GI makes bad looking artifacts on my objects. I tried enabling/disabling preserve UVs and tweaking some settings. I made second UVs for all models. Charts looked ok to me. I tried making each side of model different mesh, i tried tweaking smoothing angles etc. Nothing works, artifacts are still there just in a bit different shape/size.
This problem occurs in both realtime and baked GI, it’s just only a bit better in baked. Also, baked direct lights works fine, just GI looks bad. I tried at GI resolution 2 and 4. At 4 those circular artifacts are less visible (still visible) but emission quality looks terrible, while at 2 emission looks a bit better but still bad. Emission looks better on baked, but i want it to be realtime. I tried changing GI parameters by setting Irradiance Quality at max and Irradiance Budget at about 4/5. It looks better, but still not good + takes a lot of time to precompute. Is my resolution too low/high? What could cause this problems? I don’t even know if its my models fault or just lighting settings should be different. I tried replacing those models with default cubes and it still produce those artifacts.
All examples are on realtime GI
Emission at resolution 4: (don’t ask me why i want a chair to be emmisive, just an example)
Artifacts from lighting at resolution 2:
Those splotches are typical signs of a low lightmap resolution. I would expect to see them in baked GI though, not precomputed realtime - precomputed realtime only defines how light will bounce, it doesn’t add shadows.
Can you post screen shots of your lighting panel, and the scene from the same perspectives as above with the uv charts visualized?
Hmm, while the charts on the furniture don’t look optimal (a lot of islands on surfaces which could well be together), they don’t explain the artifacts. Are you sure you turned off baked GI for the screen shots you posted originally?
I tried disabling Preserve UVs and tweaking settings like distance and angle to merge charts but it didn’t help, artifacts are still there, just looking a bit different, being in different place in case of small shelf from last screenshot. Yes, i am sure. It was realtime light.
Well, I wouldn’t know then - I’d have to take a look at the project directly to make heads or tails of it. If you’re OK with it, PM me the scene and the problematic models so I can better see what’s going on. Or perhaps someone else has some ideas that could shed some light on the matter?
Don’t use directional specular this will give you lots of artifacts most of the time.
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I second @Tapgames , avoid using Directional Specular GI mode as there are already known issues with Enlighten. It might also get deprecated.
@Tapgames : I was going to say that i tried it but then…it worked! But why? It seems something must be broken about “Auto” setting in Lighting tab, because I tried changing directional mode before and nothing happened. The only way to change this for me is to disable “Auto” and bake it manually, or change mode, disable “Auto” and enable it again, then it updates. I don’t know why, because “Auto” works fine for all other options, just not for this one. Everything looks a lot better now, even my emission (but i still needed to lower resolution to 2 to make it look okay). The bad side is that i’ll have to sacrifice some nice looking specular reflections. But i can live with that. Thanks to all of you for your help.
Actually i have one more problem not related to topic i think, but i don’t want to create new thread. The problem is that emissive objects cause all objects to reflect Reflection Probes even at 0 smoothness. This happens only with emissive materials and only with Reflection Probes having HDR option enabled. Is there something i can do about it besides disabling HDR? Or is it how it should look like?
Screenshot:
