Baked lightmap seams

How to fix this? I know that seams are not placed perfectly but it doesn’t matter. They would be visible anyway. I just want my light to look as it should. Any tips? I am tired of this…

try to set it from “Direction Specular” to “Directional” in the lighting menu. Maybe this helps

It was set to “Directional” already. For now i moved seams to back and made lightmap UV in Bleder so it looks better but it still doesn’t look good on seams. It’s just not so noticable because now seams are more hidden. But there should be a way to make it look good on seams too. Any other ideas?

http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf
Be nice if unity implemented the baked lighting matching as at some point, uvs won’t ever be perfect.

In general all you can do at the moment is pre uv your objects to hide the seams or increase padding/size. Check which channel to do your lightmap uvs in.

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You really need to make good UVs with as few seams as possible, no way around it.

Or we could pester Unity to implement per vertex lightmap mode, which has been asked before and could work pretty decently for that model. :stuck_out_tongue:

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