How To Fix Weird Artifacts After Baking in Unity

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  • เผยแพร่เมื่อ 25 ส.ค. 2024
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    0:31 Quick Fix
    1:02 double sided global illumination
    1:37 LIght Bake Settings
    2:52 Inspect Lightmaps
    4:03 Scale in Lightmap Setting
    6:38 Lightmap UVs
    7:34 Compression Settings
    9:15 Last Resort Fix

ความคิดเห็น • 9

  • @TheJosiahClancy
    @TheJosiahClancy 2 หลายเดือนก่อน

    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  2 หลายเดือนก่อน

      yay Josiah🙌 I'm glad the video was helpful

  • @Korgie_7
    @Korgie_7 2 หลายเดือนก่อน

    underrated tutorials, very clear and good paced videos!

  • @pattate.
    @pattate. 2 หลายเดือนก่อน

    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  2 หลายเดือนก่อน

      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. 2 หลายเดือนก่อน

      @@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  2 หลายเดือนก่อน

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

  • @bo3467
    @bo3467 หลายเดือนก่อน

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

    • @spookyghostboo
      @spookyghostboo  หลายเดือนก่อน

      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