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LOD Group Baked Lighting - How To Use?

Discussion in 'Global Illumination' started by ruj, Aug 20, 2015.

  1. Assembler-Maze

    Assembler-Maze

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    It is a unity problem, there is nothing on our side that we can do.
     
  2. zenGarden

    zenGarden

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    I know, but can't Enlighten works that way using one lightmap texture only for all LODs ?
     
  3. Assembler-Maze

    Assembler-Maze

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    You mean, "Why isn't using enlighten a lightmap for all lods?"? Well, I asked the Unity guys, they have no answer for that :)
     
  4. zenGarden

    zenGarden

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    I think they know if it can be done or not. Some answers (or better a possible solution :D) from Unity guys working on lightmapping would be great.
     
  5. Assembler-Maze

    Assembler-Maze

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    Ofc it can be done, just that it's not on their priority list.
     
  6. dom_cobb_22

    dom_cobb_22

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    We need lightmaps for LODs.
     
  7. Reanimate_L

    Reanimate_L

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    dom_cobb_22 likes this.
  8. KEngelstoft

    KEngelstoft

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    When you use the Progressive Lightmapper, there is no need to place Light Probes around the LOD Group to generate baked indirect lighting. However, to make Realtime GI affect the Renderers in the LOD Group, you must include the Light Probes. See https://docs.unity3d.com/Manual/LODForBakedGI.html for details.
     
  9. dom_cobb_22

    dom_cobb_22

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    I come back to the thread nowadays. Use 2018.3. Lightmaps are not to translate from LOD0 to LOD1, LOD2, etc. I should use third-party scripts. Still.
    Any planning to make this feature native? Maybe already does it in 2019?

    I use Realtime and Baked together. Progressive Lightmapper. Maybe I do wrong something. But this external script just work.

    How I should use a native feature?
    Check as Static only LOD0? Check every LOD? Won't it will compute lightmaps for every LOD?
    What the difference between this and LODLighmapper script?

    I will be glad to hear the answers to these questions.
     
    Last edited: Jun 18, 2019
  10. dom_cobb_22

    dom_cobb_22

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    2018.3.13
    Progressive Lightmapper CPU/GPU (Preview) (tried on both)
    Realtime GI - OFF
    Baked GI - ON
    Area Lights
    GameObject LOD Group - Static
    =
    Doesn't work

    LOD0 - Static
    =
    Only LOD0 has lightmaps. (see the picture)

    How to get lightmaps to every LOD without infinite time awaiting?
    LOD_Lightmapper.png
     
  11. KEngelstoft

    KEngelstoft

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    Hi, baked LOD support for GPU lightmapper will be added in 2020.x, it will provide almost-full-speed LOD baking. I have measured 160 Mrays/second on a large GPU when testing the in-development version. No promises on the exact version but it is close now.
     
  12. AndersMalmgren

    AndersMalmgren

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    @KEngelstoft I have noticed that no scene bigger than a small sample scene works with GPU all others revert to CPU. Is this because of preview status or can I expect this is how it will be? I'm on a 1080 TI
     
  13. KEngelstoft

    KEngelstoft

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    Correct, the GPU lightmapper is still in preview. 2020.1 will improve on GPU memory usage so I hope you will have a better experience with that version.
     
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  14. o1o101

    o1o101

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    Will it be backported?

    What happened to this?


    Why do we have to bake lightmaps for each LOD when they could just share the same lightmap as LOD 0 o_O?

    What is the workflow in the current stable Unity (not 2045.b01265 beta) ? Using a tons lightprobes or having additional lightmaps for each LOD is overkill when they could just share the same lightmap. Do we have any other options? Do you have any of these scripts mentioned in the video? How can we apply LOD 0 lightmap to the other LODs?

    Thanks

    Edit: Saw this, will try it https://github.com/laurenth-unity/LODLightmapScripts. (sigh, it is just sad something like this isn't built in yet, this thread is from 2015)
     
    Last edited: Dec 4, 2019
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  15. KEngelstoft

    KEngelstoft

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    None of the GPU lightmapper features will be backported, it is still in preview.

    It is great if the LOD projection scripts fits your projects needs (it is not specific to CPU or GPU lightmapper).
     
  16. Tomi-Tukiainen

    Tomi-Tukiainen

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    This limitation would have been great to have been documented.
     
    Last edited: Apr 19, 2020
    TheGamery and Jonas-Neuston like this.