I’ve done scene lighting and render lighting allot of times in Unity and also in unreal.
And yes i know the differences between dynamic and baked lighting and also use this lighting settings and lightmass. I know about the generate UV section for lightmaps and i also know how to make lightmap UV’s by myself.
I am working with quite complex models at the moment and i’ll keep getting some strange behaviours when building my light. I stumbled on a problem i can’t answer myself.
The first thing is that every light build is quite inconsistent. What i mean is that at one time when i am building some in my opinion difficult places the lightmaps are artifact free and really clean. But sometimes when i add more models like a car chair or re-position them and build again. Then unity gives me some strange ugly stripes with extreme contrast differences on these difficult places. If i am adding then again more models or re-position them and build once again!, then it will remove these artifacts on some places but it ads them on other places.
This is how it looks:
some bakes are clean and looks really nice. I got also my chairs placed on the right position.
But then when i remove my chairs or replace them those stripes are appearing.
As you see i am getting this strange ugly black contrast stripes without changing my uvs and without changing my lightsettings. i only removed or replaced my chairs and those chairs are a completely different object.
I only use 1 directional light that is fully baked and one baked reflection probe.
The problem is also not a compression or a mipmap problem.
Does somebody knows what this problem is and how to solve it or explain it.
Thanks sincerely Arno