#world-lighting

4 messages · Page 4 of 1

rapid isle
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@hushed isle toss me the day/night shader i hate that vrc has blacklisted the script that allows real day/night cycle on unity

hushed isle
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ok

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give me a few to put the files together

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humm i should make a small demo map

dire moat
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@quasi hedge IES lights in Bakery are rotated 90 degrees on one axis. I usually put the IES light under another object and rotate just the light

quasi hedge
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O shit, thanks for the heads up/tip! I was thinking I had to start authoring modified IES files to be pointing the right direction or something (edit: + thanks for the SH adapter 😉 )

rapid isle
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wish i could use Bakery but you know fuck AMD card users

hushed isle
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ya forget you

quasi hedge
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Does the Unity GPU lightmapper support AMD?

rapid isle
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no

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only Nvidia

quasi hedge
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For real? That's messed up

rapid isle
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unless its something else your talking about

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says doesnt support AMD cards

quasi hedge
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Oh no, yeah Bakery doesn't which is unfortunate but Unity has been working on their own GPU lightmapper

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I think when we update to 2018 LTS everyone will get access to it

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It's a lot buggier and I don't think at the same level as Bakery, but it's definite progress compared to like Enlighten

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It says Unity's gpu lightmapper supports OpenCL so I believe that means it'll support AMD

rapid isle
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kind of waiting for that 2018 upgrade on vrc for better lighting also

hushed isle
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its funny that in the Unity spotlight demo they don't use the new GPU progressive they use bakery .. if that tells you anything about the current status of the Unity version

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but its still newe give it time

quasi hedge
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I saw that COD: Mobile is actually using Bakery too, it's at least a testament to how production-ready it is

hushed isle
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bakery needed almost 9 years to get to the current level

quasi hedge
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I have absolutely no idea how Unity has not just folded, and bought Bakery out -- but I imagine it not using OpenCL has something to do with it

hushed isle
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but its only one guy

quasi hedge
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Yeah, what that dude pulled off is absolutely insane. He'll probably make bank off licensing the solution into other engines as well

hushed isle
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i am happy frank finally issued the new version .. now we can pester him to issue a shader node to build custom bakery shaders

quasi hedge
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I think you can rn (sort of) with amplify because it's really just modifying how a shader uses lightmaps at the end of the day, right?

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I'm not fully sure - shader stuff is way out of my know-how haha

hushed isle
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its something i been struggling building my new shaders so they can take advantage of the bakery scripts also .. its not a common case so hard to push him on the subject

quasi hedge
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I think he was in talks with the VRChat devs not too long ago, but pretty much said it was in their hands at this point.

hushed isle
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ya amplify has nodes for reading light maps but we still need to build a new shader node custom to enable write inputs

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ya that was me i think

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merlin posted the fix for it and i posted the canny reports

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but canny report was never replied.. he tell me that some DEV did ask if they could use the script and he gave them permission but we have no follow up from VRC dev ever

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i see Canny reports from over 1 year with no reply its a home of lost dreams

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its a sort of trick i think .. you ask a question they tell you to post in Canny .. then never follow up with reply .. when if you ask again they tell you go away its in canny and they cant do any thing .. lost dreams cheap tricks to shut up you up

quasi hedge
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Yeah, I was curious what them talking exactly meant. I know Merlin worked on an adapter for SH and RNM, but what kind of native support could VRChat add through white-listing? Does Bakery use scripts to set property blocks that could be white-listed?

dire moat
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The adapter is only needed if you want to use the custom directional lightmap modes that Bakery allows

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if you're just doing directional lightmaps like how Unity handles them with dominant direction, you don't need the adapter

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If VRC whitelisted the Bakery scripts you wouldn't need to go through the extra steps of using the adapter for the RNM and SH directional lightmap modes

hushed isle
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^^^

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merlin were have you been hiding

rapid isle
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imo vrc has to many blacklisted stuff that would help with world makers

hushed isle
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i would not call it black list just neglected

rapid isle
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probly

quasi hedge
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Ah, so maybe that's what it was about! I'm confused as to why the VRC devs would reach out for that, though. I feel like world creators using RNM and SH are like fringe cases (not that I wouldn't love to see more worlds using SH)

dire moat
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not too active on discord a lot of the time : p

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especially the VRC discord

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SH is great if you have very detailed normal maps for stuff

hushed isle
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ya i try to call you before i needed some help .. was going to make a custom imposter baker that can work with custom lighting nodes but needs a updated script .. hit me up in DM at some point

quasi hedge
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Maybe if we start advertising SH as the system that Frostbite uses then we'll get some more people to bite, haha

hushed isle
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i did some hacky work around for now

rapid isle
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rip

quasi hedge
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Did I just get yelled at for using too many caps

rapid isle
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yea

quasi hedge
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ᴇᴢ ғʀᴏsᴛʙɪᴛᴇ-ʟᴇᴠᴇʟ ɢʀᴀᴘʜɪᴄs ɪғ ʏᴏᴜ ᴜsᴇ sʜ

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Take that, bot

hushed isle
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@rapid isle for the day night cycle are you ok with adding animations for ectra stuff like turning lights on off and light shafts ... or should i add slots for you

quasi hedge
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But no, the still I posted earlier actually uses SH (and Merlin's adapter) 🌞

hushed isle
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also do you use bakery ?

rapid isle
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i have buttons for lights on/off

quasi hedge
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I think he said he can't bcs AMD

rapid isle
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yup bakery doesnt support AMD

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if the day/night shader you have only works using bakery then sry for wasting your time

hushed isle
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no this is different its fully driven in the shader by the rotation of the sun Directional Light source so you only need a animation to rotate the Directional Light .. i will set up a simple prefab demo

rapid isle
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ok

hushed isle
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currently my demo has some bakery lights in it so i just need to remove them for you lost ADM people

rapid isle
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i would be on nvidia if their cards were not so damn expensive

hushed isle
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the price of moving forward

rapid isle
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ill stick with my rx480 till it melts

quasi hedge
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If it helps, I don't vilify AMD. I think their recent GPUs are great, it's just that NVIDIA is sitting on tons of widely-implemented proprietary tech (like OptiX...which runs Bakery)

drowsy olive
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Anyone have this issue with Rero Standard where when you're close to a point light the model turns into opaque white?

quasi hedge
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@lofty jungle might have some info on that

lofty jungle
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I do not, you should ask Rero

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Maybe the light is just too bright

hushed isle
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is Rero Standard a shader ?

lofty jungle
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Yes

hushed isle
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ah

lofty jungle
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It's an altered Standard that's far better suited to VRChat

hushed isle
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oh what's special about it .. any github ?

lofty jungle
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It can do specular highlights in baked-only environments

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I can't link it because the website isn't allowed here

hushed isle
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interesting i would think that's not special just not standard

sonic marsh
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That's incorrect

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It has a fallback system for worlds where reflection probes aren't setup properly

drowsy olive
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Is there a way to bake a cubemap onto a custom shader for my avatar?

lofty jungle
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Well Rero Standard has more than just the fallback system

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You can change the skybox and see the specular highlights being changed too, even in baked light environments

smoky oyster
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@delicate bluff

delicate bluff
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???

wraith ruin
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how do i bake area lights?

untold helm
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click the bake button in your lighting tab

hushed isle
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does VRchat have any issues rendering player settings in linear color space ? what are the defaults in VRchat .. hope its not gamma as that would suck

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perhaps i should ask this in shader room

quasi hedge
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It's linear

hushed isle
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ggod

quasi hedge
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Actually, I take that back -- it looks like it could be gamma space for the base game, and I'm not sure if it respects (or is able to respect) a change in color space we'd make in our own settings when building worlds.

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We'd have to have a dev confirm whether or not it respects what we set in our settings per world. It'd be a missed opportunity at having more physically-accurate spaces if Linear isn't being utilized (not sure about Linear space compatibility with Quest tho)

hushed isle
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ya i was just setting up a shader using Linear and if it does not respect the build settings it would not even come close to look correct .. if i know before i could re build the shader .. using gamma is actually a lot more expensive for this

hushed isle
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If you care anything about quality of lighting, using Linear mode is highly recommended !!

The importance of color space in 3D rendering
https://www.youtube.com/watch?time_continue=168&v=2IITte79Tic

History of Gamma correction and Linear workflow
https://www.youtube.com/watch?v=BgzOSHtTxiQ

to switch your project Color Space from Gamma to Linear:
https://www.youtube.com/watch?v=X08v7B__gyg

Thanks for watching this video, please share it and leave a comment below! Remember to subscribe to this channel for more Visual Effects, Computer Graphics, ...

▶ Play video

Help future proof your Unity project by switching your color space from Gamma to Linear. Doesn't work for older mobile hardware, FYI

▶ Play video
quasi hedge
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It's important to note that a switch to Linear space would still be gamma-corrected + transformed to sRGB space for viewing, regardless. The switch would only affect lighting and color maths that happen before the transform to sRGB near the end of the pipeline...but it'd make that lighting + color maths a bit more physically-accurate.

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  • for consideration: Linear space is compatible with OpenGL ES 3.0 and above - so on paper it's fine for PC AND Quest. But in practice: ¯_(ツ)_/¯
dire moat
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The VRCSDK switches your project to linear when it gets imported.

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Not sure if VRC will respect the setting if you switch it to gamma in your project for some reason, but in game everything will usually be linear

sly cloud
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Is realtime GI not supported? It gets unticked when I go to upload the world

dire moat
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Realtime GI is supported, not sure why it'd be getting unticked

sly cloud
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Not sure what is causing it to be unticked once it builds after I click "new build"

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I'll try submitting this as a bug

dire moat
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Do you have Bakery in the project? That will disable realtime GI

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I just did a build and it didn't disable the realtime GI with the latest SDK so there might be something up with your project

sly cloud
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I do have bakery but this time I used Unity's lightmapper for the realtime GI

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yikesssss

dire moat
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if you are using Bakery with Unity's realtime GI, you need to go into the advanced settings on it and check this

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then bake through Bakery and it will automatically bake Unity's realtime GI as well

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if you're just using Unity's baking for static and realtime GI checking that will also keep Bakery from turning realtime GI off

sly cloud
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will try ticking that now for using Unity's lightmapper

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amazing, ticking it even when using Unity's lightmapper will keep it ticked after building

scenic elbow
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so is there a way to make part of my world "day time" and part of my world "night time" depending on which part you go into?

mint cipher
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You could turn on and off a fake skybox, that is, a sphere which has it's normals reversed. There's one in the VRChat prefabs i think.

hushed isle
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Humm if some way to link the prayer position in the map to a game object it could be possible to use that to drive the transition in the shader .. currently i am working on a day night cycle that is driven by the directional light rotation .. same concept could be adapted but how would i tell the players actual position in the map without script ?

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it may be cheaper just to use two skydomes and drive the players thru a gate way with some sort of walls

main anchor
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@hushed isle I bet you could do something clever with a combination of a player tracker (local object) and some combination of configurable joint / FinalIK aim-at / dynamic bone / autocam such that the directional light rotates to aim at an object that roughly follows the player... then the skybox shader uses directional light to determine how it looks

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@hushed isle This is an in-progress unity skybox based cloudy effect I was working on for floating islands.

While the cloudy effect isn't really meant for your usecase, one of the tricks I did you might find interesting is I add an up vector to the normalized position/skybox direction and renormalize. This actually creates an appearance of curvature in the unity skybox to make it seem planet-like. I know it's probably not physically correct etc.

hushed isle
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@main anchor thank you i can now put this out for testing in VRchat
Dawie Shader Skybox v2.2
https://mega.nz/#!LXxSSC5J!EYlR_99D8Cy0NExhPmnOIOC8IarExjGI4MEZBqS0C30

see read me files . i included a moon shader as extra , in the next big update i will remove the moon and replace with a mesh based planet system that is controlled within the skybox so it fades away in daytime eliminating the need for its control in animation .. this method could also be applied perhaps to a custom map that has split terrain perhaps but it could get expensive e,g half day half night may be better in a new shader as static

also in version 2.2 above key word count is 22, i will work to reduce this in the future also when i can get closer to what is and is not needed

Note for baking maps with this it will pull the first cubmap in the array for daytime any matching settings you set up should follow this for correct lighting

also anyone using Gamma lighting for your player settings will be sent home and i will not support Gamma lighting ... this setup should use Linear color space , thank you

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main anchor
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Cool, 122MB from not that many cubemaps. Wow they add up quickly

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Do you plan to make a github at some point for your skybox shaders?

hushed isle
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well it still has some more work and dial in the defaults
ya the cube maps for demo are baked in with 2048 resolution 32mb each you can cut that down to 8mb by lowering the resolution x1024 , any lower you may start to see artifacts.. i have lots of cubemaps if you need different ones

Roadmap

  • add mesh based planet system TBD
  • add UI panel controls for animator speed and other settings TBD
  • look at improving clouds to scatter a bit more in the center, possible close and far cloud system
  • possible may separate the controls for sun glow from the horizon glow . currently they are set up this way to match settings internally , not certain yet if performance cost will benefit the change
  • analyze lighting modes .. looking into adding a .cginc and editor for change custom lighting modes .. need to work with some other DEVs for this part of the project
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I also am starting water shader but it has a few more weeks in beta, very nice stuff working thru the bugs now .. looking at adding a custom blob projector for the ocean floor and may attempt to add a system for beach wave wetness TBD

i am not certain yet how to put it out as it has proprietary code that i only have limited distribution with .. i may look for a few nice developers and limit it only for that reason .. i could put out a light version for others and just remove that part of the code

abstract drift
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can having too many lightprobes be laggy?

modest vapor
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how many ?

abstract drift
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what's the downside to lightprobe placement?

modest vapor
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I don't think there's a downside

abstract drift
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errr

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i think im doing this wrong but

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lol

modest vapor
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yeah, you only need lightprobes if there's changes in lighting intensity

abstract drift
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there's varying degrees of lightprobes

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i mean lighting

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but can it add to world size?

modest vapor
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So you only need maybe one near the ground, and one near your head height, each separated from maybe a meter

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I don't think so, but it's calculations, so if you have that many, could be bad

abstract drift
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okay lemme redo

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lol

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thanks

modest vapor
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Example of mine, which i think works well

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I don't remember how they work though, i think it uses the two or three closest, and that determines the intensity on your model

mortal marsh
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Instancing can break if the objects aren't affected by the same lightprobes, so having too many will be a problem if you're using Instancing

lofty jungle
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Lots of things break instancing

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I'm almost positive that instancing already breaks with light probes anyway, if they don't have their anchor overrides in the same spot.

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Even if affected by the same light probes, an object can be lit differently based on its distance to each probe, therefore it stands to reason that two different objects with different anchor overrides will not instance properly with light probes present.

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You may need proxy volumes for instancing to work correctly?

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The docs are not very clear on this

hushed isle
abstract drift
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thanks, I do have one, but is there an advantage to using this one?

hushed isle
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its very simple and works well

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read the documents

stuck furnace
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Light probes sample from the 3 closest.

You can make them as dense as you want, but it will increase file size. Other than that there's no downside afaik to having a lot, since it's all baked data.

sonic marsh
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You might light incorrectly from smaller details due to probe lighting being interpolated from the closest tetrahedron to your origin if there are too many probes

graceful jetty
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So I just baked a lightmap and everything looks okay, but there's a weird pattern on one of the surfaces. Any ideas?

mortal marsh
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yeah looks like you don't have lightmap UVs made for that mesh

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go the import settings of that mesh and enable Generate Lightmap UVs and then bake it again

graceful jetty
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Thanks, that seemed to work. If it's not obvious with my shadow issues from yesterday, I'm not exactly used to baked lighting.

mortal marsh
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it's not really that common knowledge, I don't think you'd ever find that solution online at least, even on the unity forums

sonic marsh
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You should read through the Unity manual very carefully, that's mentioned in there

graceful jetty
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Now I'm just confused, since I've baked the lightmap but it's still using realtime lighting. Looking in the scene settings, I can't see anything that would keep realtime lighting enabled.

hushed isle
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use mixed

lofty jungle
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@graceful jetty you need to set all your lights to Baked

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You might still have a directional light set to Realtime

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In which case baking will work, but the directional light won't be included in the bake and you're pretty much just baking ambient light.

graceful jetty
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it seems to be okay now, but now there's a line where 2 meshes meet in the same place. I found something online about stitching seams, but I don't have the option.

hushed isle
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if you have the FBX you can fix that in blender

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if your looking for it the term used in blender is called merge mesh

pale spruce
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Seam stitching would not work in this case anyway. And I think it was a global setting for enlighten and per object in progressive mode.

prisma radish
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There is a global setting for seam stitching for Enlighten? Where does that hide? @pale spruce

stoic valve
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it's not in the texture either.

sonic marsh
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Does that wall have lightmap UVs? Are the vertex normals okay?

mint cipher
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Did you clear and rebake lighting after upgrade?

hushed isle
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i would suggest start checking with the checker preview for UVs and wire frame for any overlapped or the mesh behind distance / padding

perhaps you are gaining a shadow from the edge of the wall from the light switch on it ? try moving the light source see if it changes .. clear all the GI and catch before re baking to verify

mint cipher
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Can i crunch lightmap files called "lightmap-0 comp light.exr". That is, can i change it from "RGB HDR compressed BC6H" to "RGBA crunched DXT5"?

edgy forum
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You can, but you may lose lightmap quality. BC6H is one of the BCn formats that supports HDR and can be compressed.

mint cipher
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@edgy forum TY

pale spruce
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@prisma radish right now I swap the 4770 with a 9900k so i cant check it. A quick google search was without any result but I know I have seen it once. In 2017 in some settings menu. But maybe it was just a global toggle for the progressive mode. As soon as my pc is ready I'll investigate a little more.

graceful jetty
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I don't know if this is a lighting issue per se, but the lighting on certain parts of my project changes depending on the platform. It's not a huge issue, but it means I can't tell what a quest user will see in my world.

hushed isle
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when you are switching platforms do you also verify you are in the same build for correct color space gamma or linear
the water on top photo looks like its has more smoothness or specular drawing .. see if that water shader is changing the forward render options when building perhaps

hushed isle
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@graceful jetty
the other day we had a short discussion about how to build a world and also support Quest users ... i found they have a lot of limitations in that shaders must be built in mode 3.0 or 3.5 and have no grabpass or geometry.. i am not aware at this point they have any limitations regarding baked lights or lighting ....

is the water the only issue you found ?
i posted a water shader yesterday in #shaders that may help but again like you i have no way to test for quest and we don't have a clear list of Quest build requirements

@modest vapor
hello sir please could VRchat put out a sort guide for world creators who don't use Quest themselves, what are the base requirements such as shader modes and or other limitations they have

does VRchat even have a lot of Quest users at this point to even consider moving forward to build assets to support them..

mint cipher
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I explained all this yesterday

hushed isle
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yes for shaders

  • must be in mode 3.0 or 3.5
  • no grab pass
  • no geometry

when i looked over the VRchats official page for Quest optimization they do not provide any of this critical technical info .. i wonder at this point what other requirements are they missing ..

mint cipher
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it's all in the unity android docs and oculus quest docs

hushed isle
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ok so does VR chat require world creators build to support this now or is it optional.. i am sorry i raised the subject .. i don't own quest and for now will not be planning to downgrade worlds and or any assets without some sort of good reason .. how does VRchat expect creators who don't use Quest to care about digging thru unity documents if they don't even make a effort to point out basic level technical requirements ..

End subject

mint cipher
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it's hard to find technical info, the quest just came out, I understand that, but there's a lot of info on unity and android development, the recommendations the vrchat team has given for making quest worlds has been pretty thorough so far, it's difficult testing it without hardware but it should be doable

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some personal tips for making quest worlds:

  • Keep world bundle under 50 mb or VRChat Quest client will reject it
  • Right now videosyncplayer breaks everything so remove it
  • Post Processing will not work or be uploaded
  • Use Android texture import override settings ASTC 4x4 for textures that need detail
  • Keep under 50 drawcalls ('batches' in unity stats window) .. Aim for 25 or less
  • Use mobile shaders or make mobile shaders (up to shader model 3.0 and 3.5)
  • Use baked lighting, don't use realtime lights except for one directional light without shadows
  • Cross Platform worlds need the same objects with the same name in the same hierarchy or network sync will not work
  • Even more crucial than in PC worlds: use culling masks for mirrors, lights, cameras, you name it, so you're really minimizing overhead
hushed isle
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very good list sorry for my little rant before
just a question are you planning to support this your self ? how do you justify the extra effort

mint cipher
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oh no worries, yeah I plan on having some worlds cross platform in the future too, people (including me) will get better at developing stuff for quest and more people will share their findings

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shader performance and best practices are still being figured out for the most part, even by the devs

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I can help if you have questions, and I can tell you what I found out so far

hushed isle
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needs a lot more study .. if you find some one for testing i would be very interested to know if amplify imposters is supported.. not creation what version they use in default but i will check next Monday when the staff is back in the office

mint cipher
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not sure about impostors, I think they are, just like in the pc version

trim crow
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How do you rotate a reflection probe? it's not facing the right way fr me to scale it to fit my world

rapid isle
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cant really do that just need to edit the box bounds

trim crow
rapid isle
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the box will just cover the whole world or the parts you want reflections on

rapid isle
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as you can see i set the probes size to fit my login world the probe will reflect everything that is static when you bake it the yellow on the roof is the area that wont get reflections on it only my walls,floor will get it. @trim crow

trim crow
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so i dont have to fit it correctly?

rapid isle
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right

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you can also turn off reflections on the objects material if need (if it has the option on the shader)

trim crow
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i sized it but idk how to bake lights

rapid isle
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in unity go to windows > lighting > settings

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that will give you all the settings you need along with the button to generate lighting

hushed isle
rapid isle
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yea use that to

trim crow
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Yeah ive already been reading that but thank you

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im trying to understand

hushed isle
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Quality of Lighting:
VRchat Xiexes lighting tutorial how to get good at baked lighting:

UV Mapping and Quality of Lighting:
20 Tips to Speed Up UV Mapping in Blender:

Color Space and Quality of Lighting:
Linear mode is highly recommended !!
The importance of color space in 3D rendering

Textures and Quality of Lighting:
High-dynamic-range imaging:

trim crow
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a lot of reading

hushed isle
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😋

trim crow
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did you just post all the pins lol

hushed isle
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no you may find some new ones in that

trim crow
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oh okay

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thank you

hushed isle
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start off with Color Space and Quality of Lighting

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it will have the biggest effect and change any other settings you do after

trim crow
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im looking more to help me remove MB

hushed isle
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ah ok

rapid isle
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compress textures

hushed isle
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one step at a time

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well after light mapping you can compress the light maps ... that will help a lot

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depending of the level of compression u may lose some quality so just start off a little and keep checking results as you add more compression

trim crow
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what is light mapping

hushed isle
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baked lights "Light Mapping"

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baking lights makes maps of the lighting in textures

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they get saved in a file with the same name as your project title

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they will show up after you bake the map for lighting

trim crow
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ive tried baking lights but the room just got dark

hushed isle
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for all the objects that will have lighting you should check the box "Static"

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also on every FBX file you will need to check the box "Generate Lightmap UVs"

trim crow
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i dont see the fbx options

hushed isle
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this is a FBX file they are blue .. click on it and look in the inspector window

austere timber
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what are some reasons for lighting disappearing after a bake?

hushed isle
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disappearing ?
do they turn black or is it just missing

dapper matrix
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how can i bake my world with speedtrees in it?

hushed isle
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recommend use light probes for any speed tree as a lot of the base models have bad UVs or overlapping .. if you bake them they will just not look correct and only give you trouble if you try .. no bake settings can correct for bad modeling practices they use in speed tree

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if your looking for good trees you are far better off with any other than speed tree..

quasi hedge
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I think you could pack your own lightmap UVs / UV2s for 'em manually + just let their shoddy UVs exist on the primary UV channel - if you're set on using them. Seems like a lot of people have issues with 'em

dapper matrix
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Yeh i do have some issues

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Ill try to look for not speedtrees then

hushed isle
#

ya however speed tree uses the data from UVs in material property blocks for its wind data and i never found a way to correctly update that in the spm speed =tree formats ... the UVs are so massively out of bounds just to generate a second UV will not do it

it almost criminal they sell the models for so much and don't take care in basic modeling best practice .. al lot of popular DEVs have been quietly dropping support for speed tree products over this issue .. a deeper dive looking it to this i believe its hard to overcome as its flawed in the software it uses for building generating the trees

dapper matrix
#

Damn well its gonna be hard to find nit speedtree trees but ill try to do it its my only option i guess

hushed isle
#

well if your not going to use wind i could send you a few trees

dapper matrix
#

I would appreciate that since wind is useless to me

livid forum
#

nvm I didn't check lightmap uv's

stoic valve
#

I want to be able to swap between a few post proccessing profiles using switches. i know how to use VRC_triggers and just learned how to use post proccess stack. how would i go about toggling on and off things like bloom and toggling on things like color correction?

mortal marsh
#

I don't believe you can switch on and off specific values from the post processing, you'd have to setup multiple profiles and use triggers to disable all but one at a time

stoic valve
#

alright, do i need to just disable the component on the camera?

mortal marsh
#

not the camera component, disable the post processing volume object

stoic valve
#

excuse my lack of knowledge, where would i find that?

#

i litterally just started to figure out post processing. haha.

mortal marsh
#

are you using v1 or v2?

stoic valve
#

v1.

mortal marsh
stoic valve
#

i can't afford v2, sadly :/ are there any workarounds?

hushed isle
#

its on github

stoic valve
#

oh, so it's not the %15 one on the asset store?

mortal marsh
hushed isle
#

no

rapid isle
#

if you do use PP-v2 delete the test folder thats in it or wont work in vrchat

stoic valve
#

well.. thank you very mcuh.

#

much*

#

got it. lemme take some time to set it up.

hushed isle
#

completely remove v1 before you install

#

makes things a bit easier

stoic valve
#

ok

stoic valve
#

thanks so much for the help! got it working flawlessly.

mint cipher
#

Can anyone here help me out? My lights are fine in the editor but in game they look like crap. Help?

sonic marsh
#

Did you bake them?

mint cipher
#

Pretty sure, they auto-bake

lofty jungle
#

Turn off auto generate and then manually hit the generate button

#

Also are you using Unity terrain?

#

Make sure the lights are set to Baked and not Realtime as well

mint cipher
#

TL;DR it looks like crap in-game

#

any ideas?

#

I'm rebaking the lighting atm, not sure what else I can provide

sonic marsh
#

Make sure they're set to Baked and not Mixed or Realtime

#

That looks like you're hitting the realtime light limit for individual surfaces

mint cipher
#

They're mixed, and the room is isolated (about 1000 on the y axis away from spawn)

sonic marsh
#

Isolation doesn't really matter if there are lights in the other connected rooms

#

For now, set them to Baked

#

When lights are Mixed, they still have a realtime component

mint cipher
#

Ah

#

There are only 5 other mixed (1 realtime) lights in the scene

lofty jungle
#

Mixed should be used sparingly, in this case it doesn't seem like mixed would be necessary at all

sonic marsh
#

Unity will juggle them around because each mixed/realtime light is an additional rendering pass per surface, so the maximum allowance active is fairly low, and you should rarely if ever use realtime/mixed lights in a scene.

mint cipher
#

Hmmm 🤔

sonic marsh
#

Bake everything!

mint cipher
#

Oke

#

Only one question

#

How do I make an entire area brighter?

sonic marsh
#

Depends on how you want to make it brighter.

mint cipher
#

Global illumination brighter

sonic marsh
#

You can add more lights, or you can make the lights you already have brighter...

mint cipher
#

My scene has interior and exterior locations, but not sure how to implement those both since I don't want to create another world just for a different room...

sonic marsh
#

Which part is too dark?

mint cipher
#

by exterior I simply mean having windows with directional (sun)lights coming through them

sonic marsh
#

Is the exterior area baked?

mint cipher
#

Yep, has baked lights

sonic marsh
#

Okay! Try making the skybox extra bright when you bake.

mint cipher
#

Will that help? VRC_Thinking

sonic marsh
#

It'll make your area with a view of the outside receive more ambient light 👀

mint cipher
#

Can I DM you?

sonic marsh
#

Yeah!

mint cipher
#

Great ^^

flat tangle
#

Nice! Looks like I didn't have to ask for you

flat tangle
#

...

mint cipher
#

I know, I'm bad

livid forum
#

Is there a way to block out the lens flare on an object? culling mask?

#

It's showing through my object

#

I don't want it disabled completely

mint cipher
#

Nice

#

What's the best form of Baked GI? Baked Indirect, or Shadowmask?

livid forum
#

I want to know too

#

does the object have to be static to block out flares?

lofty jungle
#

@livid forum I think lens flares are blocked by colliders for some reason

#

Put a primitive collider on the drone like a sphere or something

hushed isle
#

@sonic marsh ? hitting the realtime light limit for individual surfaces
are you talking about the overlaps qty

livid forum
#

Okay, will do

#

thank you

#

Also, is there a way to detach animations from an object?

#

Like with materials

mint cipher
#

Is there a way to make fog so that it sort of 'rolls off' into the distance and hides the edge of the terrain from the skybox?

#

I want to make the edges blend so it doesn't look so unrealistic

mortal marsh
#

skybox is unaffected by fog as far as I know

mint cipher
#

Mission Impossible

hushed isle
#

ya using Unity fog you may not find many options for this
you can take a look at my skybox cycle shader for day/night and check out how i did the horizon sharpness in the shader

#world-lighting Dawie Shader Skybox v2.2

#

@mint cipher

mint cipher
#

Thank you

#

@mint cipher using unity fog will work too, just use the color picker to pick a fog color from the skybox that hides the edge of the drawdistance well

#

That's what I'm doing currently, however some edges are harder to hide than others

mint cipher
#

The rest of the scene looks fine, it's just the lighting here for the most part is messed up

hushed isle
#

take a look ate the mesh and UVs
do you get a console warnings or errors

mint cipher
#

No

hushed isle
#

thats very odd

mint cipher
#

I only got errors previously for completely unrelated meshes that had bad UV mapping apparently

mint cipher
#

skybox is unaffected by fog? Wonder what would happen if you put a translucent reversed sphere around the world? The fog would hit the sphere i guess...

severe tulip
quasi hedge
tranquil jungle
#

damn

#

2 slow

severe tulip
#

Thanks, that's exactly what it was

mint cipher
#

Is anyone here good at baked Unity lighting stuff?

#

I tried Bakery lights but as I think I showed before, they produce weird spire-like artifacts on the walls and ceilings. Tried again with baked lights and this is happening. Any idea why? Help?

hushed isle
#

looks like you have too many point lights that overlap

Unity can not support over 4 lights overlapping as unity engine only supports 4 masks in runtime you can only fit 4 masks in 4 channels of a single texture RGBA

You should either:

  • Use less lights
  • Limit light radius to reduce overlaps.
  • Make less important lights fully baked (no shadowmask).
  • Use the bakery bitmask/LMGroups to filter lights per-group (i.e. even if lights overlap but belong to different rooms, it can be fine)
#

@mint cipher

mint cipher
#

Thanks, but they are baked lights, oddly enough

hushed isle
#

if you like to send me the FBX for the walls i could look into it

mint cipher
#

Alright, sure thing ^^

#

You probably might have better luck than me

hushed isle
#

in this one FBX you had over 75 vert doubles

#

i suggest you need to remap the UVs and remove doubles

quasi hedge
#

Not to be too meticulous, but there are many cases where you actually want to overlap UVs to maximize texel density by having islands share the same UV space. A hallway like that could be one of those cases

#

Unity will use a secondary UV channel for lightmaps but if there's no dedicated UV2 - it'll just use your primary UVs which is no bueno for lightmaps in the case of overlapping UVs. Basically, you can pretty much do whatever you want in your main UV as long as you create a secondary UV where things don't overlap for lightmaps (easiest way is to use Unity's 'Generate Lightmap UVs' setting)

mint cipher
#

@quasi hedge thanks. the ironic thing is I am using Unity's Generate Lightmap UVs currently. I'm not sure what the issue is, I've just been thinking that I should go in blender and remove the collision material and see if that fixes it, as it might be considering the invisible collision mat as part of the UV map or something, as you can see by the weird wall stuff, but idk.

quasi hedge
#

yeah! Sometimes Unity's auto-generate can be a bit weird. You could try packing manually in Blender in a secondary channel too! I dunno if that's the issue here, though. Can you elaborate on what you mean by collision material? Do you mean you created a collision mesh in Blender in that FBX for use in Unity?

mint cipher
#

@quasi hedge no, actually, I mean that basically the mesh has an actual collision 'material' that is fused with part of the mesh. I usually just turn it off by setting the 'Materials' size down from 3 to 2 (the 3rd material is the collision mesh) so it doesn't show up in Unity.

#

here's an example of what I mean.

quasi hedge
#

Hmm, that seems a bit odd. You def wanna keep materials low for optimization-sake! but for your lighting issues, I'm curious if that mesh has dedicated geo just for collision which could be messing your bakes up.

#

If there are faces that are close together (especially if the backfaces are facing each other) you can get issues like you're seeing during baking where some texels are read as valid when they shouldn't be (and vice versa)

#

I know nobody wants to hear "you might have to rethink/mess with your geo to fix this", but it might be one of those cases : /

mint cipher
#

Hmmm...

hushed isle
#

so basically each wall and floor you have are made with 2 planes , but they are so close together the backside of the the wall on the other side it popping thru the front side

mint cipher
#

Oh oof

hushed isle
#

out of the 9 models you sent me i see almost 300 spots this happens

mint cipher
#

yeah those are defo part of the collision setup, most likely

hushed isle
#

what program did u use to make the mesh ?

mint cipher
#

3DS Max

hushed isle
#

the models look very simple i suggest you just remake the walls
perhaps use probuilder in unity would be very fast

mint cipher
#

Hmmm

hushed isle
#

or just fix each one in blender

mint cipher
#

I could prob do that easily

#

ctrl+L, delete, enter

quasi hedge
#

Yeah, sorry I def convoluted the explanation! Thanks Dawie for explaining it better 🤝 . In the case of your hallways, you're gonna wanna use Unity's box colliders anyway. It's less pretty than using your current mesh-based collision setup, and you'll end up with tons of box collider components in the end; but it'll be much more efficient + you'll be able to tweak collision a lot easier

#

(and of course, it should fix your lighting issues 😉 )

mint cipher
#

Oh yeah? ^^

quasi hedge
#

Yeah, the primitive colliders in Unity are more performant than mesh colliders! If you fix up the geo and set up primitive colliders, you'll get to kill a few birds with one stone 🌞

bright agate
#

Fun fact, sphere is the best performing.

devout scarab
#

Hi, I need some help with Bakery Gpu Lightmapper to use the Lightmaps in VRC. What i should tweak in the settings to get it looking good. Also, getting a bug where can I see shadows thru every Object. Rly appreciate any help, almost trying lightmapping for about a month and the normal unity lightmapping takes 4 hours and gives me 200 MB Lightmaps on 520 resolution

quasi hedge
#

As far as getting things to look good, there's a lot of great info in the Bakery documentation/wiki! There's really nothing special you have to do to get things working in VRChat (unless you plan on using SH or RNM directional modes which is usually niche here). I'm not sure about the seeing shadows through objects thing, though. Do you have a screenshot of that we can look at?

devout scarab
#

@quasi hedge Yeah sure gonna send it after the baking is done 😃

devout scarab
livid forum
#

How do you change the weighting of reflection probes on an object?

hushed isle
#

@livid forum weighting ?
the application of a probe to a object is selected in the mesh render tab .. if set to blend probe mode it will collect any all baked probe data that it connects with .. or if you like you can use the override to apply only one probe

the resolution of the probe is applied when you bake the probes

the strength of reflection is controlled in the object's shaders you apply

mint cipher
#

@devout scarab Do you have any other meshes in the model? Even if they're not visible, they'll still be baked as if they exist and are opaque
things like invisible collision meshes can cause this

rapid isle
#

how do i get area lights to not be so damn dark near the edges of rooms?

hushed isle
#

screen shot ?

rapid isle
#

rebaking lights atm

#

nvm fixed it didnt have enough light probes

spark pelican
modest vapor
#

That's probably way too many, you only need some where the light intensity changes

spark pelican
#

would that be ex. in courners, behind sofas etc?

modest vapor
#

If it's drastic yeah

#

there's space between them, but also always one or two in shadowed areas, to make up the difference

spark pelican
#

ah okay. I'm re-baking all lights now with some setting adjustments hoping this will boost the fps a fair amount.

modest vapor
#

Have one realtime light is usually enough to drop your fps by a lot

spark pelican
modest vapor
#

mixed is still realtime afaik, do you need one for player shadows ?

spark pelican
#

yes

modest vapor
#

Then set the culling mask only for player and player local

#

it should help

spark pelican
#

thanks, should I leave default off then?

modest vapor
#

Since all your stuff is static, yep

spark pelican
#

alright, cheers. I'll let it bake itself like a cake & hopefully the world is ready for launch :D

modest vapor
#

good luck !

hushed isle
modest vapor
#

I've been using one I bought on the asset store, not sure if there's a big difference

hushed isle
#

ah ok
this one is very nice for free grade A

#

has 3 settings for light medium and heavy

spark pelican
#

does it do everything automatic?

hushed isle
#

yes it load all your light probes into the scene
the only draw back is if you need just to do a small area then this may not be the tool for it

spark pelican
#

ah, I've been baking light for a long time now. It seems like it is stuck at 7/11 light transport

hushed isle
#

ya it always does this
it could be a few issues if really stuck

in most cases its related to you running out of available memory

spark pelican
#

google told me to put indirect resolution to 0.1 so that I tried xD

hushed isle
#

ya thats just telling you that so it would use less memory and take less time

#

go to the edit tab / select preferences / check GI catch

#

also take a look at Catch server

spark pelican
#

I cleared the cache for it aswell

hushed isle
#

well you should clear the GI catch unless you have a issue ... i stores light map data and every time its cleared you are starting over

spark pelican
#

cache server mode is disabled currently

hushed isle
#

it would be a good idea to set up a local cache server on a drive not the same one as your OS

spark pelican
#

unity just crashed oof xD

hushed isle
#

ya thats what its does when it runs out of memory

#

note when you are baking it uses a massive amount of temp memory you may have no idea

#

example Unity -
So a 1k x 1k terrain baked at a resolution of .3 will probably generate close to 512 x 512 pixels of light map. So this comes to (512 * 512)^2 * 4 bytes = 27Gb.

#

that's just terrain

spark pelican
#

ye. my map is very small xD

rapid isle
#

if your always stuck at 7/11 it normally means the object is to big for the light res so you need to turn it down

native dome
#

that tip saved me 4 megabits on my lightmap

mint cipher
#

How can I increase...idk what to call it, the global illumination of my map? I want it to be overall brighter, and the shadows to not be pitch black, how can that be done? Thanks

lofty jungle
#

@mint cipher go to the lighting window and increase the multiplier for the ambient light

#

If you're using a skybox you need to use a cubemap for this to work

#

If you're using a 6-sided texture, you have to set the ambient color to be from a Gradient or from a single Color, then you can just make the colors brighter.

#

Also make sure your lights are baked, that will help quite a bit

open gate
#

So I'm having problems with my world. All avatars show up super dark, almost blacker than Mr. Popo. How do I fix that?

#

I have a few of these spread out through my world

mortal marsh
#

you need setup light probes to light up dynamic objects if you baked the lighting

hushed isle
#

@open gate
Light Probe Populator
https://github.com/alexismorin/Light-Probe-Populator

VRchat Xiexes lighting tutorial how to get good at baked lighting:

sonic marsh
#

Does that populator actually work well?

hushed isle
#

its does ok 90% of the time , still need to do small custom modifications after but saves time getting he grid started

#

its logic does work in most cases its acceptable but it can drop .01% below the terrain mesh collision so look for that and just adjust select up when and if it happens

#

indoors its good

open gate
#

@hushed isle thank you

sonic marsh
livid forum
#

Hi, I'm having an issue with my lightmaps not being shown in-game

#

It looks normal in unity, but in VRChat it isn't shown properly

lofty jungle
#

Uh, I can honestly not see a difference

#

Everything literally looks the same

livid forum
#

are you joking?

#

There's clearly a difference

lofty jungle
#

Oh yeah the floor is darker in the second one

#

That took me a long time to notice

livid forum
#

All good, it's weird because it looked like the top image when I first uploaded it

#

I'm not sure what caused it to change

hushed isle
#

it that a window with mesh or just open

livid forum
#

it's a cube mesh

#

it used to be a plane

#

it's set to transparent fx

#

Oh wait

#

I fixed it

#

I set it to non-static

hushed isle
#

ya but does that explain the changed lighting on the floor

lofty jungle
#

That basically means it's not being lightmapped

livid forum
#

Ah I see

hushed isle
#

interesting shader what does it do Rain ?

livid forum
#

I got it as a prefab from someone else, yeah it adds a rain droplet on glass effect

#

It looks really nice

hushed isle
#

ya make certain the floor is checked as static also
and look at all the original FBX mesh files check the generate lightmap UV

#

do this on every thing that is going to be baked

livid forum
#

Yep I made sure of those

#

Thanks

devout scarab
#

Anyone got this after baking and know what it is?

rapid isle
#

no clue

mortal marsh
#

did you Generate Lightmap UVs on that mesh? If you didn't, try going to the import settings of that mesh, enabling that, and then rebaking

devout scarab
#

@mortal marsh I did yeah generate lightmaps on these. Calculate, unweighted Legacy,

mint cipher
#

hey whenever i import cartain things that have lights in ti my unity gives me an error that the posteffects base is missing shouldnt that be included in teh normal vrcsdk?

#

or do I need to download it somewhere?

mint cipher
#

oke

sonic marsh
#

@mint cipher Postprocessing is a seperate script, take a look at my guide for setting it up

livid forum
#

It used to look like the one in the editor when I kept the building as a non-static object. I know it should be set to static, but the shadows gets messed up and ends up looking like the top picture. Is there a way to keep it static, but have it still look like the bottom picture?

livid forum
#

I'm using a mixed directional light with soft shadows applied.

livid forum
#

I've made sure 'Generate lightmap UVs' was checked prior to baking too

hushed isle
#

@livid forum place this shader on the model and screenshot it please

livid forum
#

Okay

#

Could it be something to do with the reflection probe weighting?

#

@hushed isle

hushed isle
#

if its only in game only its more likely the shader used

livid forum
#

How come it works when it's set to non-static though?

hushed isle
#

what shader did u use

livid forum
hushed isle
#

non static would have used realtime

livid forum
#

Legacy Shader/bumped specular

#

It came with the model

hushed isle
#

can you change it to standard and try again

livid forum
#

okay

#

It worked!

#

Thanks @hushed isle

hushed isle
#

nice

mint cipher
#

@sonic marsh oh i have post processing already improted in my project as i have added bloom to my world

#

so im confused

#

;w;

sonic marsh
#

Screenshot of the error, please

hushed isle
#

..

mint cipher
#

dawie helped me

#

thank you @sonic marsh ❤

dense grail
#

@hushed isle what does that shader show that allows you to do troubleshooting, i think this is the second time ive seen you recommend applying it and screenshotting it. it seems like an interesting tool i want to know more about.

hushed isle
#

Simple shader that visualizes UV1 with overlaps
it was developed by MrF the DEV for Bakery

dense grail
#

interesting. thank you

dense grail
#

cool i will check that out later.

livid forum
#

I'm using mixed directional lighting

rapid isle
#

the white on the photo frame? or the shadow? @livid forum

hushed isle
#

humm are you using AO or something
Try setting AO = 0 see if that changes

#

if that is the shadow we are talking about even ?

livid forum
#

I thought the shadow looked a bit weird, not sure if it's normal or not. I don't have AO turned on

hushed isle
#

bicubic interpolation

blazing stream
#

anyone happen to know a workaround for this? i think it's being caused by intersecting geometry but im not sure.

#

id use enlighten but it doesn't support transparency

hushed isle
#

what's the objective

hushed isle
#

@blazing stream
i suspect you are talking about the artifacts and odd shadows
i have a few suggestions to help you debug

first verify that you don't have some trouble in the UVs , you can do a small test with this debug shader that will show you UV1 and its padding

#

if it doesn't look correct with margin spacing it could be a long road to correct every thing .. basically export the FBX into blender and optimize every thing ..

UV Mapping and Quality of Lighting:
20 Tips to Speed Up UV Mapping in Blender:

tip #15 Average Island Scale could also be important perhaps for your case as we can see the tiles in some areas are very compressed ..

⇨ 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
prisma radish
#

@hushed isle Do you happen to have a screenshot that shows what an error looks like with that shader? I'm curious and not in a position to test myself at work right now. Seems useful!

#

No worries if you don't!

hushed isle
#

this test is basically looking for overlaps that could be causing light artifacts and odd shadows

blazing stream
#

i think it might just be unity 2017's version of progressive. i did a test in the latest 2019 and its almost perfect

#

same mesh with generated light map uvs

#

it also took 10 minuets to bake

hazy flint
#

That’s gorgeous, is that a map from Halo Reach?

hushed isle
#

well ya it looks a lot better than it was

#

@blazing stream
is that 2019 GPU driven light mapper

#

if your looking for a = or better in 2017 Unity take a look at Bakery GPU light mapper

rapid isle
#

only if you have an Nvidia GPU tho

hushed isle
#

^^

blazing stream
#

@hazy flint yes, its reflection from the campaign level New Alexandria

#

@hushed isle also yes its 2019's gpu light mapper. as for bakery i have an amd gpu so im out of luck in that regard

blazing stream
#

real shame you cant back port lightmaps from 2019

hushed isle
#

why not they should just be lightmaps

#

did they change file formats in 2019

quasi hedge
#

I imagine it should be possible. Don't think you could export to a prefab or anything like that, though -- which is unfortunate because that'd probably be the easier workflow. I think you'd need to assign the lightmaps to the objects manually

#

I'm surprised no one has got frustrated enough to come up with an easy method to do that just to avoid CPU-bound baking (like Merlin's adapter for the niche directional modes in Bakery)

crude lake
#

why is this one room so blocky in the bake. everything else is detailed

#

hmmm, did select > "non-manifold" in blender and found some offenders. would that do it?

crude lake
#

I have generate lightmap uvs ticked. should I just create a second set of identical uvs in blender?

#

I guess unity if having trouble making its own

crude lake
#

thanks, that and a combination of doing a projection based map fixed a lot of things

blazing stream
#

@hushed isle @quasi hedge while the lightmaps them selves are fine its the "LightingData" file that's not recognized by 2017

#

i did try 2018.4.4 LTS's gpu lightmapper, but it has the same problem as 2017's cpu lightmapper and it was somehow even worse

hushed isle
#

@blazing stream
at this point perhaps you need to analyze for the root cause
did you try re unwrapping the models yet in blender
fixing the bad topology and UVs will go a long way

also it could be a opportunity to merge similar mesh and optimize at the same time
with the amount of time your spending on trying other light mappers you could have finished

blazing stream
#

@hushed isle i would attempt to import it into blender but unfortunately i'd end up well over 500 duplicate materials due to the same materials being used for different objects multiple times

blazing stream
#

and i have no idea how to stop blender from doing that

paper rampart
#

Hey I have a question for anyone who has the answer, how do you make it to where you can alter the lighting of the world in game via slider?

#

Like how sleep worlds have sliders and or buttons to change the lighting conditions.

hushed isle
#

in many cases it would be a skybox shader linked to a simple UI panel
perhaps some one will post a working prefab

@steel cipher

paper rampart
#

Thank you for the assistance.
@hushed isle @steel cipher

steel hatch
#

can someone help me get as close to this kinda lighting as i can get it?

quasi hedge
#

HDRI Skybox, alpha cutout the windows (just for the bake) + bake. Might have to tweak the environment lighting intensity multiplier to find your ground truth + may need a higher texel resolution than you might think, but you have a pretty straight forward lighting setup there! It's all lit directly and indirectly from the environment, and not much else.

#

Could cheat it by turning the windows into a light mesh probably too, but being more physically accurate will help when you do your reflection probes

hushed isle
hushed isle
#

possible work around for Unity
use a light mesh in the window and set the room to its own lightmap group .. use bitmask property to make the light mesh only effect the room

i know of one other way but cant get into the details till later

quasi hedge
#

I think the reference image is an offline render tbh. In the case of arch viz, they'll usually use HDRIs for IBL which gives easy + accurate lighting that holds up across exposure stops. The method I suggested would be approximating that same accurate workflow (but would be baked, obviously!).

hushed isle
#

archviz uses the bakery unlit shader set on transparent FX layer baked
they turned the mesh render off after baking
the glass in the window was also set to transparent FX layer but had the main outdoor HDRI (skybox) reflection probe set on override for that layer .. yes he also increased the skybox resolution up very high

looking at the shader i did not see anything special about it

quasi hedge
#

I meant the field of arch viz where they (used to?) do their renders offline with like V-Ray or Octane, etc. - not any particular asset developer! But I imagine an asset setup for real-time arch viz would be using a similar workflow with baked IBL

hushed isle
#

hey now
i have a small question regarding light probe groups and optimization
I have always been told to break the probes up into groups .. however i like to understand beyond just organization some more detail .. best practice fact or fiction

  1. i have a building with several large rooms separated by walls / doors for culling.. do light probes have some sort of culling system and should i also break the probe groups up into the the individual building rooms or do they read faster in transitions and i should just to keep each building into one group ?
#

@quasi hedge
i contacted the DEV about window portal cards to try and figure it out some more technical details..
i made a first attempt at doing a custom shader with mesh light and fetch light map code along with a vertex offset for portal card size .. i discovered a few issues with using the light mesh and some unexpected results in the light mesh behavior .. hopefully in the near future a door / window portal card will be integrated by frank more smoothly into bakery also ..

quasi hedge
#

Light probes are negligibly cheap iirc! I don't think the workflow matters for perf too much. Only thing I'd watch out for is static objects that are probe-lit (not marked as lightmap static), because batching breaks when you have a static object that's being interpolated between light probe weights

still bobcat
#

I have a spot at the top of the room that shines down, how come the mesh shows the light coming from below up?

mint cipher
#

I’m not sure what type of light you’re using.. is that a point light?

still bobcat
#

oh sorry, a spotlight

mint cipher
#

Real-time?

still bobcat
#

there is a spotlight from the ceiling down, and a small point light (intensity .5) about 5 feet away to the right

mint cipher
#

Okay so let’s make it a real-time light so adjusting it is much easier to see the results of, we can change it back later

#

Then afterwards let’s start by moving it down a bit from the actual mesh that the spotlight is shooting from. A lot of the time problems with lights showing up properly are due to clipping of the mesh the light is coming from.

Afterwards let’s take the time to look into the current range and angle the spotlight is shooting at, adjusting it to potentially see any improvements, if none then it’s a possibility that you need to rebake your lighting (I’d recommend deleting baking data prior to doing anything by the way. You’ll have a harder time telling if your spotlight is working correctly if you don’t.)

Next, if we find that the light isn’t changing much, then it’s a possibility that another light is bleeding onto the area you’re having trouble with, giving us a wrong idea of what’s going on, so look at other lights and make sure their range and radius aren’t actually intersecting with the area we’re working on at the moment.

Next, if the issue is still not fixed, ensure that you lightmap UVs setup properly (if you didn’t make any in 3D modeling, unity has a handy button for generating them in the Meshes import settings so you can make one there.

That’s about all I can think of now, so give those a go and hopefully it works out!

steel hatch
#

someone who is rlly good with lighting... will you please message me

steel hatch
#

k well first off can someone tell me why its all black like this? im guessing the apartment walls are blocking the light but idk why its so dark

native dome
#

the light is going in the opposite direction so they are shadowed

steel hatch
#

ive moved the directional light all over

#

it stays the same

hushed isle
#

can you show the material shader settings

steel hatch
#

its all the materials being affected

#

is that what u mean

still bobcat
#

For the late update, it was the shader causing the issue

#

also I am having trouble with light probes, basically, I really dont see a difference with them on and not???

#

this is the map with baked generated lighting with no light probes (baked lighting was cleared before doing this)

#

and this is what it is enabled, then baked

#

I see no difference, am I doing them wrong?

cobalt spindle
#

did you bake them? baked probes should appear in the scene like so if they've been baked

#

once they're baked, if you select a renderer that is probe lit, you should see a yellow line showing you which probes it is sampling

still bobcat
#

In the lighting menu? all i see is generate lighting, bake reflection probes, and clear baked data?

cobalt spindle
#

yep if you hit generate lighting it should bake your scene lighting on to the probes

still bobcat
#

I did do that in the example, i didnt notice a difference tho

cobalt spindle
#

hmm

#

you have some baked or mixed lights in the scene right?

still bobcat
#

Oh, theyre in realtime, let me change that

#

more or less the same

cobalt spindle
#

hm well probe lit objects are only going to look "different" compared to lightmapped or otherwise illuminated objects, so you might be good. if you just want to double check that they're working, you can select a renderer and it should show you yellow connections like this to the probes being sampled

#

still curious that you wouldn't see the baked probes in your viewport though, unless you turned them off in gizmo drop down 🤔

still bobcat
#

gizmo drop down?

cobalt spindle
#

top of scene window there is a gizmos drop down that lets you control the size of icons and turn off stuff

still bobcat
#

also, it appears that it is sampling it

cobalt spindle
#

ah yep! and there are the probies

#

oh hm

still bobcat
#

yep

#

i do have the directional light pointed upwards

cobalt spindle
#

hm definitely still something weird going on there. probes probably shouldn't be that dark

still bobcat
#

even pointed towards the object, the color dosent change

#

this may help

cobalt spindle
#

darn unity crashed 😧

#

i'm not sure if there's anything in there that would be a gotcha for probes, except maybe changing Ambient from Realtime to Baked

still bobcat
#

a very unity thing to do

#

no, it didnt change much

hushed isle
#

@still bobcat
hello sir i didn't follow your progress but as i understand your having a issue getting some objects to be effected by the lighting ? If correct i see your screen shot of all the point lights in the room focused down ..

to me it looks like you have too many lights overlapped.. try to limit any overlapped lights to be less that 4 .. we do this as you can only fit 4 masks in 4 channels (RGBA) of a single texture at one time .. so if you have more that 4 lights overlapping they will not be called into the texture ..

still bobcat
#

Yes i do have a lot of lights, okay ill try toning it down and seeing what happens, thanks 😃

rapid isle
#

use an area light may help also you only need 1 light probe source not 2

still bobcat
#

What do you mean? Would it be better to duplicated the light probe group or simply hit the add probe button?

hushed isle
#

Yes you can have one light probe group component and add probes to that

  • use the gizmos 3D icon to increased the size a bit not to large just large enough to easily click on each probe
    _ select each probe by clicking the edit light probes on the component in the inspector
  • now you should see a few yellow balls they are the probes
    you can move them around and or use Hotkey Ctrl+D to duplicate create more of them .. on the component inspector you will have more options like select all ....
  • you should try to set the probes in the corners first close as you can to the material but not going into them
#

you can use a sort of grid pattern to lay them out
the important locations are spots were the light will be changing such as shadow lines / transitions .. you objects not set as static or objects with LODs may use the probes for lighting rather than light maps .. you can make a new light probe group for each area to keep it better organized but no need to have two in the same room .. best to spilt them up into organized groups based on transitions like inside / outside / tree groups / ....

#

the map above has not been baked yet lol

mint cipher
#

Please post reflection probe settings.

hushed isle
#

Quality of Lighting:
VRchat Xiexes lighting tutorial how to get good at baked lighting:

Color Space and Quality of Lighting:
Linear mode is highly recommended !!
The importance of color space in 3D rendering

Unity Technologies Blog

Being part of the Spotlight Team, I am fortunate to be involved in some very interesting projects. The Spotlight Team at Unity works on games together with...

Unity Technologies Blog

Unity offers several rendering pipelines, two Global Illumination systems, four Lighting Modes, three Light Modes, two Shadowmask Modes, etc. This tremendo...

mint cipher
#

I was just trying to solve Jorror's problem with light probes.

mint cipher
#

hi my lighting is broken apparently no shadows at all no lighting ether and my saftey is on off

hushed isle
#

Safety ? are you talking about a world

still bobcat
#

@mint cipher appreciate it, but I got it fixed

still bobcat
#

The lighting on my map appears strange on players and non static objects

#

(a regular, non-decimated y-bot from maximo)

#

the shadows sort of flicker over the body

#

this is the probe setup for the map

#

it's three probes tall, one on the floor, one in the middle, one on the ceiling

#

is there something wrong with the light probe placement?

#

Also i want to note, this isnt just my avatar, a lot of my friend's avatars have weird shadows

heady sky
#

I just tried light probes for the first time and after baking them in Bakery (bake light probes button) all of my trees and some of my grass has turned pink or purple or red or blue... does anyone know what might be happening and how I can fix it? I don't really know anything about light probes I just wanted to try them out and see what happened. I tried to clear the bakery lightmaps data and hide the lightprobes but neither has made the colors go away

prisma radish
#

@still bobcat Those appear to be shadows from real time light(s)

#

I don't think its your probes. If it is your probes, then its something I have not seen before.

still bobcat
#

Yeah some of my lights were left on realtime on accident, ill try rebaking

#

Okay, all unity did was crash

#

Fantastic.

hushed isle
#

@still bobcat
did you fix it yet ?
what shader is used on the bot ?
do you have PP bloom ?
are you using Quest ?

#

@heady sky
do you have LODs on them ?

#

what shader do you use on LOD1+ and its settings

#

@heady sky
if your using Impostors you should get the wiki update v0.9.6.001

still bobcat
#
  1. about to test it
  2. standard
  3. yes i do have pp bloom
  4. no, i was using WMR Lenovo exploerer and my friends who also saw it use vive
#

@hushed isle

heady sky
#

@hushed isle I do have LODs, it turned out to be some sort of bug, I was able to fix it by rebaking in Unity rather than Bakery

still bobcat
#

I'm still getting the problem

quasi hedge
#

@still bobcat Forgive me if you've already answered this bcs I probably missed a shit ton of context far up the chat, but are your lights mixed? Flickering lights like that raise a red flag towards some type of real-time light or shadow casting going on.

#

Sometimes I get weird aliased flickering / shadow acne like that if I have a shadow that's casting at a really low resolution or has "bad" bias + normal bias settings. I've also had similarly weird light issues if I had too many (real-time) lights enabled at once to the point where it crosses the maximum number of pixel lights

still bobcat
#

How should I have?

#

Theyre all baked, I have three lights, one area, two point, all baked

#

not including emission textures

quasi hedge
#

Nothing else? (You can double-check by going into Window > Lighting > Light Explorer). That's really strange otherwise. no realtime GI or anything, right?

still bobcat
#

Looks all right

#

The floors are pretty reflective, if that would do anything

quasi hedge
#

What do your light settings look like? @still bobcat

still bobcat
#

do you want me to post my area light?

quasi hedge
#

And your points!

still bobcat
quasi hedge
#

That's really strange, I've never seen that type of shadow acne / artifacting without a real-time something. Does it happen to pickups / non-static probe-lit world objects or just avatars? Is it possible that your avatar (and/or your friends avatars) had some form of light on them?

still bobcat
#

Objects are fine. I'll try maaybe deleteing old baking data and rebaking, otherwise, ill just let it stay

sonic marsh
#

I've no doubt that that aliasing is from a real time shadow

hushed isle
#

@heady sky
what shader is on the LODs ?

#

@sonic marsh @quasi hedge
the other day i found a bug that is only in Unity 2017.4.28f1
we found that there's a hole in macro definitions that has been fixed/changed in more recent versions of unity 2018 howver they did not fix it in LTS ...

Unity macro for declaring and using lights and shadows have been changing, one of those was the macro "UNITY_LIGHTING_COORDS" which he had to include to support recent unity versions, it's equivalent for older unity does exist in the name of "LIGHTING_COORDS" however this one is not declared in the exact same way and because of that it falls into a hole where _ShadowCoord is not declared when "!defined(HANDLE_SHADOWS_BLENDING_IN_GI) && ! (defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS))".

So in certain conditions while using lightmaps it would fail to fetch the variable.
if you are debugging for failed shaders (its turning pink and Red) after lightmapping it could be this issue .. to fix they would need to update the shader with the specific macro changes only found in Unity version 2017.4.28f1

sonic marsh
#

I don't fully understand, could you share the content of this fix?

hushed isle
#

@sonic marsh I will contact you later as i am chatting with Paulo about it .. currently the amplify DEVs have fixed the issue and i tested the beta but its has not been issued in the official updates on asset store yet .. i asked Paulo for the content of the fix he used so you can look for this in your shaders also

hushed isle
#

@sonic marsh

There's only two changes,

To: UNITY_SHADOW_COORDS(2)```

(The numbers 2 and 3 correspond to the pass interpolators, it could be different in yours)

and

```Change: TRANSFER_VERTEX_TO_FRAGMENT(o);
To: UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);```

( v.texcoord1.xy is where the lightmap UVs resize in my struct, it could be different in yours )

This is only for 2017.4 and below.

They aren't exactly equivalent since the first is supposed to do both light and shadows and the second only does shadows but it doesn't matter anyway because it's being taken care of somewhere else, that's why the second has more parameters.
mint cipher
#

wanted to know if im doing something wrong in regards to baking lighting because for some reason after I bake my lighting and try to test the build sometimes it just resets to default light settings, back to before I baked the lighting

mint cipher
#

and this is when I go to test the map in vrchat after the baking process, am I forgetting a step?

rapid isle
#

got light probes? cuz it looks like you dont have them

mint cipher
quasi hedge
#

Is it all one mesh with an emissive map or is the top light a separate mesh? I had a similar issue at one point that was caused by the fact that I needed to have the light be a separate mesh

mint cipher
#

It's all in one mesh

quasi hedge
#
  • it has an emissive map for just the light section? bakery or native lightmapper?
mint cipher
#

yeah has an emissive for the light section and using bakery

quasi hedge
#

Hmm, how hard are you driving the emissive intensity? You might have to cut the light section out as a separate mesh and use Bakery's light mesh script on it because Bakery pretty much hates emissives with high intensities (especially if it's small like that).

mint cipher
#

I have It on 5. It started acting up recently though as it worked fine earlier. Don't really have to have it that intense though so will lower it and see how it ends up.

quasi hedge
#

Bakery is based around ground truth lighting so it's always begging you to increase intensities so it can cast how shit does IRL, but then ya run into issues like that sometimes. Do you have lightmap UVs for that object? It could be that too!

hushed isle
#

@mint cipher
could you click the light gizmo in the window on unity

#

in VRchat its like your light maps are not rendering
i also like to see a top down view of your map showing the light overlaps
do you have any lights overlapping more that qty.4 in any one location ?

mint cipher
#

when I hit test build they just revert back to being not rendered also here's a top view/side view

#

on the first floor there is about 6

#

I also want to add that this happens with any of the lights. Area, Spotlight, Point and Directional

#

@hushed isle

hushed isle
#

what bake setting ? Mixed / shadowmask

mint cipher
#

it is right now set to shadowmask

hushed isle
#

ok shadow mask for the lights you can have as many as you like just don't overlap more that 3 in a single group

check for overlaps please

#

each light will use a single channel into one of the 4 channels in a texture
using shadowmaks the Directional light is global so it will use of the 4 channels leaving 3 for your other lights .. if you have more than the 3 lights overlapping they ma not render correct

#

something to look for

mint cipher
#

would switching from shadow masked to baked indirect help in anyway?

hushed isle
#

no not really,, this is a unity limitation you would still have overlap issues with other settings also .. if you must overlap you could do some more complex fix but i suggest just keep it below 3 overlaps so you can test and see if this is related to your issue

#

a few other things to check

  1. did you mark every thing as static?
  2. did you import the UV settings in the FBX files ?
  3. do your FBX models have good UVs ?
#

please drop this shader on one of the models not lighting correct and take a screen shot of the window

mint cipher
hushed isle
#

ok it does have UVs but they overlap a lot... that should still be baked regardless

mint cipher
#

what should I do to decrease the overlap

hushed isle
#

that would need work in blender .. but i don't think its your problem with darkness .. that issue would only make it poor quality

what shaders are you using on the dark objects ?

mint cipher
#

Im just using standard shader

#

everything is set to standard

hushed isle
#

well I'm bit puzzled by it

#

are your light maps black also ?

#

with shadow mask each one will make two maps .. one darker and one reddish

quasi hedge
#

Can you post a screenshot of one of your light's settings

mint cipher
#

some of the light map is black not a whole lot of it is

hushed isle
#

ok thats normal for shadow mask

#

but some is light

#

can you post you lighting setting

mint cipher
hushed isle
#

on the line for sun source drag you directional light on to it

#

set you directional light to mixed

quasi hedge
#

Seeing it different in editor vs runtime is a bit weird, I've never seen that (besides on grass + terrain bcs shader stripping). Unless Dawie has another idea, the only thing I could suggest trying is clearing the baked data, clearing your GI cache + rebaking to see if it's just a hiccup.

hushed isle
#

i am thinking a bug

quasi hedge
#

Maybe it's a bug with the Progressive lightmapper (it is in preview in our version)

hushed isle
#

no a bug in the shaders

quasi hedge
#

They said everything was set to standard, I thought!

mint cipher
#

yes it is set to standard

hushed isle
#

@mint cipher you say your using standard shader
that is the one from Unity nit the one from VRchat correct ?

mint cipher
#

unity

hushed isle
#

ok

mint cipher
#

the only standard that vrchat has is standard lite

hushed isle
#

ya at this point i am still puzzled

#

could you clear all the baked data in Catch also and re bake .. i don't have much more to say .. i will be very unhappy with VRchat if they break shadowmask

#

the only other check would say bake in non shadow mask and see if that is working in VRchat .. if yes we could open a ticket

mint cipher
#

So I cleared the light mapping data and tried shadow mark again and it seems to have the same issue and when I cleared light mapping again and used something other then shadowmark seems to have the same issue where the lighting disappears after baking the lighting and testing it in vrchat

hushed isle
#

you are in Unity 2017.4.28f1 correct ?

#

@mint cipher

mint cipher
#

Yes I currently am using that version of unity

hushed isle
#

can you change shaders

mint cipher
#

Sure I’ll try that, though Idk if there will be an issue with shadows

hushed isle
#

ya at this point just getting standard to work is crazy

mint cipher
#

It’s funny though cuz standard was working for me last week on my personal map

hushed isle
#

ya what changed

mint cipher
#

Idk cuz these are 2 different maps both using the same settings and shaders, one has light the other does not

mint cipher
hushed isle
#

@mint cipher full blackness is not likely due to overlaps as shown in your first pic above i suggest use the checker preview first see if its getting baked at all as in does it have proper UVs

#

also check thru your console for specific errors if any related to the subject model regarding UVs out of bounds perhaps

uncut vapor
#

Would anyone here have any tips for speeding up lightmap baking? Got a farely sizeable world and light transports are fairly slow.

modest vapor
#

Do you have a NVIDIA gpu ?

uncut vapor
#

Geforce GTX 1060, yussir.

modest vapor
#

get yourself bakery on the unity asset store

uncut vapor
#

I got no money.

modest vapor
#

time is money

#

If you want to save yourself tens of hours waiting for a lightbake, it's worth 20 bucks

uncut vapor
#

How much quicker would it speed up lightmapping?

modest vapor
#

30x

#

on average i think

uncut vapor
#

I have no idea how to utilize the CE lightmaps lol

#

Gotcha.

#

it's $55, not $20 lol

modest vapor
#

goes on sale super often

uncut vapor
#

Ah

modest vapor
#

in the meantime you can maybe change the scale of objects on your lightmap ?

uncut vapor
#

I'll see if there's anything else I can do to speed up baking in the meantime

#

I've tried but it makes things super noisy.

modest vapor
#

you can also not bake your ground

#

yeah it's often the tradeoff

#

worse quality but faster

uncut vapor
#

I'll see what I can do

modest vapor
#

i bake at high quality in Bakery but it still takes 10 minutes with RTX accelerated mode

uncut vapor
#

I got one of the rooms baked at normal quality and it looked godly so I'll see if I can retain that quality

#

Gotcha

#

What size worlds do you bake?

#

That's a bit that I was able to bake yesterday

#

I'll grab a newer pic lol

#

There's that too

#

In the topic of lights, is there any way to make the lights bloomy/blurry?

hushed isle
#

Bloom is generally add thru post process however you have other options also such as adding light flare/light Cookie/ Light IES profiles derrectly to the light instaed of global .. a nice flare glow for them should make it look a lot better
you have a lot of lights on the ceiling they are just emission textures correct ?

#

@uncut vapor

uncut vapor
#

Yeppers.

#

This is painful.

hushed isle
#

yup time to drop th2 $20

uncut vapor
#

Does anyone here have any idea why some parts of my world that have emissions light up, but others don't (even though they have emissions)?

#

I'm really confused, as some places are hella bright and others are hella dark.

quasi hedge
#

@uncut vapor Use the light explorer in Window > Lighting > Light Explorer to make sure all your static emissives are set to baked rather than realtime

uncut vapor
#

Oh.

#

They're all realtime.

#

Whenever I tried baked emissives, there were horrible artifacts and noise.

#

an example

edgy forum
#

Looks like bad lightmap UVs

uncut vapor
#

I'd have no idea.

#

That's the reason I never use lightmaps in the first place usually

edgy forum
#

You can have unity auto-generate them in the import settings

uncut vapor
#

I see.

#

I'll give that a shot, thanks.

#

@quasi hedge Question, why would realtime lightmaps not light up some areas but baked would?

#

Is it some bug with realtime emissives or?

quasi hedge
#

I'm actually not sure why that was happening, but it generally shouldn't (I switched to Bakery a bit ago and forget a lot of the old Unity lightmapper quirks!) Are you using Progressive or Enlighten?

uncut vapor
#

The version the VRChat SDK currently uses doesn't support Progressive afaik.

#

Progressive has long ass baking times for me anyways lol

quasi hedge
#

I'd def follow Gallium's advice, and have Unity generate lightmap UVs just because if you didn't manually author unique UV2s for those meshes then they probably don't have em!

#

are you using emissives as your key lights?

uncut vapor
#

Yup

#

Emissives are the only lights in the level, considering that's how it was all lit in Halo CE.

#

I'm pretty much attempting to recreate CE's first level as accurately as possible, down to the lighting lol

#

I also decided to fish out the $55 for Bakery, however it seemed to go even slower lol

#

I'll probably just keep it for smaller worlds

quasi hedge
#

So emissives weren't necessarily made for being large (and having high intensities) like an area light or a light mesh (at least in Unity's implementation), it's useful for like neon signs, glowing trim, alarm clocks that glow, etc. but you may have to look into an alternative for your key lights!

uncut vapor
#

Perhaps.

#

Tried baked, same result i'm afraid

#

It was literally working perfectly fine hours ago, I'm not sure what I touched that broke it all

quasi hedge
#

You can get artifacting with emissives even in Bakery if you drive em too hot, etc.

uncut vapor
#

Ah

quasi hedge
#

You audited to make sure all the emissives were baked?

uncut vapor
#

Yup.

#

All the lights are one material.

quasi hedge
#

are all the meshes that use that material set to lightmap static?

#

Bakery def shouldn't be slower (it might be baking at a way higher texel density/res than the enlighten - you'll have to adjust the settings around for your iterative bakes but bakery literally has a wiki for it's docs so its ez to figure out)

uncut vapor
#

Every single one is.

#

Ah

#

But yeah, all lightmaps are static

#

This corridor, for example

#

Mesh renderer settings:

quasi hedge
#

Hmm, this bake is after you had unity generate lightmap uvs?

uncut vapor
#

That's for that particular cluster

#

And yes.

#

No more artifacting with lightmap uvs, but there's still problems with areas not lit up.

quasi hedge
#

What if you set one of those problem corridors up with an area light where the emissives are just to try it out

uncut vapor
#

Seems to me some of the emissives produce no light at all

#

I would, but it takes ages to bake the maps lol

#

I'm lazy as hell

quasi hedge
#

Disable everything else besides one of the problem corridors!

uncut vapor
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Hold up, I'll give it a shot

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That means I'll lose all the lighting for the scene though

quasi hedge
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What I'd probably do here is use the emissives for bloom/cosmetics by setting all of them to realtime, then use an area light to bake because an area light will do approximately the same thing as those lights -- emit light from a surface but it's much more forgiving than emissives.

uncut vapor
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The problem is though, everything would pretty much be lit up and it'd take way longer to bake.

quasi hedge
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Bakery also has a feature called light mesh that lets your emit light from a mesh which there might be cases where that's applicable too, both that and the area lights are 100x more reliable than emissive

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What do you mean by everything?

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Are you thinking point light?

uncut vapor
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The entire level. Areas that can't be reached by the lights normally

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There'd be no shadows pretty much

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AKA; I'm not trying to light up the entire level, but fix the areas where emissives aren't producing any light at all. The level's meant to be dark-ish and pretty shadowed, but the problem is some areas are not lit up at all despite being chock full of emissives lol

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And I tried your suggestion, no luck:

quasi hedge
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No luck with the area light?

uncut vapor
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No, removing everything else and only lighting up one thing.

quasi hedge
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The area light should basically be identical to the emissive but hold up better at higher intensities - the only cost is that you have to manually place the area lights over the area where the emissives are (and set the emissives to realtime)

uncut vapor
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Uh, yeah

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That's gonna be a problem.

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This world has over 200 rooms.

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I could try figure out a script that creates area lights based off emissive positions, but that'd probably take a bit of time.

quasi hedge
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hahaha - well....you get to simulate how it prob felt to be a Bungie dev back then at least! Otherwise, I have no idea why emissives are doing this to ya. It usually creates artifacts rather than fails to bake, so there might be something else going on

uncut vapor
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Lmao yeah

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I'd have no idea, especially considering it was working 100% fine hours ago and then I must have done something

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Maybe I should get one of the Bungie devs to help me out 😂

quasi hedge
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I remember having to clear my GI baked data quite a bit with Enlighten because I'd get weird fickle issues like that. I'm pretty certain I almost always cleared and rebaked when I made a change, it sucked

uncut vapor
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That's what I did

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I had to clear my GI cache because it corrupted when the power went out in the middle of baking lightmaps

quasi hedge
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Have you tried doing Baked Indirect over Shadowmask as a spitball? I think you'll have to read into the Bakery docs so you can iterate faster

uncut vapor
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How much different is Baked Indirect V.S Shadowmask?

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Shadowmask always seemed to bake a little faster for me over indirect but I never really noticed differences with the two otherwise

quasi hedge
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I'm just suggesting to see if we can debug vs quality! It might not be what you want lighting-wise, but if it helps you get closer to whats goin on

uncut vapor
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I'll take a look once this is done

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Curious.

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I just noticed.

quasi hedge
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I'm curious if it's a shadow being cast, a lightmap UV issue, or some Unity voodoo

uncut vapor
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These ones only emit a little bit of light at all.

quasi hedge
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Click that in the drop down where it says shaded

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it'll let you check you what's goin on a bit better

uncut vapor
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This is one of the problem hallways.

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No light at all.

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Compared to here, which fares a little better.

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That's weird.

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Why is this creating light?

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The sources should be from the emissives, yet there's light coming from the top of this pillar here.

quasi hedge
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Yeah, that is a bit odd. Are you certain that your lightmap uvs are being generated on all of these meshes in the mesh import settings?

uncut vapor
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Every single one.

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Maintenance hallways share the same issue.

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There's that again.

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Light's coming from random places and not from the emissives themselves.

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This is getting confusing.

quasi hedge
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I wonder if it's an issue of how these meshes were designed and the lightmapper is having an issue with these specific ones where it's considering certain texels invalid

uncut vapor
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I have no idea.

quasi hedge
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you can get that when you have environment geo that has backfaces

uncut vapor
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They're not backfaced, far as I can tell.

quasi hedge
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Bakery might be something you have to dive into (docs wise) because it's more resilient to this type of shit (although...it certainly can still happen)

uncut vapor
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More light on the left than the right.

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Maybe it could be Unity limitations?

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It can't handle all the emissives.

quasi hedge
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If you're trying to go 1:1 with how they used to do lighting in the OG Halo though, you probably will have to tweak a bit of settings because Bakery likes to make things physically accurate and I'm pretty certain back then they'd fake GI/ambient light with point lights and shit hahaha

uncut vapor
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Lol

quasi hedge
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Yeah, it seems like it's a unity lightmapper quirk

uncut vapor
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Not 1:1 but get it close as I can

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I'll give Bakery one more try.

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You have any recommended settings?

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I'm gonna add normal maps as well; just noticed all the textures are missing them for some reason.

quasi hedge
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what are the defaults?

uncut vapor
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Can't remember.

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That's it.

quasi hedge
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max out GPU priority (assuming you're not working on anything else) + bake. if you have any other lights, you'll have to add a bakery equiv script to them. you might need to use the bakery shader on your objects for it to bake emission but I don't remember

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Merlin made a bakery adapter that has a utility that auto-converts your existing materials to use the bakery shader, i'll find it!

uncut vapor
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Kk

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Might lower the max res

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WDYM by + bake btw?

quasi hedge
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It generally won't matter much, should just save in texture bandwidth. Bakery will bake as many lightmaps a needed to hit the target texel density (texels per unit). With a lower max res, you get more lightmaps at a lower res. With a higher max res, you get less lightmaps at a higher res

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Click render, i mean!

uncut vapor
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Done

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Whoa, what?

quasi hedge
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It's fast! It helps that you also have no other lights, it'll stall at GI probably (but will still be much faster than Enlighten)

uncut vapor
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Gotcha

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Already 12%

quasi hedge
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Ping me when it's done - i'm curious if it magically solves it! i'm gonna head back into some work 🌞

uncut vapor
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It's gotten stuck here I'm afraid @quasi hedge

quasi hedge
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Let it roll! It can take awhile

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I figured it'd stall about there, haha

uncut vapor
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Lmao

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It's been at that particular one for 10 mins

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Oh, I found out why.

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@quasi hedge

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This happened last time I tried to bake it as well.

quasi hedge
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should be in Editor/x64/Bakery - but if you're running into issues with bakery - it 's looking more like a geo issue than anything

uncut vapor
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Seems I just ran out of memory while baking it because the scene is massive.

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I've closed down everything I've got open now to try help ease it up

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30% now

hushed isle
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@uncut vapor
go into preferences and set up a local catch servers on a separate disk other that the one running your OS and Unity

uncut vapor
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That's what I've got

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Looks like it's still gonna be a pain and a half