Search Unity

RealTime Gi Problem!

Discussion in 'Global Illumination' started by CGBull, Feb 15, 2018.

?

RealTime Gi Problem!

  1. nothing

    1 vote(s)
    50.0%
  2. nothing

    0 vote(s)
    0.0%
  3. nothing

    1 vote(s)
    50.0%
  1. CGBull

    CGBull

    Joined:
    Feb 12, 2017
    Posts:
    82
    I use real time gi , but i get a very bad image . if i use bake gi and enable finalgather , this problem will disappear . i try change realtime uv option , still nothing to do . How do I solve it?
     

    Attached Files:

    • 01.png
      01.png
      File size:
      383.6 KB
      Views:
      993
    • 02.png
      02.png
      File size:
      345.4 KB
      Views:
      971
  2. Nateply

    Nateply

    Joined:
    May 20, 2014
    Posts:
    46
    See if your lights are set to realtime or mixed.
     
  3. CGBull

    CGBull

    Joined:
    Feb 12, 2017
    Posts:
    82
    lighting state is RealTime.
     
  4. Bas-Smit

    Bas-Smit

    Joined:
    Dec 23, 2012
    Posts:
    274
    in lightmap parameters (create your own if you havnt already) try setting pushoff to 0.001 or 0.01
     
  5. CGBull

    CGBull

    Joined:
    Feb 12, 2017
    Posts:
    82
    OK , I Try . Thanks.
     
  6. CGBull

    CGBull

    Joined:
    Feb 12, 2017
    Posts:
    82
    The black spot is really lighter but still. Maybe I can only use Bake mode.thanks
     
  7. QuadArt

    QuadArt

    Joined:
    Feb 8, 2017
    Posts:
    72
    Try to increse the indirect realtime resolution to 5 or 7, if it still be bad consider to use progressive lightmapper,its baked by gives me a lot better results than Realtime Gi
     
  8. CGBull

    CGBull

    Joined:
    Feb 12, 2017
    Posts:
    82
    thanks , I try 5-6 , My project is raltime scene , can't use PLM.
     
  9. YouDesign

    YouDesign

    Joined:
    Jun 21, 2017
    Posts:
    55
    1. Check Generate Lightmap UVs on inspector tab after select your model. Looks like some objects (table for example) have incorrect UV-coords
    2. Real time GI using for approximate lightmapping and give around objects info about albedo shaded colors from enveronment. For hight quality GI use progressive lightmapper. Precomputed GI not for this.
    3. For interior scene set indirect resolution maximum 2-3. Fo exterior scene 0.5-1.
    4. For non-static (dynamic objects) use lightprobes.
    5. Increase Irradience quality for detailed lightmap (but this increase backed time)
    6. Best practices - find optimal settings and indirect resolution for evenly light and after bake lightmap with progressive backend with mixed mode.
    7. If you don`t want use static lightmap (for full dynamic scene) use somethink like SEGI - http://www.sonicether.com/segi/
     
  10. CGBull

    CGBull

    Joined:
    Feb 12, 2017
    Posts:
    82
    Thanks,I try every property.But i can't get i want effect,I try use custom lightUVs ,So still talk, but I found the black block occurred mainly in the surface shape of large changes of objects, such as pillow quilt. Now I have to use static light. I've also tried SEGi, but the plug-in seems not to be especially good at indoor effects.I'll try some more of the other settings.