Work around to get "Flipped" Thin Instances working with a Lightmap?

So in Frame we are looking to convert out environments into as many thin instances as possible instead of normal instances.

The problem I am running into though are the artifacts on the “reflected” instances.

I am working off this solution which explains more of the mesh setup and what was done to the matrices.

Kind of drawing blanks on what to do, or if the lightmaps would actually be supported. I’m guessing I need to have some sort of buffer attached to the thin instances to dictate if the lightmap is flipped or not?

You can see on the right side the artifacts I’m talking about (The black meshes and the rainbow gradients)

I wish more than AI forum bots would respond to my questions… sigh…

Even though that is probably close to the correct answer.

Bot got removed :wink:

Is it working with instances?

Yeah it works with instances, but the concept here is to automatically convert them to thin instances which we have working. Buuuuuut when the scaling determinate is flipped it looks like it breaks the UV, which since they are thin instances I cant really do much about that other then perhaps create a custom shader that looks at the scaling determinate and flips the UV then?

If you look at where we ended up here, I just basically need to get this to work with lightmaps as well.

Do you have the two lists working? the one with positive and negative determinant? That should suffice to make it work.

If you have a simple example in the PG that illustrates the issue I can have a look

Id have to look at how to get the lightmaps from Frame working on a playground. Let me see if I can whip that up here.

My artist is also saying there is some changes he can do that might fix it from his side. So Ill let you know where we land!

Thank you btw.

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