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Question by dumpstertree · Mar 29, 2016 at 05:16 PM · lightingbakingartifactsart

Artifacting when baking with Precomputed Realtime GI

We just decided to switch all of our lighting for our game over to realtime lighting. I have read the lighting documentation up and down time and time again trying to figure out exactly how Enlighten works in order to debug my problems; hoping maybe someone can shed some light on this for me.

So our problem is the lighting on all our assets are coming out inconsistent and causing artifacting from asset to asset (as can be seen on the walls).

alt text After looking at all this for a few days my best guess is it has something to do with he UVs and how Enlighten is handling them. All my objects have custom lightmap UVs in their second UV slot. My example screenshot will be focusing on the corner wall piece in the above screenshot.

http://imgur.com/1pBPvwk These are my custom UVs for the corner piece (displayed in Maya).

http://imgur.com/PXB0E64 This is what Unity displays my UVs as after baking. Some kind of weird stretched version of my UVs. So I kept looking and found that people are saying to preserve my UVs in order to get them to stay as I packed them.

http://imgur.com/Tr28PVF So this is what Unity gave me with all my UVs preserved. Still not how I packed them (and possibly worse than before they were preserved).

http://imgur.com/Tr28PVF Looking at the uvs in a world space they are obviously getting stretched somehow and I believe that is what is causing the artifacts.

Things to note: - All the objects are set to not create new uvs on import. - I have brought the realtime resolution all the way up to 5 with no improvement. - All the objects are set to static. - All the objects are being effected by a single realtime directional light.

If anyone has any sort of fix for this or even can point me to some more detailed documentation on Enlighten in Unity it would be incredibly helpful.

Thanks in advance!

lightingdiscoloration.png (434.1 kB)
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