HDRP issue with Baked Lightmap, some objects are always visible even with no light

Hi Guys,

I’m facing an issue with the HDRP Baked lighting. Basically even if I remove all my lights in the scene some objects are still visible like the orangish object in the front here:

Here are the details of the Mesh Renderer:

This object has been recreated from a FBX scene I imported from 3DSMax and for which I have exported the meshes. However in the same prefab some other parts are working fine such as this one for which we can see the Baked LightMap appearing:

I also read a lot of different sources to try fix the issue, one was mentioning issue with the double sided GI, I tested that, I also tested different materials that are working on other objects and I got the same results. Here is also the details of the normals :

I tried to import the object into an empty new scene and it works there, so I’m unsure what is wrong in this specific scene. (Also I cleared the Baked Data several times, and tried in both CPU and GPU Mode for baking the lightmap).

Would anyone be able to help me understand what is going on, or provide me some advises on what to try next ?

Thanks,
STEMax

Hi Guys,

Some more information here. I tested importing the assets into the Sample Indoor Scene from the HDRP templates and after converting the main spot to a baked light, I can see the opposite behavior that is the object is never lit. It reacts like it has been excluded from the baked light. Usually this happens if the object is not static but in that case I made it static.

Can it be something else that is unabling this gameobject / mesh to be considered for Light Baking?

Ok I finally found the issue. For anyone that would come across this post, make sure your original FBX meshes have lightmaps UV, if not tick the checkbox “Generate Lightmap UVs” from the import settings in Unity: