Light Map issue

Does any one know why I would be getting these issues in my lightmap? Where the hotspot lighting is, the geo is two separate meshes. I need to keep the two separate meshes because I will have too many shaders attached to my geo and it is causing issues with performance when it is one mesh because my vert count goes sky high. Any help someone can give would be greatly appreciated.
Thanks
Michael

It does look like the light’s bleeding in from below, but you shouldn’t really get that with Beast - it’s a more common issue with Max and Skylights, say, which you could get around by ‘blocking out’ the space below the seam when baking. I can’t replicate the same circumstances in Unity anyway.

I take it these are Beast-generated UVs, and not your own? And you’ve cycled through different beast light settings?

I notice your shadows/AO are extremely soft… what’s the texel resolution on those objects? (Show Resolution on the Lightmap floater)

I do not have lights in this scene with this color so I am not sure where the bleeding is coming from.

The texture UV’s are generated in Maya, but when beast does its lightmapping…yes it creates its own lightmaps (I only have 3 for the whole scene).

Here are my current lightmap settings

715425--25882--$Region capture 29.png

Actually, before you go pulling your hair out and mucking up all your lightmap and lighting settings, I’d take a step back and make sure it’s not your geometry at issue first: Try replicating the seam using two system plane gameobjects, then two unique meshes - mesh resolution, lining up of edges (vertices touching), all of that. If you find that other objects work and it’s just this one piece of geometry causing problems, you’ll have more to work with on figuring out a solution.

ok, 1.4 resolution is pretty low, that may be not be helping your results. Not so sure it should create such a thin line though…a seam yes, but not a clear highlight. The yellow strip we’re seeing is definitely not from UV bleed off an adjoining texture (assuming you’re using texture atlases)?

Actually, scratch that, I have managed to get a similar highlighting edge with a little messing around… closer to the edge the lightsource, and the lower down (or more intense), the more prominent the artifact.

It looks like you’re at the mercy of your lightmap Resolution. Not something I come across as I create all my lightmapping externally, but apparently a bit of an unhappy limitation with Beast. :frowning:

It has to be said though, 1.4 is very low…

Thanks Phil W for running through and doing this for me. I will check with the programmers and see what we can do to get a little more resolution out of the texels.

Side note, do you have any good tutorials or techniques for baking your lightmaps in Maya? I know there is the one Unity tutorial, but if you have any others, that would be great.
Thanks
Michael

Hi mcasalino! Couple of things to try:

  1. Make sure that part with the yellow stripe on it isn’t going under the part on the left - if it is you will always get a stripe, and increasing the res will only make it thinner (because the lightmap pixel will be partly under the piece on the part on the left and so you will have 1 lightmap pixel that is trying to show dark and light at the same time).

  2. Generate lighmap UV’s on import (FBXImporter settings on your FBX file) - make sure under the advanced tab you have hard angle 60, pack margin at 16, angle error1, area error1 - reason for this is you might have neighbouring UV’s if you created them in Maya with 1 part lit and the adjacent part dark, then the bilinear filtering of the texture would cause the issue.

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Thank you ChrisWalsh! I had a similar problem and your option 2 solved it for me!