Please help me with arquitecture for vr issues

Hello everybody i am new here and relatively new to Unity. First of all I am very excited with unity 5 and its new shaders and global ilumination capabilities but i am getting very frustated with documentation i think is very poor or just superficial. I will throw some questions here, maybe someone can give me the answers i need i would be so grateful.
. I am doing arquittecture for vr. I need to have very good lighting so:

  • Can you explain me texels/amount of textures in the most easiest way?.

  • If i am working with baked lights only, indirect resolution matters?.

  • I think packaging or atlasing is very inefficient also in beta 5, in comparison for example with uvlayout, or
    i am doing something wrong?.

  • Do you have some best to use settings for realistic arquitecture? .With baked resolution=400,indirect resolution=20 and final gather=4000 i get decent results but with very inefficient packaging causing some artifacts and light leaking.

  • There is a way to do my own atlasing?

PD: I work with 3dsmax for modelling and uvlayout for UVS then i export as FBX for unity
Thanks in advance. Excuse my english i am trying to get better.

As you see in that images i have a lot of little imperfections everywhere and i already have 29 2K lightmaps!
what im doing wrong?

I would consider that lighting PERFECT. I would kill to get that good quality. This is what I get with these settings:


Would you share yours?

I dont mind at all but i have to tell you i am not completely happy with my setup is very slow to render like 8hours baking .black edges and light leaking from almost every corner… if i augment my resolution values i can get better results but never perfect and with a loooot of waiting even days… so its not a solution.
I dont have the project here if you want more info just remember me. For now you can copy my general settings (they are in my post)
About your lighting yes is pretty bad try deleting your windows maybe it has something to do with light through a glass shader

It’s unit of space used in graphics and resolution shows how many of those units do you get per 1 unit of Unity space (usually used as 1 meter).

It’s easiest to check it out in the scene by changing to Baked or Irradiance view.
2257390--150904--2.png

This is for example how Viking Village looks with different resolutions. For resolution = 0.1, one texel will be 10 meters, with resolution = 1 it will be way more precise as it will be 1 meter.

2257390--150905--1.PNG

Yes, it is used for bouncing light precision

Indeed, it has been fixed and vastly improved in version 5.2

That’s way higher than I’d recommend, those artifacts might be due to incorrect UVs or normals, did you try letting Unity generating those for you by marking “Generate Lightmap UVs” in the mesh?

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So… days? I have just spent 2k€ in new hardware, let’s see if that helps.
I don’t have glass in my windows.

Any of those options shows anything useful (5.1)
2257469--150921--2015-08-19_10-21-53.jpg 2257469--150922--2015-08-19_10-23-34.jpg

You need to bake a scene first. If you are using realtime lights - check out irradiance.

Sure. I have noticed it only shows the data if “Precomputed realtime GI” is done. I was using only Baked GI.

This should be put in documentation under GI tab.

@ronin3d Looks like you are using Directional Specular. Are you also getting these artifacts in Directional mode?