Hello everyone,
I Have been searching the forum but could not find an answer for that specific problem
When I bake light maps and change the realtime resolution I get inconsistent results
When I use 0.1 some room gets darker and some are brighter (pic 1)
When I use a much lower realtimeResolution they all get the same amount of light(Pic 2)
For testing purpose I only use ambient intensity and disabled all other light source (lights, emissive, etc.)
Lightmap uv aren’t generated the model have all been previously unwrapped in an other software
I use invisible mesh to generate the room shadows
Usually you would use Precomputed or Baked on their own, not together. You have Ambient GI set to Realtime - is that what you want?
The Precomputed Realtime Resolution value is shared by the Baked GI Indirect Resolution value when you uncheck Precomputed.
With 0.0001 it will try to place all of the indirect lighting data into a tiny space, so it will all be the same. The default value is 2.
What are you trying to make it look like? You want a realtime PC desktop game, or a fast mobile game?
I am doing something that will run on pc. What I am trying to do here is just increase the ambient light or we could say the brightness. I want the player to be able to see a little bit even when there is no light.
The problem is that when I increase the ambient light with a high resolution, it does not increase evenly in every room. It increase more in the ones with a bigger window frame. Looks like its not really a brightness feature
You can see the other problem in the room on the far right. The wall with the window frame is dark but the window frame on that same wall respond to ambient light increase.
As for using both precomputed or realtime. The unity demos I am studying seems to rely on both even if their user manual tells us to use only one of them
Sorry if that might seems obvious for some but those baked light maps are giving me a headache
I switched the ambient light to baked and it has given me far more consistent results. Some room stays darker than the light is more similar from one room to the others. and the window frame has the same brightness than the wall it is on
Its seems that it has solved most of the issues even if its still not perfect but I’m aware that no engine is perfect and they all have their limitation. We have to work around them
thanks for your help
Update:
Since my rooms are made from planes.Ambient Light doesn’t seem to be able to go past the backface when it bakes
Setting the lightmap parameters to transparent seems to have solved at least part of the issue but I feel like this isn’t the way you light an interior scene
Is your model set to Generate Lightmap UV’s?
Download this project I’m making for a tutorial and have a look at scene “Interior (Precomputed Realtime GI)” and the “(Baked GI)” version.
You will have to click Build in the Lighting panel after opening the scenes. Also, this was made in Unity 5.4.0b15.
I use Custom Uv in the 2nd channel for the lightmap
Thanks for your help. I checked your tutorial but it also has the same problem I was talking earlier : Ambient light doesn’t light each room evenly but I think I have found a workaround by setting the room transparent in their lightmap parameters. That way I can bake the ambient color evenly across every room