Lightmapping "Inside" A Pit

I’m having problems :frowning:

I have these floor shafts that have covers over them. Just a note - normally the cover sits flush with the floor, but part of my pre-lightmapping script raises it up as shown in the screen shot.

I’m finding that when I drop a light in, real-time it looks perfect (as in the screenshot).

When I bake it though (the light is actually set to Bake-Only), the entire area inside the shaft - EXCEPT for the floor of the shaft - is just baked completely black.

Any ideas why this happens and how I can prevent it? I want it to bake to basically look like it does in the screenshot.

your cover is probably shadowing the pit.
when you bake your lightmap, try turnign off shadows on the lights, or just remove the pit cover before baking.

But the light is UNDER the cover to cancel out the cover’s shadow. It’s a good point though - maybe if I set the cover to not cast shadows at all it might help Beast figure out what I’m trying to do…

I can’t take the cover out because then it won’t be lightmapped. I need the cover AND what’s under it to be lightmapped at the same time. Hence the issue.

Turning off the option to cast shadows on the cover made no difference at all. Still working on this and will post an answer if I find it. Also still very open to suggestions.

perhaps it uses the camera position or enclosed geometry in some way to determine geometry that can never be seen, and marks those as never viewable

do you get the same result with the pit cover…

  1. on
  2. off
    and 3) slightly raised, (as in your screenshot) ?

random thought… maybe you need to leave a slight gap ?

I’ll try taking the cover away completely. At the moment I’m baking with it slightly raised, as in the first screenshot.

This is what it looks like baked when using that position:

either pit uv islands are too small, bounce is too high or something of that ilk.