How to bake higher LODs with light probes?

Hi, I’m trying to bake a lightmap and I need your help.

My scene has two lights : one blue-tone directional light and a point light.

The directional light is set to ‘baked’, and the point light is set to ‘realtime’ and it follows the player camera.

Problem 1:
But when I bake a lightmap, the point light also get baked into the lightmap. When the player leaves the area the light still remains there. I disabled the spot light and rebaked the scene but the light still exists.

Below is the part of the lightmap where the ‘realtime’ point light is baked :
2458357--169026--스크린샷 2016-01-11 12.59.31.png

I read from a thread(don’t remember where, though) that Unity has a lightmap issue(baked/realtime setting), and it will be fixed on Unity 5.4 but I can’t use the lightmap at all.

Problem 2:
Below is a part of the generated lightmap. You can see the dark artifects and mesh triangle lines. I tried various lightmap settings but sadly nothing works.

Below is the last setting I had tried.

Any comments or suggestion would be appreciated. Thank you!!

Leave the precompute on.

Hi @AcidArrow , thanks for your reply.
But I don’t understand how the ‘disabled’ light object still affects the lightmap

Also, realtime light should not be baked into Lightmap texture. But when ever I enable the point light(which is realtime) unity starts to rebake the scene(I enabled the Auto to know what affects the lightmap procedure), and the light is baked.

You have the light set to realtime, but you have precompute off, so it “fall backs” the light as being “baked”. So it’s baked into the actual lightmaps.

What you actually want is “Mixed” but that’s not working properly yet.

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Oh, I finally understand it! Thanks man, you had ‘enlightened’ me!
So, Unity has does have some issue on Lightmap, am I correct? I’ll see what I can do. Thank you!

Yeah, enlighten still has a lot of bugs/issues. Expectations are kinda high for 5.4 to fix things.

Hey @AcidArrow ,

My scene has a spherical ground mesh(which is splitted and LODed for occlusion culling), but their pivots are centered at (0,0,0).
The mesh has a diameter of ~100 in unity scale, and LODed gameobjects are placed on the surface of the sphere.

My scene has no directional light, and one realtime point light. The lightmap is needed only for the Ambient Occlusion.

When baking the lightmap, I placed the light probes on the surface of the ground. The baking works fine for the LOD0 but higher LODs didn’t being baked.

After hours of work I just put the light probes at (0,0,0). And it worked. Lightmap for higher LODs were baked successfully.
==>> No, it didn’t work either… I was wrong…

Ah, sorry I’m not sure how the LOD stuff works, never used them. I believe I’ve seen a couple of threads about them though.

With that said, light probes are typically used to light non static objects, so I’m not 100% sure what you’re trying to achieve with the light probes there.

So

Static LODs higher than LOD0 require light probes to bake the indirect illumination. They sample indirect light from those probes.

I’ve searched many thread ragarding static LOD and Lightmap, but I couldn’t find a suitable solution.