I cant seem to produce good results with progressive

Now when Enlighten is deprecated I need to start looking at Progressive, but I cant get as “good” results as with enlighten, enlighten have problems too, here is enlighten.


Some artifacts and blocking

Blocking is alot worse with progessive at same res and auto filtering

Setting filtering to auto and bump direct filtering to doesnt produce better results, just removes shadow detail

Which settings produce best results with PLM?

Do not use filtering.

Add your own Lightmap parameters in the Lighting window, edit them, and set Anti-aliasing samples in Baked GI all the way up to 256.

That will help.

Then join me in complaining about Gaussian filtering completely obliterating direct shadow details and there being no “gentler” filtering option. :slight_smile:

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Leave the dark side, join us in the Bakery cult
https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218
And you will see the light

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Thanks man, will have a go, thanks.

I have kept my eye on that asset. Is it really working well for a real production game? If it works better than progressive/enlighten then there is a bit of shame on Unity that a large team like them cant do it better than a one man team :smile:

Well that’s one of the few thread about an asset that is having praise all pages long.

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Forgive me if I’m wrong but isn’t GPU LM limited to the vram, therefore won’t big scenes like Anders . . . not work?

Sorry for late reply, so many areas of the game being worked at on the same time.

Bumping to 256 still looks ugly, but a bit better

Here is default at 8
5115578--505031--upload_2019-10-28_19-58-1.jpg

Here is 256
5115578--505034--upload_2019-10-28_19-58-9.jpg

256 is not a realistic setting it seems. I get out of memory exception with just a few mesh renders in the scene

Are you using the GPU Lightmapper? Yeah it increases vram usage a lot.

Other than further increasing resolution, or having softer shadows than I want I haven’t found a good solution for baking direct shadows to light maps.

It reverts to CPU but even then I get out of memory exception. :confused:

So not a viable solution to our larger scenes sadly

This is 500 meshes.

Which is not unrealistic to have in a scene, We have alot more in our actual scenes. It does not bake at 256. But even at 8 it breaks and gives artifacts, just look here :confused:

Seems Unity need to work on the PLM before they can deprecate Enlighten

Gpu lightmapper isn’t ready. Are you on 2018.4? It got better in 2019.3, I expect it to be far more usable in 2020.x

I’m on 2019.2.10. I’m using CPU