read the documentation but would appreciate feedback in getting better results in my scene for an AR application.

    I am using only Baked lights and am concerned with Baked Global illumination. No Realtime lights.

    In my scene so far I have only several baked Spotlights.
    Other than being too dark overall I am already seeing issues with 'splotchiness' in the walls.

    Which settings in my Lightmap settings should I be adjusting?

    I assume I should also be adjusting texel resolution on a per mesh or object basis but not sure how to do this.

    Any feedback appreciated!

    LightMapSettings.PNG ShadedView.PNG LightmapResolution.PNG
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,791
    Up direct and indirect samples.

    Reduce lightmap resolution (80 seems like overkill).

    I am not really seeing bounced light in your scene though, and I'm not really sure why that is.
     
  3. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
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    Thanks for the feedback!
     
  4. KarolisO

    KarolisO

    Joined:
    Feb 2, 2014
    Posts:
    30
    Have you tried increasing number of bounces? What Unity version is that?
     
  5. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
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  6. JenniferNordwall

    JenniferNordwall

    Unity Technologies

    Joined:
    Sep 19, 2016
    Posts:
    160
    Can I ask why the lightmap resolution is so high? I would probably try to lower that one. And I don't think you would need that many samples then, esp not indirect ones.

    Cheers :)