Poor quality baked lightmaps

Hi,

I’m doing some VR mobile stuff and I have a pretty big issue with my lights.

First I used realtime spots to light a corridor but it caused a fps drop so I changed it to bake mode.

Here’s the result:

As you can see the result is pretty dirty. The problem is not only with those spots, the ceiling also has some weird stuff happening to it.

Do you have any idea of what can cause something like this to happen?

Thanks :slight_smile:

Bad UVs.

Thanks for your quick response :slight_smile:

I uploaded the lightmap where the spotlights are baked, it seems pretty fine to me.
The next screenshot is the light baked on a cube with a standard material, the light is also poorly baked here.

It seems I’m missing something, can you explain to me what the problem is?


Nope, hopefully someone else will step up. Looks like it could just be your lightmapping settings.

Okay problem solved.
It was a lightmap compression issue. I just had to go to my lightmaps import settings and change Compression to None. Hope it doesn’t take too much on my framerate.

Anyway thanks :slight_smile:

It won’t Change the framerate, but it will consume way more storage space.

You can manually compress them.
I bake my lightmaps ‘uncompressed’ and then compress them in the import settings before a build.
You can experiment to see what compression works best for you.

how do u compress in the import settings before a build?

Select your lightmap textures (find its location from lighting window) then change the import settings (compression section)
Note: after compressing the lightmap textures manually, your dirty will come back again!!! Especially on mobile platforms

Also your lightmap has too much noise
Increase direct samples from lightmapping settings to reduce noise for your spot light