Bright artifacts on models after baking lightmaps.

I’m having trouble with some rock models after baking my lights. Anytime my rock models are intersecting with another model, they’re left with glowing white artifacts once my lightmaps are generated. Since the artifacts are extremely bright they’re affected by post effects. My issue looks very similar to these other posts:

https://gamedev.stackexchange.com/questions/172555/strange-artifacts-in-unity-lightmaps
https://answers.unity.com/questions/1805683/bright-white-spots-after-baking-lights.html

This only happens with the Progressive Lightmapper.
Any help would be appreciated.


Please take a look at this thread: [FAQ] Blocky artifacts appear when I bake a scene. How can I fix them?

The double sided GI rendering helped somewhat but there are still plenty of glowing artifacts. We are baking on exactly the same git commit, on the same computer, with the same Unity version (and tried many others) and getting these artifacts which were not present before. Also tried on other computers.

Are there possible package manager updates or something with graphics drivers that would affect this?

Thanks for the reply! Me and Rstorm000 have tried everything in that thread and more over the past few days. Double-sided GI helped, but still left some glowing artifacts… Adjusting the Backface Tolerance also helped but produced weird artifacts elsewhere.

We’ve also noticed that our lightmaps sometimes generate in different file formats: PNG and EXR. We’re not sure if that could be causing any issues.

Any more suggestions, if any, on how to fix the artifact would be appreciated.

Pretty sure we tried everything, still don’t know what to do. Still don’t understand how the same git commit on the same computer in the same Unity version can yield different results.

Could you post some screenshots, and more information about your lighting set up?

It’s the same project and settings at Matt posted above.

I believe I found the source of the problem. If I turn off seam-stitching on the offending models; mesh renderers, it goes away.

Again I don’t know why this would suddenly appear without any changes to the scene, files, etc. But I now believe the seam stitching is the source. We also may want to use seam stitching. Any thoughts?

Hard to tell what’s happening without getting our hands on the project. Could you please submit a bug report? We’ll try and take a look once the time allows.