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Lightmaps, Lod's, Lightprobes; A tale of headaches.

Discussion in 'Global Illumination' started by invaderZim, May 14, 2015.

  1. invaderZim

    invaderZim

    Joined:
    Dec 14, 2012
    Posts:
    1
    Hi everyone,

    So recently the Devs decided to shift our project over to unity 5 due to the abundance of excellent things that would benefit them. This is great for them, however leaves me with a little bit of a headache.

    In unity 4.6 the project basically was unlit besides baked directional lightmaps that allowed the scene to look as if it was light, but also allowed it to run gloriously across many platforms. Along side this optimisation, many, lods were created so that when the camera zoomed in and out on things, we could maintain the performance.

    Bring on unity 5!

    So, the main changes that i've seen that I cannot get round so far

    Lods now require light probes instead of being able to receive local lightmap information baked down like unity 4.6

    I've added in light probes to the level, they're overly bright, (this seems to be a known bug). I also know it looks fine in linear lighting, but with tablet having to be considered, I must use gamma.
    • Most critically - We use additive scene loading in order for our game to work. Light probes do not work with this? Meaning the light probes I created cannot be used to light the Lod's unless I somehow merge all the levels into the original scene and bake the probes in there?
    So my main question is, does anybody have any answer why the bake lod lightmaps no longer are an option and whether or not this feature is going to be added back into unity 5 anytime soon?

    Also is there any other ways, or solutions to my issue in order to get my Lod's lit correctly?


    Thank you in advance




     
  2. tswalk

    tswalk

    Joined:
    Jul 27, 2013
    Posts:
    1,109
    I'm curious to know this too...