Well, I have to say this is my works bake yet in Unity5, absolutely. I’m getting pretty good results with Realtime GI, but I needed to optimize a large scene by eliminating a realtime sun. Is this as good as it gets? I’m on 5.0.2. Has anyone worked through this yet? Good grief man!!!
Update: Several of my meshed didn’t have a 2nd set of UV’s. (they were not visible in the screenshot) And I bumped my scale in lightmap from .25 to 1. I can work with that.
Hi topofsteel,
I have the same artifacts all over my scene as well.
It’s a large building like yours.
You’re saying you didn’t have a 2nd set of UVs on some objects.
Can you please validate my scenario based on your experience:
- Disabled “generate lightmap UVs” (generates seams at unacceptable places - no matter the hard angle settings)
- Unwrapped the most important object in the scene with Blender (into UV1, as I don’t use textures). No overlapping UVs.
- Left all other objects un-unwrapped as I first just want to see a single seam-less bake for that important object
- Highest settings, separate baked tag for the important object, etc…: My important object looks like your original screenshot (full of black spots; can see the triangle contours because of these black spots and there’s also black spots inside the triangles)
I found this in another thread:
“On my end it was because I had an object/mesh without a UV2 channel. That one object was still baked, but baked on top of stuff in the atlas. So, make sure EVERYTHING has a UV2 channel.”
…but I have a unique baked tag for my important object and it does bake onto its own texture and doesn’t share it with any other object.
Do you reckon that the reason for these spots is that I left the other objects in the scene un-unwrapped even if I have a separate baked tag / texture for my important object?
Thank you.