Baked-in lighting and shadows for large object look awful

Hello. I am trying to bake light in my residential site project. The image obtained after about 10 hours of baking time is as follows:

My lighting settings are as follows:

Where is the problem? can you help me?

Set the mode to directional if you use directional lights.
Set the lightmapper to GPU for faster speeds.
Look into what settings do to tune them.
Scale down the model if possible, right now you are baking 3GB of maps which is too much
Increase lightmap size to 4k or more as you’re loading the maps in the same area anyway

It automatically switches to the CPU because the GPU gives a low memory warning. I realize the time is very long, but I think I’ll let it bake at night. What is the reason for this awful appearance?

Looks like the building (mesh) has a terrible lightmap UV.
9269736--1297782--UV.jpg

You can either manually create an non-overlapping UV (save to the second UV set) in a 3D modeling software or tick the “Generate Lightmap UVs” in Unity import settings.
9269736--1297785--GenerateLightmapUV.jpg

Not all objects need to be baked into lightmaps. I suggest disabling baking for all semi-transparent objects (ex. glass window) first. You can also find lots of useful information in the GI sub-forum, like these two threads.
9269736--1297794--GI_SubForum.jpg

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My models configuration is here:
9270537--1298004--upload_2023-9-4_9-20-58.png
But same result :frowning:

Are you using Unity 2021.2+? The minimum VRAM required is 2GB if disabling denoising (Intel Open Image Denoiser).

Maybe the auto-generated lightmapUV (of this mesh) is still not good enough for progressive lightmapper.

You can also try using Enlighten Realtime GI instead, but it usually cannot bake shadows and AO.

You need to change all the lights from baked to real-time for Enlighten GI. I suggest using a lower indirect resolution first (ex. 0.25), and increase it (ex. 1.0) if everything is fine.
9270657--1298010--EnlightenGI.jpg

it seems like your life is going to be painful, so i’m going to throw the idea out of baked lighting in vertex colors generated elsewhere.