Unity 6 APV Ugly with lots of artifacts, help!

Hello folks, I’m trying to use APV to bake my scenes, but they look so ugly with a lot of artifacts. What am I doing wrong ?

Looks like your sample count might be too low, I find that’s usually the cause of splotchy/noisy looking light.

I use the Light Probe Sample Multiplier to increase the sample count (highlighted in red) but you can also use the other sample sliders above that too

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Well, that partially fixed the artifacts, thank you. As for the lighting smoothness, the only way to avoid that is by lowering the Min Probe Spacing ? but the more I reduce it, the heavier it gets, and the scene ends up having hundreds of little dots…

I think that is just a trade off with APV compared to Lightmaps, it doesn’t seem to handle that kind of small detail, high contrast lighting too well.

In Project Settings > Graphics > Adaptive Probe Volumes Options there is a setting for Sampling Noise which can help blur/dither that pixelate look away but you’ll have to enable Temporal Anti-aliasing (TAA) for it to not look super noisy (the effect of TAA is more visible in play mode).
Other than that you could change your lighting so that shadow on the roof isn’t as sharp. If your using an area light then you could increase its size, but Sampling Noise + TAA might be your best bet.

JoelC99 is correct, APV generally doesn’t handle high frequency data (like shadow penumbras) very well as it would require insanely high probe density to do so. It’s just the nature of probe based solutions.

It kind of looks like you are baking direct lighting contribution into APV. That’s bounds to create high frequency detail due to shadows. If that is the case, you could set your lights to Mixed Mode which will instead calculate direct lighting in realtime, and only bake indirect lighting.

Other than that, Joel made some fine suggestions, and you can alternatively lower the min probe spacing, or opt to use lightmaps for some geometry like the walls - you can mix lightmaps and APV.

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