![]() I think I have 1.6 but I cannot see where to verify that. I really need higher resolution maps and I need to be able to work while it bakes. I did not look beyond that as I wanted to ask here first. I traced it in the code and it looks like a socket error / timeout. _CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:200) Connect ( remoteEP) (at :0)įtClient.SendRenderSequence (System.Byte renderSequence) (at Assets/Editor/圆4/Bakery/scripts/ftClient.cs:462)įtRenderLightmap+d_218.MoveNext () (at Assets/Editor/圆4/Bakery/scripts/ftRenderLightmap.cs:4851)įtRenderLightmap.RenderLightmapUpdate () (at Assets/Editor/圆4/Bakery/scripts/ftRenderLightmap.cs:3228) SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond. ![]() Once I send over the scene set to 13 or greater it says this. The problem I am having is when I am sending a scene over at Texel units set at 12 all works great. (I do wish I could use all 8 of my computers not just one at a time maybe in the future and I would pay more to have that added! )īoth have saved me so many hours of my life. Truly awesome time saver as I can iterate my lighting solutions while I work. Secondly, the server client distributed render mode is as much as a time saver for me as bakery itself. PS: Please add an option for bakery to clear the temp folders and delete any old lightmaps before baking the sceneįirst thanks so much I have been using this since its release. There are no bakery files nor anything else in those folders. But maybe this could be something that's causing this issue?Īlso, the ONLY things that are on this folder are lightmaps/lightprobes and any other map bakery renders when you click Render. It's working 100% fine for us without any issues. We've done this so we don't have to commit 1gb Lightmap files or something like this. This way the only thing we have to commit on Mercurial is the. We render all lightmaps of every scene chapter inside this folder and then dropbox does its job of propagating all our lightmaps to our artists. We have an Assets/Lightmaps folder that has a Symbolic Link (mklink) to a dropbox folder of the same name. Second is that we have a new way of sharing lightmaps. There are only 2 things I can 100% say changed from before:įirst is that we're using AutoProbe to lay out our probes in the scene and optimize them. Removing the #define line of code also worked for me to bake Legacy Light Probes on the Bake Light Probes standalone button.Īs I said before I used to get that crash error sometimes, but out of nowhere this error kept repeating every single time I tried baking probes. You simpy need not take care much about texture memory or compression.Ĭlick to expand.Ok so I did the 2 tests overnight. Runs even on Android and withVR hell of detail and fps. Here an older Unity Granite scenario with an car interior has 15 x 8k lightmaps + 4k detail normals virtualized with simple reflection occlusion through lightmap alpha. ![]() ![]() ![]() Real crazy stuff becomes possible when we could virtualizeīakery HDRP SH Directional where all PBR textures + all 4 HDRLightmaps could be virtualized completly is all i dream on.Īs example here an old 8K RGBA (BC6H was not implemented) Lightmap with RT AO in Alpha.(square on screenshot is an detail zoom) There was some merge activitys in HDRP 7.1.0 Unity 2019.3.Īll i hope i custom Lightmap virtualisation will be possible easily. ![]()
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