I really hope to get some help because I'm at my wits end trying to get Cycles bake to work with me here. For context, our team is using a mobile game engine to run a 3D explore-able world. The world is mostly geometric/architectural so nothing crazy. Unfortunately when baking diffuse for lightmaps (in secondary UV using SimpleBake with Denoising) there's always, ALWAYS distracting seams between close geometry (including instances of light bleed):(and many more similar examples)
As much as I wish this were a simple UV bleed problem, there's ample padding between islands and the baking margin is pretty generous (but not enough to bleed into neighboring islands of course). regardles of how I generate the UVs (done this 10s of times at this point) the seams are always in places where geometry get close or intersect. I use Smart UV project as the unwrapping method then use PackMasterPro V2 to pack them as efficiently as possible.
- Increasing lightmap size (to 4k): Nope.
- spreading across 2 lightmaps, doubling lightmap resolution (2 4k maps): Nope.
- Optimizing UVs to use as much texture space as possible: Nope
- Removing all unseen geometry and making sure all surfaces minimize intersection: Nope.
- Supersampling the bake resolution then downsizing resulting maps: Nope.
- Triangulate meshes so tris are consistent: Nope.
- Disabled all displacement modifiers and materials: Nope.
My last reprise at this point is to re-do the mesh so it's watertight and there's no possible place pieces of free geometry can get close or intersect anywhere. This feels like an excessive solution for such a seemingly simple problem. We haven't had a problem close to this when using Unity to bake lighting... am I missing something?