i am working on a VR project and i am using gpu lightmass to build lighting with ray tracing on but after rendering i am getting these black blurred border on far object and when i get near those object it looks fine in editor as well as in quest standalone game
that looks like a lightmap aligment issue. you can check those with the lightmap density preview. do i guess correct that those are 2 seperate wall pieces?
they will generate 2 different uv islands and alignments. if you use 1 piece it’s gonna have a uniform lightmap on in.
the issue on the bottom looks like the strips are seperate meshes and are covering up parts of the wall mesh. correct? the dark stripes are lightmap pixels of the wall. ideally the strips should be part of the wall mesh so you don’t have to trace behind them and have those “occlusion leaking” artefacts. if that’s the case you can hide the strips in editor and should see the black occlusion line on the wall.
thats make sense thanks , yes walls and strips all are separate mesh …
so is there a way to resolve this occlusion leaking without merging these mesh because i get these artifacts on every two mesh like cabinets… from far distance
or should i switch back to build lighting instead of gpu lightmass bake because the project is for oculus quest 2 and 3 .
what you mean “build lighting”? the menu? that is lightmass too. just runs on your cpu instead of the gpu. the result should be the same. gotta say… i’m not familiar with gpu lightmass. i bake small amounts of goods. cpu is fine for that lil mobile content.
and well… there’s no real solution but fixing the lightmap alignment and designing the geometry with baking in mind. it is what is. it’s how it works. covering up geometry gives you dark pixels in the lightmap. in certain situtations the texture filter will make them show up like this or the light switch on the right side for example.
unless… this is dynamic ambient occlusion. i have no clue how that looks on mobile, tho. tangent: my tablet has a limit. which is 4.26. 5.+ mobile engine does not even get ingame on it. the quest has lots more power.