I’m encountering a weird phenomenon with Beast lightmaps:
After baking the lightmaps for this simple model I got dark stripes stretching from each plane’s side to the other.
(See attached LightmapsErrors.jpg)
I’ve installed the free plugin UVPreview (Unity Asset Store - The Best Assets for Game Making) in order to examine the 2nd UV set that was generated by the Generate lightmap UVs, and for some reason each plane was divided into several UV islands (instead of being UVed as a 1 UV island, each).
(See attached Hard angle 88.jpg)
I’ve tried twicking the Hard angle threshold inside the advanced settings of the Generate lightmap UVs but no matter what value I entered there, I always got split UV islands for those planes.
Any idea why this is happening?
Are there any tools which would allow me to modify the 2nd UV set (for lightmaps) inside Unity? I’m sure that if each plane would be mapped into a single UV island this problem will be gone.
The best way to understand the source of the lightmapping UV issue would be to troubleshoot the model. Unity should not treat these planes as separate tri’s as far as the unwrapper is concerned provided there are no issues with the mesh. In your source 3D package you would need to check:
Flipped faces
Unwelded verts
Alternating smoothing groups
And essentially verify the model as outlined here:
Once you’ve exhausted these troubleshooting methods and if there still seems to be an issue, you can report a bug inside Unity, although Beast lightmapping will be deprecated in 5.0 we still work on improvements to the unwrapper. You can also drop the ref number here at a later date if required.
The model has no flipped faces, Unwelded verts nor alternating smoothing groups.
Furthermore, I’ve verified the model according to the links you sent - everything is as it should be.
I also made a test by producing a 2nd set of UVs in my modeling tool (3D max) with a single UV island per mesh, assigned it to channel 2 of the model, and imported it to Unity. The generated lightmaps came out with no visual errors.
So…this looks like a bug/ problem in the algorithm of the Beast’s UV generation?
Well that sounds more of a statement rather than a question …in such a case, please go ahead and report a bug inside Unity as requested and we’d be only too happy to have it looked over by QA/Devs to see if we have a unwrap bug going on.