I just baked my all scene (architectural), with high quality settings, it tooks me 7h,
THEN Unity starts importing the lightmaps and freeze at the last one ( shocking !?), so I waited 30 min then I restarted Unity, and I’ve got really nice lightmaps but none of them are applied to the models…
There’s a really tedious method to manually assigning lightmaps. First you have to increase the array size to be equal to the amount of lightmaps you have.
(Here’s the really tedious bit)
Now you have to go through your maps one at a time, assigning them and seeing which number they align to.I found that on a scene I had with 28 lightmaps, it was faster to re-render them than it was manually assign them.
Admittedly a lot of the maps were so similar there was confusion in my tiny brain.
I’ve tried everyday since the last week to do my lightmapping in Unity, and every time, unity crashed when it’s importing the lightmaps, so the result is nice lightmaps and an empty array, so I don’t know if it possible to recreate the array and relink each slot of the array to a mesh…
I’m trying to do a complete lighting of an apartment in Unity then do a lightmapping with beast. Theoretically, it should looks less nicer than a proper lighting and lightmapping in 3dsmax but should be done faster.
I don’t know if it’s possible to do a real lighting in Unity or if it’s a crazy idea… (I know that it will look nicer in 3dsmax)
I’m using a core 2 6600 2.4Ghz with 3Go ram. My renders takes between 7 and 14 hours.
My scene has 55k poly and you can check my beast parameters in the screenshots.
I’ve also tried with Final gather rays at 500 and 1000 and the shadow samples at 1, the render is just faster, but still freeze at the end.
Should I use a better computer ?
Should I forget about a proper lighting in Unity ?
This is exactly what I’ve been dealing with. Although it’s now gone from just freezing at the last light map to completely crashing. Anyway, is there a way you could go into more detail about how to change the array size and manual assign the lightmaps? Thanks!
I have a similar problem… it seems too many objects can cause problems… not sure how Unity3D decides how many light maps are made but I have a giant scene ( out doors ) with one directional light and it only creates one light map, if the number of objects exceeds the resolution available Unity3D says 0 light maps when the bake is done. Lowering the resolution of the resolution on the map fixed the problem for me.