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Terrain Holes and Lightmap bakes

Discussion in 'Global Illumination' started by Zylex, May 3, 2021.

  1. Zylex

    Zylex

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    We have holes in our terrain and use lightmapping, however the rays don't seem to enter beyond the terrain hole. If I remove the terrain it behaves correctly. Is this fixable in any way?

    We use 2020.2.5f1 with Built-in pipeline
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

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  3. Zylex

    Zylex

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    Nov 25, 2008
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    Thanks for the reply! Is this then also fixed for GPU baking? Also is there a chance it will be backported to the 2020.3 LTS version?
     
  4. Pema-Malling

    Pema-Malling

    Unity Technologies

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    The issue is fixed for both the CPU and GPU PLM. Backports have been initiated for version 2018.4, 2019.4, 2020.3 and 2021.1.
     
  5. Zylex

    Zylex

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  6. Pema-Malling

    Pema-Malling

    Unity Technologies

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    Apologies, I mistook this bug case for another one. Backports hadn't been requested yet for the version you mention, so I have just opened requests. Cheers.
     
  7. Zylex

    Zylex

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    Any news on when this will be backported?
     
  8. Pema-Malling

    Pema-Malling

    Unity Technologies

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    Hey there. Unfortunately the backports of the fix in question got delayed, since said fix introduced a regression which must also be backported. This work should be unblocked now, but I can't exactly give an ETA. I've inquired about the status of the backports - I'll let you know if there are any news.
     
  9. Regulus343

    Regulus343

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    Jul 4, 2013
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    Hi, sorry to bother but I was wondering if it is known if/when this will be backported at this time (in my case the interest is to 2019.4). I used some terrain holes in my level design and have big concrete tunnel coming out that is getting lightmap artifacts. I tried adding a plane in between the directional light source and the tunnel model in case that would help, but it did not and then I found this thread. Thanks for any new info you have.