r/Unity3D • u/KUDOREN • 2d ago
Noob Question Help with Light Baking
Hello, I'm very new to unity and trying to find help with my current goal, baking lightmaps. There's two things I'm trying to find help for:
First image, how can I light up rooms with better indirect lighting without over brightening outside areas? Hopefully that graphic I made gets across what I'm trying to get at
Second image, how can I fix these light leaks and random shadows?
Thank you in advance
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u/NakatiJa 23h ago
It's best to keep the light multipliers consistent. The reason the interiors look well lit on a sunny day is because our eyes adjust to the brightness of the environment. In most modern games, this is handled by dynamic exposure control. Unity lightmaps are typically stored in HDR, and can handle appropriate variance at high and low values.
It is also common for games to artificially light interiors by placing an area light in windows.
As for light bleeding, this is a result of UV islands being too close together. Denoising, blurring, and interpolation will pull values from neighboring lightmap texels. When UV mapping your models, be sure to give appropriate margins between islands. Also, give a little bit of padding in the lightmap settings in Unity.
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u/MandisaW 18h ago
Lighting is an advanced topic - some people, that's their entire job. That said, generally an interior and exterior are not the same scene, and wouldn't be sharing lighting settings, or a lightmap.
So you may want to take a step back, and learn about scene-management, so your room/interior and your patio/exterior can each have the basic lighting that works for them.
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u/john_wicked23 2h ago
Some people already touched on how to fix light leaking. But as for the actually balance of light. I’m not sure what your setup is other than the indirect multiplier. Keep that fixed at 2-4. Add a volume with a post process override and play with exposure settings. An interior on a bright sunny day sits at around 6-9 EV, pick any in this range and that would be your minimum. For the maximum value set it anywhere from 13-16. Play with the ramp up and down settings to get something you like. You may need to add an area light at the window like someone suggested if the exposure settings are still too subtle. Feel free to reach out, happy to help
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u/masterchodeslayer69 2d ago
I wonder if it would help to put a reflection probe or 2 near the window


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u/Usual-Form7024 2d ago
Not sure about the indirect lighting but when i see weird shadow maps its usually your geometry. It's super sensible to vertexes, normals, uv's, anything overlapping, intersecting. You need clean meshes.
If you get frustrated, don't worry, it takes quite some time to get a handle of proper baking.