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Lightmapping in Unity 5 simply not as good as Beast?

Discussion in 'General Graphics' started by Stardog, May 11, 2015.

  1. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887
    I've been using Unity 5 for a while now, and the baked lightmap quality seems to be far inferior to Beast. There are the little things, such as ambient occlusion getting wiped out when a light shines on it, but my issue is it just seems lower quality in general.
     
  2. Nubeh

    Nubeh

    Joined:
    Oct 7, 2012
    Posts:
    47
    I'm having the same issue, I hope that some next update will fix this.
     
  3. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887
    I'm not sure it's updatable. I think they just work in fundamentally different ways. Beast seems better quality to me.
     
  4. Almakos

    Almakos

    Joined:
    Dec 13, 2013
    Posts:
    179
    imo Unity team had to re-invent the wheel because of realtime GI thingie. There are lots of outstanding not solved issues. Especially on mobile
    so brace yourself and go to read how great Unity 5 is on the blogs and watch amazing keynotes and Unite events to see how things could be if worked
     
  5. unitychristy2

    unitychristy2

    Joined:
    Sep 8, 2013
    Posts:
    38
    It is unworkable for large scenes with many objects
     
  6. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    628
    Beast was a tool focused very specifically on offline baking of high quality lightmaps.

    It's been replaced by a system that can do some very clever real-time stuff (on suitably high-end hardware), but it does rather feel that regular diffuse-only lightmaps were an afterthought.

    It's a shame they didn't keep Beast integrated. Upgrading a lightmap-heavy project (lots of lightmapped levels, each with possibly hundreds of lights) from 4.x to 5.x doesn't currently sound like it's very practical right now?
     
    theANMATOR2b likes this.
  7. testure

    testure

    Joined:
    Jul 3, 2011
    Posts:
    81
    yep, new lightmapping is pretty much useless for me- I've gone back to the good old days of pre-lighting and baking my lightmaps in v-ray. good times :|

    Alternatively, if you still have unity 4 installed- you could bake your lightmaps there and just copy them over into Unity 5, as long as you don't change the UV2 for the meshes you should be good to go.
     
    theANMATOR2b likes this.
  8. Aphid

    Aphid

    Joined:
    Dec 16, 2013
    Posts:
    14
    That's exactly what should happen. Applying AO to direct lighting has always been wrong.
     
  9. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887
    It's "wrong" but it's the effect all games use. The "right" way doesn't look as good.

    Right now we're stuck using an image effect which destroys FPS.