Baking shadows from Speedtrees to terrain lightmap?

##Quick Edit, have found this is a problem with the GPU Lightmapper in Unity 2019.1.11f1 specifically and have submitted a Bug Report for it as using Enlighten(now deprecated) and Progressive CPU lightmapper produces perfect results! ##

Have been looking into using Speedtree assets for a mobile VR game, for this we need to keep as much of the lighting baked down as possible. However, when placing speedtrees with the terrain tools in Unity, we are unable to get the shadows cast from the trees to bake with the terrain lightmap.

Is this by design, or am I missing something obvious, even setting the Speedtree to ‘static’ and making its lightmap scale 0 (so it doesn’t bake a lightmap on itself) creates some awfully glitchy looking lightmap bakes.

We were originally using custom made tree meshes and the Unity built in Nature/Tree Creator created trees which did not have this problem which is a shame as we are keen to use Speedtree for production!

See below bake without trees static and bake with trees static


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It seems like you are having issues with invalid texels. Navigate to your vegetation material settings, and make sure that Double Sided GI flag is enabled. Note, that the option might not be available for the GPU PLM in the 2019.1 release.

Got to the bottom of it here, bug is on the unity bug tracker now, am moving my project to 2019.3 alpha for now to get around it https://discussions.unity.com/t/568781/15

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