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Still can't bake lightmaps with RC1 and terrain

Discussion in 'Unity 5 Pre-order Beta' started by Jaimi, Feb 9, 2015.

  1. Jaimi

    Jaimi

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    Still stalls at "2/11 layout systems".

    Easy to duplicate. Create a new project. Create a terrain. Make it any size you want. I made mine tiny - 100x100.

    Hit bake.

    See stall. Wait. See it still stall. Maybe it's a mac only thing. I don't know. I see some people say they are getting errors in "Final Gather", and Unity people reporting that Final Gather is fixed in RC2.

    But I can't even get there.

    Is the "Layout Systems" bug fixed in the next RC also?
     
    protopop likes this.
  2. seattlebluesky

    seattlebluesky

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    @Jaimi empirically it seems to be worse on Mac OS X. I've got both running side-by-side via a VM for the Windows OS and light-map baking is less 'reliable' on Mac OS X. It's at the point where I bake my light-maps using the Windows Unity version and share back to the Mac version via source-control.
     
  3. DanSuperGP

    DanSuperGP

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    After reading this post. I figured I'd give it a test myself. I have the same problem on OSX. I just created a default terrain, painted a little bit of height, and tried to bake... and it's stuck at 2/11 Layout Systems | 1 jobs
     
  4. BBRome

    BBRome

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  5. AustinRichards

    AustinRichards

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    I really hope they aren't rushing release out with all these bugs still here... Lightmapping is extremely unreliable, and takes DAYS on many things. Not to mention other bugs in Unity 5 not related to lightmapping.
     
  6. Meltdown

    Meltdown

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    At this rate, they're probably going to have 10-15 RC's. Agreed though, tons of stuff needs to be fixed still.
     
    protopop and p87 like this.
  7. Roni92

    Roni92

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    I baked my terrain 2kmx2km with few objects in few minutes in b22(and I dont have some hardcore server cpu), so, solution is easy- use win 8.1 :D
     
  8. DanSuperGP

    DanSuperGP

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    That's not a solution for me at work.
     
  9. daisySa

    daisySa

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    Also on OS X, also stuck at 2/11 Layout Systems...
     
  10. AustinRichards

    AustinRichards

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    Well whats your lightmap resolution? There's a LOT more factors than just that. If you baked it successfully... please tell us what the parameters are?

    Also try adding an emmisive shere ontop of the terrain, it'll then take ages to bake.
     
  11. Joachim_Ante

    Joachim_Ante

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    It turns out RC1 had a couple of unfortunate regressions. Oops, Sorry.
    Here is a note i sent to the beta list earlier...


    1. We just now were finally able to fix the the memory spiking of clustering and the long clustering times. This makes scenes with big terrains bake in a reasonable time.

    eg. a 2k*2k terrain bakes in 4 minutes on our tests.

    This fix will be in RC2


    2. We just found that RC1 has a regression with continuous baking where the Enlighten precompute is always recomputed. (Oops…)

    This was regressed in RC1 and will be fixed in RC2.


    3. We just now fixed a final gather crash bug and tested on a bunch more test scenes and are getting very good visual results.

    This will be fixed in RC2.


    4. We found some reflection probe intensity and ambient intensity to have gamma / linear space inconsistencies that makes tweaking values harder than it should be.

    This will be fixed in RC2.


    5. a couple of major bug fixes to make baked light maps work well with LOD groups.

    This will be fixed in RC2.


    These are the major things we already have fixed locally and will have fixed in build next week.
    Apart from that there is a couple of smaller Enlighten bug fixes we are working on for 5.0.

    And also some blog posts about how to optimise content for Enlighten and documentation for Enlighten.

    I believe once we have these issues addressed, we will be in a good state to ship Enlighten in 5.0.

    In the 5.x series there is going to be a lot more work going into lightmapping. There is a ton of stuff that we want to get to.

    It’s been a long road to get Enlighten into shape for Unity 5.0, we have a very good team working it and that team will continue to deliver updates and continuously improve in 5.x.
     
  12. Jaimi

    Jaimi

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    I'm looking forward to the changes you've detailed in your reply.

    But how about the original concern - We've never been able to build lightmaps on OSX with any version of the beta if you have a terrain. It always stalls at "2/11 Layout Systems". This appears to be an OSX specific bug.

    If you have any terrain, no matter what size, no matter what else there is in the scene, you cannot bake lighting - neither continuous or on demand. It always stalls at 2/11 layout systems.
     
    DanSuperGP likes this.
  13. seattlebluesky

    seattlebluesky

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    @Joachim_Ante many thanks for reaching out with this update. For sure the folks on these forums want Unity 5 to be as good as it can be as much as the Unity team itself.

    Now onto all my issues :) both concerning a feature-equivalent upgrade path for the dual lightmap feature of Unity 4. Excuse the tech errors. I'm really new Unity and realtime graphics in general.

    Will dynamic shadows ever be composed over static, lightmap lit objects within the near shadow distance? Unity 5 directional lightmaps and realtime GI provide a good upgrade path for dual lightmapping, except dynamic shadows don't seem to be cast from non-static objects. Is this Mixed baked mode for lights?

    http://forum.unity3d.com/threads/intent-of-mixed-baked-mode-for-lights.285644

    So will the Legacy Shaders ever understand 5.0 Directional (specular or not) lightmap data? Currently Non-Directional is supported by nature of the format storing the same diffuse response as Unity 4. It'd be awkward to have to convert all materials to use the Standard shaders.

    http://forum.unity3d.com/threads/in...er-than-non-baked-lights-no-lightmaps.285677/
     
  14. seattlebluesky

    seattlebluesky

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    FYI @Jaimi not trying to hijack the thread away from Mac OS X baking issues. But @Joachim_Ante helpfully posted a reply to this thread so it's easier for me to reply to that post right here. I'm hoping Mac OS X baking stability will improve also as I do all mine on the Windows OS currently.
     
  15. Jaimi

    Jaimi

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    No problem. Every time I've posted the issue, the only official responses I've gotten is basically "We've fixed the final gather in version {insert next version here}" or "It's way faster in {next version here}". I'm truly wondering if they realize we can't build. I'd hate to have to move over to my bootcamp VM to build, as I've already used both my license activations on desktop + notebook.
     
    seattlebluesky likes this.
  16. DanSuperGP

    DanSuperGP

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    I can't even do that. I'm not allowed to install windows on my work machine... period.
     
  17. seattlebluesky

    seattlebluesky

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    I hear you. It is always the next one. I am still waiting to bake my existing scene and render it with Unity 4.6 lighting equivalence let alone surpassing it. Maybe that already exists but for the life of me I can't figure it out. Personally I don't care about PBR/PBS at this time, although I did just purchase B2M3 in order to convert across my existing textures to support PBS. In the meantime a quicker, more successful bake with Unity 4.6 dual lightmap 'equivalence' at runtime is what I'd like.
     
  18. Joachim_Ante

    Joachim_Ante

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    I am always using Unity on OS X and i believe the 2/11 layout system stall was a regression in RC1.
     
  19. Joachim_Ante

    Joachim_Ante

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    The best way to get this resolved as soon as possible. Is for your to submit a bug report with your project folder.
    Best would be to get the project folder with only the level geometry since that is the only thing necessary for the lightmap bake. If you do extract it into a new project please make sure to check that the bug still does indeed reproduce before you send the project over.

    This way we can take a look at why exactly it might fail the bake and make sure that your specific case is actually fixed as well.
     
  20. seattlebluesky

    seattlebluesky

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    Will do. I've reported a lot of issues, and my mileage has varied with respect to responses to them, but anything I can do to help the Unity team.

    Any response to the following? I put more information about the questions in this thread above.

    - Will dynamic shadows ever be composed over static, lightmap lit objects within the near shadow distance?
    - So will the Legacy Shaders ever understand 5.0 Directional (specular or not) lightmap data?

    Thanks again for you feedback in the forums.
     
  21. Joachim_Ante

    Joachim_Ante

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    RC2 adds support for Directional lightmaps in legacy shaders.

    >- Will dynamic shadows ever be composed over static, lightmap lit objects within the near shadow distance?
    I'd love to see a project folder and some screenshots of what you want to achieve exactly.
     
    seattlebluesky likes this.
  22. Jaimi

    Jaimi

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    Excellent news, Thanks!
     
  23. seattlebluesky

    seattlebluesky

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    I will construct a project and file it today. Basically with a light mapped scene how does one configure shadows cast from non-static objects? In 4.6 this mode was Mixed. In 5.0 Mixed does not seem to behave much differently to Baked. The Mixed mode being a light object setting.
     
  24. seattlebluesky

    seattlebluesky

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    Great! I was looking at the shader source and modifying them myself was going to be a long haul given my lack of knowledge of shader light models. :)
     
  25. seattlebluesky

    seattlebluesky

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    Reported as case from 4.6. Reason being that it, at least in my testing, was reliable to verify it worked in 4.6 and then import the project to 5.0 and re-bake.

    Case 671248.

    Edited: Removed case details and posted along with screen captures to the original thread. It looks like the issue "2/11 layout systems" has been resolved and I don't want to sustain a thread with information about another issue. ;)

    Original thread is http://forum.unity3d.com/threads/intent-of-mixed-baked-mode-for-lights-case-671248.285644
     
    Last edited: Feb 11, 2015
  26. Joachim_Ante

    Joachim_Ante

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    We just reproed the issue now. It turns out this was an OS X only issue, so when triaging bugs related to this they were closed because we tested them on Windows.

    We'll get this fixed asap.
     
    shkar-noori likes this.
  27. ldb

    ldb

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    I sincerely hope this isn't an admission you only test bug fixes on a single OS?!?! That's insane!
     
    shkar-noori likes this.
  28. Joachim_Ante

    Joachim_Ante

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    It absolutely is not. Generally testers have both mac and windows. Developers also have mac and windows machines.
    Myself I usually use Mac OS X.

    However, when we process bug reports, we have a guy reproducing bugs in the incoming pipeline. And it appears that we simply assumed the issue to be cross platform and already fixed because we tested this bug specifically on windows box, but in this instance it was a OS X only issue.
     
    shkar-noori likes this.
  29. Joachim_Ante

    Joachim_Ante

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    We found and fixed the issue. Fix will be in RC2. Thanks.
     
    shkar-noori likes this.
  30. Jaimi

    Jaimi

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    This is good news - Can't wait for RC2, I've been waiting to port my project until this is fixed. Currently I use 4.6, but there is a memory leak bug (I assume OSX specific there as well) that was introduced in 4.5 that makes it very unstable. I'm really only into 5.X because of the 64 bit editor.
     
  31. QuantumTheory

    QuantumTheory

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    The fact that the CTO is actively replying to your issue is outstanding.
     
    shkar-noori and DanSuperGP like this.
  32. seattlebluesky

    seattlebluesky

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  33. Jaimi

    Jaimi

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    I agree - Outstanding.
     
    shkar-noori likes this.
  34. ldb

    ldb

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    Well that's a relief. I think we've all made the mistake of assuming things at some point or another. Let's just hope it's not a recurring issue. It's been interesting following the 5.0 development. The work you do is fantastic!


    It's unfortunate a CTO's active involvement in a heavily community driven product's forum would be considered outstanding. One would hope it would be the norm. It's a shame so many distance themselves from their customer base. I hope Unity's board never position themselves above the community. It's great to see Joachim getting involved in conversation. I hope it continues. With any luck it may even set a precedent for other organizations!