I am wait for the WORK DONE about 2h,Unity seems always re-bake lighting?I wonder if it is the tree’s problem, the trees always change their shape with wind. Unity will re-bake Lighting when the tree’s “shape” changed?
Now, I think it’s an endless work for waiting.(baking…tell us how long last ,baking… tell us how long will take, baking … tell us how long will take …)
I need to re-import BOOK OF THE DEAD to get Unity3d’s demo final result.
Both the indirect lighting from the sun and direct plus indirect lighting from the sky is baked into lightmaps and light probes. Reflection probes, occlusion probes and other sources of occlusion are baked as well. Direct sun contribution, on the other hand, is real-time lighting. Shading in the HD Render Pipeline looks best when using real-time direct light, and it also gives us some freedom to animate the rotation, intensity and color temperature of the directional light at runtime.
Since the indirect lighting is baked, we cannot change too much the intensity and color of the directional light, or it won’t match anymore with the baked lighting. We wouldn’t be able to get away with a full day/night cycle in this setup, even though a forest is a quite forgiving environment in terms of obscuring mismatched indirect lighting.
From what I know they kind of ignore moving objects and trees in the baking, and what you are baking is just the bounce lighting on static stuff like rocks and dirt. Then they use Occlusion Probes, a custom thing which is baked together with the lightmaps and light probes to fill in the shadows the moving trees might create.
That’s my understanding, anyway. Not sure if it’s right. I’m not sure if 2 hours is considered long or short for a scene of that size, but rest assured that it wouldn’t bake every time a tree changes.
To avoid it’s an endless work for waiting.(baking…tell us how long last ,baking… tell us how long will take, baking … tell us how long will take …)I don’t know why.
I close my scene and game view when make baking. Finally get the final bake result(nearly 3h later)
There are two fixes that are needed to improve the speed of baking in this environment that are on their way. I’ll post here once I know the exact build they will land in.
Sorry to hijack, but is there any news regarding GPU mapper? I know that I am putting you in a difficult position by asking, but I am dying to know. Any information would be really appreciated
Hi there - anyone know if/how it is possible to add a simple spotlight/pointlight - with shadows to this scene?
I tried but it seems to act bit strange = lights up everything - including trees far away etc.
Another question - is there maybe a way to “fade” between OcclusionProbesData? and AmbientProbeData? - that would be really usefull - for the situaions - (like mine) where I try to do the night/day cycle - even though we are told not to
Also - is the AmbientProbeData the one that you control strength of in the Post process - Ambient Occlusion settings?
Have you ever baked a commercial quality and sized environment in a commercial dev environment? Our bakes are done overnight, 2h really is not that long at all for such a detailed scene.
The GPU lightmapper will relieve this, but I do think a lot of this is you having too high expectations.