Strange lines after baking light in URP

apologies if this might be the wrong section but I believe it has something to do with light baking as it only occurs after it but my problem is I get these weird dark edges after baking lights and it appears to only happen about every 3 edges on my mesh. I have tried everything I could think of to get rid of it and have asked on other previous platforms with no luck so maybe someone could help me figure it out?

- USING URP UNITY VERSION 2020.2.2f1 -

Light Settings in unity - Imgur: The magic of the Internet

Dark lines on my mesh - Imgur: The magic of the Internet

Dark lines still appear on mesh even in different lighting / area in scene - Imgur: The magic of the Internet

Mesh before baking lighting - Imgur: The magic of the Internet

Uv overlapping shader view to show no overlapping - Imgur: The magic of the Internet

UV maps from blender - Imgur: The magic of the Internet

Mesh prop in blender with seams - Imgur: The magic of the Internet

if it also helps I have auto generated uv’s on from unity so I have not made any light uv’s for the mesh but this mesh is not complicated at all and it was just meant as a filler for my shelf but im becoming concerned that I am doing something wrong or I dont understand something about baking and or unity because my smaller props are suffering similiar situations or errors from unity “There are __ objects in scene with overlapping UV’s” and I do not want to continue making props if I am doing something wrong as it will just waste time. Apologies also as this is my first time doing game design and working with unity so my terms and knowledge is still growing as I go along -thanks for any help you can possibly give though!

Hey! Lightmap seams can be tricky to solve. Judging from the Blender viewport, you seem to have placed your UV seams appropriately. Make sure that you place your lightmap UVs in the second UV channel, and uncheck Generate Lightmap UVs in the mesh import settings.

Have you tried enabling Stitch Seams option in the Mesh Renderer component? That should help alleviate the problem a bit.

Another thing you could try is tweaking filtering settings. In the Lighting Settings window, set filtering enum from Auto to Advanced. I would suggest you try using less aggressive filtering settings for Gaussian filtering, as it tends to over-blur lightmaps.

do you know of any good tutorials I can research then on this advanced filtering setting because I have zero idea what any of these new settings are good for and i’m trying hard to figure out all the terms and settings for lighting but it’s becoming pretty difficult when it comes to setting a scene up lol

Take a look at these pages:

Disabling Denoising fixed it for me. Thanks.