Hi. I am importing a big model from Navisworks as OBJ. Some of the objects are set as lights (emission intensity 3). Once I bake the scene, I get black spots on the objects. I have the Generate Lightmap UVs on the model when I imported it.
Shaded:

Backed lightmap

No UV Ovelap
Other are like this:
The lighting settings:
What should I do?
It’s hard to tell from the images, but it feels like there is overlapping and messy geometry there, lightmappers generally don’t like that.
Anything I can do in Navisworks or in Unity? Thanks!
Watch my video
Also you may have the double sided faces… So select your material and enable the Double Sided Global Illumination for your model
Thanks! But this made no difference after enabling Double Sided Global Illumination on the materials.
Increase the lightmap resolution
Unfortunately, same result; If I increase the value over 15 I get a message saying that the max atlas size is reached.
You might have overlaps in UV space, please have a look here Unity - Manual: Lightmap UVs (unity3d.com) and here Unity - Manual: UV overlap (unity3d.com) for more info.
The UV Overlap seems fine but the lightmap indecies seem off - it’s like there are two different meshes/objects.
If you have several meshes overlapping, some texels in the lightmaps will only see backfacing geometry. To make sure these ‘invalid’ texels aren’t showing up as black, enable double sided GI on the materials and you can try assigning a Lightmap Parameters asset to the meshes and tweak the backface tolerance.
Do you have an overlapping mesh which is affecting GI but is lit with light probes?
Thanks! Indeed, it was combination of double sided GI and two meshes overlapping.
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