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Fixed in 2017.3.0f3

Won't Fix in 2017.1



Found in


Issue ID




[PLM] Some baked lights are ignored when lighting is generated with 30+ lights

Global Illumination


Steps to reproduce:
1. Open attached project (ProgressiveLightmapperIssue)
2. Go to lighting
3. Select Generate Lighting

Expected result: all lights in the scene should be baked
Actual result: random lights are not visible even though they are active

Reproduced in: 2017.2.0a4, 2017.1.0b10, 5.6.1p4, 5.6.0b6

Comments (5)

  1. 0e167f053a2b7bbdcb18eee8e7228d8d?d=mm


    Mar 19, 2019 09:48

    Well, it's not fixed in 2018.3.8f1.

  2. 08975ccfbe0e765f3414bfa2fd6e521b?d=mm


    Nov 29, 2017 17:21

    So which patch do I need for 2017.1? I looked through all the release notes for all the patches and couldn't find a mention of this but being fixed.

  3. 41b03b291fab9caca07982838694e2ab?d=mm


    Oct 09, 2017 12:27

    This issue is fixed in 2017.3 beta and the fix is being backported to 2017.2, 2017.1 and 5.6

  4. Ad9dc2efe867a0fe541257f556e51e8f?d=mm


    Aug 19, 2017 18:49

    I'm having this issue too, and I only have maybe like 20 baked lights in my scene? tried clearing lightmap data, messing with lights / moving them far away from any walls to make sure they're not occluded at all, etc.

  5. 2141b86711cfa694ab97498f674aa9ef?d=mm


    Aug 17, 2017 18:13

    I'm also having this issue:

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