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Progressive Lightmapper resolution issue

Discussion in 'Global Illumination' started by DocQuantic, Mar 20, 2018.

  1. DocQuantic

    DocQuantic

    Joined:
    Jul 4, 2017
    Posts:
    4
    Hi,
    I'm trying to lighten a scene with baked GI using the progressive lightmapper and I'm getting some issues. Progressive_Lightmapper_issue.png As you can see, after baking, I get these strange black squares on the wall and even the lighting on the bar presents some artefacts. I've tried to play with the settings but the actual ones work very well for other scenes which have similar lighting (I have only three point light sources in the scene).
    If someone could help me solve this problem I would be very gratefull.
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    10,982
    Do things improve if you create new Lightmap parameters, se backface tolerance to 0 and rebake?
     
  3. DocQuantic

    DocQuantic

    Joined:
    Jul 4, 2017
    Posts:
    4
    It worked perfectly ! Thanks a lot !
     
  4. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,788
    backface tolerance is not currect solution

    Select your material and activate Double Sided GloblalIllumination for your model in Unity 2017+
     
    Last edited: Apr 3, 2018
  5. DocQuantic

    DocQuantic

    Joined:
    Jul 4, 2017
    Posts:
    4
    Thanks for your reply. Can you explain me what is the difference between those two solutions ?
     
  6. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,788
    For double sided faces (in modeling) you must activate this option. backface tolerance was old hacked solution
     
  7. DocQuantic

    DocQuantic

    Joined:
    Jul 4, 2017
    Posts:
    4
    Ok I understand, I will change to this solution.