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Transition in lighting too hard with precomputed realtime GI

Discussion in 'Global Illumination' started by DennG, May 25, 2015.

  1. DennG

    DennG

    Joined:
    Dec 5, 2013
    Posts:
    158
    Hello,

    I'm facing an issue with the new precomputed realtime GI.

    Look at the edge on the middle of the picture:

    The transition from the left to the right mesh is way too hard.
    Shouldn't there be some sort of smooth transition/gradient?

    GI UV Charts:


    When I clear the baked data:


    My GI Settings:


    Does someone have a clue what could be wrong?
    I'll provide more information if needed.

    Best regards
    Dennis
     
  2. j-baeza

    j-baeza

    Joined:
    May 14, 2015
    Posts:
    26
    Two images broken... Can't see the bug
     
  3. DennG

    DennG

    Joined:
    Dec 5, 2013
    Posts:
    158
    Damn. Yesterday they were working.

    I attached the first picture to this post.
    You can see the dark edge here:
     

    Attached Files:

    Last edited: May 26, 2015
  4. j-baeza

    j-baeza

    Joined:
    May 14, 2015
    Posts:
    26
    I think it's your reflection probe that makes it hard. try to disable your probes and enable again to see the diference.
     
  5. DennG

    DennG

    Joined:
    Dec 5, 2013
    Posts:
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    I thought that too. There are two reflection probes. One at the entrance section (on the left) and one in the kitchen (on the right).
    I resized and moved them around with no effect. They are also overlapping.
    Shouldn't they blend together then?

    I'll investigate more later on, when I'm at home.
     
  6. DennG

    DennG

    Joined:
    Dec 5, 2013
    Posts:
    158
    No success.. I've tried a lot of comibnations with light and reflections probes...

    I've got a lot of black spots.. especially on the cornice which is modular.
    Any other idea?
     

    Attached Files:

  7. QuasiHobo

    QuasiHobo

    Joined:
    Aug 19, 2012
    Posts:
    15
    Im having the exact same issues.. See problem 3 in my thread: http://forum.unity3d.com/threads/having-multiple-issues-with-unity-5s-enlighten.328406/.... Since im working with modular elements for building our levels - I think its probably related with that. When I tweak the pack margin in import settings, the backface tollerance in GI parameters and the realtime GI resolution I see some decreases/increases of the issue. Havent found any solution yet though :(
     
  8. QuasiHobo

    QuasiHobo

    Joined:
    Aug 19, 2012
    Posts:
    15
    Just tried upping my realtime resolution to 10 - And now the artefacts is seen at almost every modular piece :S

    prob4.jpg
     
  9. DennG

    DennG

    Joined:
    Dec 5, 2013
    Posts:
    158
    Damn.. there must be a solution to this problem.
    I highly doubt that we are the only people with this problem, since modular leveldesign isn't so unsual in gamedev.

    When I used a single mesh for the walls I had no problems with such black spots...
     
  10. Slavka911

    Slavka911

    Joined:
    Mar 30, 2015
    Posts:
    3
    Hi DennG,

    I think the problem you have is projected by the "reflection Probe" in your scene...
    try to change the type of the reflection Probe to "baked"...it should solve your problem with the black spots on your modular mesh.

    If you´re using a baked light in your scene this could describe your problem with the black spots....

    best regards

    Slavka
    Gamedesigner
     
  11. DennG

    DennG

    Joined:
    Dec 5, 2013
    Posts:
    158
    Sorry, but I want to keep everything realtime. There must be something I'm missing.