How To Fix Weird Artifacts After Baking in Unity

Поділитися
Вставка
  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 13

  • @suspecm6316
    @suspecm6316 4 місяці тому +2

    Even if the video doesn't solve every single issue you can have with baked lightmaps, I appreciate that you give us very good pointers on where to look for an answer and ways to tinker with it to make it look right.

  • @tufisaydin
    @tufisaydin 3 дні тому

    Most common problems from baking lighting. Lightmaps can be awful looking sometimes, with theese solutions would fix. THANKS

  • @TheJosiahClancy
    @TheJosiahClancy 6 місяців тому

    Thank you for this, I’ve needed this tutorial especially with a new world I’m working on! 😄 Whenever I worked on The Backrooms, my solutions at the time were to either mess with the colour levels to extinguish the obvious red and green pixels or intricately brushing over the artifacts by hand, thankfully the whole place is a dew yellow anyway so colour matching wasn’t an issue 😅 I’ll now look into toying around with objects’ scales in lightmaps and especially the compression method, keep up the awesome work as always! 👍🏼💯❤️

    • @spookyghostboo
      @spookyghostboo  6 місяців тому +1

      yay Josiah🙌 I'm glad the video was helpful

    • @edgiestmonkey20
      @edgiestmonkey20 3 місяці тому

      Hey i recently dtarted playing pavlov again and i noticed that 7/11 isnt a map anymore due to the ue5 update is there any eay you can make a 7/11 map for pcvr pavlov?​@spookyghostboo

  • @Korgie_7
    @Korgie_7 6 місяців тому

    underrated tutorials, very clear and good paced videos!

  • @pattate.
    @pattate. 6 місяців тому

    hello, i still have the bug described here 1:06 even after doing your fix.
    do you have any idea as to why i keep having theses ?

    • @spookyghostboo
      @spookyghostboo  6 місяців тому

      my understanding of it, is that it has something to do with the back face messing it up. Like light just doesn't know what to do with it. If its a plane object, where the backfaces are exposed, you could try using a cube instead or adding the solidify modifier to it. I would also double check your lightmap uvs to make sure you have no overlapping faces. Or maybe try generating the lightmaps in unity using the settings on the fbx object after importing it, just to see what the bake ends up looking like.

    • @pattate.
      @pattate. 6 місяців тому

      @@spookyghostboo thanks, i think i'll just replace it with a cube but yeah, do you think changing the light mapper would fix it or not ?

    • @spookyghostboo
      @spookyghostboo  6 місяців тому

      @@pattate. its possible. I only really see that with progressive lightmapper

  • @bo3467
    @bo3467 6 місяців тому

    idk where else to ask but my friend and i thought it would be cool if all the light could turn off.

    • @spookyghostboo
      @spookyghostboo  6 місяців тому +1

      that would be cool. but implementation would increase the file size a ton, take a long time to set up, and would probably quadruple the material count. Unless I find a better way to do multiple lightmap setups in vrchat, its a bit overwhelming to do the entire house. Maybe on a smaller project I'll tackle something like that

  • @rotub
    @rotub 20 днів тому

    OMG THANK YOU! ua-cam.com/video/SKfH1ZdNycA/v-deo.htmlsi=QGo0hVC34kP_28v-&t=87