Transition in lighting too hard with precomputed realtime GI

Hello,

I’m facing an issue with the new precomputed realtime GI.

Look at the edge on the middle of the picture:

The transition from the left to the right mesh is way too hard.
Shouldn’t there be some sort of smooth transition/gradient?

GI UV Charts:

When I clear the baked data:

My GI Settings:

Does someone have a clue what could be wrong?
I’ll provide more information if needed.

Best regards
Dennis

Two images broken… Can’t see the bug

Damn. Yesterday they were working.

I attached the first picture to this post.
You can see the dark edge here:

I think it’s your reflection probe that makes it hard. try to disable your probes and enable again to see the diference.

I thought that too. There are two reflection probes. One at the entrance section (on the left) and one in the kitchen (on the right).
I resized and moved them around with no effect. They are also overlapping.
Shouldn’t they blend together then?

I’ll investigate more later on, when I’m at home.

No success… I’ve tried a lot of comibnations with light and reflections probes…

I’ve got a lot of black spots… especially on the cornice which is modular.
Any other idea?

Im having the exact same issues… See problem 3 in my thread: Having multiple issues with Unity 5's Enlighten :'( - Unity Engine - Unity Discussions… Since im working with modular elements for building our levels - I think its probably related with that. When I tweak the pack margin in import settings, the backface tollerance in GI parameters and the realtime GI resolution I see some decreases/increases of the issue. Havent found any solution yet though :frowning:

Just tried upping my realtime resolution to 10 - And now the artefacts is seen at almost every modular piece :S

Damn… there must be a solution to this problem.
I highly doubt that we are the only people with this problem, since modular leveldesign isn’t so unsual in gamedev.

When I used a single mesh for the walls I had no problems with such black spots…

Hi DennG,

I think the problem you have is projected by the “reflection Probe” in your scene…
try to change the type of the reflection Probe to “baked”…it should solve your problem with the black spots on your modular mesh.

If you´re using a baked light in your scene this could describe your problem with the black spots…

best regards

Slavka
Gamedesigner

Sorry, but I want to keep everything realtime. There must be something I’m missing.