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Questions tagged [lightmap]

The result of an optimization technique that involves prebaking all static lighting and shadows and then applying it as an additive layer on top of static geometry at run time.

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I am in the process of writing a Lightmapper and I discovered this video about Quake's lightmapping process: https://www.youtube.com/watch?v=bxientPsqRg The video discusses that the polygon is somehow ...
Raildex's user avatar
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I need a dynamic light view in a mobile game without losing any performance. So I thought to resort to baking the light, but I'll lose the light dynamic feature. And now I have a time system that ...
Ahmed Dyaa's user avatar
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I have scene which shows inside of an house. I am trying to achieve night as shown in horror movies. But in order to light up the entire room I have to increase the intensity of light way too much. ...
Akshay Dhotre's user avatar
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I create a Unity project. The "Scene" tab shows the image with the correct colors. But, the "Game" tab shows the image with a grayish colors, which are the wrong colors. Here is ...
Job_September_2020's user avatar
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90 views

Recently I noticed that my 2D lightmap rendering has an issue - lighted area is getting rendered as far from the actual light source as the world coordinate of the light source grows. E.g. when world ...
Steyrix's user avatar
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I implemented lightmap creation for a tilemap, but I cannot figure out how do I interpolate light intensity values. For now, my lighted tiles create an obvious grid-like structure. It was pretty easy ...
Steyrix's user avatar
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I'm using Unity, and in my MainMenu scene I made most objects static and baked some lightmaps. I built the game, clicked on a button in MainMenu which ...
Tudvari's user avatar
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1 answer
903 views

I have successfully generated a single color lightmap using ray tracing. For each texel in the lightmap, I trace into the hemisphere (using the normal) and capture the incoming light. This single ...
Raildex's user avatar
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Sooo... basically title. I have no idea what's going on here. I don't think I've seen this kind of behavior before, or perhaps I did but I can't remember it. Any idea on what's happening here? Couldn'...
YoshGJ's user avatar
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I spent several days now trying to fix the seams in my unity scene whenever I hit the lightbaking button. My setup is a wall out of different parts created in blender and then stitched together in ...
Carolin Köhn's user avatar
2 votes
0 answers
608 views

The wall is made of blocks of identical wall models with the same UVs. How to get rid of these seams on the lightmap? How I made this scene with this models: I made 3D model of the wall element in ...
White Raven's user avatar
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1 answer
420 views

My settings: Unity version - Unity 2021.1.12f1 Lightmap Lighting Mode - Bake indirect Render Path - URP All Objects in Scene are marked as static. If you move objects aside, then under them there is ...
White Raven's user avatar
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253 views

I have one Light Source ( Directional Light ) with Mixed Mode. Lighting Mode in Lighting Window I seted to Subtractive. What the problem looks like How I would like the shadows to blend. How to ...
White Raven's user avatar
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On a few objects I use a technique where instead of using geometry, I place planes with a Cutout Material on top of each other, creating a 3D illusion with minimal cost. The thing is, it looks great ...
505Legion's user avatar
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I'm having trouble setting up global illumination in my Unity 2021.1.1 URP project Parts of my scene are appearing completely dark, I'm only using directional light and area light on the windows, here'...
denis's user avatar
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2 answers
3k views

I have an interior scene with some windows. The light is from an OmniLight near the ceiling, default environmental light from outside, and a desk lamp with emission. Without baking light, the scene ...
user2604415's user avatar
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51 views

Everything seems to work great, but in some parts of my model I get shadows like this If I look at the light map, it looks bad: What is the best approach to solve this issue? Here my light settings:
Blasco's user avatar
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I am making a recreation of the 2D voxel game Terraria in JavaScript. Like most sandbox games, Terraria has lighting, but because I am using JavaScript, performance is going to be an issue. I have ...
luek baja's user avatar
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Some strange rainbow halos (front and left) appear after computation of a lightmap for direct light. The formula is dot * dot2 / ( dist * dist ) * dl->intensity ...
Ivan Feoktistov's user avatar
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3k views

I had to re-bake my scene several times before getting the look that I wanted. This last time, the scene looks great, but my characters are now very dark and the playable character is completely black....
hatinacat2000's user avatar
1 vote
1 answer
3k views

I had to port a project from Unity to Unreal which relied mostly on baked lighting. When I baked the light (StaticMeshActor set to Static), the 3D model in the map turned black. Without bake (...
01F0's user avatar
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1 answer
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First of all I'm newbie with Unity, so please forgive me if the answer of this question is obvious for any experimented developer. So, in one of my project I have this result while I run the project ...
Jean-Milost Reymond's user avatar
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1 answer
5k views

I use unity. So far I know that the baked GI is less GPU processing when the game is played so if possible, I need to use baked GI. Newbie question: I'm using unity and just curious in the light ...
andio's user avatar
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I want to give myself freedom to add more levels after releasing the game. For creating levels I broke down structure and created a tilemap like a structure. here's an example : I will add them up to ...
videogamechef's user avatar
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2k views

I'm a bit of a novice to lighting, but I think what I want to do is possible, so please bear with me. Due to the nature of my game, I've taken an approach where a singular scene ...
lase's user avatar
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27 views

Moving around lightprobes requires using the movetool and all you really can do is move them along global axes and copy paste. There are no functions to scale, rotate, Snap to a surface, not even ...
AzulShiva's user avatar
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I really don't understand why this is creating these kinds of artifacts. I'm starting to think something is wrong with Unity. There are clearly no overlapping faces on the Model. There is enough of a ...
AzulShiva's user avatar
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60 views

I've a 2d background, some sprites, blitted onto it. And over all that in the final pass I draw colored lights, to make projectiles look cooler. Basically I apply a classic lightmap, which is colored ...
SmugLispWeenie's user avatar
3 votes
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266 views

I am pretty new to Unity and after hours of searching I have finally figured out how to set everything up for (baked) global illumination to work for my model. However the model is an export from a ...
oliver's user avatar
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1 vote
1 answer
4k views

I experienced this weird lightmapping bug in my game that causes some models to have glowing artifacts on their surface. These artifacts "move" around, when I edit the UVs of the model in Blender, so ...
Enrico Ludwig's user avatar
1 vote
1 answer
351 views

I want to use an .fbx mesh to block light from entering a room (except for holes cut for windows). The mesh itself must stay invisible. I know marking it "shadows only" will hide it from the camera, ...
hatinacat2000's user avatar
1 vote
0 answers
222 views

The same way normal maps need to be imported as "Normal map" in the import settings, how should I setup an Ambient Occlusion texture to correctly work? I've been searching around in the manual and ...
40detectives's user avatar
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0 answers
393 views

I have been working on a endless runner game for a month now and have to do basic lighting. In my game Player moves forward and world is being generated according to player position. So the positions ...
Saad Anees's user avatar
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1 answer
1k views

I'm developing a puzzle with a ball with cracks on it. Inside the ball there's a point light. Its light rays come out of the cracks and hit some platforms (walls/ceiling/floor). To solve the puzzle ...
Daniel Marques's user avatar
1 vote
0 answers
467 views

So, i'm developing a game in unity and avoided baking lightmaps untill now ( i just assembled my new workstation setup wich is capable of baking the lightmaps and not the computer ). And now i have ...
czyngis's user avatar
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2 votes
1 answer
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I'm trying to bake lightning in the simple scene with some imported geometry. The result is weird seams near the edges of the meshes even there is no free space between them. How to avoid it and just ...
wooden_coder's user avatar
2 votes
1 answer
5k views

I have an issue in Unity where my trees are black and it seems to be due to the fact that I'm using baked lighting in my scene. Luckily, it seems that I'm not the only one who's experienced this. I ...
GDP2's user avatar
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1 vote
1 answer
1k views

im using a lightmap to achieve a 2d lighting effect in OpenGL with dynamic shadows and to make them soft I use the gaussian blur. However I noticed one problem : When I use big blur ratio, it has some ...
Pins's user avatar
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1 vote
2 answers
2k views

I would like to know how to properly handle indoor lighting without a directional light. My scene has a room( its some kind of shop), in which the player and ai-agents can move around. I can get good ...
dkerm's user avatar
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-1 votes
3 answers
20k views

How can i Create Neon Lighting effect in unity 3d , so i have 2d scene and i want the rect to glow like neon
Kartik's user avatar
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1 answer
337 views

I'm currently experimenting with simple lighting in my game made with SFML and C++ (though I don't think that's relevant to the question). It's my first time messing with lighting in 2D, and my basic ...
Ben Humphries's user avatar
4 votes
1 answer
4k views

I have a simple unity scene with some primitive objects like cubes and spheres. Most of the objects are static and I made backed GI for lighting, The light is a point light. I also used unity post-...
Emad's user avatar
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0 votes
1 answer
2k views

I placed non-static gameobject in the scene. Look at this picture: You can see the lighter, but it's too dark, way darker than others. The only difference between the lighter and the other objects ...
modernator's user avatar
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3 votes
1 answer
1k views

I am using unity 2017.1.0 f3, Enlighten baking, with Generate lightmap UV ticked in import settings. Also the object has prioritized illumination and the light map resolution is high. An example of ...
Nithin Jose's user avatar
1 vote
1 answer
290 views

as you see, shadow is blurred. (see the tree's shadow) What settings should I add?
mjk6026's user avatar
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0 votes
1 answer
2k views

I am using Unity 2017. The left picture is the original state. Light map applied. On the right is the state after all meshes are made into Combined Mesh. Same lightmap settings as left. As you can ...
mjk6026's user avatar
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1 vote
1 answer
567 views

To save performance and increase the details of static shadows I marked all static objects as static in my Unity Scene. Unfortunately there are now strange patterns on some of my models and I have no ...
Morph's user avatar
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1 vote
0 answers
421 views

Hello Guys I am not very sound with Unity3D Lightmapping. Currently I have a set of low poly items in my scene. Textures on my models are getting washed out. They totally look absurd. here is a ...
Adnan Nazir's user avatar
0 votes
1 answer
230 views

I'm trying to recreate a Return To Castle Wolfenstein renderer using Direct3D 11, but I can't seem to be able to render the lightmaps as they should be. I have not found much information on the ...
Hermetix's user avatar
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1 vote
0 answers
388 views

Working with Unity, I'd like to do some more memory optimization. Currently, my 3D models have a diffuse texture and a lightmap, both at the same resolution and compression. I was wondering if there ...
brain56's user avatar
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