13. Force Stop
• Gathers all the data baked so far, and finalises it
• Filtering
• Baking light probes and reflection probes
• If you bake again, Unity resumes where you left!
16. Texel Resolution
• Start with a very low resolution to iterate quickly (10-15)
• Don’t inspect the game with the eyes of a creator…
• … but think of how the player will see it!
• You always need a lower resolution than you think!
26. Filtering
Filtering is an operation that smooths out the result of the bake.
• Happens after the bake
• Happens even if Force Stop is pressed
• Can be None, Auto or Advanced
• If you want to change filtering, you don’t need to bake again!
28. • In Advanced: choose between Gaussian and the new A-Trous
• Gaussian smooths A LOT
• A-Trous is edge-aware: preserves hard edges and AO better
Filtering
31. UV Charts
Objects are broken down into charts, based on their normals.
• Created when the bake starts, based on the normals of the object
• NOT the same as the ones used by Enlighten for Realtime GI!
43. Mixed Modes
Mixed Lighting is not an option you turn on/off.
Choose the type:
• Baked Indirect
• Shadowmask
• Subtractive
And then use lights marked as Mixed.
49. Compression settings
• Iterate faster by keeping probes and lightmaps uncompressed
• Once you are happy with your bake, compress them again
50. Fixing seams
Irregular lighting on a surface, or between adjacent objects which
should be parallel
• They can be particularly annoying in modular 3D art
• Seams can depend on many factors