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When baking lights using Lightmapping.BakeAsync, reflection probes are extremely bright

Discussion in 'Global Illumination' started by ColtonRamos, May 8, 2020.

  1. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
    Hi,

    We're using Unity 2019.3. I've reproduced this issue on a machine with an RTX2070 and another with an RX5700.

    We have a script that loads in scenes, stages lights, etc. then does Lightmapping.BakeAsync. Thing is, when we bake lights using Lightmapping.BakeAsync, reflection probes sometimes get really bright. Like, standing on the face of the sun bright.

    This image contains multiple reflection probes exhibiting the same behavior.
    upload_2020-5-7_23-19-0.png

    It doesn't always happen, it's random and unpredictable. It happens to probes that are both indoors and outdoors, but usually only across a couple of scenes. After identifying a probe that is misbehaving, we can clear it out by simply re-baking the offending probe after the Lightmapping.BakeAsync finishes (select the probe in the editor => look at the reflection probe component => click "bake").

    I don't think there's any stray lights causing the issue because everything else about the bake looks fine, it's only the reflection probes that are experiencing any problems.

    Thank you for your time,
    Colton
     
  2. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
    (edit: It's not resolved... please see two posts down) Okay, the issue is hopefully resolved. I tried a bunch of stuff to get it fixed, and finally resorted to re-structuring the scenes that get baked together within the world.

    The game had one section of 14 scenes that were getting baked together. I split that section in two, with about half of the scenes in each new bake group. Now, about 7 scenes each get a separate call to BakeAsync.

    I'm not exactly sure what part of splitting the groups up fixed the issue. If it was a size problem or a specific object in one scene that interacted poorly with an object in a different scene, I'll never know. From now on I guess I'm going to try not to exceed baking 10 scenes together.

    Good luck & happy baking =P
     
    Last edited: May 8, 2020
  3. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
    Pic of correctly baked scene:

    upload_2020-5-8_2-15-26.png
     
  4. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
    Okay nvm it's happening again after splitting out the scenes. =(
     
  5. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
    Tried moving to 2020.1 beta and I'm still seeing the issue. Baked lightmaps look a little different in 2020.1, and the issue seems less prevalent, but I have one probe that consistently whites out.
     
  6. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
  7. ColtonRamos

    ColtonRamos

    Joined:
    Nov 4, 2015
    Posts:
    15
    Disabling HDR got rid of the supernovas, but I don't understand why I can't bake HDR reflection probes in only two scenes. Oh well, glad the game is right again.