Unity 5 GI: More anisotropy than in Unity 4?

Another lightmapping issue I noticed with the new Unity 5:

After baking a small scene with lots of surfaces being pretty perpendicular to the camera there seem to be some major anisotropy issues I didn't have with Unity 4. Those black shadows only appear when viewed from a very sharp angle.
Maybe it has something to do with the issue that lightmaps are currently not dilated, but I'd love to get some feedback or information on how to solve this or if it will be improved (without setting aniso level on max :smile:)

2033780--131764--black shadows comp.jpg

What is you baked padding set to?

[quote=“KEngelstoft”, post:2, topic: 573256]
What is you baked padding set to?
[/quote]
it’s set to 8 texels.

I suspect this bleeding is coming from within the atlas and not from the borders which has a nice 8 pixel padding. Can you please select the object and take a screenshot of the Lighting -> Object -> Baked Intensity view?

[quote=“KEngelstoft”, post:4, topic: 573256]
I suspect this bleeding is coming from within the atlas and not from the borders which has a nice 8 pixel padding. Can you please select the object and take a screenshot of the Lighting → Object → Baked Intensity view?
[/quote]
I’m not sure if this is what you need but I took a screenshot of the lighting → object tab with the mesh selected.
2041383--132453--lighting object.PNG

I’m still pretty sure it’s related to anisotropy though. Here’s a screenshot of the same scene, once with lightmap aniso set to 3, and below aniso level of 10.

2041383--132454--aniso issue.jpg

The black lines disappear completely but I don’t think that’s really a practical solution. Aniso of 10 is pretty high and I never needed to adjust it in Unity 4. So if I’m gonna set aniso to 10 for each lightmap that’ll probably have some impact oin the performance.

It is indeed the Object window I had in mind for the screenshot, but please drag the Preview in the lowest section of the window up, so the texture with the mesh UVs shown on top of it is visible.

[quote=“KEngelstoft”, post:6, topic: 573256]
It is indeed the Object window I had in mind for the screenshot, but please drag the Preview in the lowest section of the window up, so the texture with the mesh UVs shown on top of it is visible.
[/quote]
Oh I see now, sry seems I didn’t get it :smile:
Here it is, same object with baked intensity exposed.
2041683--132489--baked intensity.PNG.jpg

It appears that the dilation isn't working properly here... @Kuba do you agree?

[quote=“KEngelstoft”, post:8, topic: 573256]
It appears that the dilation isn’t working properly here… @Kuba do you agree?
[/quote]
Sry to get to this so late, was busy with a lot
According to Kuba’s reply in this topic
http://forum.unity3d.com/threads/unity-5-light-leaks-at-uv-seams.312140/#post-2028074
Unity 5 doesn’t dilate lightmaps currently. I guess you’re right, it might be the reason why this effect occurs.
Gonna check on it again when there is a working dilation.
Thanks for looking into the issue :slight_smile: