Hey guys,
Been banging our head against this for a bit now, thought I’d see if anyone else has encountered.
What is going on:
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Check out the the image, see that we have light maps that are completely different colours on side-by-side assets. We build our world modularly, so where those seams are is where the model changes to a different one.
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Those are identical props lighting differently (so they have the same light map UVs)
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There is also an ugly seam in the directionality.
What we’ve investigated:
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The light map UVs, we almost exclusively use our own. They are good and in fact bake just fine all over the level.
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Disabled GI on emissive materials, this was causing too many issues with the Directionality bake
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Deleted all Area lights, these too were causing Directionality issues
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Deleted culprit objects and replaced with fresh ones
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Tried to repro in a test scene with no luck
Any ideas? Aside from updating to 2018, which we can’t until we sort out some other issues with it.
Can you switch to the Systems in Scene view and post a screenshot of that?
Unfortunately because we use a bake machine, so I don’t have that view cached on my machine. I uploaded system view anyhow (system.jpg)
However, I think I may know where you are going? But correct me if I assumed wrong.
Are you thinking that because they are parts of diff systems / UV sets could be causing difference? I thought so too, but when I set up my test scene using the exact same assets and forced them into different sets (by reducing the res of LM in bake).
See test_scene.jpg.
The crazy lighting was to test another theory of ours to do with light cone sizes and varying directions of lights (also not the issue).
Yes, I was thinking that for some reason some of those parts where in a different System and interactions between different systems don’t always work right with Enlighten (see this thread : bright indirect bounces in shadow areas ).
It still kinda looks like that to me…
The only other thing I can think off is if there’s something wrong with the normals. Because I find it a bit suspicious that the horizontal beam is lit wrong and then further to the left, the (what looks like to me as the) exact same meshes are again lit wrong, which makes me a bit suspicious. The UVs look fine from what I can tell, so I would double check the normals.
Awesome thanks so much. Will definitely be doing both of those.
So I verified that the normals are all good – normals.jpg
The other test will take a bit of time, our current bakes are around 8 hours (big level). So, I’ll let you know how that goes.
No dice with the rebake following the guidelines in that link. Dang. This is really strange, we use a lot of these same assets in different levels and in this one with zero issue.
My SE is going to look into seeing if we have any weird corrupt nodes in this level. We had had some in a diff level that caused different issues…
Bah, sorry, I’m out of ideas. I would suggest switching to the progressive lightmapper, but if I’m not mistaken there are a lot of features missing from it in the Unity version you’re using, so it probably won’t do.
Thanks for the ideas to test out. I’ll post again if we find a solution.
We are eventually going to move into 2018 so perhaps that’'l just fix it up, among other bugs 