I’m a little new to GI.
I’m working on a test scene and I have some generic boxes and capsules that are getting lit properly, but when I try to bring in a custom mesh I made in Maya it appears as pure black.
Moreover, any change I make to said mesh won’t cause the lighting to be rebuilt, like it just isn’t part of the GI. When I move one of my cubes and tell it to rebuild the lighting, it takes a couple minutes and I can see all the lighting getting rebuilt. When I move one of my custom meshes and tell it to rebuild the lighting, it finishes in two seconds just as if I didn’t touch anything at all.
I’m looking through all my settings in the inspector and there is no difference between my custom mesh and Unity’s generic cube. When I look at the mesh’s asset there are no settings I can adjust I do not see why my mesh is still ignored by GI.
This is looking like it isn’t an import issue; if there was something wrong with my UV’s or my normals it would look wrong, but this is my mesh being completely ignored by the lighting.
Hey there,
Have you authored lightmap UV’s for this mesh? If not, try going to the mesh import settings, making sure that “Generate Lightmap UVs” under the Model tab is enabled, and see if that solves your issue.
A few more questions:
Does the issue only happen with this specific mesh? If you, for instance, change the mesh on the mesh filter, does the behavior change?
Does the mesh have normals and UV’s?
Are any errors or warnings being written to the console?
If none of this helps, uploading a reproducible or even just the mesh you are having issues with would be a good next step.
Thank you for the response; sorry for my late delay.
Guh, I was looking in the wrong place and could never find those settings, but once I did find them that resolved at least part of the issue. Now they are actually receiving lighting.
But now that I’ve gotten past that, I’ve found a couple more issues.
One, on some of my models, in the lighmapping section of the mesh renderer, I am getting the warning: “This GameObject has overlapping UVs. Please enable ‘Generate Lightmap UVs’ on the Asset or fix in your modelling package.”
I already have enabled “Generate Lightmap UVs” so I don’t see why I am still getting this error.
Two, some of my meshes still don’t render properly. These meshes just render as a solid black. I tried changing the material to one that is rendering correctly on objects I made with ProBuilder, but it still gets drawn as a pure black.
However, now when I switch to viewing “baked lightmaps” I do properly see the lightmap data.
I have another mesh I made and imported the same way, but it doesn’t have any problem. I don’t know what the difference between the two meshes could be.
I’m pretty sure it does. At least, it does within Maya. If something were getting lost in the import process, how would I know?
The top half is normal “Shaded”, the bottom half is “Baked lightmaps.”
So it is getting lighting, but my material is still rendered as black. I’m using the same material on both meshes seen in the image. The one on the right was made with ProBuilder and on the left is the mesh I imported from Maya.