First of all I want to say that I love Unity. It’s such a great engine, really powerful and easy to understand, but for as long as I can remember I could never get normal, decent lightmapping results… It’s just such a pain in the ass… I checked lots of threads, documentations and ect… about lightmapping, but It never worked for me. I am using the 2nd UV channel for lightmapping, the settings are usually like the default lightmapping settings but the result comes with lots of artefacts… I probably don’t even need to show the result, cause I think a lot of people have the same problem… I even checked tutorials that showed how to lightmap. The results in the video are great, but when I do it, same thing, same assets, it looks horrible… Why is that? I do not understand this at all… Like I said I love Unity, but lightmapping in Unity is just being really not nice to me…
Can someone who can lightmap in Unity tell me that big secret on what am I missing? Cause I’m getting really hopeless right now… Thank you!
Unity lightmapping is not that bad any more. You could be doing any number of things wrong, or have stumbled upon a weird edge case, but I (or anyone else) can’t tell what it is without an image and a description of what you’re trying to achieve vs what you’re getting.
Hello.
Of course, I understand. I uploaded pictures with all the details. And what I want to achieve is kind of like in the ‘Without Lightmapping’ picture. Just with ambient occlusion.
I managed to more or less fix this issue with the walls. What I did is basically lower the lightmap resolution to 20 and indirect resolution to 1. And I also made my walls for the hallway not transparent. I don’t know why, but transparent, one side walls give strange results. Now everything seems alright. It’s not perfect, but at least that weird problem is gone.
I setup this simple, quick test scene and this is how it looks like now after the baking: