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Question Strange light behavior, why? (maybe UV Overlapping)

Discussion in 'Global Illumination' started by rayandaoudi08, May 4, 2023.

  1. rayandaoudi08

    rayandaoudi08

    Joined:
    Jan 18, 2023
    Posts:
    2
    upload_2023-5-4_5-6-6.png
    upload_2023-5-4_5-7-20.png


    So that what I meant by strange. Btw I have this error in the console too I think it can be (maybe) related :

    "There are 11 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.
    - PictureFrame (1): 1284 texels
    - PictureFrame: 1244 texels
    - PictureFrame: 997 texels
    - PictureFrame: 983 texels
    - PictureFrame: 678 texels
    - Table: 640 texels
    - a_low: 244 texels
    - e_low: 226 texels
    - b_low: 133 texels
    - c_low: 48 texels
    - d_low: 28 texels
    Please see this webpage for more information about objects with overlapping UVs:
    https://docs.unity3d.com/Manual/ProgressiveLightmapper-UVOverlap.html"

    I've seen the manual but I didn't really understand because nothing actually showing with the UV Overlap (except the wireframes but I don't think is the problem source) look:
    upload_2023-5-4_5-10-21.png
    upload_2023-5-4_5-10-46.png


    Can someone help me to understand why this is happening, and how to fix it?
     

    Attached Files:

  2. rayandaoudi08

    rayandaoudi08

    Joined:
    Jan 18, 2023
    Posts:
    2
  3. TheNullReference

    TheNullReference

    Joined:
    Nov 30, 2018
    Posts:
    222
    There could be several issues.

    My first thought is to check your vertex normals on the mesh.

    I'm assuming there's a mesh edge where your light seam is, if you have custom split vertex normals then it will direct the light on the mesh to bounce in a different direction.

    Sometimes the issue can be negatively scaled vertex data. Even if the normals are facing the correct way, there can be an issue in the underlying mesh data where the normals are still flipped (common when combining negatively scaled meshes in 3dsmax into a single mesh).

    The only way to fix it for certain is to take the mesh into blender or similar and reset the normals.