Hi,
I have two questions which I think are related one to another.
We have large scale models ( Buildings ) and we are trying to bake the scene light-maps as we did
on Unity4. It seems that large scale objects takes ages to bake ( days ). I have tried so lower down any parameters available to me on the tool. The result looks very bad. The default settings looks OK for most of cases, but they are extremely time intense for large objects. Real-time GI works fine, but we need the speed
of the baked maps. I have noticed the problem is not related to our models. It happen to any large scale models ( A simple cube of size 100m takes extremely long baking time ).
Am I doing something wrong? Splitting the mesh to small pieces is not an option.
If GI is a problem, can we bake shadow map without GI info?
Baked GI uses uses the realtime GI upsample to bake its lightmaps (with some improvements) so if your precompute looks bad, your baked GI will as well.
SCALE…create.blank game object, parent all static meshes…scale to .001…bake…
Un-parent…that worked for me.
That is the fatal flaw, it does not compute in a linear scale…
This was the only way I was able to complete a bake, my 4.6 project, in 5.2.
But…watch unity change your UV2…what?
Hi all,
Sorry for my late respond ( Was not in office ). Anyway I have tried all the suggested methods and non of them worked.
I will continue digging into it and will update if I’ll find something.
Thank you very much.