Hello, I have a rather large scene file (with terrains, LOD objects, non-LOD objects, etc…) where I’m doing Precomputed Realtime GI. While it’s computing the lightmapping, the geometry all look pretty decent/normal; however when lightmapping finishes, I often get sections or whole objects which turn completely black (or white if I turn off scene shading – it’s a dark scene).
In order to fix this, I have to recompute ALL of my lightmaps (clear the GI cache, etc…), which often works. But then as soon as I move things or add more lights or objects elswhere in the scene, it recomputes everything and then I get black/white objects again.
It SEEMS like it might be worse if the process completes while Unity is in the background, but it’s really awful to come up with an exact repro case for this. I’ve basically never seen it in small scenes (current scene is something like 1GB if I export it as a unitypackage), and in my larger scenes it takes so long to finish computing that in order to repro I would likely have to give up a day or two of productivity at work.
Is this a known problem? Is there a workaround? Am I just doing something wrong?
If your scene is 1GB, I’d strongly suggest splitting it into multiple scenes and using transitions to move from section to section. The lightmapper is probably running into a memory problem, at a guess.
I don’t think the scene is, just the original assets required to put together a sample bundle. I did disable the terrain as lightmap static, which I think helped my lighting compute time go way down, which I assume also helps with memory issues.
It might be worth checking your Lightmap UV’s; overlaps or otherwise unsuitable UV layouts can often cause black shading errors similar to what you’ve described. If you don’t have valid UV’s you can click on Generate Lightmap UVs on the offending mesh’s Import - Models tab and try rebaking. The Generate process can take a little time if you have a lot of meshes selected, so don’t worry if it isn’t instantaneous.
I’ve got the same issue, and my scene isn’t very large. In fact everything is totally black in the scene, except for my monster trucks which aren’t marked as static.
I have Generate Lightmap UV’s set to true on my meshes.
Baking looks fine in Baked GI mode, it is only Precomputed Realtime GI mode that I have this issue.
But I’m trying to use Precomputed GI mode to get around the Mixed Mode Issues that happen in Baked GI mode.
Oh my, I just cannot win with lightmapping and baking in Unity 5, this is very frustrating
Where is the GI Cache? Is this in a folder somewhere that I can delete?