Reputation: 75
So I am baking Subtractive light in my VR build. I have the models set to static, generated UV's for all of them and played a lot with the lighting settings.
The problem is that the sigle baked directional light looks too dark and "burnt" after baking.
How can I keep the brightness of the pre-baked scene after baking?
Posting images of before/after baking and settings below:
Upvotes: 1
Views: 19847
Reputation: 1
Since you are using Directional Light, Try adding a Bakery Skylight into your scene. That fixed the burnt shadows problem for me after baking. Shadows are more lighter now.
Upvotes: 0
Reputation: 31
Change Direct Samples to 32, Indirect samples to 512, Environment size to 256, and change lightmap size from 512 to 1040. Make sure also that any emission materials are changed from Realtime to Baked along with of course having such objects set to static. That should take care of some of the lighting and illumination issues. Also double check that these materials are all checked for GPU instancing.
Upvotes: 0
Reputation: 9
Another option is to create a copy of your directional light so that you have two directional lights in your scene. Then assign one light mode to 'Realtime' and adjust the intensity to get the scene brightness looking the way you want and assign the other light mode to 'Baked' and change the intensity to get the baked shadows looking better.
Upvotes: 0
Reputation: 2340
Baked light should always be the same (or better) brightness under direct lighting conditions.
There can be a multitude of issues in your scene, and why it's giving you this effect.
Please check the following in this order:
What you should expect with "good settings"
Example lighting settings that the result above were achieved:
Upvotes: 0
Reputation: 26
To increase the brightness of shadow you can change "Intensity" parameter in your directional light settings. This "burnt" effect looks kinda pixelated so to fix this you could in your lightmapping settings increace lightmap resolution or lightmap size. If it didn't help, you could increase "scale in lightmap" in mesh renderer.
Upvotes: 1