Can anyone help me out here? I’m not sure what’s happening.
This image shows the results of a baked scene. The black blobs are the rocks in Unity’s Terrain Package placed as Detail Meshes. Notice that some of the rocks in the background are good…the big one on the right is strangely dark gray, and then the foreground ones are black.
I’m baking with Unity Pro, I am using AO (but they bake black even without it). ANy ideas?
Detail meshes are not lightmapped themselves nor do they influence the lightmap. They are sampling the terrain lightmap in the place directly below them.
Firstly: remove the rocks and check whether the lightmap below them is black. If it is, we need to investigate why.
Secondly: are you using deferred or forward rendering path? Is it possible that you baked the lightmaps while the forward path was chosen (so you got only the far lightmaps), but then you switched to deferred? In deferred we are using near lightmaps within the shadow distance, and those would be black in your case. In the Lightmap Display window that we can see on your screenshot you can change the Shadow Distance to 0 - that will force the usage of only far lightmaps. Are the rocks still black?
Thirdly: are you overriding any of the terrain specific shaders? If so, don’t and check it then.
Wow. Excellent. Thanks very much for that clear explanation. It is true that the terrain is lightmapped to black right there as it is beneath some imported geometry. That all makes perfect sense.
Thanks much Kuba. You are a gentleman and a scholar!