i have scene i wanted to lightmap. shaders are all standard, lightmap-resolution is 100 texels.
with realtime-lighting:

with lightmap:

aside from the blocky texture, the colors are strange. and the lightmap in the small tree gets white.
on a sidenote, i cannot select the lightmaps in the lightmap-tab. they are listed there and i see the scrollbar, but i can not use it as it is frozen…
i tested this in beta 13, 14 and 17.
Submit a bug report and attach the case # to this post. Also try messing around with the lightmap settings.
submitted a bug, but didn’t get a number…
messing with the settings didn’t change anything, it looked even worse 
Did you receive a bug number by now?
Have you tried disabling compression on the light maps, to rule that out as source of the artifacts?
hi,
no, i didn’t get a number yet… compression didn’t change anything. i used a higher number of resolution (100) and atlas size (2048) but it still looks very fragmented. the white artifacts on the transparent objetcs are still there (also between the windows on the left).
@kryptopath2 Any chance you could share your scene? I would like to take a look at those artefacts…
i will send you a download-link with the scene.
If you haven’t got a bug number you should probably check your spam folder.
I would go for a higher texel count… for realtime bakes, 2-6 should be sufficient. For baked lightmaps, try 512 which should get rid of your artifacts. 100 is too low.
Did you submit your bug through the editor or email bugs@unity directly?
I’ve had some cases where sending an email to bugs@unity didn’t get me a case number.
Should I submit a bug for that bug in the bug reporter? 
through the editor. i submitted a few bugs in the last weeks and always got a number. i will try to ramp up the resolution and see if this is better. thanks for the support!!
edit: tried the suggestions. a bit better, but the white places became worse. is submitted a bug and got a number 
660565
Thanks, got it! From a quick look, you should increase Realtime Resolution. And 512 baked resolution is way too high, try 50
I’ll take a more in-depth look tomorrow.
1 Like
512 was worth a shot 
thanks for your help!!
512 is too high, but during testing, it worked out well… I have my Cornell Box set to 1024 and I just carefully keep emission objects from the light map atlas. No sense in keeping luminous polygons in the lightmap atlas
Hi! The artifacts were due to compression. Here are some screenshots for comparison (baked resolution of 40):
1 Like
That is beautiful…
And I have been using lower settings on my Cornell Box scene and it looks just as good.
thanks a lot! strange, i unchecked compression at one test, but it seems i didn’t do it properly. much happier now 