Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice
  4. Dismiss Notice

Problems with baked GI lightmaps.

Discussion in 'Global Illumination' started by Entaryn, Oct 2, 2020.

  1. Entaryn

    Entaryn

    Joined:
    Feb 9, 2020
    Posts:
    2
    Hello,
    I have a problem with generated lightmaps. I use URP. I want to have baked GI on static objects and realtime directional light. When I bake the GI, I get this wierd result. I assume its a lightmap problem. I've made some research and saw simillar problems but nothing solved my problem 100%. Here you can see some screenshots of some settings that might be helpful. I haven't made lightmaps manually in blender in this example (thats why I have Generate Lightmap UVs checked) but I have tried it and got simillar results (maybe I just dont know how to do it in blender). I feel like the baked lightmap image is wierd in terms of resolution - its so blocky, but some parts are higher res.

    EDIT: I forgot to open the Generate lightmap uv settings in the screenshot. They are 88, 8, 15, calculate, 4, 1

    import settings:
    Snímek obrazovky (10).png


    Scene lighting settings:
    Snímek obrazovky (11).png


    Baked lightmaps:
    Snímek obrazovky (12).png


    Direction light settings:
    Snímek obrazovky (13).png


    Project Graphics settings:
    Snímek obrazovky (14).png

    Thank you,
    Patrik P.
     
    Last edited: Oct 2, 2020
  2. ben-spencer

    ben-spencer

    Unity Technologies

    Joined:
    Dec 2, 2019
    Posts:
    7
    Hi Patrik,

    To help us narrow this down, could you answer a couple of questions? When generating the UVs, did you change the default settings in the 'Lightmap UV settings' dropdown? Also, do you still get the same artefacts if you switch off filtering or run with the CPU lightmapper?