Issues with baked emissive materials

Hey, I’m having some issues with some of my emissive materials behaving somewhat strangely compared to other instances of the same object, and I can’t for the life of me figure out why. I’ve posted a picture of the problem, as well as my settings for the emissive material and my lighting settings. I hope somebody out there can help me, and perhaps even explain the solution in dummy-terms, as I’m pretty new to working with lightning.

(p.s. sorry if this thread is in the wrong topic XD)

First of all, is there a reason why you have both realtime GI and baked GI enabled? There are very few cases where such setup is viable, so I would highly suggest sticking with either one or the other.

I would suggest that you would alter your setup slightly. Instead of relying on emissive meshes, create simple cylinder primitives in close proximity of the light meshes, and assign a solid color emissive material. Then place those meshes into a separate layer. Once you’ve done so, you can then use layer masks in the camera component to hide those emissive primitives you’ve just created.

To answer your questions about using both: Not really, no XD This a merely a project to learn more about lighting, and I was planning on experimenting with having dynamic and static objects being lit up in the same scene, and so I thought both needed to be marked - but if this isn’t the case, I’ll definitely give some more thought to which one I should use :slight_smile:

In regards to your suggestion, I’ll definitely give it a try :slight_smile: But maybe you could explain the difference between the emissive mesh that I’m using and a solid color emissive material? As I wrote, I’m pretty new to this topic, so there’s still a lot I don’t quite know yet.

Thanks a lot for helping me out :smile:

Emissive meshes using a solid color emissive material are easier for lightmapper to sample. Another benefit of culling them from the view, is that you can have an independent look for your emissive texture/object visible in the game view, and independent emissive control for the culled emissive object.