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Problems with Lightmapping in Unity 5

Discussion in 'General Graphics' started by Psyminator, Nov 20, 2015.

  1. Psyminator

    Psyminator

    Joined:
    Mar 30, 2015
    Posts:
    9
    Hi all!
    I'm having this problem with my lightmaps in Unity 5. I keep getting this speckled result with some passim black spots and highlights. The realtime shadows looks much better. Why can't it get a similar result with the baked maps? Or preferably better?
    I remember I used to have resembling problems with Unity 4 as well. But it's all different now...

    Here's a link for some referring results:
    http://cargocollective.com/albertakesson/ISSUE

    I'm very thankful for every response!
     
  2. MattGen

    MattGen

    Joined:
    May 12, 2015
    Posts:
    63
    I never had those issues using Soft Shadows. I guess hard shadows would require hi-res lightmaps to be good-looking.
     
  3. RdArrogantKnight

    RdArrogantKnight

    Joined:
    Jun 24, 2013
    Posts:
    13
    I have issues like this too, and I agree, the realtime shadows always look better and are less error-prone. I'm not sure what's going on here, but it's very frustrating.
     
  4. Psyminator

    Psyminator

    Joined:
    Mar 30, 2015
    Posts:
    9
    It's funny. I get the same result with hard shadows too... The problem now, doesn't seem to be the direct shadow by its self. But the shadings from surfaces with very sharp or blunt angles towards the source of the light. It always gets really grainy, or spot like. The pixel value doesn't seem to uniform. I can can try to raise the Baked Resolution... but the problem remains. Only with higher resolution.

    II'm starting to suspect some sort of graphical error. Perhaps software or even hardware failure?

    Check it out here, top picture:
    http://cargocollective.com/albertakesson/ISSUE
     
    Last edited: Nov 23, 2015
  5. RdArrogantKnight

    RdArrogantKnight

    Joined:
    Jun 24, 2013
    Posts:
    13
    I solved some of my problems by going to the model's import settings and having Unity generate UVs.
     
  6. Psyminator

    Psyminator

    Joined:
    Mar 30, 2015
    Posts:
    9
    You mean by clicking the check box in the import settings?
    That's what I have been doing all the time.Though the same model doesn't behave in the same way. Maybe the UVs are failing when duplicating the identical import in the scene with different shadings?... Never heard of this problem before.
    It seem pretty odd.
     
  7. Tinovdk

    Tinovdk

    Joined:
    Nov 28, 2013
    Posts:
    83
    MattGen and theANMATOR2b like this.
  8. Psyminator

    Psyminator

    Joined:
    Mar 30, 2015
    Posts:
    9
    Thanks for your answer, Tindovdk!

    Yeah, it looks very easy for certain. Being used to render in both Maya, 3DS Max, Mentalray, VRay, DeltaGen and so on the settings aren't that complicated. I know of all the terms since before. But just won't get it right...
    I used the first Sassybot Lightmapping in Unity 5 tutorial when I put up those pictures in my referent link above.
     
    Last edited: Nov 26, 2015