![]() After the lightmap is baked the Light inspector shows incorrect settings. I think that Baked contribiution should be linked to Mode in Light when you press 'Match lightmapped to real-time' (but I'm not 100% sure ). One other problem I have is that 'Match lightmapped to real-time' does not take into account the Radius of the light source. BakeryAlwaysRender is also super useful script. A script that forces shadowcasting for baking would be easier in ma case. In my case the trees are lit via Volumes (2 voxels per unit), and it gives them some soft self-shadowing and GI:Ĭlick to expand.Sadly I can't afford to duplicate so many assets (unity gets super slow and people starts yelling at me ). For distant forest you can even use some billboard-like geometry for lightmapped shadow casting. These meshes are invisible in the game, but have BakeryAlwaysComponent to show up in Bakery. In my game I currently have a special very coarse tree mesh for baking with 85% of leaf triangles removed and the rest scaled up to compensate (aka "stochastic LOD"). If you have multiple LODs, try only marking the lowest resolution LOD as "Contribute GI", and disable it on more detailed LODs (I still recommend also applying the patch first). But still, forest is a forest, and they can take an awful amount of memory. So with these two fixes alone it should already get much better. ![]() Latest patch also has some optimizations on lightmap count when using LODs. Or you can apply the latest patch where I actually made it take "Receive GI" into account as well. You can do the same by setting Scale in Lightmap to 0: unitypackage, as simply copying the files may result in Unity giving them different GUIDs, thus breaking all script references.Ĭlick to expand.Bakery didn't really respect "Receive GI" option until recently, as it's older than this option. Make sure to export/import both scene/maps/scripts as one. If anything is empty/missing, it's also possible that you first imported the project without any scripts, then added the scripts later, but Unity already killed all script properties in the scene. If maps are empty, then you probably forgot the maps. If Debug Select Storage doesn't show anything, then you probably forgot ftLightmapsStorage.cs. If all these things are OK, lightmapping should work. Is anything selected? Is there a component with "Show debug info"? Click it. Lightmap texture assets are actually present in the project. Maybe it's worth noting that my ground is made up of normal meshes rather than a Terrain.Ĭlick to expand.Yeah, exporting with mentioned scripts should work. I tried with the Light Probe option set to Legacy, but the progress never left 0%. I tried rendering the entire scene with the trees "Contribute Global Illumination" off, then attempting to just do the light probes after enabling the trees "Contribute Global Illumination" but Bakery gave an error saying that objects had changed and I need to use the "Render" button to bake the entire scene. Is there a way to fake this, or maybe an alternative to lightmapping in this case, or am I just out of luck here? I was hoping to be able to darken the light probes in the forest as well as the ground lighting. My trees had "Contribute Global Illumination" set to true and "Receive" set to light probes. ![]() Hello, I have a forest area of my scene and I searched the thread for "forest" and I see it was mentioned that it is a bad idea to lightmap a forest and indeed when I do try, I get a warning that it would create 188 lightmaps and going ahead with it, the lightmap baking didn't complete and gave me an out of memory error. ![]()
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