i’m having a little problem with my scene, after baking lightmap some of the objects in the scene started glowing, and wierdly enough not all instances of the same objects glow, only some.
do any of you guys have an idea on what may be causing this?
On the other hand i don’t know how to disable emissive baking, but also in that case if i want to actually have an emissive object in my scene it wouldn’t be baked and that would be a problem.
Do you use any post processing or are there any lights in that area?
(Also, I don’t use the built in renderer anymore, so I’m not sure how much I can help)
I tried disabling post processing and rebaking the light, there is no glowwing but some parts of the mesh are bright white which is wierd, and it’s different from one instance of the object to another.
Maybe incorrect lightmap u/v coordinates? You can check them by setting the shading mode to Baked Lightmap and ticking Show Lightmap Resolution. There should be a regular grid with about the same grid size on all objects. If the problematic object has no grid on it or the grid is too big, you will need to fix the u/v coordinates in a DCC tool (Maya, Blender, …).
Could be also u/v overlap of the lightmap u/v coordinates. Unity will print a warning in that case. Something along the lines of “there are XX objects with overlapping/non-unique u/v coordinates” when you’re baking lighting.
Hey, you might have gotten this fixed but I think it’s still great to add a fix that worked for me here. Select your asset in the scene and go to Probes>Reflection Probes>Off.
Uncheck Contribute Global Illumination for those meshes with unexpected glow. And may be not so important but also check whether light probe volumes covers that area or not. Cheers !