I must be a noob, because I hardly see anything other than botched bakes like this (using Unity HD render pipeline, virtually any lightmapper. These pictures reflect the gpu one, but the cpu replicates the results). I experimented with mesh size, largely to no avail (with both gpu and cpu renderers the render time went up to hours with abnormally small mrays/sec). Rendering was baked all the way, but none better with mixed lights. The scene uses a 8k HDRI. Version is 2019.2.17f1, but it did this kind of stuff even with the stable releases.
Please guide me to some sort of help. I’ll post settings screenshot as needed.
Well, yes, that might be true, the problem is the rise of samples doesn’t really help, the patches become less bright, that’s it. I tried the basic setting, I saw that these number often works (tutorials on youtube) and honestly I never saw anything like this in other peoples projects. My rig is a Radeon RX 480, and a Ryzen 7 2700X. Just for posterity, I’m working on Windows 7, might that explain why the lightmapper is sooo slow in a simple test scene (4 hrs in work it gets stuck under 1 mrays)?
AcidArrow, I’m glad I listened to you against my stubbornness, increasing sample count did the trick, the slow rendering problem stemmed from the fact that I forced the 2048x2048 lightmap resolution. I think there is a clear problem with the GPU lightmapper being forced to use larger resolutions, but it’s preview, so whatever.