Beast Lightmapping Issue

Hello,

I have a problem with lightmapping. I have a simplest box scene (on screenshot).

Unity Scene

I created simple models, unwrapped them for UVs, applied color maps according to UVs, ticked the "Generate Lightmap UVs" option, i marked all objects as STATIC, applied self-illuminated material to the lamp and started baking process. It starts to calculate something in the right-bottom corner. It runs for few minutes and then the progress bar just disappears and nothing happens. No preview, no warnings, no errors etc.

What am i doing wrong?

Thank you for your help!

Best regards, Alexander

Look You must activate "use Lightmaps" If you are in The Lightmap editor you get in the Corner a small Box. Activate the "Use lightmaps" and you can see it. Look at my Picture!

http://yfrog.com/89bakefj

Uhm. I've had a similar problem and I'm trying to remember what I did to fix it. From what I remember I did nothing particular - just the mesh self-illumanted light (I tried to do the same cornell box you're doing, with two cubes inside) wasn't strong enough. Try to:

  • increase the intensity of the self illuminating shader you apply to the illuminating mesh.
  • move the mesh closer to the cubes.
  • go simple first and try to lightmap just a cube or a sphere (directly created in Unity) on a plane. With one single point or directional light powerful enough. If it bakes the object's shadow on the plane, then you know the engine is working.

Let me know how it goes.

It is also possible that there are bugs in the Unity engine, of course, related to your hardware maybe. Sayin' just in case nothing else works.

Hi Termin8, it seems you're not alone with this problem.

What you could try is;

-Try to bake all your scene while having everything closed on your OS except unity.

-I had better results on 64bit OS's. (Better memory allocation?)

-Make sure unnecessary (not needed to be baked) objects aren't static.

Other than that, disabling GI cuts the memory usage of the Beast by at least 400% and have worked fine for me. (bootleg solution I know...)

Here are a few links and topics that might help: http://forum.unity3d.com/threads/64070-Beast-not-creating-lightmaps-after-a-full-scene-bake?p=416791#post416791

http://answers.unity3d.com/questions/23871/beast-not-creating-lightmaps-after-a-full-scene-bake

http://forum.unity3d.com/threads/64713-Unity-3-Lightmapping-Baking-objects-separately

I've tried to find a solution for several hours ans it seems that emissive materials are Unity Pro feature.

According to http://unity3d.com/support/documentation/Components/class-LightMapping.html

The last sentence of second paragraph:

"Additionally Unity Pro brings you sky lights and emissive materials for even more interesting scene lighting."

In your video I see in the lower left that you have an error "ti" tho it appears to be partly covered by your video capture control panel. I also get this when trying to bake some models imported using fbx.

Here are some notes on my current progress with my lightmap baking issue: In trying to figure this issue out i've revert to a simple scene with a unity cube and plane and 1 point light all top level items in the heirarchy eg: not in a root node. So far this as worked. Then I pulled in 1 of my fbx based models (a car model w/single mesh). I was able to get this to work.. ok.. then I imported a more complex multi mesh module (building) and triggered the issue. In this case I had missed checking static on one of the meshes.. odd thing I ran into that i'm trying to recreate/verify is that is seemed like there was an issue with the static settings for the meshes. I think I had to save the scene closed then opened to get the static setting to visually be checked but not throw this "ti" error.

So with that I'm currently trying to apply the same steps to my work scene.. so far i've been abled to get it to start generating the maps and visually apply them.. but i still get this "ti" error and it then dumps my progress. So i'm going to revisit my simple scene testbed and see if i can verify some things.. I'll post back if I get something solid.

Also so far I have been abled to get a simple scene to bake with both unity pro and unity using the build in unity cube and plane.

unity 3.1.0f4

Update: use case: getting "ti" error when textures are exporting during bake and the bake then fails:

my work scene was in a non-standard location project folder -> scenes -> myworkscene.unity. When I relocated it to the default save location for a scene I can now bake without issue. eg: project folder->Assets->myworkscene.unity So far I can get this to consistently break then work by moving the location of the scene file. Also as a side note, I've been work in the "scenes" folder for sometime and have not had any issues when running/authoring until I started working with lightmapping

I've run into this problem today and it was becoming really really annoying in my scene baking the lights takes almost 2 hours and suddenly thebeast.exe process started crashing when getting to "Baking texture".

I cannot give you a straight answer on how did I fix it because I actually don’t know how it happened. It sort of fixed it by itself but in my case I only did these things between broken and fixed:

  • I enabled deferred lighting in the standalone settings

  • I restarted unity.

  • I noticed after restarting unity that the antialiasing in the editor was not working, went to the quality settings and tried to enable it back. Didn’t work so I left it disabled. (I think this did the trick bc if I try to enable it back, it doesn’t. Must be some driver issue between the graphics card and beast?)

  • I lowered the texels resolution in the bake tab (I am pretty sure this was not the problem as I just finished baking a second time with the increased resolution and worked fine)

Well, try again. If beast is acting buggy try restarting your PC again, maybe tweak the quality settings of your graphics card?

I’ve spent the whole day today trying to get this to work again and something tells me that I will be back in this thread soon enough.

For anyone interested i’ve created a Cornell Box project which is downloadable off my site to give you a good starting point.

http://www.ikriz.nl/2010/11/11/unity3d-cornell-box

It may need a little tweaking as it was created back in version 3.1 I think.

The self-illum/diffuse shader has a emission parameter. If it’s at zero, make it 5 or something.