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Discussion in 'Unity 5 Pre-order Beta' started by Yalfbal, Feb 17, 2015.
What am I doing bad here with the lightmap?
Make sure Continuous Baking is enabled at the bottom of the screen.
Done, but it doesn't change anything.
Also Baked Skylight needs to be set to realtime.
Thanks Saota, but it doesn't change anything either.
Is all your geometry set to static?
Posting thread with screen, but without explaining problem.
Is your player setting set to Deffered? (Camera as well). And light at mixed or baked.
You are not using an RC, are you? Update your unity.
I didn't explain the problem because I thought that the scene was really simple. The problem is all those big black pixels in the lightmap.
Player settings set to Deferred and the light at baked.
I updated Unity and the problem persist:
Wait, what's the problem? i think i do see shadows.
If it's about those red and green pixels it's something i noticed on my mac with an intel HD chip.
This is the scene in realtime:
But when I build a lightmap the result is full of dark pixels.
Try to put your atlas size to 2048. it's a wild stab in the dark.
Some random ideas...
Does the mesh have lightmap UVs?
Are the UVs non-overlapping and in 0 to 1 space?
Is the mesh clean (no duplicate faces on top of each other)?
Are there any invisible polys in the mesh that might be affecting the bake?
I think that is a problem with the model, downloaded from evermotion. I'll try it with others models.
Or can you just turn on "Generate Lightmap UVs" in the model's import settings, if not? This seems to no longer be the default, but things without it still get lightmapped (incorrectly). Worth checking.
I agree, i've had something similar on a model I forget to use "Generate Lightmap UVs" on.
It never is. Hard to know what's wrong without knowing what you expected.
The output looks like "Generate Lightmap UVs" checkbox wasn't checked.
I checked it, and the problem was fixed with others models, but not with this one, as I said this model seems to have some errors.