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Strange Artifact With Final Gather

Discussion in 'Global Illumination' started by AndersMalmgren, Apr 13, 2019.

  1. AndersMalmgren

    AndersMalmgren

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    Aug 31, 2014
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    5,358
    This is a low lit scene (A office at night)

    Without final gather
    upload_2019-4-13_11-43-59.png

    With final gather
    upload_2019-4-13_11-44-14.png

    There is 4 squares of shadow, might be a bit hard to see.
    The same artifact is seen on all places this asset is used.

    UV settings provided by artist
    upload_2019-4-13_11-47-3.png

    More examples:

    Same place again but in actual scene (above is from isolated repro scenee). A little more artifact going on lower left sid
    upload_2019-4-13_11-48-34.png

    Really showing here
    upload_2019-4-13_11-49-23.png
     
  2. AndersMalmgren

    AndersMalmgren

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    hard to tell here so dark, but I think there is none
    upload_2019-4-13_11-50-46.png


    upload_2019-4-13_11-52-29.png
     
    konsic likes this.
  3. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    Feb 8, 2018
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    1,080
    Try increasing irradiance budget and quality in lightmap parameters asset, and assign it to your door.
     
  4. AndersMalmgren

    AndersMalmgren

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    Thanks, will have a look tonight
     
  5. AndersMalmgren

    AndersMalmgren

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    Hi @kristijonas_unity

    Chaning the irradance only moved the artifact around on the surface upload_2019-4-15_23-54-31.png
     
  6. AndersMalmgren

    AndersMalmgren

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    @kristijonas_unity We have found the issue. This asset is built on two materils ontop of each eachother.

    One transparent glass material and one normal

    upload_2019-5-10_18-41-24.png

    Its the combo of these two that creates the problem. If I remove the glass it works

    edit: Though I do not know the best way of solving it. One way is to seperate the glass mesh and turnoff cast shadow (but havent tried it yet)
     
    Last edited: May 10, 2019
    konsic likes this.
  7. AcidArrow

    AcidArrow

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    11,794
    Either remove the glass from being lightmap static, or make sure the material uses double sided global illumination.
     
    AndersMalmgren likes this.
  8. AndersMalmgren

    AndersMalmgren

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    Forgot to answer here, I decoupled the meshes in the model and turned of shadows for the glass renderer