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Problem with "Generate lightmap UVs" when baking lighting

Discussion in 'Global Illumination' started by dclares, Apr 29, 2020.

  1. dclares

    dclares

    Joined:
    Mar 15, 2019
    Posts:
    14
    Hello:
    I have a problem with lighting when activating the "Generate Ligthmap UVs" in the import options of the fbx model. I did the test to bake the lighting with this deactivated and activated and the result is too different, for the option of "Generate Ligthmap UVs" deactivated I get the correct illumination, but that is not good due to the overlap of the UVs and optimization issues the uv spaces they occupy are very small, to solve this I activate the option of "Generate Ligthmap UVs" but when baking the lighting it is not done correctly and when checking the lightmaps these are empty, and the scene does not light up.
    Here are some images with the two examples, one with the "Generate Ligthmap UVs" activated and the other deactivated, in the upper part it is the Baked Lightmap viewer.

    I am using Unity 2019.3.11f1 pro version.

    inport settin.JPG

    Generate Lightmap UVs OFF.JPG "Generate Ligthmap UVs" OFF
    Generate Lightmap UVs ON.JPG "Generate Ligthmap UVs" ON

    Generate Lightmap UVs OFF.JPG
    Generate Lightmap UVs ON.JPG
     
  2. JenniferNordwall

    JenniferNordwall

    Unity Technologies

    Joined:
    Sep 19, 2016
    Posts:
    160
    Hi, are you sure you rebaked the lightmaps? Can you share your settings for the scene? And maybe a flat screenshot of one of the lightmaps? Thanks :)
     
  3. dclares

    dclares

    Joined:
    Mar 15, 2019
    Posts:
    14
    yes, the image below is with the baked lightmap but it has no baking information, I found a solution outside of unity and so it works well, what I did is create a second set of UV in the 3d software I use and unity uses this second UVset for the lightmap, so they are baked correctly.
     
    JenniferNordwall likes this.