I'm getting a bug while baking Lightmaps >︿<

So, i’m getting these annoying bugs even with low resolution lightmaps, i’ve tried some “fixes” i found on internet but nothing works.

Bugs (all three at the same time):
Render Graph execution error at pass ‘After Post-Process Objects’ (66)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

InvalidOperationException: Trying to use a texture (CameraSSSDiffuseLighting) that was already released or not yet created. Make sure you declare it for reading in your pass or you don’t read it before it’s been written to at least once.
UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry.CheckTextureResource (UnityEngine.Rendering.RenderGraphModule.TextureResource texResource) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:177)
UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetTexture (UnityEngine.Rendering.RenderGraphModule.TextureHandle& handle) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:185)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassSetRenderTargets (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:2188)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:2226)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:2121)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Render Graph Execution error
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

My lightmap settings:

Scene baked:

It says is baked but is not completely baked i guess.

I think those errors are a red herring. They look like they are coming from the SRP codebase. Your image just looks like a very noisy lightmap with denoising applied on top to me. There may also be some texel validity artifacts.

You are using very low sample counts. How does it look when you increase them? Also check the texel validity scene view mode and make sure there isn’t a bunch of red.

OMG you are right, it’s all invalid… this is an scene i founf on poly heaven, a .blend that i exported to .fbx. I guess the scene is using a diferent system on blender i don’t use blender so i don’t really know. I’m using triplanar on material’s uv for textures because the textures doesn’t work on any other UV. Sorry i wasted your time, i didn’t check that before but is there a way to fix this on Unity?

Invalid texels means there are exposed backfaces somewhere, visible to those texels. You can find the backfaces using the “Highlight Back-Facing Geometry” toggle in your screenshot. Might be flipped normals or something.

If you don’t want to fix your scene geometry and just want to ignore the invalid texels, you can set your materials to Double Sided, or you can change your backface tolerance.

See this for more Lightmapping Troubleshooting Guide - #16 by kristijonas_unity