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Official Progressive CPU Lightmapper

Discussion in 'Global Illumination' started by Kuba, Feb 2, 2017.

  1. m_stolze

    m_stolze

    Joined:
    Jun 24, 2020
    Posts:
    4
    Thanks for the response, but that didn't help. I tried turning off backface culling, too. Those are my settings. Maybe you can spot a problem?! LightSettings.png ObjectSetting.png
     
  2. uy3d

    uy3d

    Unity Technologies

    Joined:
    Aug 16, 2016
    Posts:
    187
    Check the last option on the material "Double Sided Global Illumination".
     
  3. m_stolze

    m_stolze

    Joined:
    Jun 24, 2020
    Posts:
    4
    Ah now I see. That did indeed do the trick. Thank you very much!
     
  4. giorgos_unity

    giorgos_unity

    Unity Technologies

    Joined:
    Nov 14, 2019
    Posts:
    20
    @m_stolze There's an in-depth take of the issue you were facing on this thread. Hope this can help in the future!
     
    m_stolze likes this.
  5. a4chteam

    a4chteam

    Joined:
    Dec 22, 2020
    Posts:
    19
    upload_2020-12-23_20-28-32.png

    upload_2020-12-23_20-28-58.png

    What am I doing wrong, because I can not bake.
     
  6. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,363
    The denoising step is failing, perhaps you are running out of memory? You might be able to get more info from the editor log file... If you disable indirect and AO denoising the error should go away but you will get more noisy light maps.
     
  7. valarus

    valarus

    Joined:
    Apr 7, 2019
    Posts:
    399
    Should I use walls with some thickness or with zero thickness when baking with PLM so that I remove the possibility of light leak? What about Enlighten?
     
  8. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,033
    There should be no light leaks even when using planes, providing that lightmap resolution is sufficient, and filtering settings are not too aggressive. Make sure to enable double sided GI in the material properties to avoid invalid texels on the back-facing side.
     
    valarus likes this.
  9. valarus

    valarus

    Joined:
    Apr 7, 2019
    Posts:
    399
    What will be changes/features of Lightmapper in 2023.1?
     
    PutridEx likes this.
  10. StevenK_Unity3D

    StevenK_Unity3D

    Unity Technologies

    Joined:
    Jun 18, 2021
    Posts:
    5
    For 2023.1 the team have been focused on our objective to build a solid foundation for the future of light baking, so that we can deliver more robust solutions for the features on our Global Illumination Roadmap.

    If you haven't already and are able to, take a look at this roadmap and provide us with your feedback on our plans. This additional context really helps us shape the things we add to future releases.
     
    ali_mohebali and valarus like this.
  11. jiraphatK

    jiraphatK

    Joined:
    Sep 29, 2018
    Posts:
    180
    upload_2022-8-26_17-49-11.png
    Can we use it in runtime?
    Sry, that's stupid question. It shouldn't. I was just curious about the use case of directly output to GPU, how would that help? just for previewing stuff?
     
    Last edited: Aug 29, 2022