Why is Beast Only Packing 1/4th of 1024x1024 Atlases Regularly?

Why is Beast only using 1/4th of the available area, routinely, bloating the atlas count? How can I make Beast automatically pack textures more (or perhaps at all) intelligently?

I have over 256 atlas textures because this, which is breaking the level’s lightmapping. Now that I’m running into this issue, I am trying to resolve the 256 atlas limit. However, I wouldn’t have to put out that fire if I could resolve the cause of the fire, the improper and totally unintelligent texture packing. I found a thread for that separate issue: http://forum.unity3d.com/threads/166040-Lightmap-maps-problem

(Sorry for the double-post-- the Unity forum timed out)

if you have a plane or box somewhere unlit, could it be packing that as well? Alternatively, there is also a known issue with normal map with lightmaps at the moment.

That would explain it, though there isn’t anything in the world that is shaded pure black (I check everything after a bake). So it would be if the atlas has mapped pure black and is alpha blending it to some other degree. Models are made in Maya and Mudbox and don’t seem to ever use double-sided normals, which would possibly also explain it.

I was half expecting someone to say ‘you’ve got to go into the Beast XML and tweak some settings’, but I’m actually hoping that’s not the reality… as it would be likely tedious and such a loathed processed for something that should be more automatic and intelligent.

So yeah-- I guess this is the known issue with normal maps and lightmaps? Not sure how anyone is shipping modern triple-A scale games today with Unity if it can’t even properly lightmap.

Let me guess… someone fixed this with a Unity Store Asset bundle I have to buy now? (jk) :wink: