#world-lighting

4 messages ยท Page 33 of 1

strange nimbus
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sec ill show u somthing i did

fallow lark
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it literally makes no difference as far as the logic of the button is concerned

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as it's just turning a gameobject on and off

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like all the scripts that turn off like chair colliders are using the exact same programming

strange nimbus
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this is my graph

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i wonder if i can put here light too

fallow lark
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yes you would just add the button toggle logic to that script

strange nimbus
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mmm

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ill check

fallow lark
strange nimbus
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ill try it

fallow lark
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I'm not quite sure whether you need to use one or two interact nodes as I haven't done much programming myself

strange nimbus
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well ill tell u what heppend

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XD

fallow lark
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but basically yeah just glue the light toggle functionality to the script

strange nimbus
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not working

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i cant make more than 1 interact node

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๐Ÿ˜

fallow lark
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you could make the lights a separate script or just glue them at the end as I mentioned I literally don't programming so I was spouting off the top of my head

strange nimbus
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lol

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im not programing too

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im 3d modeling and texturing

fallow lark
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yes but at this point you've done more than me is you got that first script working

strange nimbus
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well i gess

mint cipher
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Raytraced lighting tho

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๐Ÿคค

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if u have a RT capable gpu i recommend the RT option in Bakery

pure widget
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i genuinely do not understand the hype about raytracing lol

mint cipher
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get a RT gpu

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and play a RT game

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ull change ur mind

pure widget
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3060ti

mint cipher
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better ambient lighting

pure widget
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nothing has before, if you have any examples id be curious to see them

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im not saying your light is bad or anything though

mint cipher
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have you played CONTROL?

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if you havent play that with Raytracing enabled and then disabled

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and you will see the difference

graceful tartan
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I've tried it but it didnt seem to work

raven gazelle
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Hi, I have tried adding a post processing layer to my world (with the ultimate goal of having a brightness slider). The post exposure works in the unity editor, however, if I leave it enabled, and launch the world in VRchat, the post exposure is not applied in game. Anyone know what this could be?

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Also, if I hit play in the unity editor, the darkness is applied to the game view within unity (but not to the preview window)

mint cipher
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did you set the reference camera to the player

raven gazelle
mint cipher
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should be on the same layer as the post processing volume

raven gazelle
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Just tested with the main camera on the water layer and it made no difference

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I also separately tested tagging the main camera as player rather than main camera, that also did not work

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So I have reverted it back to this:

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As can be seen, it works in the scene window:

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And the game window

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But not in VRchat

willow lantern
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and is your post processing volume (LightAdjuster) not a child of the camera? (VRC removes the camera and all of its children, thus you have to move the post processing volume outside of the camera and not have it as a child)

strange nimbus
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anyone here can help me with lightning pls?

raven gazelle
strange nimbus
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help me with lights toggling pls.

wary turtle
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Does anyone know why the "Cutout" mode of the Unity Standard Shader is broken on Quest?

I tried asking #quest-development to no answer. The older Cutout Unlit shader works. Standard Shader in "Transparent" mode also works. It's strictly the cutout mode that is broke.

I tried with and without normal maps to no avail. The whole point I want to use the Unity Standard vs the deprecated Cutout Unlit is because, well, the Standard shader is lit. I'm baking lights and I have flowers that use the cutout for the petals.

It looks fine in Unity, but in game it stretches the last pixel (usually, but not always, black, due to the cutoff) to the edges of the mesh. :|

(I'm genuinely having trouble finding search results for this issue.)

hexed jetty
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played them earlier and they're great, amazing job on them

sick mauve
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How come my lighting is 100% black? Unity did generate lightmaps

hexed jetty
sick mauve
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yes

hexed jetty
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hm

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I'm not sure then if your lights are in the right place

sick mauve
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i only have 1 directional light

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and it's set to baked

hexed jetty
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do you have it placed in a way that it can get inside?

sick mauve
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inside where?

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oh

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my map is an open world

hexed jetty
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ah

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maybe turn it to realtime and check if the light is emitting at all

sick mauve
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Yes, I had it set to realtime before

hexed jetty
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alright, I'm probably not the best to help you then since that's all I know

mint cipher
sick mauve
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wait

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Do i have to select the lights i want to bake before baking?

fallow lark
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you just need to make sure all the lights are set to bake mode

rancid tulip
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No, not unless you're baking groups in Bakery.

rancid tulip
sick mauve
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am i supposed to see a lightmap texture here?

rancid tulip
# sick mauve what lightmap?

So if you've baked lighting, if you click on an object, it should show the .. hmm. Yeah. AFAIK it's not a Bakery function...

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This was baked with the normal lightmapper.

sick mauve
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weird

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maybe it's because i'm using "progressive gpu"?

modest vapor
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Does the shader support lightmapping ?

sick mauve
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good question, i didnt know lightmapping was something that needed to be supported

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i'm using silent's cel shading shader

modest vapor
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I would be surprised if it did, but worth asking her on twitter

sick mauve
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i think it does

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the wiki mentions baking with bakery

rancid tulip
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Hmm, Cel Shading and light baking do sound like they may not be a combination..

sick mauve
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i guess i'll just have to get that

rancid tulip
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Baking was added in 1.9. Are you using an older version?

sick mauve
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i doubt it, i started this project a few weeks ago and i'm using the latest version i found

rancid tulip
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Hmm, 1.10 came out 11 months ago so yeah, you should be on the newest unless you picked up an old one somehow.

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Ah no, it's referring to settings baking, not light baking.

simple sinew
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Which settings can I change to make the lighting look as smooth as possible?

modest vapor
simple sinew
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I assume it's this? This is all new to me lol

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Hey, it worked! Thanks alot!

mint cipher
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Go raidenn!!

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make the lightbake go faster

modest vapor
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Honestly, seems like a legitimate technique

strange nimbus
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How do i make the lighting get darker when pressing button depend on the current skybox? I have button that change skybox and i want it to change the lighting on the map at the same time when it change the skybox. How to do it?

mint cipher
simple sinew
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What're all these random black and white spots everywhere?

modest vapor
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Any warnings in console after bake ?

simple sinew
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Lots of TMPro errors, but there was something about 85 overlapping UVs, which is absurd! Thanks for the heads-up!

sick mauve
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I have a big grid of trees for a lot of areas that looks exactly like this, is there a way to only generate lightmaps for a certain object and then reuse them to save space?

fallow lark
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stupid question could you bake that lighting onto the base texture itself

rancid tulip
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Does anyone know why Bakery will occasionally overlap UVs resulting in broken lightmaps? (unwrapper set to default, not xatlas).