Difference between revisions of "Troubleshooting"
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=== Denoiser throws error 505 === | === Denoiser throws error 505 === | ||
[https://www.nvidia.com/Download/index.aspx?lang=en-US Update the driver]. | [https://www.nvidia.com/Download/index.aspx?lang=en-US Update the driver]. | ||
+ | <hr> | ||
+ | === I get an “Out of memory” error === | ||
+ | This means rendering needed more video memory from your GPU than it has. | ||
+ | The most likely reason is that the resolution you selected is unreasonably high for the given scene. Resolution is defined by [[Manual#Texels_per_unit|Texels per Unit]] (this section also has a list of reference values) or set explicitly in [[Manual#Bakery_Lightmap_Group_Selector|Lightmap Groups]]. Reducing it will help. You can always selectively use high resolution for important objects via [https://docs.unity3d.com/Manual/class-MeshRenderer.html Scale in Lightmap]. | ||
+ | |||
+ | If the error happens during GI phase, try setting [[Manual#GI_VRAM_optimization|GI VRAM optimization]] to Force On in advanced settings. | ||
+ | |||
+ | If you have terrains in your scene, make sure [[Manual#Terrain_optimization|Terrain optimization]] is enabled. |
Revision as of 09:36, 30 May 2019
This is a list of common problems, their symptoms and solutions.
Contents
- 1 Shadowmasks are not baked
- 2 Shadowmasks are baked, but Unity renders real-time shadows instead
- 3 Using a version control system I copied the scene to another PC and it doesn't look right
- 4 Baking same asset in one scene breaks its UVs in another scene
- 5 Denoiser throws error 505
- 6 I get an “Out of memory” error
Shadowmasks are not baked
Check following things:
- Bakery's Render Mode is set to Shadowmask.
- Masked lights have both Unity and Bakery light components on them.
- Masked Bakery light components have "Baked contribution" set to "Indirect and shadowmask".
Shadowmasks are baked, but Unity renders real-time shadows instead
You're in Distance Shadowmask mode, it's expected. Read more about the difference:
https://docs.unity3d.com/Manual/LightMode-Mixed-Shadowmask.html
https://docs.unity3d.com/Manual/LightMode-Mixed-DistanceShadowmask.html
- To switch between two modes, you can use "Distance Shadowmask" checkbox in Bakery main window.
- If you're on 5.6, go to Window->Lighting->Mixed Lighting->Lighting Mode to switch the mode.
Using a version control system I copied the scene to another PC and it doesn't look right
Make sure you followed version control guidelines.
Baking same asset in one scene breaks its UVs in another scene
The reason here is UV padding adjustment. It modifies the UVs in the asset, so spacing between UV charts is optimal, meaning they never leak over each other and there is no much wasted space. Unity has a manual Pack Margin option on model assets, but it’s limited since it applies the same exact value for all meshes inside the model, while each mesh can get drastically different size in the final lightmap based on its surface area. Therefore Bakery overrides it with automatically calculated per-mesh (instead of per-model) padding. However, because “optimal” varies depending on baking resolution, it can be problematic to reuse the same asset in isolated scenes with different lightmap size. There are multiple ways to solve it:
- Generate your own optimal UVs. UV padding adjustment only applies to models with auto-generated UV layout (aka “Generate Lightmap UVs” checkbox) and never touches custom data.
- Use UV padding: increase only checkbox and first bake the lowest resolution scene, and then the rest.
- Just disable UV padding adjustment.
- Use two different models for different lightmap resolutions, so each will get the most efficient set of UVs.
- Bake both scenes together.
Denoiser throws error 505
I get an “Out of memory” error
This means rendering needed more video memory from your GPU than it has. The most likely reason is that the resolution you selected is unreasonably high for the given scene. Resolution is defined by Texels per Unit (this section also has a list of reference values) or set explicitly in Lightmap Groups. Reducing it will help. You can always selectively use high resolution for important objects via Scale in Lightmap.
If the error happens during GI phase, try setting GI VRAM optimization to Force On in advanced settings.
If you have terrains in your scene, make sure Terrain optimization is enabled.