#world-lighting

4 messages · Page 3 of 1

quasi hedge
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yeah exactly!

rich urchin
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Worst case if Merlin's tool won't automate it you can bake the lightmaps for the prefab as a separate scene, manually populate the materials texture slots for the lightmaps and then save that as a prefab.

quasi hedge
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Although I remember reading in the Bakery forum that Frank (the bakery dev) said the VRC devs reached out to him about possibly using his stuff within VRC so maybe this is just a temporary issue

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Ah, that's a great idea. Thanks @rich urchin i'll give it a shot

rich urchin
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Once the lightmaps are baked they're just textures

main anchor
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how about the light probe data. does bakery generate that as well or those always use enlighten?

rich urchin
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You'd probably need to use real-time GI.

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That might require some shader tweaks

main anchor
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ah that is what Merlin is using in his worlds

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at least that one with the crazy day night changer

rich urchin
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Yeah that's real-time GI, just dialed up really high

main anchor
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but like the fast internet airbnb world, is that using realtime gi

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seems a bit silly to require realtime for that

rich urchin
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Does indirect light update in real-time (slightly delayed but close enough)?

quasi hedge
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You can use Enlighten or progressive iirc for probes. I know Bakery added a new SH mode, but i havent looked too much into it yet

rich urchin
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Baking light probes in Bakery might just work

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it captures a reflection probe for each light probe and calculate the spherical harmonics from it.

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So having the lightmaps set statically should work as long as Bakery doesn't interfere

quasi hedge
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o0o, I imagine that looks great but I wonder what the space overhead is for something like that.

rich urchin
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Light probes aren't a lot of data

quasi hedge
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I assume it doesn't have to store the reflection probes, but I have no clue how heavy SH data is

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Oh word! I'll give that a shot then

rich urchin
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It doesn't store the reflection probes

quasi hedge
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I'm reading into Merlin's Adapter and it says "...creates unique materials for each combination of material and directional lightmap binding that is used". I have multiple objects that receive different baked lighting, but are sharing the same material (because they're atlas'd for performance); does this mean each object will have their shared material overridden into unique ones?

rich urchin
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@quasi hedge It depends if they get put into different lightmaps. The lightmap atlas should only get split if your lightmaps are too big to fit in one atlas.

quasi hedge
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ah I don't know why I thought it'd get messed up/separated because I just realized if they're sharing the same material then they'd probably be sharing the same UVs and get packed together

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derp

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thank you again!

lethal sky
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You can put things into specific lightmap groups to have some control over how objects get split up into multiple lightmaps

wraith ruin
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i have an issue, i tired to bake my lights, but unity stops baking them at 5/11 clustering | 2 jobs

lofty jungle
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How long have you waited? @wraith ruin

wraith ruin
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its been about an hour now

lofty jungle
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You may have to move the camera around a little and just wait longer

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This can happen if you have one very large mesh

wraith ruin
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ok

lofty jungle
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Or if you have many tiny meshes

wraith ruin
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i have a large plate under the map, that may be why

lofty jungle
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Why is the plate there?

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Set its lightmap scale to 0.01 in the mesh renderer

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That will help a lot

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Then bake again

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Just cancel the current bake in that case

wraith ruin
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its to mark the lowest point in the map

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but yeah i set it to 0.1

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oh i had mixed lights, they were causing the issue

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i turned them to real time and it loaded quickly

vague fjord
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Anyone here experienced with lighting in unity and uv mapping maps in blender have time to help me out?

slate crystal
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will someone plz help me. i have several spot lights in my room butwhen i bake them theydont show up anymore.

vague fjord
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If I stretch out the UV map for texturing like I have here will it mess up the lighting/baking?

unique canyon
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Do you have the lighting set to Realtime, Baked or Mixed? What shader are you using? Are you using the built in light baking or Bakery?

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@slate crystal

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@vague fjord Depends on your normal maps. If its just a regular texture than no not really.

slate crystal
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normal maps for what?

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on my models?

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i just turned them all to gold

vague fjord
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hes talking about normal maps on my textures

slate crystal
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and i tried baked and realtime

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with realtime its to laggy but when i bake they just dont even show.. the lights i mean dont show

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oh shit.. duh, shows ur name tagged right there.. sorry

quasi hedge
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@slate crystal They don't show up in the Editor or in VRC?

slate crystal
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both, after done baking

quasi hedge
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Hmm, can you take a screenshot of one of your spotlights' settings + your Unity lighting settings and post it here?

hushed isle
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@vague fjord yes you should keep the UVs inbounds, depends on how your baking but if its out of bounds it will not bake correctly and or results in lots of unused space in light mapped textures or even artifacts but more likely it will not even bake that object depending on the bake settings used .. also if you have multiple areas to map in same texture bounds try to keep the spacing between about 0.005859375 (No smaller) so you have no overlapped objects in the map .. doing this will certain give you a lot less pain later when you go to render

vague fjord
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Might be a big question but what should I do to keep them inbounds? Should I just tile the image using a software and make it like 25x25

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Or should I use separate materials with different x and y settings

hushed isle
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a few way to handle this .. 1 is to let blender place them by using the auto generate UVs and use blender tools for setting the islands .. this is the way most would do that

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Blender would always place them in bounds ... if your doing manually just scale them down in the UV editor

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for the second question if your going to be doing this in Unity yes the tilling is the easiest way .. note the blender nodes will not transfer in the FBX to Unity regardless so best to to do that in Unity after

quasi hedge
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@vague fjord Are you trying to texture your environment out within Blender or just doing UVs so you can handle texturing in other software?

hushed isle
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for 3rd question image size ... before importing to Unity try to have the Image size divisible by 4 , this will give you better results with the Unity algorithm for compression and some other concerns that could pop out with postprocessing such as dither

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ya as KidKwazine question suggests i would only care about the UVs in blender and focus on texture side in Unity

quasi hedge
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Yeah, I agree. You can UV your assets/environment out in Blender using their automatic shit that does ~alright~ so the UV is filled without going out of bounds, but there's no guarantee that the textures will just work on the object in Unity in the way you want.

hushed isle
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ya agree that you need to try the texture and work it out in the Unity shader for each case by case

quasi hedge
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You could do your UVs in Blender and then maybe try something like the non-commercial free version of Mari, ArmorPaint which is free (but in beta so be warned on stability, or Substance Painter (paid but a fav of many) to do texture painting. It'd give you full control of your texturing, look better, you'd have efficient UVs, and it'd let you pack more of your environment assets into one material to reduce draw calls

hushed isle
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ya perhaps this spring x atlas could be developed enough to fix all this .. cant wait

vague fjord
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I'm using blender to uv map

quasi hedge
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Then I'd just use Smart UV Project or Unwrap in Blender and just auto-unwrap what you need. It usually does alright, and it will force everything in bounds. (You can do it manually too, of course)

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Alternatively, when you import an object into Unity - in the import settings, you can have Unity generate it's own lightmap UVs by hitting 'Generate Lightmap UV'...but historically, it hasn't always been the best

hushed isle
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when you do the blender smart unwrap some option will appear in this area .. set the padding to i think .03 ?

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or is it 0.005859375. ?

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oh its a calculation depending on the light map scale .. for you dont care use the blender presets

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equation: 3 / light map resolution = x

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example (this is quoted from Frank) ... Set Spacing between UV charts to 3 / lightmapResolution. E.g. if you know certain objects you unwrapped will be rendered into a single 512x512 lightmap, set spacing to 3/512 = 0.005859375.

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lol i dont care to think that hard on planning stage

mint cipher
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is there a reason for having 32 MB of Lightmap just for this noisyness=

mint cipher
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why does it looks like shit?

unique canyon
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What shader are you using for your material?

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Also why are you using progressive lightmapping?

mint cipher
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isnt it much nicer?

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enlighten does weird stuff

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normal shader,

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the white plane is using emmissive shader

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it does this

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ist just calculating a big fuck

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and i dont get it , why it does that

unique canyon
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What is your lighting settings?

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Your light source

mint cipher
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i dont have any light source

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just 1 plane with emmissive

unique canyon
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Did you try adding a baked only light source?

mint cipher
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without emmisive materials?

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Pointlight?

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or area baked

unique canyon
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Its probably doing that because there is little to no lighting data for it to use. Emissive isn't a great primary light. And area baked, would look more smooth than a point.

mint cipher
unique canyon
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You want the area light to cover the whole thing.

mint cipher
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on which axis?

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originally i wanted to have a ceiling light

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still generaets weird lightmaps

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a point light fucks up too

unique canyon
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You let it fully render? Even on Enlighten?

mint cipher
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yes

unique canyon
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Turn off lightmap compression, turn on directional mode, lower the lightmap size.

mint cipher
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same but with some black dots

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now i try with disabled reflections and specular highlights

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still the same

unique canyon
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Turn on light map view

mint cipher
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where is that option?

unique canyon
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Below scene where or says shaded

mint cipher
unique canyon
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Is that still an area light?

mint cipher
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no a point light

unique canyon
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Baked or realtime?

mint cipher
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the area light, fucked kind of the same way

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baked oc

unique canyon
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Notice that it thinks the windows are solid.

mint cipher
unique canyon
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Look at the odd shadow in the middle.

mint cipher
unique canyon
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Change metallic alpha to albedo alpha

mint cipher
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changed it to albedo alpha and still the same after rebaking

unique canyon
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Do you have a directional light somewhere?

mint cipher
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i loaded in a nother shader for glass

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and there is emission at black

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still the same with the other glass material

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i just have 1 point light in the entire scene

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is this normal?
i cleared the lightmap

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and i still ooks weird

unique canyon
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If that's with no lightmap then yes.

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Did you try a different shader?

mint cipher
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shader on what?

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"Zug" Material has the standard shader

azure ore
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Does the mesh have "generate lightmap UVs" on in import settings?

mint cipher
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yes

bronze schooner
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Is it possible to make a disco ball effect i can use on my avatar?

hushed isle
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yes perhaps , the ball its self is just a mesh and turns with animation , the light flashes are just particles

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i would think you could just put it attached above the head like a floater name tag same

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check you DM

astral iron
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im having issues with a spotlight that just wont bake all the other point lights in the scene bake perfectly exept this spotlight

hushed isle
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try setting it to static ah

tropic dew
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im having this weird issue. anyone can help me out to fix that?

lofty jungle
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@tropic dew are those realtime lights?

tropic dew
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yes

lofty jungle
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You're simply running into the limit.

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Make the lights baked instead.

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It will look better, perform better and it will stop doing that too

tropic dew
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i tried that but they go super dark then and i cant see them anymore

lofty jungle
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They may be inside the geometry then, or the lightmap UV's are not generated on the meshes, or they have to be intenser

tropic dew
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🤔

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i generated the uvs and they are not inside of anything

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god i hate lighting

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now its in the middle of the room. i have the uv maps but nothing exept the seiling gets affected by it xD

lofty jungle
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You ticked "Generate lightmap UV's" on the imported model in assets right? The only other thing I can think of is that the vertex normals are fucked or inverted

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Like pointing the wrong way

tropic dew
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yes it is checked

lofty jungle
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You could try setting the normals to "Import" on the mesh in assets, then rebaking

tropic dew
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it is on import

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but i kinda found out that if i aint got the metallic on 1 in the material it gets affected

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i think

lofty jungle
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Oh, do you have reflection probes set up yet?

tropic dew
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aint got one in the scene

lofty jungle
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I'm not sure but I think objects with 1 metallic and no metallic map (or a metallic map indicating full metal) will essentially just show the current reflection

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And it won't really have much of a surface on its own

tropic dew
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what do i do with the reflection probe?

lofty jungle
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You set it up in the middle of the room and expand the bounds until it covers the whole room

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Then press "bake" on it

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And then try to bake the lights again. It's kind of a tricky subject when dealing with that many metallic objects. Even then I'm not sure if I'm right about the metallic stuff when it comes to baked lighting

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The other meshes are set to lightmap static right? They probably are, just checking

tropic dew
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yes they are

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ah whatever ima look into tomorrow. thanks for you help kind sir

thorny mantle
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And i'm back! Any ideas what might be causing this? (realtime light for demonstration, does the same with baked)

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the shadow on the top deck appears only when i drag the objects waaay above the actual deck and they penetrate the deck still

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as if it "thinks" that the actual geometry is way higher

sonic marsh
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Because of self intersection, Unity pushes shadows a little bit inwards by default. This is controlled by the Bias setting on your light. Adjusting that will help it

thorny mantle
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Thx!

night lily
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hola

strong rapids
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Hey guys, sorry to bother, but I'm working on making an animation for my avatar. I'd like to give it an animation where it holds a flame in its hand and uses lighting to light up areas in VRC, working like a torch of sorts. Can I get any assistance?

pale spruce
strong rapids
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Hopefully, I'll respond by monday!

fiery sand
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Guys does anyone knows a good way to make a neon sign that reflects over other objects, I've been trying a lot of different methods but no one seems to be working so far

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I want to make that neon sign to reflect over the Black box behind it, but emissive materials looks cool, but don't reflect. I found a shader that make the sign looks cool but still no emissions.

fiery sand
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Like this one

modest vapor
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Set the material as emissive and baked, then bake it !

hushed isle
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Use a lens flare

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  • what Ruubik say
fiery sand
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Ty guys I will give a try

fiery sand
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Worked Perfectly ty everyone

mint cipher
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Whats the best way to have a "dimmable" light in a room? to make things darker on activation and such

hushed isle
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the hard part is dealing with making different levels of baked maps for that room .. its possible thru making the single room one lightmap and using animation to trigger the different light map levels perhaps also capture light probe data

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the more easy way could be use real time lighting

lofty jungle
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Realtime GI is what I use

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It's quite big in filesize depending on the world, but is specifically made for that

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I have a room with dimmable light. High quality setting does a nice realtime point light, I use a UI Slider to animate the intensity.

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The low quality one uses a Standard plane with emission and realtime GI, but the plane is invisible

edgy forum
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One thing to keep in mind with RealtimeGI is to not have any long light changes. For example, a 5 second light change is fine, but one that changes over the course of an hour is going to make the GI almost constantly be recomputed and user's CPU use is going to skyrocket.

lofty jungle
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Ah, so that's why people don't recommend it for gradual day/night cycles

edgy forum
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If you do want a long one, do it in small steps with a longer 'static' stage between them.

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For example: 2 degree light rotation over 3 seconds, no rotation for 30 seconds, 2 degree light rotation over 3 seconds, no rotation for 30 seconds, etc etc etc.

fiery pollen
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darker on button press can be done by switching between different post processing profiles, thats wut i use at least

lofty jungle
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I prefer doing it with Realtime GI but either one works

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The Post FX one may be better for "sleep" worlds as it also dims UI and pretty much everything, even unlit effects

fiery pollen
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yuh

ancient ravine
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I have an issue where the lighting data asset isn't saving or being created

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like my lightmaps aren't saving and stuff

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after bake

lofty jungle
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Did you turn off auto generate?

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If on, it'll be stored in the cache where you can't really access it properly

ancient ravine
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it is off

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greetings

vague fjord
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How do i make the lighting on my character darken when they are in a baked shadow

lofty jungle
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Set up light probes

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Set up more light probes around the shadow edges in particular

vague fjord
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Is it the option in Component->Rendering->Light probe group?

vague fjord
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i got it thanks

bitter lava
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why are my shadows black when i load the world in vrc

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in unity it looks just fine

hushed isle
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what's it look like in unity .. is this realtime or baked

bitter lava
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ive tried realtime mixed and baked and all of them are doing the same thing

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i even tried just disabling shadows and its worse

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this is what it looked like in unity

hushed isle
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looks like just on the terrain yes ? .. what terrain shader is it ?

bitter lava
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i dont think it has a shader on it im not sure

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i could be wrong im still a bit new to this

hushed isle
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in the scene view look for the tab called "shaded" and open that up select "baked lightmaps"

bitter lava
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ok ive done that

hushed isle
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whatds it look like

bitter lava
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like its untextured

hushed isle
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that looks correct i was checking if it had correct UVs for baked

bitter lava
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ah ok

hushed isle
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in the window tab open lighting / settings

bitter lava
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yep i got that open

hushed isle
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realtime should be off / mixed lighting on (shadowmask)

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oh i think i got it

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how did you add the snow ?

bitter lava
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just a particle effect

hushed isle
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can you try it with out the snow

bitter lava
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oh ive done another world without particle effects at all and it did the same thing

hushed isle
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interesting for some reason your built in default terrain shader does not like VRchat

bitter lava
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yea this isnt the first time i had this issue and could never find a solution to it but now im trying to make a world for my girlfriend as a gift and i want it to look good for her

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so now im seeking help

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lol

hushed isle
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kk just a min i will pm you

bitter lava
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alrighty

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thanks for helping me i appreciate it

sonic marsh
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@bitter lava Make a new material using the Terrain shader in Unity and apply it as the custom terrain material

mint cipher
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^

slate crystal
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i have a pretty puzzling question

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plz send help haha

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i recently figured out how to make my directional light a functional light switch... but when i turn it off in vrc... i can tell its being toggled by the shien on my models, but the rest of the room just stays lit up.... i have several other lights in the room but they are all baked and 3 realtime lights...

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can someone help

sonic marsh
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Is the directional light baked?

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Baked lights can't be turned off

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Otherwise, what happens when you change the intensity of the light?

plain tiger
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Set that light mode to Realtime and enable Realtime GI in the Lighting tab. It’s actually quite expensive but worth a try!

lofty jungle
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Realtime GI mostly takes up a bit of space but shouldn't be too heavy if you're only switching on/off

plain tiger
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No no I meant, heavy on calculations

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Not too much actually

slate crystal
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ok now my room wont bake

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just stays on 3/17 jobs never moves

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i reuploaded the sdk already

hushed isle
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sdk should have nothing to do with bake

plain tiger
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True, the SDK is a totally different thing than bake

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Basic question, @slate crystal did you just ran the bake as it is without changing lightmap settings?

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Chances are your lightmap resolution or density is too high and it’s not stuck, it’s just taking forever to compute

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As a quick test, go in the Lighting tab, search for Lightmap Resolution and scale it down; default should be 20, try with 5 and see if it works

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I really suggest reading a Lightmapping guide before doing it, there’s plenty of informations to know beforehand

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Especially the possibility to change lightmap resolution per single renderer, it’s fundamental

slate crystal
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Thank u guys :)

hazy herald
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Hey does anyone know how to attach a working spotlight to an avatar so when I use a gesture the light turns on?

mighty gazelle
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That'd probably be for #avatars-2-general or #animation but you pretty much just add it, disable it, then animate it turning on in a gesture override. Keep in mind it can be kinda intensive if you set the range really high or turn on shadows.

slow shuttle
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Anyone know of a solution to this Progressive Lightmapper bug I seem to be having with Realtime GI and lightprobes?

plain tiger
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Progressive in Unity 2017 was still experimental, so maybe try with Enlighten

tribal karma
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Is the best way to light a map just have one giant light that lights everything up and then have the shadows in the textures
im no unity or optimisation god, i can make a silly VrC model with sound sources and thats about it.

lofty jungle
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Having the shadows in "textures" is pretty much what lightmapping and light baking is

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Except it does it for you automatically

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You can make worlds with zero realtime lights, so everything is baked and practically nothing has to be computed at runtime

tribal karma
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Thanks, i was curious about how baking worked but that was very intresting to read.

mighty gazelle
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You can also select what any realtime lights you do have effect in their culling mask. I'll usually leave one realtime light in that only affects Player, PlayerLocal and MirrorReflection since player models tend to look a lot better that way. Good to have a toggle for it also.

kind bobcat
plain tiger
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Weird, are the lights marked as Baked only?

kind bobcat
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I set them as mixed

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The only difference between the wall and floor material is that the floor has a normal map and a different color.

plain tiger
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Ok, probably the graphic settings lock the maximum realtime lights to one only

kind bobcat
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oooohh, Im on DesktopLow

plain tiger
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Yeah maybe it's that!

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You can replicate that in the editor too, under Quality Settings

kind bobcat
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no difference

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it's not that....

plain tiger
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Hmm...

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What shader are you using on the floor?

kind bobcat
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standard unity shader

plain tiger
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Ok good... Does the floor Renderer component have Receive Shadows enabled? Silly question but let's try

kind bobcat
plain tiger
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In any case, VR High quality might still limit the number of pixel lights to 1 or 2

kind bobcat
plain tiger
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Ok cool

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Imho it's still the pixel light limit

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Are those Point Lights right?

kind bobcat
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spots

plain tiger
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Ok yea I meant that, sorry

kind bobcat
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so you're saying, disable my main scene light

plain tiger
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In the Light component, try to mark them all as Important

kind bobcat
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and see if the spots start working?

plain tiger
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Yeah! You can try that

kind bobcat
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Do I actually have to wait for the bake before uploading?

plain tiger
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I don't think so but there's the risk that it will be uploaded without baked lights

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Maybe wait for the bake... it's safer

kind bobcat
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I'll just wait, it's just I wish I didn't have to babysit it

plain tiger
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Heheh

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Maybe set the Lightmap Resolution to something very low in the Lighting tab

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So you can make quick changes and iterations before the final one

kind bobcat
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right now there's maybe 600 polygons max in the scene, when I start adding in stuff, it's gonna get painful real fast.

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Also, that's a really good idea

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turning off the main light didn't do anything

plain tiger
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Ouch, it sounds more complex than I thought

kind bobcat
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woah, setting the render mode to important makes it show up in the mirror......

plain tiger
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Ah, that's something

kind bobcat
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Is this CSS 2: This time it's really !important ?

plain tiger
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Hahahahahaha

kind bobcat
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nah, important didnt do it ingame

plain tiger
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Cursed spot lights

kind bobcat
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I copied my wall mesh

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and turned it into a temporary carpet

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we'll know if the spotlight part of the spots is fucked, or if the floor is.

plain tiger
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Another thing to check in the Lightmap tab since the floor has normals

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Is the lightmap Directional or Non-directional?

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Though it should work regardless... But I guess you need Directional (which is default)

kind bobcat
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I was thinking maybe

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the floor is actually on "Standard (Roughness Setup)"

plain tiger
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Hmmm

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I don't think it makes any difference for lightmap

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As long as it's opaque, it's ok

kind bobcat
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oh, but nice, the mixed lights ingame actually affect the player now that theyre "important"

plain tiger
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Very good

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Do they project any shadow?

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(ingame)

kind bobcat
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like on the floor? nah

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but Im casting shadows onto myself, Thanks Noe

plain tiger
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Hmmmm at this point I believe it's more convenient to keep these spotlights in Baked Only

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Mixed has the advantage to cast shadows and bake all the resulting bounces, etc etc

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But if there are no shadows, is it still convenient?

kind bobcat
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yeah, but mirrors and actually seeing yourself in not complete darkness

plain tiger
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That's because you are missing Light Probes!

kind bobcat
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also, god damn, this needs fog, or some sort of physical conic thingie, whatever its called

plain tiger
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Trust me, try using Baked Only and add Light Probes, that's exactly the perfect use case

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Aaah yeah the volumetric fog... Kinda heavy but can be faked with some tricks

kind bobcat
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will look into it, and then worst case scenario, I can always create planes on the floor, with my own manually baked spotlight and set it as emissive

plain tiger
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Ah why not... But it sounds like a workaround to a non-problem

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Trust me, try baked only and using Light probes (which are still important to use with baked lighting)

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Maybe give it a go then choose if keeping that or not

#

Baked + light probes + reflection probes is also super good for performance

kind bobcat
#

since my avatar cast a shadow, I set the floor to Noe's shader, and whaddaya know, it works now.........

plain tiger
#

Aaaaah ok! Very well

kind bobcat
#

I mean, am fine with this, I'll prolly end up using Noe's shader for just about everything

plain tiger
#

Still very weird that it won’t bake with Standard shaders

#

Something, somewhere, is off for sure

#

But glad it’s working now

mint cipher
#

What is the standard shader for the terrain now? It is just black after baking.

hushed isle
#

black in VRchat or Unity ?

mint cipher
#

In VRchat, Unity everything is fine.

hushed isle
#

humm perhaps try the legacy terrain shader

bright agate
#

You'll need to create a material and set it to the standard terrain shader.

hushed isle
#

i no about trees and grass turning black but not terrain

bright agate
#

then put that material in the terraria slot somewhere

hushed isle
#

ya custom material slot

mint cipher
#

I was interested in the name (path) of standard shaders. I can not find.

hushed isle
#

they are built into unity C# so you cant get to the internal default shader ?

mint cipher
#

Essentially solved the problem with the terrain, but not quite until the end .. the grass on it did remain black .. (painting details)
Paint Texture is fine now ..

hushed isle
#

so confused 😩

quasi hedge
limber fern
#

I'm struggling a bit. On some models after i render the lighting, i get this weird pixely shadow thing. Any tips on how to get rid of it?

modest vapor
#

Try generating lightmap UVs for those objects

fickle sequoia
#

everytime i do baking or reflection probe generating it feels like it just stops and doesn't move and nothing seems to be getting baked

modest vapor
#

Are you doing it with Unity or Bakery ?

fickle sequoia
#

unity

#

i have bakery

#

but i never could figure how it works

modest vapor
#

You can use the bake reflection probe option of bakery

#

and see if that works

fickle sequoia
#

the reflection probe with bakery worked great

spark locust
#

Guys I need some help 😦

#

When I generate baked lighting, for some reason, north and east directions don't receive any ambient occlusion?

bold raptor
#

Good enough?

#

I used one reflection probe on the entire room to optimize it as much as possible.

lofty jungle
#

@spark locust is the mesh imported externally? If so, make sure you ticked "Generate Lightmap UV's" in assets.

#

Is it made in Probuilder? If so, Generate UV2.

lofty jungle
#

Oh actually, also check the vertex normals in Blender if the mesh is external

#

A lot of mine were facing the wrong way which caused that to happen

hushed isle
#

you could do a test witha double sided see if that's it

lofty jungle
#

I mean the vertex normals

#

They were facing the wrong way for me, so a lot of surfaces were just black

#

Because the lighting engine (in Blender too) thought that the surface faced inwards there

#

The faces were correct but the verts weren't

#

So I set all vertex normals from face

#

And that fixed it

#

You could also try setting Normals to "import" in assets

rapid isle
#

@bold raptor how did you get the vid player to emit light like that?

lofty jungle
#

Realtime GI

#

Easiest way is:

  • On the video player screen, set the shader to Standard or Video/RealtimeEmissiveGamma. Note that the latter shader malforms the image quite a bit.
  • If on standard, set emission mode to Realtime and set the video render texture as emission texture (is this even exposed on the video player? I think you can specify _EmissionMap rather than _MainTex)
  • On the mesh, tick Prioritize illumination
  • Set lightmap static and bake the lights, realtime GI enabled in lighting window
#

@rapid isle

#

Also set the emission strength to 1

#

On standard

rapid isle
#

thanks

rapid isle
#

sadly that setup doesnt want to work for me no matter what i use/do it doesnt emit light like Skizzo's gif does

lofty jungle
#

Oh right, one more thing I forgot

#

You need to add a VRC Renderer Behavior component to the screen. @rapid isle

#

To make the Realtime GI update

rapid isle
#

rip

rapid isle
#

still doesnt work oh well

azure ore
#

Prolly not if you created a new material in wrong order, might need to change illumination flags in debug inspector (not at pc to say exact value)

slate crystal
#

can someone help me why my directional light isnt lighting anymore?i had baked it before and it worked it was fine.. but now i cant get it to work again my scene is just black.

rapid isle
#

missing light probes?

slate crystal
#

i didnt put any in before and it was working

rapid isle
#

didnt change any settings i take it?

slate crystal
#

not on purpose if i did

rapid isle
#

try putting the light to static and clearing the baked lights and redoing it again see if that fixes it

slate crystal
#

didnt work

#

it was totally doing it beofre

mint cipher
#

hey

spring heath
#

hello eirene

mint cipher
#

Is there a way to make the emission of that mousepad emit light onto the surface beneath it? in this case the desk

quasi hedge
#

@mint cipher Mark the object as lightmap static, and change the emissive GI setting to Baked (looks like it's currently Realtime in your screenshot). You might have to increase the emissive intensity for the bake to get it to where you want it bcs ground truth lighting can be tricky.

mint cipher
#

When i looked it was already set to lightmap static and even when i set the GI to baked and increase the emission up to 10, there i still no change :/ and emission values higher than that just mix all colors together to one solid color and fill the whole area

#

thanks for the help though vrclike

quasi hedge
#

@mint cipher Hmm, it mixes all colors together into one solid color in the emissive or in the GI from the bake? In Linear HDR space, we may not be able to see the color at high intensity values (usually just turns white), but the light bake should still take the colors (+ their respective intensity) into account.

mint cipher
#

It only starts to emit light onto the walls after putting a value for the emission of 50 or higher. The desk is somehow not even affected even though it is set to lightmap static and everything too

quasi hedge
#

that is strange. Did you have Unity generate Lightmap UVs for the desk, etc? Try clicking 'Prioritize Illumination' on the Mesh Renderer for the mousepad https://i.imgur.com/73rwRt1.png

mint cipher
#

Yeah i when i imported the desk i generated lightmap UVs for it. Even checkmarking 'Prioritize Illumination' didn't change anything somehow

quasi hedge
#

Did you re-bake after clicking it? I wonder if your issues are due to what you're trying to cast from being really thin/small. 'Prioritize Illumination' should have helped there. The only other non-physically-accurate alternative I can think of is to fake it out by creating a technical light mesh. Basically just replace that mesh with a few thin boxes (or planes) with their emissive material set to the colors you want to cast, bake to cast the light out, and then replace those planes with the mousepad mesh.

#

It won't shadow like the mousepad though + it may make some weirdness with light probes in that area

mint cipher
#

Yes i baked it after applying all the settings, and i think you might be right that it is just not casting the light because the emissive mesh is just too thin because i already had the same issue with other small emissive meshes in the scene but i just gave up

#

thanks for all the help

quasi hedge
#

@mint cipher Yeah, I've run into issues baking with diff types of emissives in the past too. It seems to be a part of dealing with Unity's light baking. Sometimes what would fix it for me is assigning a custom lightmap parameter for just the emissive objects giving me issues and increasing the resolution / texel density. That ~usually~ fixed it.

#

I haven't had any issues like this since switching to Bakery, but I hate recommending paid Unity assets as solutions to issues. It shouldn't be this way

mint cipher
#

That's true, i guess i'll just have to live with not getting the result i wanted, i appreciate the help though, thank you

quasi hedge
#

no prob!

slate crystal
#

reeeeally need help figuring out why my directional light wont bake..... and why u cant even see the ground anymore it just turned black

modest vapor
#

Which shader are you using?

hard stratus
#

I have this problem with my lighting, it looks fine in the unity editor, but when i bring into vrchat it does this werid thing. Does anybody know why?

hushed isle
#

Which shader are you using?

hard stratus
#

Standard specular

sonic marsh
#

Is it baked?

hard stratus
#

Mixed

rapid isle
#

check to see if the prefab has generate lightmap UV checked under the model tab

hard stratus
#

that worked thxs guys

rapid isle
#

is there a way to make light intensity sliders for area lights?

azure ore
#

Nope, closest thing would be using an emmisive object that you hide after baking (does not stop it casting indirect light after the bake)

rapid isle
#

ugh

lunar narwhal
#

I transferred one of my maps from a rather massive project into its own standalone one and theses started showing up

#

even after rebaking

#

doesnt happen in the original project

lofty jungle
#

@lunar narwhal Ambient Occlusion paired with "Compress Lightmaps"

#

Turn either one off

lunar narwhal
#

ah that fixed it, doesnt happen on my other project tho, huh weird

#

thanks

kind bobcat
#

I'm going to call the police for how stupid the baked lights not showing ingame was

#

The spot was like .03 units inside the mesh, which blocked all light

mint cipher
#

Say you have a lamp shade and you put the light inside the shade, a realtime light will shine through it and will probably not cast a dark shadow from the lightshade. But a baked light will have the shadow cast everywhere and no light getting through. Turning shadows off on the light shade object may fix that. It's just the way it is, i don't really get it either.

turbid tartan
#

Could someone give me some tips on moody lighting? It's really dark on avatars.

rapid isle
#

point lights and put the mode on bake and change the intensity/color to your liking but put it on mixed first so you can see how it will look like on avatars in the world before you set the mode to baked for the final setting

modest vapor
#

@turbid tartan You should also use Post Processing for the atmosphere !

turbid tartan
#

Are point lights very intensive? as it stands my world runs at 90fps with the avatar pedestals/platforms disabled.

rapid isle
#

if its baked it wont change the FPS

turbid tartan
#

Alright. I've been using baked lighting.

rapid isle
#

just test the lighting in unity on mixed get the intensity/color to where your happy with then change it over to baked

turbid tartan
#

@modest vapor How would I go about enabling post processing?

rapid isle
turbid tartan
#

Thanks guys!

mint cipher
#

@turbid tartan Environment lighting on the the lighting tab is the one you are looking for. Also, if you add and bake light probes in the world that will light up the avatars.

wary wasp
#

can you use any Unity lighting or do you need to use special ones

#

fx can i use like aura and that stuff

shell ibex
#

I have a strange shadow cast by a mesh whose "cast shadows" setting is set to "off".

#

anyone else have any idea why it is still casting a shadow? (everything is marked static)

#

I'm feeling like this is a unity bug

pale spruce
#

I gave it a try. It works but only for realtime light. If you bake it the shadow casting cant be turned off.

#

@shell ibex same setup just to see what happens. Cast shadows is off for the quad. Lights are baked.

#

Strange that the floor seems unaffected. Is it a bug or a design flaw? I don't know. Why would someone want to see thru a wall from behind?

shell ibex
#

Huh. I was certain I was able to lightmap an object that receives shadows, but doesn't cast baked shadows.

#

I lightmapped with enlighten overnight, and it still gives the same shadows, so it's not the lightmapper.

#

The reason I only want shadows on the front of the wall is that I don't always want the wall active. Obviously don't want it's shadows when it's turned off.

#

thanks hagbard

quasi hedge
#

Do you have the ambient occlusion setting checked when you do your bakes?

pale spruce
#

@quasi hedge it is not the AO. just tested that, too.

shell ibex
#

yeah, ambient occlusion is off

#

I am to the point where I am throwing my hands in the air, and changing one spotlight to mixed and unmarking the offending light caster as not static

#

frustrating, as I was pretty sure casting off worked in a previous iteration of this project

#

oh wait, I never use AO, but just noticed it was on for some reason

#

ok, can confirm that AO is not the issue

outer whale
#

turning off cast shadows does indeed work for both enlighten and progressive
try double checking any objects in scene casting shadows

#

maybe reflection probe settings aswell

quasi hedge
#

I think what might be happening is that it's actually not casting shadows for direct light, but the geometry is still being used to calculate indirect lighting with every bounce. Is your wall intersecting with that other wall? You could try changing the default lightmap parameter or create a custom lightmap parameter for the effected objects (Create > New Parameter in the project window iirc) + then increase the Pushoff value in the Baked GI section. That value is basically the distance from other geometry an object will get pushed before rays get traced. It should help you here with some tweaking!

shell ibex
#

I thought at one point it might be backface tolerance, but it doesn't really seem to make a difference changing the global backface tolerance.

#

my pushoff is set to a minimum. I will try increasing it

#

Pushoff setting makes no difference whether set to maximum or minimum

quasi hedge
#

Hmm, that doesn't sound right. You should have definitely noticed some difference (even if it didn't solve the issue) with pushoff being bumped up. Messing with the backface tolerance may help if the wall is single-sided and intersecting! What happens if you push the casting wall away from the receiving wall + floor just enough to leave a small gap? Did you apply the Pushoff change to the default parameter or with a custom one to both walls? I've totally set my parameter shit up and forgot to actually apply it to the objects before I baked it out 🙃

shell ibex
#

The casting wall intersects with a receiving wall, unfortunately. I could try raising it a gap off the floor. Strangely, the shadow wasn't really apparent on the floor as it was on the adjacent wall.

quasi hedge
#

I figure maybe if you don't want to go through the painful iterative bakes (unless you're using Bakery?) - you could just cheat it by creating just enough space between where they all meet and then place it back into position post-bake 🤷 hahaha. Are both of the walls single-sided while the floor isn't or something like that? It's strange that the floor doesn't have the same issue.

pale spruce
#

@shell ibex Try this little workaround...

  1. Bake the light without the hallway wall (should look like you want it).
  2. Take a screenshot of the wall in question (disable the other geometry if you cant get far enough away with the cam).
  3. Disable "lightmap static" and "receive shadows" for the wall in question and apply the screenshot as a texture to that wall. (needs some tweaking maybe even emission with the same texture)
#
  1. Bake the light again and enjoy...
shell ibex
#

Hahaha, that is a creative brute force work around. Would be hard to get perfect, but with some patience I could probably make it look acceptable since it's just a flat plane. Thanks hagbard 😀

shell ibex
#

I was actually thinking of baking it twice, and copy/pasting the bits of lightmap I liked in gimp.

#

Only problem is if the lightmapper shifts around where those islands are located on the map

quasi hedge
#

You could do that with prefabs I believe! There's a method of baking light onto an object, and then storing the object and it's lightmap data in a prefab. I remember reading into it not too long ago, let me see if I can find a link!

#

https://unity3d.com/how-to/light-baked-prefabs-on-mobile I think this is the one I read, I'm not sure if this is exclusive to a newer version of Unity than the one we're on -- but I know there's been methods of doing lightmapped prefabs going back to 5.0

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

lofty jungle
#

I don't think you can do this anymore

#

You may be able to hack a way into it but you won't be able to have light probes in the prefab

#

It's all scene based now :/

quasi hedge
#

Ah shit, for real? I know when they made that switch that people had issues doing it. I think that article is an updated (looks like as of 2019?) solution of pulling it. It looks like they're recommending using a similar-ish method to the Bakery SH adapter (from what I understand of it). Bake > write the LM UV coordinates to the UV2 channel of the mesh using a script > custom shader + material to assign your textures and lightmaps > prefab

shell ibex
#

So I baked twice: once with, and once without the offending shadow caster. I copied and pasted the relevant islands from one map to the other, and it worked perfectly. I hate that I had to be so hacky since you should be able to turn off casting in unity, but at least it worked.

quasi hedge
#

Hahaha, Unity light bakes >>>>>>>>

#

At least it's sorted out now!

hushed isle
#

😦

mint cipher
#

I gotta get good at lighting (regardless in baking); I just need to be good at Lighting.. maybe I should make all lights bake. Wish they have a "Volume" light .. I swear there was one on Unity; a Light that has a volume that can fill a room so I can turn it on and off; and then just have smaller lights for dark themes

#

Are there any good Plugins for Lights?? :c

rapid isle
#

nope any and all lights you put in should be set to baked mode

hushed isle
#

for VRchat yes its best to use baked lighting for the performance reason.. however you can use a realtime light for turning on and off .. you can also study up on post processing .. i would suggest use mixed lighting settings with soft shadows

hushed isle
#
#

@mint cipher
many plugins will not work in VRchat as they may use scripts.. however this should not hold you back from what your trying to achieve .. in almost all cases some creature in VRchat has found a work around or alternative method to archive similar results ..

if i had to suggest a good plug in that works with VRchat it would be a paid asset called Bakery .. and also post processing v2

#

well they work to some degree but ok for vRchat quality level

modest vapor
mint cipher
#

I found out what Fog is used for... xD -- And yeeee i has done the Baking now; :3

mint cipher
#

I will stick withtis for now I guess. I forgot how time-consuming lighting is >:c

#

World won't be Public until I put 100+ Knuckle Avatars in it.

#

48 more Knuckle Avatars until I can publish it

#

2 Knuckles are not allowed on this server -- Oh well

rapid isle
#

should note that Bakery doesnt work with AMD video cards so if you have one like i do your SOL in using that unity plugin

mint cipher
#

My goal is to get it to 90 FPS lol

#

It hits 90 FPS but I need to make it... seamlessly 90fps

#

Plus... I haven't turned off my Computer since I uploaded world..

#

So it might be 90fps

#

;/

mint cipher
#

I nevah sleep

mint cipher
rapid isle
#

yes

#

bloom to strong

mint cipher
#

kk i think I decreased it so once the baking is done..

#

:9

#

I redid all my lights

#

it could be your lights not bloom, I mean the bloom effect is visible but the lights might be causing the blowout

#

I set ambient to full white once resulting in this

rapid isle
#

emission objects also get overbright like that with alot of light sources+bloom

mint cipher
#

and her avatar too

#

super bright lights + normal bloom = this result

rapid isle
mint cipher
#

treshold should be 1 or higher but this bloom amount is fine, its her avatar and the lights

#

can you show the lighting tab?

#

can you show window>lighting?

rapid isle
#

yeah the light is way to bright already

mint cipher
#

It's not baked right now; so it looks like this wait till it baked

#

almost baked

#

can you show your lighting settings?

modest vapor
#

Use 0.05 maximum

rapid isle
#

whats the intensity on your Directional light?

modest vapor
#

probably 30

mint cipher
#

Lights now baked

#

can you please show window>lighting?

#

what's your skybox?

#

and what realtime lights do you have?

rapid isle
#

the Environment reflections dont need to be that high 2k res your making the worlds file size to big

mint cipher
#

I turned them all to mixed

#

but i will show

modest vapor
#

Disable realtime global illumination

#

you have baked lights

mint cipher
#

yes

rapid isle
#

your already looking at 110mb in just baked lights

mint cipher
#

something in the scene is way too bright

#

pushing normals avatars into blowout

rapid isle
#

its probly the area lights i see for the floor zone

mint cipher
#

okie

#

turn off realtime on all those things

#

and turn off realtime GI in the lighting settings

#

do i keep them mixed

#

no, baked

#

and if you have things like a pure white skybox it'll cause stuff like this too

#

okay good, setting everything to baked should then cause the avatars to be lit by the skybox

#

which shouldn't blow it out like that

rapid isle
#

just by looking at the white "V" UI the bloom is to much plus emssions on models make it blowout like the image you posted abit ago

mint cipher
#

you can tweak ambient light in the environmental lighting section in lighting settings

#

that bloom is caused by the threshold being under 1.0

#

it should be at least 1 or higher in this setup

#

now it causes normal white to bloom, it should only bloom HDR values

#

set it to 1 and the V button won't light up like that

#

or any normal white

rapid isle
#

my settings i posted abit ago was for post-processing stacks v2 it handles the effects alot differently then v1 does

mint cipher
#

not bloom values

#

the only thing v2 does that v1 doesn't is diffusion and clamping pretty much

rapid isle
#

my login world i run both versions of post and bloom is setup with diff nums on each one

#

and i never had that whiteout on my models that i use emission on

mint cipher
#

it's a combination of lighting settings and bloom settings

#

setting a low treshold is always a bad idea because it makes colors bloom that shouldn't

rapid isle
mint cipher
#

please don't run two versions 😄

rapid isle
#

i do i have no problems with both running

mint cipher
#

it's wasteful

#

and pps v1 is bad

rapid isle
#

well its my login world i have them on so doesnt matter

mint cipher
#

yeah ofcourse, you're free to do it, I'm amazed it doesn't conflict eachother

sonic marsh
#

That's a bad setup

#

I mean, if you have both stacks on, then you're tonemapping the image twice, and that's awful

rapid isle
#

not for me its not there is no frame lose at all with both running

#

and it gives me the setup i want to at the same time

sonic marsh
#

Yeah, and because it's your login world, it only has to be good for your setup for you to go "it works fine".

#

I'm just pointing out for everyone else that it's a bad idea.

#

Tonemapping twice gives you weird colours. Bloom twice will result in lots of extra render targets that's bad for performance. Other effects on top of each other have similar problems. There's really no good reason to not use one at a time.

rapid isle
#

ive had over 10 ppl in my world and was still gettin 90fps

mint cipher
#

I like Standard

#

I might wanna retexture the walls one of these days though

#

Give it a Mahagony Wall and a Refined Smooth Wall

#

Maghony Wall Support* -- Marble Wall (Smooth)

quasi hedge
#

Visual explanation of what Silent is saying about tonemapping twice. Made this because I'm a massive color nerd + the idea of destructive tonemapping hurts my gradist heart (and bcs this might be good info for anyone who is interested in this) 🌞 https://imgur.com/a/ohphzv4

rapid isle
#

i dont use ACES or eye adaption/auto exposure but thats still cool

quasi hedge
#

It's a non-issue (at least from a color standpoint) in your case if you're not using tonemapping. I just made that for general info in case anyone searches one day about why you shouldn't tonemap twice + why you even should in the first place!

rapid isle
#

well i have tonemapping on but its only on one of the PP effects and its set to neutral

#

ACES just makes everything to damn dark in unity

quasi hedge
#

Yeah, then that's fine! I dunno how two post processing stacks interact (or if there's a perf hit) so I can't talk on that tbh -- but seems good on the color side!

rapid isle
#

there is no perf hit at all with both running

quasi hedge
#

I think there should probably be some more shit to demystify how ACES works. Neutral is a more game-y curve and ACES is more filmic. ACES is actually the industry standard for everything in film (and recently games)! You usually gotta grade after you do filmic tonemapping tho, that's why it's making stuff dark (or some people will say more desaturated/flat). In the images I posted, I matched luminance across them in the grade so even though it's being tonemapped; it has the same perceived brightness

rapid isle
#

one thing ill never get working right is video player emission i got everything setup like someone said last week and it never project light from the screen i even have realtime GL turned on.

azure ore
#

also need the material to have correct lighting flags - in debug inspector set "Lightmap flags" to 1

mint cipher
#

Well you have your emmision scale set to one, increase it.

#

I see a lot of odd PP settings above. For PP V2, bloom threshold should be 1 and intensity 0.1 . Bloom should be controlled for each material using the emission section. Set the emission on the material to about 7+.

rapid isle
#

tiger dont worry about my post-p stuff its like that cuz i run pp-v1 and v2 together

rapid isle
#

Lightmap Flags was already set to 1 @azure ore

mint cipher
#

So I brought Two VR Users in my World; one of them got blinded xD --- I took out bloom.. but I must be doing something wrong causing people to be blinded ._.

#

Track Balls are also set to be a bit dark and a little light

sonic marsh
#

Having two post processing stacks will also leave people more vulnerable to keyword problems

#

Wait, that was the other guy

#

@mint cipher It's possible for you to have done nothing wrong if the blinded person ran out of keywords. Those situations can cause the stack to break and render incorrectly if they've been hanging around worlds without it

mint cipher
#

just in case

mint cipher
#

I don't know but screenspace reflection and lut isn't needed and is bad for performance. Use reflection probes for reflections instead. Have a look in your console to see if post processing is causing an error, if yes, it could be loading an older version of the world.

#

You should also be on forward rendering so no need to have fog ticked. PP AA makes the screen blurry too.

azure ore
#

Oh and yeah - disable AO and anti-aliasing - they do not work in VR

sour ginkgo
#

Why can I see post processing in unity, but not vrchat?

mortal marsh
#

two reasons:
-Your world might not actually be updating. A common reason why it might not be is the Tests folder from post processing v2 will break your upload. If you imported it right you might not have it though.
-You didn't set the main camera as the reference camera. Open the scene descriptor and drag and drop the main camera into the Reference Camera slot

sour ginkgo
#

I the tests folder, how do I go about getting the world to update. I had my Main camera as the reference so I guessing its the first reason

#

*have

mortal marsh
#

delete the folder and test the world again

sour ginkgo
#

@mortal marsh Worked, Thanks!!

hushed isle
#

hey now
i a, looking for a list of different types of lighting prefabs such as toggle configurations or other methods for light controls that generally work in VRchat

if any one has any interesting methods or prefabs please post or DM me please

modest vapor
quasi hedge
lofty jungle
#

Oh cool, this is another one that I haven't seen

topaz horizon
#

@dusty river phew late response, but try setting the global illumination to something smaller and give the skybos a blue ish tinge to replicate moonlight

hushed isle
#

Automatic Unity Light Probe Generation
oh that works pretty well .. would be nice if it had a global or local box selection

abstract drift
#

if I were to autogenerate a scene in unity and it's stuck at a light transport nearing the end stages, would I be able to save my scene and project and close unity, and have it pick up where i left it off?

#

like technically "two overnight generations" but paused so i can test something on vrchat

hushed isle
#

if it does not do the final step to save the light maps it would yes start over

#

you can look in the lighting setting panel for global maps see if they generated and the size

#

Note if it is stuck nearing the end it could be also that you may have not enough memory .. prepare for the crash if you run out

abstract drift
#

anyone ever encounter this in a lightbake?

modest vapor
#

You've got lightmap UVs enabled for the mesh ?

abstract drift
#

where can i find that?

#

i've been looking for it in all the tabs

#

kinda lost lol

modest vapor
#

The mesh in your assets

#

last checkbox

abstract drift
#

is there any way to select all meshes in the scene and automatically do it

#

?

modest vapor
#

You'd have to select them in your assets instead

#

but you can just select the reference one for each i guess

#

Or just select all the meshes you have in your assets, and do that for all yeah

abstract drift
#

awesome lets see how it looks

#

im fairly novice with lightbaking

#

almost always completely relied on realtime

#

but light optimization is something i'm focused on now

#

thanks 😄

modest vapor
#

If you're not using Bakery, you should consider it !

abstract drift
#

ahh i wish but i do not have an nvidea card

#

i will definitely invest in a better card soon

modest vapor
#

Ah, well that's the only good reason not to buy it i guess

abstract drift
#

well besides better graphics card for sure lol

#

currently running an r9 390

hushed isle
#

hey now so i just updated my skybox shader for day/night system that work on rotation of your directional light .. if any one is interested and like to contribute with helping to do some simple animations to finish a release version with prefabs hit me up

uses 3 blended sky boxes for day, night and stars ,, clouds are animated run off noise masking , includes controls for fog, sun disk, horizon color, and some epic controls for layered cube map emission .. no scripts are used

harsh widget
#

It sounds cool. Is it based on skybox/procedure? @hushed isle

fiery pollen
#

Is there a way to significantly reduce the size of the lightmaps that Bakery generates? Since they come out at fairly large sizes compared to unity lightmapped ones since theres no compression as they're HDR images

quasi hedge
#

I dunno why, but I vaguely remember being able to compress Bakery lightmaps for some reason (albeit with occasional artifacts). Are you on the bleeding edge version? If you message the Bakery dev with your invoice number asking for access to the private Github repo, you can get early builds before they go live on the Unity store. One of the more recent ones added XAtlas integration for more efficient packing which should reduce the number of lightmaps

modest vapor
#

@fiery pollen Best way is really to adjust the scale of your objects on the lightmap, so that you end up using less lightmaps overall

fiery pollen
#

Ah okay, Ill try both things out I guess, Im still on version v1.5 updating might help a bit, played with the resolution and stuff tho and got it down to like 16.6mb which is decent

modest vapor
#

The ground itself might also not need to have its own lightmap data

#

There's a few tricks, but yeah the main one is object scale

#

Texel per unit is a big one, but then you have to sacrifice quality

#

And you can also say that you only want a single 2K lightmap un bakery options afaik

abstract drift
#

do i need to clear light bake data when redoing a bake

#

?

modest vapor
#

yep

hushed isle
#

@harsh widget yes it uses the same process as Stylized Procedural Skybox but i made a few changes

  • Updated: Shader UI
  • Changed: Custom lighting Mode model 5.0
  • Modified: Render options
  • Add: CubeMaps for Day and Night
  • Modified: Star CubeMap
  • Tint controls removed and replaced with layered emission and intensity controls to work within cubemaps
  • Added Toggle controls for shader functions
hushed isle
fiery pollen
#

ah okie thanks

abstract drift
#

okay so i've baked my scene and this is what it's supposed to look like

#

but after bake it's still very dark like this

#

i've generated lightmap UV's for all my meshes and made sure to set all the lights including directional to baked

#

here are my current lightbaking settings, but anyone know how i might be able to fix it?

#

i know the bake worked but seems very weak

mortal marsh
#

try turning up the Bounces

#

also you should probably disable the Realtime Global Illumination unless you actually plan on using it

abstract drift
#

where is the bounces?

#

nvm

#

lol

mortal marsh
#

near the top, at the bottom of the first section

modest vapor
#

@abstract drift Your ground color is pure black

abstract drift
#

Ooh that might be a big factor lol

#

I’ll test it as soon as I get home

hushed isle
#

is this with bakery ?

#

@abstract drift

abstract drift
#

no

#

😦

hushed isle
#

ah ok

#

try starting with 5 bounce .. it will take a lot longer to bake every bounce added

alpine current
#

does anyone know how to create this glow lighting without using post process bloom?

#

i just want a glow on the lights

quasi hedge
#

Why can't you use bloom? Without using bloom - it won't be physically accurate or accurate to optics (bcs we're in the linear HDR space + the PP stack does all kinds of fancy color maths). If you absolutely can't use bloom for whatever reason; you could maybe try messing with planes, a feathered circle texture, and an additive shader (like Particles/Additive) that's been modified to billboard. https://imgur.com/a/ujThaUp It's gonna be tougher to accomplish, and will be less efficient than bloom tho!

hushed isle
quasi hedge
#

ah shit, I thought those were only for light sources. Yeah, use that instead. it's pretty much doing the same thing, but ~native~

alpine current
#

Didn't want too much glow because the menu hurts players eyes when they open it

#

The thing is vrchat doesnt support MK's glow

#

so i ahd to find an alternative

quasi hedge
#

It's all relative! You could tweak your bloom settings to prevent the menu from blowing out, but push the emission up on those lights (after you bake if you're happy with the baked GI you're getting from them at the current value) so they still cross the threshold + have bloom

alpine current
quasi hedge
#

It looks good! VRC_Like If you want to make it more physically accurate, you can replace those point lights with area lights. You won't be able to see anything cast from area lights without baking, but when baking it will cast light from a plane (which would simulate what happens IRL with recessed lighting like that).

alpine current
#

ah thanks

hushed isle
#

perhaps some dust particles pull out the lighting a bit

alpine current
#

i could try

#

im still new to that type of stuff

abstract drift
#

AHH finally it worked

#

i figured out that adding soft shaddows to the point lights caused the bake to be very dark

modest vapor
#

Looks really nice !

abstract drift
#

thank you 😃

abstract drift
#

any reason why this happens?

#

there's no lightsource on the opposite side

modest vapor
#

?

abstract drift
#

the little blinding space of light

#

it's just randomly there lol

modest vapor
#

isn't that a reflection from your sun ?

#

It's definitely getting that light from somewhere

quasi hedge
#

Possibly that mesh is small in the LM, and there's not sufficient enough padding/margins between that mesh's island and an island that is bright so you're getting some low-res light bleed?

abstract drift
#

that sounds very possible

#

do you know what would be a solution to that?

quasi hedge
#

iirc you can select that mesh and go into the Objects Map tab in the Lighting window and see what's going on for that object in the lightmap to check if something like that is going on

abstract drift
#

the thing is it's on a cube, not terrain as the ground

quasi hedge
#

If you go into the import settings for that cube mesh, and go under the advanced settings of Generate Lightmap UVs - you can increase the pack margin (if that is whats causing that)

abstract drift
#

if it's a regular cube from unity, how do i access the import settings?

#

i can't find that within my assets i think

quasi hedge
#

That's a good question, I actually don't think there is a way. Hmm, the only way I could think of is to export it out and re-import it in. Unity makes an FBX exporter or an OBJ exporter (one of 'em) that's free in the asset store!

#

Possibly even just switching Generate Lightmap UVs on after you do that might automagically fix your issue with that mesh

hushed isle
#

i needed to make one any way
what size is it

#

post your transform

#

@abstract drift

hushed isle
#

@abstract drift

abstract drift
#

thanks!

hushed isle
#

np

#

used:
WRP FBX Exporter
https://assetstore.unity.com/packages/tools/input-management/wrp-fbx-exporter-77810

Autodesk's FBX Converter: (Coverts ASCII FBX files into binary)
https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives

Blender (Reset transform scale and UV margin / island scale )

Fast and easy way to export FBX files to any platform. Simple to use, but powerful!

The Unity FBX Exporter Supports:

  • Windows
  • Mac OS

The Unity FBX Exporter Provides:

Easy to use simple interface to export model data, multiple UV Sets, and Materials

The Uni...

#

@abstract drift You should really try to fix your scales in your map to all be 1x1x1

abstract drift
#

i've set lightmap UV's

#

but ingame it looks like that

#

is this the mesh itself not having unwrapped UVs or something? I've never done that before

hushed isle
#

i dont see what your looking at

#

20 Tips to Speed Up UV Mapping in Blender
https://www.youtube.com/watch?v=bWPD2aEd8tY

Tip Overview:

01:59 - Tip 02: Mark / Clear Seam & Unwrap Shortcuts (Edit Mode / Ctrl + E & U)
02:55 - Tip 03: Smart UV Project (Edit Mode / U → Smart UV Project)
04:48 - Tip 04: Project from View (Edit Mode / U → Project from View)
05:20 - Tip 05: Live Unwrap (Edit Mode / Tool Shelf → Options → Live Unwrap)
05:53 - Tip 06: Tag Seam (Edit Mode / Tool Shelf → Options → Tag Seam)
06:40 - Tip 07: Keep UV and Edit Mode Mesh Selection in Sync (UV/Image Editor → Header)
07:59 - Tip 08: Mirror Seams (Edit Mode & Edge Select / Shift + G → Seam / 3D View → Header → Select → Mirror)
09:16 - Tip 09: Changing Island Margin (Edit Mode / U → Unwrap / Operator Panel → Margin)
09:40 - Tip 10: Changing Unwrap Method (Edit Mode / U → Unwrap / Operator Panel → Method)
10:35 - Tip 11: Island Selection (UV/Image Editor → Header → Island Selection)
11:29 - Tip 12: Protect Islands (UV/Image Editor / P & Alt + P)
12:27 - Tip 13: UV Sculpt (UV/Image Editor → Tool Shelf → Options → UV Sculpt)
13:22 - Tip 14: Show Stretching (UV/Image Editor → Properties → Display → Stretch)
15:32 - Tip 15: Average Island Scale (UV/Image Editor / Ctrl + A)
16:02 - Tip 16: Live Unwrap (UV/Image Editor) → (UV/Image Editor → Tool Shelf → Options → Live Unwrap)
17:21 - Tip 17: UV Grid Texture (UV/Image Editor → Header → New)
18:37 - Tip 18: Multiple UV Maps (Properties Editor → Object Data → UV Maps)
21:36 - Tip 19: Draw other Objects (UV/Image Editor → Properties → Display → Draw other Objects)
22:37 - Tip 20: Texture Atlas Addon (Properties Editor → Render → Texture Atlas)
24:07 - Tip 21: Selecting Islands in 3D View (Edit Mode / Face Select / L)```

⇨ Free Blender hotkey PDF: https://zachariasreinhardt.com/free-resources/ In this video you will learn (at least) 20 tips to speed up the creation of UV maps...

▶ Play video
#

--

note: don't forget to reset the locations and scale when your finished (Crtl+A) .. when export your final model select check box "!Exerimental! Apply Transforms"

quasi hedge
#

Did you rebake? It looks like the baked data that were on those meshes were stripped off (which might happen if you generated lightmap UVs for them in Unity). Unless you mean that those meshes are showing up as black only in VRChat...

abstract drift
#

only in vrchat

#

not unity

quasi hedge
#

That's really strange. Anything particularly different going on with those meshes re: the shader? Are you using the native lightmapper or Bakery?

abstract drift
#

native lightmapper

#

standard shader

#

oh wait

#

Legacy Shaders/Bumped Diffuse

#

idk if that should do anything

quasi hedge
#

Hmm, it might. I'm no shader-wizard so I'm not fully sure if the legacy shaders support lightmapping - but maybe try doing a switch to the Standard shader to see! I imagine it has to be that (assuming those objects are def set to lightmap static)

mortal marsh
#

that is probably your problem. Diffuse shaders don't react normally to light, they take an average and gave that to the entire face (I think). Basically, not what you want

abstract drift
#

that's what i'm doing right now!

#

thanks guys

#

😄

faint pecan
#

Im pretty new to modelling and this happened...dont really know what causes this bleed-through, any ideas? (might be related to the normals, but they seem fine in Blender)

edgy forum
#

My guess is something to do with the geometry. In past experiences with regular path tracing renderers it's because of non-volume geometry, like a wall being just a plane instead of having thickness.

faint pecan
#

Well it definitely has thickness tho...is there some way to cheat the lighting a little there maybe?

edgy forum
#

Hm, could be the lightmapping settings then?

faint pecan
#

What would be the "ideal" settings then?

edgy forum
#

The defaults should generally work, but if that's what you've used and got that then the issue might not be the settings

faint pecan
#

Hmm... I mean Im really not doing anything fancy. Pretty simple Blender FBX, with Unitys Standard Lighting :/

quasi hedge
#

That could possibly be some light bleed from islands being packed too close together in the lightmap for whatever reason. Under the advanced settings of 'Generate Lightmap UVs' in the mesh's import settings - you could try increasing the pack margin.

hushed isle
#

@faint pecan is that one part in blender or multiple cubes

faint pecan
#

One model

hushed isle
#

could be small cracks not joined mesh

faint pecan
#

Its all one model...which might actually be a problem

quasi hedge
#

Is it single-sided?

hushed isle
#

no matter for single side

#

go into edit mode

#

select the model and press (Tab) go into edit mode

#

press (a+a) will select all verts

faint pecan
#

Btw heres a pic with all the normals shown and it should be pretty clear that this is one model and not multiple planes or whatever

hushed isle
#

look in the corners

#

you may find that you have two verts in on the edges that are not joined ... its a bit of a process but you can select the verts that should be joined and use (spacebar Merge) and merge the two verts weld them together

faint pecan
hushed isle
#

the light could be bleeding thru the cracks perhaps

faint pecan
#

Ohhh wait...I actually never UV Mapped those walls xD

#

Is it that simple?

#

Does UV Mapping effect lighting like that? :S

quasi hedge
#

are you using Generate Lightmap UVs in the import settings

faint pecan
#

Nope I didnt...

quasi hedge
#

It'll be important for texturing, but Unity will auto-unwrap your geo into UV2 for lightmapping if you have it set to generate lightmap uvs

#

Try that!

#

Also @hushed isle - re: single-sided geo. Enlighten and Progressive can have issues with backfaces at default settings because it can either allow incoming light from backfaces (which might cause what you're seeing here) or it can invalidate those texels (which causes weird black-ness). Where you see this often is single-sided geometry (like planes or tree leaves), but it can also be caused by fringe case geo issues.

faint pecan
#

Well nope turns out

hushed isle
#

AH good find

faint pecan
#

didnt work

#

xD

hushed isle
#

reee

#

pic ?

faint pecan
#

Im gonna UV Map it later and see how that works out

hushed isle
faint pecan
#

Wait no...Unity reset the Generate Lightmap UVs setting

#

REEEE

quasi hedge
#

I've done that before. accidentally click revert? haha

faint pecan
#

Well I found out its definitely Realtime GI

#

I just dont know what causes it

quasi hedge
#

How'd you figure out it was Realtime GI?

hushed isle
#

Humm how did you have the UVs set up? did you give padding values

drowsy olive
#

What's the best way to light a realistic avatar (standard shader look)? In some worlds the shadows are too dark to the point if I'm facing the wrong direction the textures are occluded.

lofty jungle
#

Use Rero Standard or avoid those badly lit worlds

faint pecan
#

@quasi hedge Disabling Realtime GI completely removed that bleeding effect. So it was probably the Realtime Sun Light

hushed isle
#

Rero ?

quasi hedge
#
  • then yell at the world creator to use light probes and reflection probes 😎
rain sage
#

Hi 😃 This might be a dumb question, But I have very little knowledge on how lightning works in Unity. So I'm making this map with a dungeon level in it, and I need the dungeon to be VERY dark, So you need a torch to navigate through it. I have finished a little bit of the dungeon, However when I launch the test build and go inside the dugeon, it's very bright. How can I make it dark?

quasi hedge
#

Oh shit, I thought it was because of some issues with your baked lighting for sure. I wonder if changing your bias on that light would have fixed it all along, haha

faint pecan
#

I tried that but nope

#

I mean ultimately I have no idea what causes it, could be alot of different thing. Meh

#

Lighting is a bitch

hushed isle
#

@rain sage check your directional light settings .. also how do you have the lighting setting setup for environmental lighting .. do you use a sky box ?

quasi hedge
#

@faint pecan I agree, I used to do stuff in UE and I don't remember it being nearly as fickle as Unity when it came to lighting. Bakery has changed that a lot for me though - if you can invest in that, I def would!

rain sage
#

@hushed isle Is there a specific where I check the directional light settings and environmental lightning? And yes, I think I have a skybox.

#

The first part of the map is outside, so I need the outside to be sunny and bright

#

and theres a lot of weird shadows on the outside part

drowsy olive
#

@lofty jungle do you mess around with fake light dir setting, ramp offset?

rain sage
#

Here is a screenshot of some settings, idk if this means anything to you

#

I really dont understand how lightning works in Unity so...

hushed isle
#

@rain sage ok so the directional light is sort of infinite. it has no distance settings and is normally the primarily global light source commonly called the sun .. the directional light is found in the project Hierarchy and viewed settings for it are in the inspector /// the main lighting settings are found under the window tab .. you load the that directional light into the setting for the sun source

#

you can also play around change the enivo lighting source from skybox to gradient

rain sage
#

So the directional light in my world is also going through walls, and thats why its so bright inside the dungeon level?

#

I also put in some reflection probes in the world

#

Like 3 or 4, it made some areas look nice but idk if it was a smart thing

#

My environmental light does not have a source either

#

atleast thats what it seems like, as you can see on the picture I sent above

hushed isle
#

just looked at your settings
a few recommendations

1 add the directional light into the sun source
2 turn off Realtime lighting unless you are prepared for heavy lag in game

rain sage
#

👍 Done

#

But the enviromental light source?

#

what should I put there

hushed isle
#

start with sky box

rain sage
#

and do I have to click generate lightning again?

#

to see the changes?

hushed isle
#

yes you would need to bake the lights

harsh widget
#

If there is only one directional light, 1 doesn’t matter

rain sage
#

It says in the left down corner on my screenshot that there is 16 directional lightmaps

#

is that bad?

hushed isle
#

well you can change to progressive in light mapping settings i think that will help you view the changes

#

@harsh widget yes you should normally only have one directional light .. unless you are doing something custom

#

16 could be a bit high but not for a large map

#

depends on the size

rain sage
#

My map is going to be a bit large

#

it has a little outside area, and then it will have a large dungeon area aswell

#

well I'm generating light again now, hope this helps a bit

#

Unless unity crashes 😒

hushed isle
#

in the dungeon i would suspect when you get the baked light set up with out additional light sources you will be very dark or fully black

rain sage
#

Ok

#

I'll just have to wait and see

hushed isle
#

yup

#

baking can be slow

rain sage
#

yeah it took a really long time last time I did it

hushed isle
#

many people use GPU baking .. you may wish to look into it

rain sage
#

Oh, ok maybe I should do that

hushed isle
#

i use bakery lightmapped for every thing now its very fast

#

even if you dont have bakery you also may wish to read the manual as it can give you some good info on setting up lights and how they effect the environment

quasi hedge
#

When VRC updates to Unity 2018 LTS, does that mean everyone is gonna get the new progressive GPU lightmapper? Or was that intro'd in 2019?

hushed isle
#

i think the progress version start some point in 2018 .. but i have not try it

#

i was informed it still has a lot of bugs

quasi hedge
#

Bakery is better than the native GPU lightmapper right now IMO, and I'll defend that to the death -- but it'd be nice to have something free/native for everyone here

hushed isle
#

ya agree some mid level

quasi hedge
#

It gets tough troubleshooting issues with baked lighting when it's like "try this one thing, and then wait 3 hours to see if it fixes it", haha

hushed isle
#

always best to make a small map and do concept testing on that first

quasi hedge
#

Yeah! Have you messed with IES stuff in Bakery yet? I've been meaning to do that, but I definitely need to break it off into a separate small prototype map

hushed isle
#

or use scripts to break into light map groups

#

oh ya i been making a few things with that

quasi hedge
#

I did one test with IES, and it seemingly didn't inherit the rotation of light so it seems like you have to author your own IES to be pointing in the right direction?

hushed isle
#

i have a lot of IES but hard to find good cookies

#

i could send you some demo setups for IES

quasi hedge
#

I think Bakery is actually using full IES data and not even using them as cookies which is why I think I'm getting that issue

#

It worked alright with the OG Unity baker with the IES split into cookies

hushed isle
#

well i am looking at cookies for making some lightrays

quasi hedge
#

Lemme know your experiences with it - i'm still trying to figure it out!

hushed isle
#

ok give me some time the IES data is a bit large to pull together

void obsidian
#

is this picture for a vrchat world? This looks so sick...

quasi hedge
#

It is a part of one, yes! Still a WIP at the moment tho 🌞

void obsidian
#

I didnt know it could look that good in vrchat

quasi hedge
#

@void obsidian Thanks, dude! @astral stratus and I have been working on this world for ...too long now (like about a year). Authoring all of our own assets helped us keep things within perf budget while pushing the fidelity a bit. I'm excited to put it out there, but I'm honestly just waiting on some audio updates from VRChat : /

hushed isle
#

lol keep waiting

#

you may wish to think about building in 2018 lts as it could be released when you finish

quasi hedge
#

I wonder how many world creators have finished their world art-wise, but are just waiting on Udon + other misc. updates to wrap it up, haha

hushed isle
#

ya

#

basically give up on VRchat for now

#

at the moment i am just working on new water shaders and skybox shaders

#

i have a few ready in beta stage but need some one to test as i feel lazy to load a world in VRchat

#

any one like to try a custom day night shader hit me up

quasi hedge
#

I did full audio post for the world, We went and recorded foley for PhysSound, authored ambisonic clips, etc... but it's just not worth implementing if something like Steam Audio is around the corner. We also don't have access to Unity's audio mixer as of right now so it's tough to manage in the current state of things. Soon tho 🤞