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HELP!!!!! Baking issue with Lightmaps

EWalker3EWalker3 Posts: 11 Oculus Start Member
Hi Guys! I am currently experiencing some issues with baking light maps in Maya and Unity. I am getting this banding ripple effect that appear on the surface of my mesh (See screenshot attached). I am still getting this issue to occur even at a high texture resolution and sample rate. Also adding more light to the scene seems to add to the problem when rendering my bake. I am currently build my scene specifically for mobile used for the Gear VR. Can anyone offer me any advice or tips on how to render a cleaner bake without all the left-over artifacting appearing in the scene? Thank you in advance.


  • MadeinBrooklynGamesMadeinBrooklynGames Posts: 28 Oculus Start Member
    I would love to understand how to solve this problem as well. I ran into the same issue in my game.
  • NinjaGGNinjaGG Posts: 251 Oculus Staff
    edited April 2018

    This looks to be an issue related to Unity. Which version are you using?

    In any case, you may want to check a few things on your end. Mainly:

    - Your lightmaps may be compressed. Try disabling "Compress Lightmaps" under Lighting -> Scene -> Lightmapping Settings.
    - If using Baked Indirect for your Lighting Mode, try switching to "Subtractive Lighting" mode under Lighting -> Scene -> Mixed Lighting.

    Refer to this Unity forum thread related to a discussion on lightmap banding to see if you can diagnose the issue: https://forum.unity.com/threads/enlighten-causing-severe-banding-in-lightmaps.456110

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  • kinematic_rigidboykinematic_rigidboy Posts: 1
    After none of the above worked, I found that adding a post-processing layer removes the banding.
    Post-processing profile can be empty ¯\_(ツ)_/¯ 
    (Unity 2018.3)
  • Thunderbox.EntThunderbox.Ent Posts: 60 Oculus Start Member
    What shader are you using?
  • dmitri.savine.1dmitri.savine.1 Posts: 1
    We've had this problem too. It is caused by half precision in Unreal mobile shader. Forcing it to full precision should solve this.
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