

If you have terrains in your scene, make sure Terrain optimization is enabled. You can always selectively use high resolution for important objects via Scale in Lightmap. Resolution is defined by Texels per Unit (this section also has a list of reference values) or set explicitly in Lightmap Groups. If the problem persists, the most likely reason is that the resolution you selected is unreasonably high for the given scene. This means rendering needed more video memory from your GPU than it has available.įirst, try closing any other graphics-intensive programs (browsers too). If you are using a Kepler GPU, try switching to legacy denoiser.

DENOISER III TURN OFF GPU MANUAL
Unity has a manual Pack Margin option on model assets, but it’s limited since it applies the same exact value for all meshes inside the model, while each mesh can get drastically different size in the final lightmap based on its surface area. It modifies the UVs in the asset, so spacing between UV charts is optimal, meaning they never leak over each other and there is no much wasted space. The reason here is UV padding adjustment. Make sure you followed version control guidelines.īaking same asset in one scene breaks its UVs in another scene
DENOISER III TURN OFF GPU PC
Using a version control system I copied the scene to another PC and it doesn't look right Looks good on surfaces with medium/high roughness. It will give some specular approximation.

I can't see specular lighting after the bakeĪpparently specular lighting was provided by real-time lights before the bake. If you're on 5.6, go to Window->Lighting->Mixed Lighting->Lighting Mode to switch the mode.To switch between two modes, you can use "Distance Shadowmask" checkbox in Bakery main window.You're in Distance Shadowmask mode, it's expected. Shadowmasks are baked, but Unity renders real-time shadows instead Masked Bakery light components have "Baked contribution" set to "Indirect and shadowmask".Masked lights have both Unity and Bakery light components on them.Bakery's Render Mode is set to Shadowmask.33 Soft shadows appear like multiple hard shadows.32 I get a "Can't create vertex buffer" error.using Mesh Combine asset) bake incorrectly 30 Baking any scene crashes with unknown error.28 Denoiser produces grid-like patterns.24 Baking produces "Not allowed to access uv2" errors.23 Light probes are too bright in Subtractive mode.22 Denoiser produces bright edges around geometry/shadows.21 "Adjusting UV padding" happens too often and takes too much time.20 HDRI produces scattered bright spots (fireflies).19 Speedtrees look fine in the editor, but black in builds.18 Baked prefabs instantiated at runtime in a build have no lightmaps.17 Stuck at "Waiting for Unity to initialize the probes.".16 "Exporting scene - preparing" is taking too long.
DENOISER III TURN OFF GPU ANDROID
