Cant bake APV with sky occlusion

Thanks for your time…


I added both a screenshot and a video so you can see how its not responding to clicks whatsoever.

This happened both before I cleared the lighting cache and data and after.

It comes and goes at random on a daily basis.

ontop of that, whenever i DO manage to bake i get this weird checkered discolored boxes across my terrain:

most of these issues popped up once i changed my terrain to 1000x1000, it was working pretty much fine on 10000 10000 which is even larger so im surprised im having more issues on a smaller terrain, i tried a fresh standard empty terrain in a new scene even and it didnt help.

I tried deleting library folder and clearing the gi cache and also manually the empty folders inside there.


these are my light settings.

if i try probe spacing 5 or 1, i get errors somtimes immediatly like this for example:

Render Graph execution error at pass 'After Post-Process Objects' (103)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

InvalidOperationException: Trying to use a texture (SSSBuffer) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.
UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry.CheckTextureResource (UnityEngine.Rendering.RenderGraphModule.TextureResource texResource) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:177)
UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetTexture (UnityEngine.Rendering.RenderGraphModule.TextureHandle& handle) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:185)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassSetRenderTargets (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:2186)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:2224)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:2119)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Render Graph Execution error
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)


UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

in which case it will say its baking but stay stuck at 0%.

but if i set probe spacing to like 10 its pretty much instant to 99% and then 3 mins or so after it succeeds:


however i get the weird checkered artifacts on the terrain.

another bake that technically makes it through but still checkered all over:

and if i just go as low as 1 probe i get this error every time at like 50% or higher and then seems to remain at that point forever:

which points to this file:
image

so apart from the UI breaking for my APV’s I’m also hoping you have some advice on recommended settings i can try in the lighting and apv window and hopefully a solution to fixing the checker issue… :pray: