Baking Directional light causing weird artefact on shader deformed trees

Hello!
I am trying to bake my main Directional Light and it creates some weird artefact on my tree.
I think an error pops and interrupt the process which makes them look really weird.
The tree are prefabs added to Unity Tree Terrain and placed normally. Their leaves moves with a deformation shader made following an old tutoriel on Youtube made by Unity.

I also have a adaptative probe volume set in scene mode.
My scene is full of static objects.

Has anyone ever encountered a similar issue?

The “Non finite value in …” error messages indicate that something fishy is happening (the computed irradiance for a few probes/lightmap texels becomes infinite), but they do not interrupt the bake.

Could you check in the Inspector whether your trees are using light probes or lightmaps? You can then either examine the baked probes in the Rendering Debugger or use the Baked Lightmap debug draw mode to inspect your lightmaps.

Thank you for the answer ! :slight_smile:
There definitely seems to be an issue with my Adaptative Probe Volume.



It’s really strange because I don’t do anything special with them. I just added them and use the base settings on a very small scene.
I also tried removing the virtual offset in case that would do something unexpected but to no avail

I have kind fixed the problem
There was an issue with the ambient light which was set to skybox and setting it to a proper color like black solved the issue.
But I can’t really use bake because it seems that lighting a terrain with APV only work on the first SplatMap Alpha (the first 4 textures layers) and my terrain look better with 6 textures (so 2 SplatMaps).
And lastly I don’t really notice a performance boost by switching from fully baked directional light to one realtime directional light in a fully static scene