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Mesh Lightmap problem


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Posted (edited)

Hello.

Currently, we are trying to improve the quality through the bake function.

But  strange mesh lightmaps are generated after baking.

If you tell us which part to look at, We can save a lot of time in solving it.

 

image.png.94d413cc3de953c05bea1d12e0426213.png

화면 캡처 2021-06-22 104511.png

화면 캡처 2021-06-22 104556.png

화면 캡처 2021-06-22 104533.png

Edited by KOVIAHN
Posted

Hello!

Looks like there are some problems with the .mesh file itself. May I ask you to send source file to us? It will be much faster to deal with this by seeing the object live on our side.

You can also send us the entire project, do the right-click on the ".world" file in the asset browser and select from the list "Export As Package" and specify the location where to save the ".upackage" archive.

You can send a link to the data in a private message if you do not want to share it publicly.

Thanks!

Posted

Thank you for answer.

 I am also suspicious of the mesh structure.

The original dynamic mesh was exported as fbx and then imported as static mesh.

After checking the attached file, please check which part of the mesh is strange.

 

Thank you :)

Koviahn_meshmap_bakeissue.upackage

Posted
3 hours ago, KOVIAHN said:

 I am also suspicious of the mesh structure.

I was able to get clean result by turning off BOTTOMROOM object in World Hierarchy (see image attached)

It may take some time to figure out why this is happening, perhaps there is some kind of render bug, but since you indicated that you are in a hurry, you can solve this problem by simply replacing the floor with a primitive plane now

Please, let me know if this solution suits you or not

Thanks!

изображение.png

Posted

Thank you very much for the detailed explanation.

The cause has been forwarded to the CG team, and we plan to test it today. I think it will probably go well with no problems.


Thank you very much. : )

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