unity3d - Lighting an instantiated prefab, baked versus realtime -


i'm generating dungeon out of prefabs means design room, save in resource folder , instantiate @ random position random rotation while game running.

the problem have lighting.

because of above mentioned generation process has dynamic doesn't seem work. below can see comparison between baked , realtime rendered room:

baked (i don't know these strange lighting borders (on walls), looking painted light watercolors coming from):

backed

realtime:

realtime

as can see, realtime room doesn't seem reflect light in way. these lighting settings:

settings

and 'sun':
enter image description here

what doing wrong?

your lighting settings have ambient light set 0- realtime lighting, means nothing can directly see source of light lit @ all. screenshot baked lighting looks different because has baked lightmap.

if you're trying real-time lighting baked, soyy, unity refuses bake lightmaps @ runtime. closest can setting ambient light color , intensity above zero. playing around light probes won't good, since need light entire room in vacuum.

an alternate solution, depending on how know unity, frankenstein different scenes, mentioned briefly in unity's intro global illumination, though can't find anywhere else.

relevant links:

baked lightmaps: http://docs.unity3d.com/manual/giintro.html

light probes: http://docs.unity3d.com/manual/lightprobes.html

ambient light: http://docs.unity3d.com/manual/globalillumination.html


Comments

Popular posts from this blog

sublimetext3 - what keyboard shortcut is to comment/uncomment for this script tag in sublime -

java - No use of nillable="0" in SOAP Webservice -

ubuntu - Laravel 5.2 quickstart guide gives Not Found Error -