For complex scenes (even Sponza) rendering time itself takes much longer than the overhead though. I already re imported bakery but there is no change.ĮDIT: I did the changes stated in the error and now is working again, i have no idea what happened.Ĭlick to expand.The overhead is that for every LMGroup+Pass pair ("pass" being any intersecting light or GI bounce), lightmapper has to load the scene and the UV GBuffer (In fact, I had a batching system working that would omit reloading the scene, but for some reason it was unstable. There are not changes in the project or new plugins, it was just from one moment to other. (UnityUpgradable) -> UnityEditor.LightmapEditorSettings/Lightmapper.Enlighten' (UnityUpgradable) -> UnityEditor.LightmapEditorSettings/Lightmapper.ProgressiveCPU'Īssets\Editor\圆4\Bakery\scripts\ftRenderLightmap.cs(3281,55): error CS0619: '' is obsolete: 'Use Lightmapper.Enlighten instead. (UnityUpgradable) -> UnityEditor.LightmapEditorSettings/Lightmapper.Enlighten'Īssets\Editor\圆4\Bakery\scripts\ftRenderLightmap.cs(1961,58): error CS0619: '' is obsolete: 'Use Lightmapper.ProgressiveCPU instead. Hi! today i was working normally, and suddenly i started having these error and the Bakery menu was gone.Īssets\Editor\圆4\Bakery\scripts\ftRenderLightmap.cs(1957,55): error CS0619: '' is obsolete: 'Use Lightmapper.Enlighten instead. The only difference is that I restarted Unity and hit "Render" before baking lighting in the complex sceneĪny assistance would be very much appreciated. The screenshot below is the result of baking lighting in a new scene *if I have already baked lighting in the complex scene*īelow is another screenshot of the exact same scene. If I restart Unity then the new scene has no problem (the complex one still does). What is especially strange is that after this occurs once in our relatively complex scene, it occurs in all scenes afterwards including a new one that I created as a test that has nothing but a camera, directional light (with Bakery Direct Light) and a cube. These objects are actually visible in the scene as rectangles without a material (screenshot below) It looks like several new GameObjects are added to the scene after I press "Render" and these new objects cast unexpected shadows. Trying to track down the cause has been difficult. In my latest project however, I am getting some very strange shadows. I've been using Bakery for a while now and have generally been very happy with the results. The fourth and fifth is my second load scene,it will be bad. The second and third is my first load scene,it look like good, Sorry, I'm not sure I understand what you say. But if it'll become obvious some features are set in stone and their interface is final, I'll spend more time on that. Investing time in preview features may be a waste of time if they suddenly redesign some system later (and they are doing it all the time). One thing that bothers me is that HDRP is still in preview and it's ever-evolving. That is surely possible, but I guess I'll leave it for now, it's been too long since the last release Will continue working on HDRP integration after that. I can debug any problematic mesh if you can send it. "Baked normal maps" won't give you enough detail in this case. If you can share any lightmaps-are-applied-but-uvs-are-wrong scene, I can investigate it. I'm not sure at which point it went wrong in your project, as your github repo contained a different error (missing references, lightmaps aren't applied). Bakery stores additional hints for the unwrapper in the meta file, and ftModelPostProcessor script applies them at the same time. It does it every time a model is imported.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |