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Unity 5 Lightmap baking...

Discussion in 'General Graphics' started by alt.tszyu, Mar 3, 2015.

  1. alt.tszyu

    alt.tszyu

    Joined:
    Nov 12, 2013
    Posts:
    110
    is taking forever. Its just a simple scene with 3 of my meshes with a plane. Default lightmapping options. The bake has been stuck on 7/11 Light Transport 3 jobs for the past 20 mins.

    I cannot continue on with my excitement, whilst I wait for my scene to finish baking. What is going on. :(

    edit:Seems the beta users were having problems too with the baking. Is this not fixed?
     
  2. Deleted User

    Deleted User

    Guest

    This was the reason I dropped Unity 5 and ended, last straw as such.

    Unity what's the plan on this? Lightmass bakes a scene with thousands of meshes in minutes and looks gorgeous.
     
  3. pushingpandas

    pushingpandas

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    Jan 12, 2013
    Posts:
    1,418
    known bug from beta.
     
  4. alt.tszyu

    alt.tszyu

    Joined:
    Nov 12, 2013
    Posts:
    110
    So they renamed a beta to 5.0.0.f4? :eek:
     
    gregroberts and pushingpandas like this.
  5. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    1,550
    I know it's frustrating. They have been improving light mapping very quickly and i am sure it will be bug free soon.

    Another issue is that the procedure is so different from Beast so no one is sure what settings to use.

    What I did? In the lighting tab set baked lightmaps to non-directional instead of direction, and reduces the Texels per unit to 2. There still seems to be some issues with visual fidelity, but now i am baking terrain and objects in reasonable time.
     
  6. alt.tszyu

    alt.tszyu

    Joined:
    Nov 12, 2013
    Posts:
    110
    Thanks for tips! Its not a deal breaker for me, yet. I was just testing this shiny new engine.
    I did a quick play on Nimian Legends, pretty cool. Everything was fast and fluid!

    edit: And the bake just finally finished with a:
    'Compositing' job failed with error code: 6

    Oh well. On to test other things now.
     
  7. alt.tszyu

    alt.tszyu

    Joined:
    Nov 12, 2013
    Posts:
    110
    Bummer. I saw your WIP over yonder in the UE forums, but you got any new screen shots of how things look now in UE?
     
  8. HolBol

    HolBol

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    Feb 9, 2010
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    2,888
    I'm also having the same issue- these bakes that appeared so quick in their demonstrations are taking literally hours for me.
     
    emergki likes this.
  9. bluescr

    bluescr

    Joined:
    Sep 7, 2014
    Posts:
    21
    It's a real shame that they removed Beast, rather than keeping it for at least a few releases as a 'legacy lightmapping' option.

    Lots of mobile developers will have put a lot of time into setting up nice Beast lightmap bakes, and the change in system is a potential showstopper for mobile developers considering moving big projects to 5.0 in the near future.
     
  10. Deleted User

    Deleted User

    Guest

    It looks good LOL! of course I'll say that. Performance isn't err great though, getting 45 FPS on a GTX 780TI and also we were MUCH further on in Unity, we've only done 10% of the work in unreal.
     
  11. martaaay

    martaaay

    Joined:
    Apr 13, 2009
    Posts:
    136
    In software dev, not all (known) bugs are fixed for release. If you tried to fix all bugs, you'd never release.
     
  12. emergki

    emergki

    Joined:
    Oct 15, 2007
    Posts:
    421
    Well, In 4.6 the scene takes around 25 minutes for baking the lightmap, but on Unity5, I don't know how many time it will take because I stop trying after wait for around 3 hours :-(
     
    gregroberts likes this.
  13. Nubeh

    Nubeh

    Joined:
    Oct 7, 2012
    Posts:
    47
    I was having the same exact issues and then I replaced ALL my meshed and scaled them correctly so that Scale Factor and File Scale is 1 in the model inspector and when dragged in my scene the models are exactly 1,1,1 scale.
     
  14. gregroberts

    gregroberts

    Joined:
    Nov 21, 2014
    Posts:
    25
    Ever since Unity 5.x (5.0.x, 5.1.x, 5.2.x) any scene of even reasonable mesh complexity has stalled on the "7/11 Light Transport" stage of Baking. I don't know why.

    For this reason, I've stopped using lightmaps alltogether, except on the most simplest and basic scenes (i.e. less than 10k polygons total). SOME kind of feedback would be helpful, since it doens't "crash"... tho I generally will stop compute processes if they've continued for 30 minutes+ with NO visual feedback.

    Intel i5-4690k, Radeon 7900 3GB, 16GB RAM, Win 7sp1, Unity 5.2.2p4, Oculus Rift DK2
     
    protopop likes this.