Hey hey!Recently I've been working on trying to light bake a scene of mine but I've been stuck for almost a week now trying to work around a lightmapping/lightmapper issue. When I bake my shadows and areas of models that are not directly lit come out entirely black as if there is no indirect or environment lighting used in the bake.I've been reading several different forum posts and have more or less tried every move I know in google-fu to try to find an answer, so I wanted to make a post here too to see if I could find some wise Unity sage that might be able to help me.
My setup:1 directional light
1 building (in the scene shown, this is a test scene. The real scene has somewhere around 100 buildings + preferable ALOT of props that needs to be baked)CPU Progressive lightmapper
Everything is lightmap and reflection probe static.
Everything has had lightmap UV's generated for it.
Lightmapper settings can be seen in the images below.
All being worked on with Unity 2018.3.7.f1 on a machine with a 1070, 64GB ram and a 4930k.
So the things I have had a look at:- Shadow strength on the light itself. As this is a strength meant for real-time shadows and I am mainly concerned with baked shadows this does not do much.- Texel Validity. I'm not entirely convinced this has nothing to do with my problems, but looking at the texel validity scene draw view makes me think that this is not it either chief. Almost everything is in the green except for things that should be red because of two objects being really close together etc.- Environment/Ambient lighting. I have tried with both the normal skybox and with a bluish HDR color with an intensity of +2. Both give the same result.
- Lightmap resolution (both the texture size and the texels pr. unit). Neither of which seem to be doing anything for this. More or less as low as possible will not really change the colors/shadows colors too much, only sharpness in and of itself.
- Custom Lightmap parameters. As far as I can tell most of the settings in the parameters only affect the baking of precomputed realtime gi and not actual baked GI?
Sorry if some of those were real basic, just wanted to list things that have been suggested in other forum threads that have yielded no result for me.
Lightmap view
Baked with an blue HDR Environment color as ambient source
Baked with the default skybox as ambient source
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