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LOD_0 turns black after lightbake.

Discussion in 'Global Illumination' started by KC1302, Mar 30, 2015.

  1. KC1302

    KC1302

    Joined:
    Jan 11, 2014
    Posts:
    94
    I have a issue that I am unable to resolve. It's a bit of mystery to me why this keep happening.

    I followed normal procedure : Created a empty object, applied a LOD-group component and filled it with LOD meshes.

    This is what I get after I baked the models. BigRock_LOD0 seems fine but BigRock_LOD1 is completely black (but you can still see light reflecting of the surface).

    All the BigRock.LOD_ meshes have ''static'' check and enabled.

    -I tried setting the lightmap scale to 1 for all my lod meshes.
    -I tried a custom lightmap unwrap with sufficient padding.
    -I tried letting Unity generate a second uv-set for me.

    Anyone else have any ideas?
    lod0.PNG 2.PNG
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    You have to add light probes to add indirect light the lower LODs.
     
  3. KC1302

    KC1302

    Joined:
    Jan 11, 2014
    Posts:
    94
    Thanks for the input, the problem still persist. I have no idea, what could be causing this blackout.
     
  4. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Can you please report a bug with your scene attached to it, so we can have a look? It should work.
     
    Last edited: Mar 31, 2015
  5. KC1302

    KC1302

    Joined:
    Jan 11, 2014
    Posts:
    94
    Thank you. I will report it.