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grodenglaive
12 years agoHonored Guest
lightmap disaster
Hi, I did a test bake on my scene and it is pretty horrible. I tried changing the quality from low to high and increased the final gather rays to 5000, but it didn't help except to make the dark spots finer. It's my first time at this so it's probably something obvious that I'm not doing, or shouldn't be doing. Any tips? :geek:
Thanks


Thanks


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- drashHeroic ExplorerI'm not really an expert on lightmapping, but I've played with it a little bit.
If you're just starting out with lightmapping, I would try "Single Lightmaps" instead of the default "Dual Lightmaps". Dual light maps is set up for a degree of real-time shadowing for close distances, and in that small room I imagine you're not going to get the full effect of baked lighting.
Secondly, you'll have to make sure that what you want lightmapped is marked as Static. I'm not sure if this applies to the lights themselves, but no harm in making sure they are Static too.
Thirdly, when you have your Lightmapping window open, you'll have a little "Lightmap Display" panel show up in the lower right corner of your Scene view. Hit "Show Resolution" and take a look at your Static objects in your scene and look for a faint checkerboard pattern that represents your lightmap pixels -- make sure they are getting a high enough resolution for your tastes.
And lastly, pay attention to what baking option you use to fire it off -- Bake Scene vs Bake Selected etc.
If you figure out the problem, let us know! :) - moltonExplorerIs that in the Unity editor? The Unity editor has it's own quality settings, maybe it's set on fastest? go to edit->project settings->quality and highlight a higher quality setting. It might be something that simple, I know the Unity editor was using fastest as the default quality setting in the editor for me.
- grodenglaiveHonored GuestThanks guys, I figured it out: the light source is a point light set just below the lamp fixture and the lamp bezel itself was casting the weird shadow pattern. Un-ticking "make static" on the lamp fixture got rid of all the blotches. I had made the same mistake in every room, so I assumed is was a global lightmap setting that was the problem. :roll:
I had also tried putting a point light right inside the lamp, but it wouldn't shine through the lampshade.
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