

However, the value still applies in the editor and in baking. They either show up or they don't.Īdditionally, in Unity 5, I can select the shadow strength when I toggle a light to realtime, but the option goes away when I change it to baked. Over the past few years, I have never been able to reliably eliminate any of these problems. I am on a Titan X, 3.5ghz intel CPU, 32 GB of RAM. My specific settings change all the time, which leads me to believe that they have nothing to do with these issues. I have to restart Unity after erasing all of my lightmapping work in order to get it to display correctly, and then all of the problems in this thread start over. I cleared the lightmapping completely, disabled all lights, and nothing changed. I cleared the lightmapping and tried again. I changed the resolution from 40 to 10 to test baking. The alpha channel is all the way down and the standard material is set to transparent. This wasn't a thing in Unity 4 that I ever ran into. Issues 1 and 2 occurring in the same scene, at the same time, in the same view in a different part of the model.ģ-Strange banding when light passes through transparent material If anything, it scoots the black spots around. I have re-generated UV maps for these objects with a wild variety of settings. Higher resolutions make them higher quality black spots.

At first I thought it was ambient occlusion, but even at 0, they still persist. The one in the middle is completely covered in these spots, while the two identical ones near it are fine. You can't see it in this shot, but there are three stools on the left. Upon clearing and rebaking this one WITH THE EXACT SAME SETTINGS, the problems were solved.until they came back again. I often have to clear my entire lightmap and rebake and see if that does it. I can rebake and sometimes it will go away and it may, or may not, appear on another object. This is a particularly irritating issue as it happens at random. I have changed the pixel light count to 50 to ensure all of the lights are represented in the scene.ġ-Splotchy dark spots on random geometry (black spots on vertical bronze trim) In the past, and currently, I use a many different settings from baked lighting only, Realtime and baked, all sorts of padding values, a range of quality values, default values.these problems still persist. I then generate lightmap UVs in Unity, which takes forever, but works. I am then using the Autodesk Material Converter script to get the materials into Unity. I have searched the forums and have found clues and tips for some of these, but NOTHING has helped.īackground: I am taking models designed in Revit and putting them into 3DS Max using the Suite Workflow feature. It's maddening and now I turn to you all for some help. Not only did the original issues not go away, more came. With the jump from Beast to Enlighten, I thought they would go away. I have been having a few problems with lightmapping over the years. I will post here if it happens again in this model. MAKE SURE THAT EVERY MODEL THAT YOU ARE USING HAS ITS UVS GENERATED BY UNITY IF THEY DIDN'T COME PREPARED. I had it generate UVs and rebaked and all of the problems went away, so far. It was around the same time that this problem reared its ugly head again.

When that didn't work, I noticed that a doorknob model that I brought in from Sketchup never had its UVs made by Unity. I first tried manually deleting every ounce of Gicache in my computer. This problem happened again and I think I have solved it.
