Unity 3d crashing/low memory on baking lightmaps
Hey, Almost its been a week that i am experiencing a issue while i am trying to go on with lights on a level
Level is a big 1k x 1k map.
i used 2 environment probes and they are set to baked mode.
2 directional lights and they are also set to mixed mode a few point lights in the scene.
here are the pictures :






anyone knows what's going on?
Level is a big 1k x 1k map.
i used 2 environment probes and they are set to baked mode.
2 directional lights and they are also set to mixed mode a few point lights in the scene.
here are the pictures :






anyone knows what's going on?
Replies
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Try clearing your GI cache.
Also, what are your system specs?
I remember getting a similar error early in the 5x cycle and baking in the 32bit version of the editor also helped, though i'm not sure if this is the same error -
MikeF said:Try clearing your GI cache.
Also, what are your system specs?
I remember getting a similar error early in the 5x cycle and baking in the 32bit version of the editor also helped, though i'm not sure if this is the same error
here are my system specs :
i think its not related to the editor version of 32-bit -
Why are you baking 512 texels per unit for a 512 x 512 lightmap? Is your object 1 unit in size?
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RyanB said:Why are you baking 512 texels per unit for a 512 x 512 lightmap? Is your object 1 unit in size?
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Under "Lightmap Resolution" you have it set to 512 texels per unit. That means on a 1 unit x 1 unit poly you are calculating for 512 texels. If an object was 10 units, then it's 512 x 10 units. But you also have lightmap size set to 512, so the entire map is maximum 512. Try setting the Lightmap Resolution to 4 and leave the lightmap size at 512. If the size of the lightmaps are too small, turn up the Lightmap Resolution by 4. Continue increasing by 4 until the rendered lightmaps have sufficient texel resolution. No point in calculating 512 texels per unit if you only need 4 or 8.
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RyanB said:Under "Lightmap Resolution" you have it set to 512 texels per unit. That means on a 1 unit x 1 unit poly you are calculating for 512 texels. If an object was 10 units, then it's 512 x 10 units. But you also have lightmap size set to 512, so the entire map is maximum 512. Try setting the Lightmap Resolution to 4 and leave the lightmap size at 512. If the size of the lightmaps are too small, turn up the Lightmap Resolution by 4. Continue increasing by 4 until the rendered lightmaps have sufficient texel resolution. No point in calculating 512 texels per unit if you only need 4 or 8.
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RyanB said:Under "Lightmap Resolution" you have it set to 512 texels per unit. That means on a 1 unit x 1 unit poly you are calculating for 512 texels. If an object was 10 units, then it's 512 x 10 units. But you also have lightmap size set to 512, so the entire map is maximum 512. Try setting the Lightmap Resolution to 4 and leave the lightmap size at 512. If the size of the lightmaps are too small, turn up the Lightmap Resolution by 4. Continue increasing by 4 until the rendered lightmaps have sufficient texel resolution. No point in calculating 512 texels per unit if you only need 4 or 8.
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Then you have a difference in scale between the level you are working on and the other levels.
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RyanB said:Then you have a difference in scale between the level you are working on and the other levels.