I'm trying to bake lightmaps in Unity. Unfortunately they come really blown out. All the lights are area lights. Side lights imitating screens are set to 0.04 and top light to 0.3. On the screen you can see the settings I use. Any idea how to make it work ? Scale is ok since I'm using default first person controller and everything matches.
I would like to lighten the scene with those lights next to screens and one really bright light in the middle. Not that bright though ;p
Replies
You also have many lights for the monitors. Check the range/scale on them too.
Hope it helps.
Also wtf is with your contrast threshold? shouldn't it be closer to 0.1 or something? Crank final gather back up to 200 at least. turn resolution down a lot (to maybe 10-20) while testing for light intensity values. And reset the interpolation, that shouldn't be zero.
The range of area map is more big than the rectangle (http://docs.unity3d.com/Documentation/Components/class-Light.html).
Your image don't appear for me, but bounce modifier and multiplier for bounce could be the problem. Try to put a 0 value.
Don't forget you can open your lightmap render in photoshop (or other) and overwrite it.
Personnaly, for top light (ceiling) i prefer used an emmisive shader even if after the lightmap i bake an another shader on the ceiling.
For influencing light on big scale look in project settings menu for environment light color. Try to darken it more. It should also darken your lightmaps.
Go to your scene folder, click on a lightmap texture and check the 'Texture Type'. It should be set to 'Lightmap'.
I've had a Unity bug in a scene where all beast generated maps were always automatically imported as normal textures. This made them look completely blown out. Similar to that screenshot you posted.
[edit]
imagine having a lightbulb or whatever THAT big, it's almost a search light. If you want to mimick the ceiling lights you see in offices, remember that its not the WHOLE rectangle that emits photons, but only the tubes or lightbubls.