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Realtime Resolution Generates Darker Rooms

Discussion in 'Global Illumination' started by Bigpopo1234, Apr 25, 2016.

  1. Bigpopo1234

    Bigpopo1234

    Joined:
    Aug 30, 2015
    Posts:
    6
    Hello everyone,

    I Have been searching the forum but could not find an answer for that specific problem

    When I bake light maps and change the realtime resolution I get inconsistent results

    When I use 0.1 some room gets darker and some are brighter (pic 1)

    When I use a much lower realtimeResolution they all get the same amount of light(Pic 2)

    For testing purpose I only use ambient intensity and disabled all other light source (lights, emissive, etc.)

    Lightmap uv aren't generated the model have all been previously unwrapped in an other software

    I use invisible mesh to generate the room shadows
     

    Attached Files:

  2. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887
    Usually you would use Precomputed or Baked on their own, not together. You have Ambient GI set to Realtime - is that what you want?

    The Precomputed Realtime Resolution value is shared by the Baked GI Indirect Resolution value when you uncheck Precomputed.

    With 0.0001 it will try to place all of the indirect lighting data into a tiny space, so it will all be the same. The default value is 2.

    What are you trying to make it look like? You want a realtime PC desktop game, or a fast mobile game?
     
  3. Bigpopo1234

    Bigpopo1234

    Joined:
    Aug 30, 2015
    Posts:
    6
    I am doing something that will run on pc. What I am trying to do here is just increase the ambient light or we could say the brightness. I want the player to be able to see a little bit even when there is no light.

    The problem is that when I increase the ambient light with a high resolution, it does not increase evenly in every room. It increase more in the ones with a bigger window frame. Looks like its not really a brightness feature

    You can see the other problem in the room on the far right. The wall with the window frame is dark but the window frame on that same wall respond to ambient light increase.

    As for using both precomputed or realtime. The unity demos I am studying seems to rely on both even if their user manual tells us to use only one of them

    Sorry if that might seems obvious for some but those baked light maps are giving me a headache
     
  4. Bigpopo1234

    Bigpopo1234

    Joined:
    Aug 30, 2015
    Posts:
    6
    I switched the ambient light to baked and it has given me far more consistent results. Some room stays darker than the light is more similar from one room to the others. and the window frame has the same brightness than the wall it is on

    Its seems that it has solved most of the issues even if its still not perfect but I'm aware that no engine is perfect and they all have their limitation. We have to work around them

    thanks for your help
     
  5. Bigpopo1234

    Bigpopo1234

    Joined:
    Aug 30, 2015
    Posts:
    6
    Update:

    Since my rooms are made from planes.Ambient Light doesn't seem to be able to go past the backface when it bakes

    Setting the lightmap parameters to transparent seems to have solved at least part of the issue but I feel like this isn't the way you light an interior scene
     
  6. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887

    Attached Files:

  7. Bigpopo1234

    Bigpopo1234

    Joined:
    Aug 30, 2015
    Posts:
    6
    I use Custom Uv in the 2nd channel for the lightmap

    Thanks for your help. I checked your tutorial but it also has the same problem I was talking earlier : Ambient light doesn't light each room evenly but I think I have found a workaround by setting the room transparent in their lightmap parameters. That way I can bake the ambient color evenly across every room