Texels Validity and problems with Light Baking

Hi girls, Hi guys,

I’m trying to build the lighting of a model to create a scene for Spatial VR platform.
I don’t know why my models is giving me texel density issues and Texel Validity Issues, I think the problem is that too few photons are hitting my models but I don’t know how to correct the problem in Unity, I tried to search for tutori als addressing the issue but without any luck. Thanks in advance to anyone willing to help.

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Set the materials to use double sided GI.

thanks! do you know if there are tutorials to do that in Unity URP?

In URP I think you can’t actually set double sided for GI purposes only, you need to make materials double sided (so they render double sided as well, which will be less performant and you may not want it to actually look that way).

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/faq.html
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