Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.3.0a1
Issue ID
1151328
Regression
No
[PLM] Seam artifacts are visible on a lightmapped mesh after baking GI
Steps to repro:
1. Open the attached project and 'Spotlight_Tunnel_PLM' scene;
2. Clean baked data and GI Cache;
3. In the Lighting window press 'Generate Lighting' button;
4. After the GI is baked in the Scene view expand the Editor visualizations dropdown and select the 'Baked Lightmap' view.
Actual result:
There are seam artifacts on the mesh lightmaps in the areas where the meshes connect. See attached screenshot.
Expected result:
There are no seam artifacts on the generated mesh lightmap.
Notes:
- Reproducible in 2019.3.0a1, 2019.2.0a14, 2019.1.1f1;
- The seam artifacts are mostly visible when baking with Progressive lightmappers (CPU and GPU), almost not visible with Enlighten;
- The issue reproduces on both modular mesh and combined mesh (however, the combined one has different artifacts, see the screenshots, please);
- Increasing samples count doesn't fully solve the seam problem;
- Adding filtering removes part of the seam artifacts, but doesn't remove it fully.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI Overlay Image gets darker on each Camera when multiple Cameras are used
- Assertion failed on expression: 'scriptedImporterClass == SCRIPTING_NULL error when opening the standalone profiler window
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
Resolution Note:
Lightmapping modular meshes is always going to be a challenge, and unfortunately, there's no clear solution to this. There are couple of workarounds that are worth investigating:
- Combining meshes using Mesh.Combine() method in the editor.
- Combining meshes in a DCC package.
- Using lightprobes and LPPVs to avoid lightmapping altogether.