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Maxunderground news unavailable

Another unity problem!
show user profile  Dave
I know, this is maxforums, not unityforums. But we've tried the unity forums, we've tried creating example scenes and sending them to unity as bug reports. We've tried asking friends, nobody seems to be able to help. Which means I'm either doing something very wrong, or everyone else hasn't noticed.

Lightmap bakes since Unity 5 are just... wrong. Here's an image:

And here's some answers to thoughts you might be having:

- There are no light bounces on my lights in the scene
- The lights are set to "baked" only. (even disabling them after the bake for sanities sake changes nothing)
- I'm using the standard unity 5 material

Here's my lightmap settings:

I know there are some unity users here, how are you getting on with lightmap bakes? Do you get the same problems as I'm having?

"I flew over Egypt once"

read 634 times
7/22/2015 4:31:59 PM (last edit: 7/22/2015 4:31:59 PM)
show user profile  LionDebt
Can't help you I'm afraid.

I use flatiron and do my scene bakes directly in max. Allows for more control.

*Could possibly be a scale issue somewhere on your object hierarchy?>

*Double check your scene for any lights (ie duplicates or wrong settings)

*Try increasing the AO and enabling final gather.

Short of that, I can't help you :(
read 601 times
7/23/2015 3:27:08 AM (last edit: 7/23/2015 3:27:08 AM)
show user profile  digs
have you tried switching render paths and color space? The setup we are currently on is Forward rendering, linear color space, using direct3d
read 598 times
7/23/2015 4:19:12 AM (last edit: 7/23/2015 4:19:12 AM)
show user profile  Garp
It looks like you have a point light (or spot) in the first pic and an area light in the second.
Perhaps Unity uses area lights as the default, unless explicitely told otherwise (?).




read 595 times
7/23/2015 5:26:41 AM (last edit: 7/23/2015 5:26:41 AM)
show user profile  Dave
Damn, these are some good responses.

Object scale was a minor thought, I'd noticed they were being imported at 0.254 or something like that, I initially ignored it, but now I'll look into it further.

Final Gather, in all honesty I usually end up cancelling the bakes when I try FG, just because it takes so long, will try to have more patience today.

Colour space is interesting! Hadn't considered that. Unfortunately we can't change rendering mode.... buut that said, I'm not 100% sure what we are currently using.

Cheers all, you've given me food for thought.

"I flew over Egypt once"

read 585 times
7/23/2015 10:35:41 AM (last edit: 7/23/2015 10:35:41 AM)
show user profile  Dave
It was the colour space that was causing it. Set it to linear and all seems to be well.

Mild frustration with the ambient light from sky boxes not showing up in realtime. But one step at a time I suppose.

Cheers muchos! That's one less thing to worry about.

"I flew over Egypt once"

read 567 times
7/23/2015 3:14:17 PM (last edit: 7/23/2015 3:14:17 PM)
show user profile  ijzerman
We are having problems with baking as well, it seems to take ages.Disabling final gather seems to speed things up but its still not perfect. Do you have any insight in this?

--------------------------------------

Pushing buttons since "86
read 560 times
7/23/2015 4:07:56 PM (last edit: 7/23/2015 4:07:56 PM)
show user profile  Dave
The settings that I posted above are pretty okay (Edit and by "okay" I mean about 10 seconds), I don't normally go above about 40 for baked resolution, it's only 80 in my image because I was at that "fuck it, change everything" moment of the evening.

As for the padding, I always had it at about 2 - 5 in unity 4.6. But for some reason I always need to crank it up in unity 5 otherwise it packs the bake into a corner and leaves about 80% of the texture wasted.

But yes, final gather takes a goddamn age.

"I flew over Egypt once"

read 554 times
7/23/2015 6:40:42 PM (last edit: 7/23/2015 6:41:45 PM)
show user profile  digs
I did a bunch of testing when 5 first came out, and I saw huge performance loss with light baking while using terrains. So much so that we opted to not use unity 5 terrain. Luckily our game was able to incorporate a modular "terrain" workflow (made all the ground geo in max), but i know this isn't always the case : (

hopefully they can lighten the load in some future update, if they haven't already
read 545 times
7/23/2015 7:53:45 PM (last edit: 7/23/2015 7:53:45 PM)
show user profile  Dave
In all honesty, I wish we'd never upgraded to unity 5. Our project is mostly hand-painted textures on 3d geo, but the bossman fell in love with the PBR side of things. Now don't get me wrong, I love it too... but fuck me sideways, it's just not worth it for what I'm currently working on.

"I flew over Egypt once"

read 530 times
7/24/2015 2:03:44 PM (last edit: 7/24/2015 2:03:44 PM)
show user profile  LionDebt
Yeah, it's set my project back quite a bit aswell... Will be worth it in the long run. But almost too annoying in the short term for it's benefits
read 525 times
7/24/2015 2:21:18 PM (last edit: 7/24/2015 2:21:18 PM)
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