This is a known issue but could you perhaps share this project via Bug Reporter and share the ID here or send me a DM? We don’t have a consistent repro yet so if you consistently get this result, then it will help us to troubleshoot the problem more efficiently.
Unfortunately this is a client project so I can’t really share it here, however I was able to diagnose the issue. It was caused by having geometry intersecting with my wall modules. I broke up this geometry and had one section per wall module and the issue went away. Interestingly I was able to recreate the issue by pushing my wall modules down to intersect with my floor modules.
I’ve also been getting this error intermittently and haven not been able to reproduce it in a reliable way. It doesn’t appear to have anything to do with intersecting geometry in my case. The only clue I have is that it tends to appear when increasing the Indirect Resolution (from 4 to 8 for example).
Sorry I don’t have more specific information or a solution, but thought I’d chime in just in case anyone has seen this or figured out the cause.
I think I can reproduce the same problem, so I reported a bug (952733) with my minimum project to reproduce the problem. So please look into it to solve the problem.
It looks to me that an area light and a mesh of some kind causes this problem. The pair generates many black dots on the lightmap, which will be expanded to squares with the lighting filter.
Also I noticed the mesh has a portion that “blooms like crazy” when added post processing stack, without any GI lighting. So maybe this is a symptom of the bad kind of mesh.
We have a solid reproducible for this case now so it is a known issue. A public link to track this issue can be found here: https://issuetracker.unity3d.com/product/unity/issues/guid/952800/ (for some reason the page fails to load, but should be available soon). Your contribution will also help us to test it, thanks for the update!
We have the same issues.and are using 2017.2f3. Any update on this? Progressive Lightmapper works great but this kills it. It worked very good for some time but suddenly it started to pop up in our scene. Seems to be only the case with higher lighmap resolution or once we started to increase lightmap scale on smaller objects. Not sure though.
@ kemalakay I’m also still getting it in 2017.2f3 and the comments on the issue tracker suggest it’s still an issue in 2017.3. Do you have a new issue tracker for this bug?
Still getting this in 2017.3.0f3. I don’t seem to get this issue when my lightmap resolution is above 30, but increasing my indirect samples above 2000 is a pretty reliable way of getting it to occur…
Unity 2018.3.4f1 in iOS and Progressive CPU or Progressive GPU, many black squares on the surface in Windows OS mode all ok. Any fix for Unity 2018.3.4f1?
I’m not sure if this is the same issue, but I also started getting something like this today. The lightmaps just straight up refuse to bake in some areas when I use the GPU Lightmapper. I thought this was a UV Overlap issue at first, so I generated my own UVs instead of using the option in the model importer and I had the same issue. CPU Lightmapper seems to handle it just fine, but I’ll just give Unity the benefit of the doubt since it’s still in preview. Unity 2018.3.14f1 HDRP.
On another note I really do hate using the CPU Lightmapper because it completely cripples my PC while it’s baking. I wish there was some kind of CPU Usage limiter option. wink wink
Is the model using submeshes or 32bits indices? If so those are not yet supported in an offical Unity release (both are landing to Unity 19.3 at the moment).