I have a glowing mushroom, but the light from the emission isn’t being displayed on other objects. If I up the emission value to something insane like 150 it still won’t show.
Is there some extra thing I’m not doing that I need to do?
So, looks like the object casting the light needs to be set to static. Which I think means it can’t move and have the emission light move with it. I need to test. Does any one know already?
I am getting the same problem. Whatever I do or set the values at I cannot get any emissive light happening! I even went ant found a tutorial on YouTube showing emission from SpeedTutor and I did exactly as he did and nada - no emission at all. I even went and set the value crazy high like 50,000 and nothing :(.
Creating a simple test scene in Unity 5.0.1f1 using a cube (static) with standard specular shader with emission turned to 1, I get emissive lighting on nearby surfaces.
Under the Lighting window you must have either Precomputed Realtime GI or Baked GI checked, and you must bake. On the material itself you must have the Global Illumination tab next to Emission set to either Realtime or Baked. If you have it set to None, nothing will happen.
Also, it looks to me like maybe a skinned mesh will not bake an emissive light, even if set to static. (If it can do it, I haven’t figured out how to make it happen.)
Furthermore, if I have the cube enabled when I bake, it puts the emissive light into the scene. Then I can disable the cube, and when I run my scene I have the light from the cube but no cube visible.
You’ve obviously got a lot of the bases covered, @CelticKnight . The only other thing I can think of is if your emissive object is static and not a skinned mesh. Non-static objects will light up, but won’t transfer emission to a scene, and it’s the same with a skinned mesh (even if it is set to static).
What you’ve shown in your post above looks a lot like what I did in my test scene (except that I hate continuous baking and prefer to click Build when I want a bake). I left all the settings on default, so Reflection Bounces was 0, I think. But I don’t see anything that should make a difference.
If you are trying to light up a static non-skinned mesh, and it still isn’t working, I suggest you open a new project, create a plane and a cube or sphere, and see if you can get the cube or sphere to light up the plane using an emission value of one. You should be able to get a simple scene like that, on default settings, working almost instantly, and then you can start back tracking to find what tiny detail is preventing emission from working in your main scene.
To simplify things, I would also turn your test scene entirely dark. Set ambient light to zero, set the camera to solid color / black instead of skybox, and disable any lighting. That way the only light to show up should be your baked emissive light.
(BTW, I’m totally not an expert on this. I just thought I’d try to help.)
I have also had this problem. I created 10 identical systems: each with a plane and an emissive suface above the plane.
Each system was exaclty the same. After the bake, only ONE of them showed up with baked emission. THe remaining 9 had recieved no baked emission after the bake. It could not get any simpler than that, and I had the issue.
Developers help are the best… Your thread Multiple emissive materials problem was deleted. Reason: General Discussion is not for technical support.…NO COMMENT!!!