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Whacked baking. UV trouble?

Discussion in 'Global Illumination' started by Weyland_, Jul 22, 2015.

  1. Weyland_

    Weyland_

    Joined:
    Apr 21, 2015
    Posts:
    5
    Hey, everyone.

    It seems I'm having trouble with baking my lightmaps.

    Untitled.png

    Yep...

    The meshes are properly unwrapped, they worked flawlessly in UE4. Unfortunately, this is what I get in Unity. I've been scratching my head at it for days. Help? :(
     
  2. SpiriTx

    SpiriTx

    Graphics QA

    Joined:
    Apr 12, 2012
    Posts:
    252
    Hi,

    Could you please also post a screenshot of your mesh settings?
     
  3. StevieWonder

    StevieWonder

    Joined:
    Jul 1, 2015
    Posts:
    8
    Looking through the GI subsection it appears that the results you are getting are in fact a feature of Unity 5's baking - It seems to be happening to everyone.
     
  4. Weyland_

    Weyland_

    Joined:
    Apr 21, 2015
    Posts:
    5
    @SpiriTx here:
    Untitled.png

    I've disabled Generate Lightmap UVs, as I have already set-up the UVs in 3dsmax.

    @StevieWonder, that's one helluva feature.
     
    8bit4life likes this.
  5. Weyland_

    Weyland_

    Joined:
    Apr 21, 2015
    Posts:
    5
    Anyone?
     
  6. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,908
    Just let Unity generate them and see what happens. Check the box.

    Put Precomputed Real-time GI at around 1-2, not 0.1.

    Try 5-10 for Baked.
     
  7. Weyland_

    Weyland_

    Joined:
    Apr 21, 2015
    Posts:
    5
    It was my bad. I had the UVs on channel 2, and Unity wasn't picking them up.

    I wish Unity had some documentation about this, so I wouldn't have to spend hours trying to figure it out by trial and error.

    If anyone else has this problem, Unity uses UV1 for baked lightmaps, UV2 for realtime lightmaps. When exporting from 3dsmax, make sure the unwrapping is done on channel 1.
     
  8. SpiriTx

    SpiriTx

    Graphics QA

    Joined:
    Apr 12, 2012
    Posts:
    252
    Yes, we will add docs on how to setup meshes properly for Enlighten.

    Furthermore, there are some changes planned to make sure we don't fallback to albedo UVs as it caues this issues and make Generate UVs option more understandable and unified with normals and tangents.
     
    Weyland_ likes this.