Light baking - White artifacts

Does anyone know why I get this strange white artifacts on some objects after baking?
It seem to happen more on mesh that are overlapping others (LOD objects are particular targeted).


The only workaround I found is to set directional mode to non-directional, but I’m not sure if it’s a bug or not.

I’m using Unity 2019.2 with LWRP.

I have the same problem, did you figure out why this is happening?

@KospY and @Suduckgames
When you guys UV unwrapped those objects, did you have too many UV islands?

If you did, then having too many UV islands, can sometimes be bad for baking, and can cause some miscalculations in the baking process, and can cause those strange white artifacts you see in the pic.

My suggestion would be, to properly re UV unwrap the object/objects, and have less UV islands, so that when you bake, the program would not have too much things to bake, and won’t miscalculate when baking. I hope that helps you guys.

anyone solve this? It was fine until today now I have a lot of this.

I didn’t remember what I did, but I think that I was playing with the resolution/settings of the bake

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yes I swapped to cpu baking from gpu, tweaked resolution (to medium) and turned off prioritize view, not sure which worked but one did :slight_smile: Thanks!

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Good to hear. Cool.:slight_smile:

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Getting this again, large portions of my level go really white… its difficult to get everything ok at once even by changing params like before :frowning:

@radiantboy
Sorry to hear about that. Is it still happening?

Well I mess with a few things then rebake and it goes away, this is ok on small scenes but on my major cities its pretty helllish!..

So it works for smaller scenes. Good.:slight_smile:

But for the major cities, what happens if you raise the baking resolution quality, to a higher amount above medium?

I just had a similar problem with a 1-sided storefront mesh, which has several random, white, bright/highly-emissive rectangles appear on it after baking. Besides looking terrible, they created bright reflections on other objects.

A solution I found online was to go to the model for that storefront mesh, and set it to “Generate Lightmap UVs”. After doing that and running the bake again, those white patches, and the terrible light they threw, were all gone. (Here’s where I found that suggestion: unity - Weird squares everywhere - Game Development Stack Exchange)

If you haven’t solved this problem, hopefully this suggestion could help you, or help someone else who stumbles across your question while looking for answers, like I did. :slight_smile: