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Lightmaps bakes with artefacts

Discussion in 'Global Illumination' started by R0ller, Aug 15, 2018.

  1. R0ller

    R0ller

    Joined:
    May 7, 2018
    Posts:
    3
    Hello!

    I have a big mesh - combination of multiple meshes. I made it for optimization. It looks like that: http://take.ms/wvpJ7

    I'm trying to bake a lightmaps for it. I had choose "progressive (preview)" type of mapping, so I saw the process in my game view.
    While baking is in progress in the very end of the process it looks perfect: http://take.ms/uFWfU
    BUT after it finished (and compile or something) - it becoming terrifying: http://take.ms/mIUFW
    Glitches everywhere!

    I tryed to disable compression. I tryed to change scale and lightmap size. But it just not helping(

    Can you plz give me some advice where could be a problem?
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,799
    Did you try turning off filtering?
     
  3. R0ller

    R0ller

    Joined:
    May 7, 2018
    Posts:
    3
    Thank for reply! Tryed it now, but the result is the same(
     
  4. R0ller

    R0ller

    Joined:
    May 7, 2018
    Posts:
    3
    Ok, I have found the problem. In my quality settings the textures was set to "quarter res". Seems like it's applying to lightmaps too. With texture quality = full res baked lights have no any artefacts.
    Now I wonder what should I do if I would like to cut texture quality for weak devices... How can I do it without light's artefacts?
     
  5. AcidArrow

    AcidArrow

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    11,799
    A light map is a texture, so it gets treated like all other textures. I'm not sure if there's a way to make Unity treat it differently.