In my project, I have an issue with blurry shadows.
I created a test project from a Third Person template and tried to make the shadows sharper and more blurry. The only way to do that that I found in Google was to increase the lightmap resolution, but I don't see any difference except for building time and memory usage.
The level has a Stationary light source and I've tested it with 4, 512 and 4096 resolutions.
What am I doing wrong?
Found it! All the static Actors in the ThirdPerson template override the lightmap resolution of the StaticMesh.
Related
So in the configurations of the Lightmapping I have a lot of strange settings and can't quite understand how they work together:
First off texels = pixels, right? So texel is just a fancy name for a
pixel?
Lightmap Resolution in texels per unit. What is unit in this
context? And how does it fit that stuff in the constant Lightmap Size
(let's say 256 texels=pixels)?
What is the difference between Indirect Resolution and Lightmap Resolution? And why I can't adjust Indirect Resolution in Progressive CPU?
Indirect resolution is the fidelity of indirect lighting, light that comes from stuff like a bright surface being lit by the sun. Lightmap resolution is the fidelity of general lighting (basically direct lights)
I'm fairly sure You can't set it in progressive CPU because it'll eventually reach your lightmap resolution anyway. Progressive CPU does a low quality lighting pass as you edit your scene, and over time improves the quality, so you can get a rough idea of your lighting as you edit, but eventually (particularly in areas you aren't playing around in) the lighting will reach your max resolution. It's purely to improve your workflow, so you can edit your scene without waiting for a slow light pass.
I recommend reading the relevant pages:
https://docs.unity3d.com/Manual/ProgressiveLightmapper.html
https://docs.unity3d.com/Manual/Lightmapping.html
Unity's lighting system is powerful, but also quite complex, take your time and read up on the documentation, when I first started working with it I spent a few days just absorbing all the information, there's a lot to take in.
I have a model in Blender with perfectly highres textures. I export it as fbx, import it to Unity, import textures to unity at full res (and no mipmapping, point, no compression, etc) and still the texture looks extremely blurred. Any hints why that might be?
Here's a comparison of the face in Blender vs Unity.
Here are the relevant, currently applied settings. I've tried many, but imho those (extreme) settings should make 100% sure that the texture is on maximum quality.
EDIT: Interestingly, a close-up image reveals a seemingly high detail on the clothes below the face, yet not on the face itself. Maybe that's just my imagination. Have a closer look here
Thanks for some help!
It's really hard to tell in the comparison shot you linked (as that itself is so low resolution), but the texture resolution looks the same. It doesn't look any more blurry in the Unity image.
To me it looks more like a shader + lighting issue. Are you using the Standard shader? Do you have additional maps that are not applied in the Unity material (like a normal map)?
Try lighting him with some point lights instead of just a hard directional light.
On a side note, 8192 is an absurdly high resolution for that guy. With how blurry the texture looks (in both Blender and Unity) you should be able to get the same detail with 512, at most 1024.
I'm currently testing how baked lightmaps work with models which I made in blender. After building lightmaps I noticed that they are really pixelated in some areas. Then I was trying to figure out which part of lightmap i causing this effect. It seems that it's Indirect Resolution, because when i turned it down as low as possible, pixelated parts completely disappear.
The problem is that form what I saw in other projects Indirect Resolution is much lower than Baked Resolution so I don't know why in my project it looks like this. I also tried to crank up Indirect Resolution but results weren't satisfying.
These lightmaps might seem fine to you but you can clearly see darker areas that look like "splash" and doesn't match resolution of the rest.
There are screenshots of how lighting works with two different setups:
This is setup that i used for lightmap in first screenshot:
First screenshot:
This is example of low res part in screen above:
Second screenshot (the only change is Indirect Resolution changed to 20):
Try adjusting the lighting-map settings of the object in the Lighting Window, especially the Advanced Paramters.
Am using a 1024x1024 texture, which am mapping to a quad in Unity3d. The target platform as of now is PC standalone. This is how it looks:
You can see how pixelated and blurry the objects in the screen are, how can I make it more readable and less pixelated?
Import settings, quality settings and a screenshot of the scene with mip-map turned off here. The texture and the quad asset can be found here.
The image looks fine to me: it looks like a 3D video game.
Note that 1k is very small to use as a PNG for the texture for an object which will appear that large in your final scene.
Secondly click on the texture, and then Inspector.
Note particularly the "Max Size" setting, which indeed should be bigger than the literal size of your PNG. Learn about the "Mip Maps" concept as anim_it says. Also note your "Filter Mode". And indeed the "Texture Type". These settings all need to be "just right" for a given game situation.
Particularly read the two comments by Kolanda above which well-explain anisotropic handling: If you see an object at low angle, like a floor or your cards, it tends to lose texture resolution fast. Try to use "anisotropic" as your filtering mode and see if it helps - it was invented for such situations. As a test move the camera, to view the table from above, to separate texture-related issues from view-related issues.
You should probably include a screenshot of your Inspector for the texture, to get more detailed help. BTW the quad you are using is totally unrelated.
Remove the tic "Generate Mip Maps"
I have a model with 3 elements, each one has a different texture, when in real time everything looks awesome (both in designed and playing) but if I go and bake my lights I get the ugly mess you can see in the bottom part of the picture.
I'm pretty new to blender/unity. The game is aimed to android phones (google cardboard)
BAKED GI true
Using: Blender 2.7
Unity 5
Backed resolution 1 (increasing doesnt help)
Baked padding 2
Compressed true
Indirect Resolution 2
Ambient occlusion 0
I don't even know what parameters are really helpful here. Can someone help?
Setting Generate Lightmap in the importsettings should solve the problem.