Hi all,
I’m new to Unity, working on a simulation set inside of a huge now-demolished shopping mall. I am looking for some guidance with artifacts and various lighting issues I’m seeing when using the Progressive Lightmapper. I’ve tried a wide range of settings and continue to see these issues.
Thanks in advance for any guidance. At the bottom I show the current lighting and geometry import settings I’m using, but let me know if I need to include others.
Issue 1: Some surfaces have exposure to the interior lights, but are partially occluded or most of their geometry extends up above a ceiling, and the exposed parts of the surface will sometimes appear unexpectedly dark:
In this image, the circled face is unexpectedly dark, but you’ll notice a similar thin surface just to the left is not. Both surfaces extend up beyond the ceiling, but the visible portion should be illuminated similarly.
The small surfaces here seem darker than they should be, too; same geometric conditions as the first image.
This surface should appear white, like the drywall that is above it. But it consistently appears black, maybe because of the wood geometry over top that is partially occluding it? The problem is not with the material or texture - I’ve seen it illuminate randomly depending on how many indirect samples I use - but it is not consistent: sometimes a higher sample size will make it black again. Very random.
Same story here - this surface is painted with the exact same material/texture as the geometry around it, but because it extends into the ceiling, it appears darker.
Issue 2: How can I get small surfaces to illuminate correctly? For example, the rectangular details in this canopy, or on the stairs and bollards are unexpectedly dark.
Issue 3: Any idea what’s going on with the weird triangulation I see in some areas? These surfaces are flat in the source modeler (Autodesk FormIt), and this only appears sometimes:
In this image ^^^ you can see the issue on the right side, but not on the identical windows on the left side.
See what looks like seams ^^^? Occasionally the traingle faces between the seams appear darker and more obvious, depending on my indirect sample size. But the seams never go away.
Issue 4: Any idea what I can do to get this cylinder to illuminate more smoothly?
Issue 5: How can I correct the shading artifacts in this geometry: around the outer edges, and reduce the contrast between shading differences where various interior faces meet?
Issue 6: The shadows behind this signage just seem wrong. It’s as if there are two main circular shapes that are casting shadows, instead of each letter:
Finally, here are my settings. Let me know if I missed something important:
Thanks in advance!