#world-lighting
4 messages Β· Page 5 of 1
are they at least casting light now? I can't fully see from the image
So with Bakery like I said, it loves ground truth / physically accurate lighting which usually = high intensities. So you might need to boost intensities pretty high for those emissives. The issue still being that emissive at high intensities can cause artifacts, but worth a shot before anything else
Yeah
I think there's also a legit "Emissive boost" option if you switch from simple to advanced in the bakery settings if you wanna boost em globally
Oh yeah
I noticed that
This'll work for now, I'll just add point lights to the bridge lol
Pretty sure they used to do that with no shadows to fake indirect light so no shame in that! Technically accurate to the original-ish π
Looks like it, yeah. You can increase your samples and it might help (below bounces) -- but most probably artifacts from being emissive-lit!
Maybe
There will almost always be some form of artifacts especially with how denoising works w/ Bakery, but I only ever notice them in the final shaded view when using emissives. It's just a game of minimizing 'em.
Not just exclusive to us either! AAA studios manually unwrap their lightmap UVs + some make simplified proxy versions of their meshes just to bake lightmaps onto to avoid these things at all costs
could be just the way you are screen shooting this into discord but it looked fuzzy
@quasi hedge the new fog with 6 bounces + real;y starts to look good
Nice!!
It's taken about half an hour to upload the world.
I feel like the filesize is going to be massive.
That's the current progress
@uncut vapor
not certain your settings for environmental however a neat trick for indoor closed areas is to add a Fake Baked Ambient Light thru the Bakery Direct Light script .. its a bit hacky but works well for caves and indoor scenes if you are trying to keep qty of lights down and add Hight levels globally just indoors
six sided direct light
Ah
bakery doesn't like it could give some warnings but it does work
Either those are very inefficient lightmap UVs or your texel density is crazy high. Were the meshes triangulated? Unity's doesn't like to unwrap triangulated meshes for lightmaps in my experience
Unity auto triangulates on import anyways
Texels per unit is 20.
@uncut vapor
how many light maps ?
oof way to high the map even your size perhaps less than 20 light maps
ya did you try xatlas yet ?
in the experiential tab
xatlas?
Ah kk
At runtime or at import? My lightmaps would only ever get packed super inefficiently if the mesh was triangulated prior to import - so that's weird if it's on import! I just manually unwrap now anyway usually, not worth the hit or miss
XAtlas only handles the packing of lightmap UVs into the lightmaps, not the lightmap uv generation afaik
not it may need to re import many assets when firts used so give some time to let it run
Could it be because all of the pieces for the Autumn are modular?
note
So like the mesh for the hallway is one prefab
Also probably worth checking if there's residual bake data left from previous bakes that is attributing to that ~0.5gb
the atlas tool will be interesting to see how it does for you
for me i had over 180 light maps and after now i have about 18
Doubt that's the case, I cleared beforehand.
Ah, Bakery used to have some issues with clearing where you had to clear from the lighting window + in the Utilities menu item up top to re-initialize...but the lightmaps still were left in the lightmap folder
oh you will need to start over clear all the maps baked as it will make new maps then you will have ones not really used when changing into the new wrapper
Going to publish a new version and leave it for tomorrow
@quasi hedge i verified he fixed that issue .. however if you question you still have the scripts in the bakery tab under tools .. i think its only let in for remote bake guys
however it does not relay work do anything other than kill your catch so carful with it .. it will still leave the light maps and then they get duplicated .. bets to still do manually
what should i do for lighting under water .. cant really use campfires but i should do something as it cycles day into night changing
Post processing volume seems to get you most of the way there
https://streamable.com/ilphh haven't tested in VR yet though
I imagine dirt texture is a no go in VR, but that might just be because it's generally disorienting. Might be alright for the fringe cases where you're in water! To be tested Β―_(γ)_/Β―
during night time the fog is very deep and my corrals have back faced emission so bloom can blow out a heavy .. need to figure PP out
this is without PP night time
Dope! Is it possible to try reversing it so the fog is hovering near the top and gradually fades away as you get lower (oceans IRL gradually get darker as you get deeper bcs light can only penetrate so much). I mean fog doesn't even exist underwater obviously, but we're using it (and bloom) to approximate what's actually physically happening
the camera dirt is very weird in vr because it follows your head movement
it feels like your display is crapping out π
it's not terrible but it's pretty distracting, I wouldn't use it in vr
That was my worry : ( I was like "this is either going to feel like you're wearing goggles or send your brain through a loop", haha
well it triggers that 'omg my headset is broken' feeling
This sounds like a great/awful idea for a horror world
Yes @quasi hedge
i already have the fog shader ready for adding ability to adjust Volume Shape fade, Volume Exit Fade, and Volume Distance Fade.. i have not tested it fully t=yet but hope it will be ready for the next revision still experimental
like your panel is not showing the proper brightness in certain spots, like dead pixels but not entirely dead
A horror world that just convinces you that your HMD needs an RMA
@quasi hedge hahaha, a horror world with synthetic dead pixels
Eek, yeah - will avoid that haha thanks for the insight!
true terror
Dead Pixel (Lag Free)
cue some myth that people made a shader that actually damages your hardware
what settings in VRchat do you use for PP anti aliasing?
I am getting some odd flicker with back face emission layers using TTA PP settings
don't use any anti aliasing ever in vr
ok
people have their own settings already
perfecto
I had no idea we could just post videos in here, when did we get that
@quasi hedge for the fog transition i think i will build a custom layered cube in blender so it will have different layers of fog on enter exit the water .. perhaps i can also use this same cube to reflect the sound also in future as it will follow the height correctly for water layers
pps v2 already does a crossfade between effects, you might not even need all the layers
that black line in the background is the water horizon mesh you just see it stronger as yes we need to fix distance fading still
@quasi hedge
i am using AVpro movie capture for this file
https://www.gdcvault.com/play/1024409/Creating-the-Art-of-ABZU Watch this at around at around 16:30 on when you have time - it's great insight into emulating the properties of being underwater and iirc a lot of the things are do-able within our restrictions. might spark some ideas!
In this talk, the creative director of 'ABZU', Matt Nava, will give insight into the unique art style of the game, and the processes that he and the team at Giant Squid developed to create it. The underwater setting in 'ABZU' presented many...
kk
@quasi hedge
Thank you
i have someone working on a custom AI baking system for my fish system that will do custom flocking and then spit out some optimized anim specifically so i can use in VRchat
for the fog they had the same ideas that we are already working on.. the door portal cards are great i made one already just not added in scene yet .. if you need help with that i can do it easily.. will release a public version in the near future as i did this with 3 others DEVs in joint project .. perhaps we will release it thru asset store TBD
Hi there, are there any known fixes for fog ignoring terrain details? I'm using baked lighting.
I believe it's one of those things that just doesn't work
@heady sky can you explain a bit more about the problem
@hushed isle Sure-- I'd like that foggy effect to also effect the grass in the background, but it seems that no matter how far away the grass is it doesn't seem to fade into the distance like the actual terrain does. I wouldn't be surprised if this was some sort of VRC bug because of all the issues with grass and the unity terrain I've heard about.
ok i just sent u something that may work
thank you can't wait to try your shader!!
I'm struggling with these dark lines. I rounded out a corner of a wall with some bevels and marked the whole mesh as smooth shaded, but unity keeps determining that they are corners and applying ambient occlusion or something
is it a lightmap uv issue? I can try reusing the albedo uvs as the lightmap uvs. I did a seperate lightmap pack
Bakery or native lightmapper?
I use the native one in blender to do a lightmap pack
do you have a duplicate face on the mesh?
which mesh?
are the shadows that flicker baked or realtime
I'm having an issue where the lightmap is very pixelated. It worked fine the first time I tried to bake but after clearing the baked data and baking again this keeps happening. Does anyone know what the issue is?
click the prefab and make sure to have Generate lightmap UVs are on
Thanks that worked π
ah ok
so it could be z fighting perhaps .. what shaders are used ?
on the ground area that flickers what sort of mesh is that terrain or mesh ?
Do you have post processing ?
make certain that anti aliasing is turned off
also could be bloom perhaps ?
Okay...
Tried baking again in Bakery and none of the emissives baked any lights at all.
Not even the area light did anything.
Did you follow the bakery documentation ?
Yes.
Your objects have generated lightmap UVs ?
I baked last night fine with no real problems, but added the area light and this was the result.
Yes.
Bakery doesn't have a native area light like Unity's native - you can just use a plane w/ the Bakery light mesh component which = area light (but more physically accurate)
That's what I used.
can you post a screenshot of that game object's settings (for the light mesh, etc)
In the middle of baking rn, once it's done I'll show
Wish this could go faster
Bakery definitely runs slower than unity enlighten
At least it looks better when it works lolol
That def shouldn't be the case unless you have a higher texel resolution in Bakery than you do in Enlighten (or I suppose if you have a very powerful CPU π€ )
That's the basic specs right there
I doubt it's much better than my GPU lol
Loved the first bakery result tho
ya you could have missed something so best just to walk thru the settings
I have to check later, is it fine for me to dm you @hushed isle
@modest vapor @uncut vapor area lights can be done via cubes, dont use planes unless you have backface emission lighting enabled. Objects need to be static and have bakery components on them. Normal texture emission can work but may not give good results compared to bakery light mesh objects. Thats what should be used. If you have any smaller emissive texture you wanna boost use normal lights placed in front of them. If you still have issues let me know.
feel free to dm me @uncut vapor
ive used planes for emissions without backface enabled and still worked for me
Same (w/ a light mesh), but I think the logic is that it can cause texels to be read as invalid (or sometimes will read as black) + can create issues during GI bounces so best to be avoided.
On the flip, I wonder what might happen if you need a light mesh cube to be intersecting with other geometry if normally intersecting geo can = bad news bears for decent bakes. Maybe Bakery is just super resilient with these things!
@paper rampart ok
im following a tutorial on doing area lighting but im stuck ... can someone plz help me ?
what are you getting stuck on?
Can anybody tell me why my terrain is not showing any lights of directional light I have in world? It only lights up assets in world. In the editor the lighting is fine, but when I test it on VR Chat it doesn't show any lighting. I already did put light probes and Reflection Probes. Is it that I need to put lights on mixed and not baked? https://gyazo.com/0bc2aa34150b10db61e13b355d9ea624
Did you set up it up with a custom terrain shader? You will want to use the nature terrain shader
also I recently made a video showing how to get around the black details glitch https://www.youtube.com/watch?v=ESGUg7SKmRU&t=3s
If you want to skip to the gist of it, just skip to the end. Note: I forgot to mention that you will want to bake occlusion whenever using terrain. Open up t...
hmm ill see if i can solve it by changing it to the nature shader instead then. This is how it looks on editor
ok, well you will defiantly want to watch my video since I show how to fix some of the problems you are facing.
basically here is what I know. Terrain only works with light baking if you use the terrain nature shader, grass doesn't bake at all period.
When you light bake grass it will appear black.
If you want trees to billboard use the occlusion bark and grass shaders on the prefabs
Thanks I'll be sure to look on the tutorial, see if I can solve the problem. If I still have any issues related ill notify it.
As long as you are not seeing errors in the Console, then yes, it can take a long time.
16 jobs is a lot for Visibility, sounds like you have a detailed map.
well 16 is smaller than a lot of maps
Really? I'll have to look closer at mine sometime, I think The Pug is in the single digits.
If you've made a few maps, then the cache can get oversized Wait, nevermind, I had a brain flop
normally if an items mesh to to large in polys it will take ages to bake it
I think it more has to do with the physical size of the mesh
not so much as you would think a 10m will bake just as fast as a 100m .. however if your scale is off from 1x1x1 then yes it could take 10x longer .. if you reset your scale after sizing to 1x1x1 it will bake fast and you will have less artifacts + better performance as it will reduce size and memory used in your final light map textures
Anyone have issues baking spotlights on walls?
Test case. Real time:
Baked:
Tring to run a ton of spots in a room but baking to save GPU's
it looks like your UVs on the wall have overlap
put this shader on the wall and screenshot
They seem to converge on the edge corners
You might have the view lighting button disabled
Itβs a button that looks like a sun
it is activated
And I got the baked lightmap
But in shaded mode it doesn't show
@hushed isle thanks I will look into it. I did not know UVs were considered. The cube I was using for testing is just a quick test but Iβm having the same issue in my main build.
@livid forum
that is a common issue when using a flat plain .. it could be a lost vert floating some place perhaps also .. better to look into it more in blender see hat that is
@odd anchor
looks like perhaps you have too many lights overlapping
if used a directional light keep any one group of light overlaps to less than 3 .. if no directional light keep them less than 4 .. Unity can only render up to 4 channels in a texture and if you have to many overlapping lights they will default out on you
But like, there's a lot of light on the map ^^'
well you can have as many as you like just don't aver lap more than 3 at a time in any one group
Its a Unity thing not really any way around it
i wish it had support for AMD cards
I think Unity is working on real time previews within their Progressive GPU lightmapper. The field of VFX have had near-real-time path tracing for a few years with Redshift + Octane. Unity has been working with Octane recently (as of now just for cosmetic rendering afaik, but in the future possibly lightmapping)
Live real time Octane GPU baking in @unity3d viewport on my laptop! Entire scene baking on GPU shared w/ Unity game viewport! No slowdown π https://t.co/lgk7hl9apT
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@hushed isle Thanks! The UV piece helped me track down the problem. I did not have generate UV light maps ticked. I assumed I would use the UV's from my texture mapping based on some testing i did but they does not appear to be the case for all meshes.
Small test with the room I am working on. Backing again now.
Hey, I just want to make sure I understand what I am doing (pretty new to this). If I bake my scene lighting, my static objects get lightmaps. If I place a bunch of light probes my dynamic objects will be lit by the probes. Will my dynamic objects get shadows based on the light probes or does that only work in mixed mode? My room has 36 spot lights in it which looks good baked (well, half baked now). But if I use real time lighting it's too taxing on the GPU and you loose too many FPS. Is there a better way to do this?
Platform and ship lower out the bottom of the fighter bay so they are dynamic. Everything else is static.
Light probes won't make anything cast shadows but they can make your objects get shadowed - as in if you have light probes + you walk into a shaded area of your baked scene then your dynamic objects should match the lighting and also be under shade. You'd need a realtime (or mixed) light for shadow casting!
@quasi hedge is mixed much less GPU taxing then real-time? My hanger platform only moves in one linear direction. Is it possible to bake different positions of the animation? I have seen pre-baked scenes for sunsets with shadows baked at different times of day.
@brave stirrup you could switch baked maps in runtime from day / night but its not easy to set up, in most cases it needs some scripts.. check out bakery Wiki Lightmap Swapper https://geom.io/bakery/wiki/index.php?title=Community_extensions.. however this may not work in VRchat ??
any movement of your map position would have significant issues for baked data making it flicker and not behave as intended
if your looking for a more simple (not so much) sky box that can transition form day/night driven by shader and a small animations to rotate the directional light you can DM me... but it does not deal with lightmap switching .. it uses mixed lighting
@hushed isle thanks. Let me see what it looks like. The shadows may not be that much of an issue. I was baking last night but did not have time to finish. BTW, do you know how the bake works? Does it do one light at a time? One area was baking nice but another was dark. May not have got to that room yet?
i am not certain the cycles for the algorithms used .. its very complex doing millions of calculations for light bouncing .. i believe it does go one light at a time but final data is not calculated and saved until finish pass .. if your getting bogged down with light baking time i strongly recommend you look into purchasing Bakery
check you DM i will send you a skybox shader for day/night cycles
I was reading about bakery. Still surprised Unity has not come far enough to use the GPU. Here I am CPU rendering for 1-2hrs (depending on settings) and my 1080ti is just sitting there lol
It has come far enough, 2019 has GPU baking.
@brave stirrup It's faster than just real-time but it depends on your mixed lighting mode too. It will always involve a form of real-time light operation so it will cost you some frame time / affect performance -- but you can minimize it! Like by using only one approximate light to cast shadows for dynamic objects, for instance. Probes should generally be fine for our use cases, but if you have it in your perf budget to use mixed - go for it! It's pretty! Just make sure you're profiling π
Performance testing
Scene ArchViz Pro 6
Bakery 1.6.
00h29m19s
LightMap Quality *****
Enlighten+FG
12h34m08s
LightMap Quality *****
@quasi hedge I may bake 36 spots but keep 1-2 mixed to give me some shadow. Will finish the bake tonight and see what it looks like.
Yeah! No loss in trying it out (besides bake time obvi)! As long as you're within budget, it should be alright. Like if you have <10 materials because shit is packed/atlased, one or two mixed lights would probably be a non-issue (but it still might be taking up a large percentage of your frame time budget, if that matters to ya.)
Is it possible to set up bakery to use 2 different gpus? My TitanX keeps running out of vram when I try to bake the lighting. Huge map with a lot of buildings and things to cast shadows.
I have a 1st gen titanx and a gtx1070
Are you using Xatlas ?
Nope whats that?
Alrighty then, so that feature is new I'm assuming? Not in front of my pc to see which version I have but I will be in about a half hour
Yeah just make sure to never use it as long as it's marked experimental
Object scale on lightmap is the best way to avoid the vram issue
you can also try to reduce the max size of lightmap
ya that was added a long time ago a few revisions before
i don't recall if using different type GPUs is ok or not the best place for technical questions is in the Unity forum as they deal a lot with the remote servers platforms also.. i am certain you will find this questions asked already before on the unit page or Wiki..
Can you bake an object as static even it it is animated? I have some pocket doors that do not need dynamic lighting but are animated
@pine trench Bakery supports multi GPU with different gpus but you're going to be limited to the amount of vram your gtx 1070 has
@brave stirrup
could you use light probes
make certain light probes are set to blend probes in the mesh render tab
no you have a lot of probes and they register
do you have the lights set to mixed ?
As in Shadowmask?
oh ya my bad
Ah, mostly emmisive in that area.
I have some area lights in the front that bleed to the back
ah so the emissive is not working real time
perhaps a small lamp in that area just for the door
Yeah, thought about adding a big low intensity area light to the area too.
I was hoping I would set to baked and then untick static after the bake. Not sure if that works.
I'm ok if the texture on the door is static
i would think it could flicker when it moves but you could try
suggest keep the shadows off and test it in run time
I have been meaning to try running in unity but never got around to figuring it out. I've just been trying in VRChat. π Maybe I will do some reading lol
I also bumped up the skybox lighting so that may help
easy just press play
look in the standard asset folder under Character for a prefab called FirstPersonCharacter
go to the tab called Assets/Import Package /Characters
Is it a Unity or VRC prefab?
Unity
Do you normally import all of it or just the FirstPersonCharacter?
Hmm.. it's angry now. Sec
Gonna try importing all
think i needed a standard asset script
Working
Man I need to invert the mouse π
Gonna cook it again and see where I am at. Made a bunch of changes. Got FPS character to work but it's dark because I cleared my last bake
thx for the help
np
Any idea why sometimes some of the panels are fully lit and other times they bake normally?
started the first one. Canceled, cleared and started the second one. Second will bake nornally
First will have the bright squares even when done. I do have a lot of spot lights in the room and I heard something about too many lights overlapping panels?
how can i fix people not being lit up in my world when its baked lighting
add light probes
would that light up the environment too?
It lights up dynamic objects not marked as static
light probe group?
@covert shore Yep https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
@brave stirrup
some notes i made before on subject of overlapping lights that could save you some trouble later
overlapping lights:
Unity can fit 4 masks in 4 channels of a single texture and we should limit lighting overlaps to below 4 lights. this is Not accumulative, Lights are split into separate overlapping groups that don't depend on each other.
Other Best Practice:
- Directional lights take a channel in all shadowmasks as they are global. If you have fully shadowed areas you may try to separate them in a Lightmap Group and use bitmasks to locally exclude directional. This will save you a channel for points/spots.
@hushed isle I assumed that was it but I shut off all the lights and have the same issue. The only lighting at that point is emissive. Man, why canβt there be a βtake the time to bake just like Real-time settingβ? Baked lighting is finicky and stupid lol
well ya it can be trouble sometimes
verify that in the material inspector the emission global Illumination is set to Bake and objects that will be affected in scene that will receive emission colors are set to static also .. verify also you set the emission level to a value higher than the default zero.. when you increase this value you should see the emission color and strength field appear..
https://docs.unity3d.com/2017.4/Documentation/Manual/StandardShaderMaterialParameterEmission.html
Yeah all of the above is confirmed. It's weird. I have the piece of the scene I am having issues with in another file and it seems to work ok.
That.... is the long way to do all of those physics... there is a much, MUCH shorter way.
someone told me you can make an object/avatar emit light instead of using a point light
is that true or no
trying to make a sort of super saiyan form that emits light and got the light to work but is glitchy inside the avatar but I want it to emit from the avatar in all directions you know?
That's more of a question for avatars or animations @fervent cave this channel is more for world stuff
ah
Help! lol
real time lighting (progressive light mapper) mid bake:
Progressive bake
How come my door does not have texture on it when baked? It is static and I do have generate lightmap UV's selected
it's the backfaces ?
What do you mean?
Did you just place the door in the middle of the room facing that way ?
Different shader ?
Let me check
Shit where do I check? lol
Ah, found it. Nope just standard
I use the same material in other areas and it looks fine on them too
Mesh does have 4 materials on it though. Not sure if that is an issue
Is "generate lightmap uvs" checked in import settings?
So weird. I have narrowed it down to the metallic channel in the material I am using. Strange part is this is the same material used in other places and there is no issue.
@brave stirrup Lightmaps are for diffuse light. They affect albedo. Metallic objects need reflection probes.
@sonic marsh Yeah, Issue I have some. No idea why it's not working. I have resorted to RT point lights lol
What reflection probes are listed in the mesh renderer?
Where can I see that?
When you select a mesh renderer it'll show which reflection probes affect it
Hmmmm, interesting. And does it have any light there?
It is pretty dark. so that could be a big part of it
Everything else just seems to have a lot more light beside it.
I added a point light just below my stairs and matched the color to the floor lights
It's not THAT dark back there. Shows up as 100% black with no RT light there
is it 100% metallic?
@blazing stream It's close. I am using a metallic map. I removed the map and it did render but was still pretty dark. After spending the better part of a day pissing around I'm going a "final bake" with the point lights. Hopefully I will not have any bleed in stupid places lol
Hmmmm, I don't know about this setup
Your probe looks darker than the actual area
If the probe is black in the scene, that's all it's reflecting, so that's all metallic objects can reflect
If the probe isn't reflecting the interior the same as it's rendered, you probably have a problem
Make sure you bake probes after you bake the lighting so they reflect the lit area
Itβs weird because I clear old bake data and then generate which does reflection probes at the end. The walls beside it are also very metallic but do not turn black. The probe does look like itβs doing the dark area. Feels like chicken and the egg. Area is dark with no probe area not lit until the probe is baked lol
Increase the number of bounces on the lighting window for probes
Thx, will try that
keep getting this shit when i clear my baked lighting and redo it when i change my light intensity to get it where i want it this is 2nd time in 2 different projects it happens when i clear/bake lighting to many times it will just show up on random items in my world im trying to do only seems to do this with enlighten mapper and not progressive mapper
Hmm, that's weird. That looks kind of like Unity's light halo, not sure why it'd show up on you randomly though! https://docs.unity3d.com/Manual/class-Halo.html
@rapid isle Could you take a picture of your lighting settings?
its just the default light settings other then the ray count being 250 its 150
Hello! I have a question regarding lighting. So I've been trying to learn how to use Area lighting for the longest time and have followed Xiexe's lighting tutorial for the absolute basics. However, even when I bake my lighting, these just never show up. Ever. Am I doing something wrong?
make sure you have the area lights static box checked
I'm looking at an area light object right now. I don't see a static box to check...
NM
Found it
I checked it and the light still isn't appearing
post a screenshot of your area light settings!
You might need to make area lights really high intensity for them to work in Enlighten; I rarely ever used them because they were pretty unreliable.
before i had some issues if my UV normal directions are reversed .. a easy way to tell is go thru and check every thing with the checker preview debug mode
Um...avatars are showing up just black, and oddly the eyes show up. Help?
This is my lighting
If all of your lights are baked, that means you need to set up light probes within your world
Because baked lighting only affects static objects. Not dynamic objects (IE: avatars)
Xiexe's lighting tutorial goes into them!
@runic trellis thanks
What shader are you using on the floor and walls?
That doesn't actually look lit π
Could anyone assist me with converting CE tech rack mount textures to work with Unity's emissions?
This is how it looks presently using the CE emission textures..purple glow?
I know I dont have to fully worry about this, but for some reason my lighting asset is incompatible with the current version of unity (using 2017.4.28f1 and bakery) it wants me to use unity lighting rendering and also says realtime global illumination is trying to be used when im not using it in my map
what lighting asset is that
it is bakery GPU Lightmapper and there is no other asset im using, instead it wants me to use unity's prebuilt in lighting
no I dont have it checked, it is toggled off already
any console errors ?
ok rebuild
clear baked data and clear your catch / delete the lighting asset file in the lightmap folder and try baking again
its like your lighting data was baked in a different version before perhaps
did you just upgrade
odd
well i would just clear all the catch and lightmaps and try again
clear the light probes also and re bake
okay I cleared all of it and am testing now
kk
it changed this time now saying empty lightmap
use unity's lightmapper once before in a project
it'll help solve problems and errors
in your scene did you use any more advance items such as light map prefabs or lightmap groups
wow
it seemed to fix when using unity light mapper once
all shadows are also set to baked and i tried to use baked shadow radius but nothing happened
try changing it to mixed and add a spot light cookie
mixed lighting is a bit harder to work with as its a mix between baked a realtime .. a light cookie gives nice shadows to the lights however Unity lightmap enlighten does not support cookies baked so if you turn on mixed you will have more options
for a point light the cookie will need to be a cubed type and you select the cookie based on what look your going for ... example
lol you asked this question already before i see about two weeks ago and i gave the same recommendation
thats some nice info i never knew about
Understanding IES Lights
http://www.cgarena.com/freestuff/tutorials/max/ieslights/
Understand how IES lights works with the help of small and sweet tutorial
? that is one light
I need help with a problem, I can't see my baked lightning in editor, but It's baked
How do you know it's baked ?
try push this button
Was wondering if anyone has had an issue where whenever trying to bake lighting your console gets spammed with "Failed executing external process for 'Create ProbeSet' job"
I need a fix
after restarting unity 4 times and restarting my pc it somehow started working. Don't know how or why but π
Does anyone know what's causing it to look like it does in-game? It used to look like the bottom, I'm not sure what I changed, I've made sure to generate lightmap uv's, baked again, but it still looks like the -in-game picture
(you should probably try to atlas that btw^)
maybe your directional light isn't using this layer for lighting ?
Or you tried to bake and forgot to set this static ?
I set it to default layer, so it should be working. It's also set to static
Atlas'd now, these are the settings for it:
I have random red, green, and yellow "dots" with really high hdr emissive values all over my map. They're really really bright with bloom turned on even though I have a very low and subtle bloom setting. there's like 5 of them and if I add or alter any geometry and bake lights again they'll move to a completely different part of a map. They usually appear under a backface behind an object against a wall where a lot of light bounces don't hit
I was going to resort to editing them out of the lightmap in gimp, but the exr format is very specialized (using the alpha channel as a multiplier) and the dots don't even show up in gimp
I also confirmed that it is not "bleed" between parts of the lightmap, the dots are often not on the boundaries of UVs and right in the middle
wish I could provide screenshots but I'm at work now
i would be interested to know what shaders are involved with that also
i seen this issue before also when using backfaced emission and high bloom values with cutout / masked / fade
standard shader, with the exception of a few isolated custom things on the opposite end of the map
you can see the dots when zooming in on the lightmap in the inspector
try turning off the bloom does it go away
Try clearing global illumination cache and baking again
Fixed it in the couple cases that I had the issue
Edit - Preferences - GI Cache - Clean Cache
Might wanna try increasing size too if you have the storage space
I've been hearing a lot of people having that issue, the fix was to either not use Final Gather or Ambient Occlusion
ya i would like also to know the technical reasons for it and solutions .. i still had the issue after clearing baked data before .. i changed some post process settings in the end but not a perfect solution
it does go away with bloom, well the dot is still there it just for example show up as a pinkish blob on a wall instead of a bloom around it... it still is an error on the lightmap, but it's only like in your face with bloom on
I'll try the cache thing
at this point I wouldn't want to turn off final gather, it's a dark room where most of the lighting is indirect bounces and looks distinctly different and darker with final gather off
found one screen where is appeared under a couch, but since then it moved outside onto a box and was partially visible to a reflection probe and made the whole area red π¦ I basically fudged the lightmap uvs in blender after baking to hide it, but next time I bake it will appear somewhere else
ya also perhaps make certain to turn off anti aliasing perhaps
i get that crap alot also in my world im doing atm cleared my cache on unity and have redone the project 3 times the lights show up on different spots each bake but only bright like exmellos image if i use enlighten mapper
Can there be too many light probes?
for me no never had this problem before
@crude lake Do you have compress and AO on?
yes
I'll take some screens now, I'm home
also my bloom is very subtle, so it takes a very high hdr value for something to bloom as much as those spots
I guess I could clamp it more, but that's just skirting the problem
So my lighting is starting to look good but I always have this weird patch that bakes funny. Top and bottom white is the same piece. Any ideas?
@brave stirrup That looks like baking noise. That area is very dimly lit and may need more samples to eliminate the noise.
Just to double check do your meshes have lightmap UVs?
They either need to have the "Generate Lightmap UVs" box checked in the meshes' import settings or have a second UV channel hand authored in Blender/Maya/etc.
The lightmap UVs need to not overlap and should have uniform scale.
@crude lake You can't see the dots in the lightmap or anything that could be them?
What does that area look like with under the different lightmap debugging modes?
oh they're definitely in the lightmap, that's what I was trying to show with the screens
but it's a weird format where the alpha channel is the "multiplier" so if you open it in gimp it doesn't look the same at all so it's tough to edit out
it's basically random texels, red/green/yellow with a max value in the hdr multiplier alpha channel.
@rich urchin I do have generate light maps selected. The weird part is sometimes when baking it starts sending rays and then just fully lights it all of the sudden. I can point a bright spot at it and overlap half of the square and it does the same thing.
@brave stirrup
try this debug shader for UVs
put it on and see if you have any funny overlaps or spacing is not good
@hushed isle hey, you sent it before but it just made everything pink. Can you send a pic of what it is supposed to look like?
@brave stirrup
UV Debug Shader
https://geom.io/bakery/wiki/index.php?title=Community_extensions
hey now i have a VRchat question about layers
some one tell me that vrchat don't use any custom layer so i would not be able to set the floor on a new layer ? is this correct ... i would like to solve a lighting issue and have the floor on a new layer so i can cull mask it in some lights ..
does any one have some info about applying thru bitmask and my main learning curve is to understand how do i identify what layer the floor is in bitmask values ?
@sonic marsh
you should be able to use custom layers, you just can't overwrite the ones that VRChat gives you
^^ Yeah! In your specific case, Bakery doesn't have Unity's culling mask so layers don't matter. Instead of doing the layer or object -> light filtering like the native, it does LMGroup -> source filtering using bitmasks so you'd have to use LMGroups. The docs should explain it better (I think!)
Yep, that's everything I know!
ummm it was more easy just to move the lights up 3cm oof
ah thats not very good
many many overlaps
easiest way to improve this is export it to blender and map the UVs with a little more padding and make certain no overlaps
20 Tips to Speed Up UV Mapping in Blender:
β¨ 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...
this is a useful texture i use for mapping UVs in blender and debugging issues
@hushed isle K, will try tomorrow. Cut that bitch into small pieces and still had the issue. So weird lol
if its a small fbx you can send me
I can send just the wall and texture. Seems to work the same way with just the walk and a loose spot light @hushed isle
wall FBX
hey i need help with world building i can't figure out why everything in my world is dark even tho i have area lighting (baked) and it also looks like it's right in unity
Check your lightmaps
a what?
Did you bake your light or simply set it to "Baked" mode ?
baked mode
Yeah so you didn't bake anything, look up a tutorial on light baking in Unity 2017
Is the a faster way to bake the lighting on my map? Mine has been stuck on 7/11 light transport | 1 job
it's a very large map
What would be the considered optimal?
according to blender, my map is roughly 125 m
Yeah that's never going to work
You might need to cut that in at least a few pieces
Try 4 at first, then 8 if 4 didn't work
When you mean cut do you mean as seperate meshes?
it's already cut into about 10 pieces
125 is the total length
Are you trying to just bake the terrain ?
make certain your scales in Unity are on target 1x1x1 could help a lot in speeding it up .. if you resized from 1x1x1 take a look at fixing the transforms
@still bobcat
- on scale transforms 1x1x1
- no out of bound UVs
- good UV margins / padding
- removed doubles and optimized for clean faces
if it has a large terrain .. in super large maps i suggest bake a small section first say just the terrain with no props ... they slowly turn props and building sections on re baking and re baking again .. just keep baking it will get their
is there a reason why i cant rotate my reflection probe?
Because it's a sphere so it wouldn't matter ?
I've got it 1x1x1 scale but ill try to cutting up the mesh and baking it piece by piece thank you
reflection probe bounding boxes are axis aligned. idk if it's to do with the way box projection and cubemaps work, or some efficiency thing in detecting what the closest probe is, but it's a unity-wide thing as far as I know
@still bobcat change your lighting mode from enlighten to progressive(preview)
it's much, much faster
uses the gpu
the result is the same
Alternately, you can get Bakery
which is even faster, but the quality can vary on geometry and how well you use their light probes
@steel hatch
you can not rotate the reflection probe box in unity for some internal technical reasons that currently have no solution and you should consider this when you place buildings or other objects that need a probe
Does anyone know how I could achieve this type of light? I've got the modeling done for it, but can't seem to figure out which type of light to use for it
those are just spotlights with what looks like a large spot angle
they look like they have some masking perhaps
the light lens perhaps some emission and a small lens flare
Lots of spotlights pointing at a white floor
so i have a problem cuz one of my worlds has a really thin mesh for its floor (i think this is the problem) when i got to bake the main world light with shadows even at 0.1 the shadows still come out to strong and dark
Screenshot pls!
give me a bit need to reopen my unity and do the lights
mixed light shadow at 0.5 shadow is nice and soft
same light settings shadow at 0.1 shadow to dark after baking
even at 0,01 shadow it comes out as the above
Baked shadows will always be using maximum shadow strength, the only thing you can do to make that less dark is to increase your ambient light (whether that's your skybox or somethin' else in that room!). Could also probably increase your indirect intensity in the lighting settings, but that's not always a catch-all because it will increase the indirect intensity of all lights in your scene!
thats at default 1 already
yet my newest world i just published last night has same settings and shadows at 1 they come out nice and soft and not dark
ive always had problems gettin lights to bake in this world anyways
Your newest world might have been getting brighter indirect from the skybox! There's also an indirect intensity lower in those settings if you wanna mess with that. I would probably just increase the intensity multiplier on the Environment Lighting + then drop the main directional light down a bit in intensity so it evens out (but with less contrasted shadows)
Sucks that you can't really preview the effects of changing the environment's intensity with baked GI, so it'll be iterative π’
i put the Env light to 1.2 so going to test that
Could go 2x so it's double, and if it's too much you can gauge what needs to get reduced (whether it's half aka 1.5, etc)
think ill try and trick the lighting with that same skybox i used for my newest world and see how that goes (nope didnt change anything shadows still come up to dark oh well ill just leave it mixed mode)
Are your windows actually transparent?
whos?
You
yes they are transparent
so i have a bit of an odd problem im doing lighting for my friend and hes got 10 room all with their own light probes setup but i only have 2 of the room enabled for testing when i go to bake the lights the baked point lights just turn off and emit no light at all
anything disabled while baking doesn't get baked, you'll have turn that stuff on for the bake and turn it back off after. I think Cyan wrote an editor script for that a long time ago? I think I've seen it in the database
but the 2 room im doing light testing for are enabled and they are the only 2 with light sources in on them
but going to bake the lights just turn off i got all the stuff setup on static
worked with 1 room only enabled but sec i go to do 2 room all light sources just turn off during baking and there is only a total of 8 lights between the 2 rooms
found the problem seems i cant have cast shadows on for the building or the whole building itself becomes a shadow and the dumb world has no UV mapping so theres that to
Is there any drawback from using progressive vs enlighten?
It does seem much faster as @opaque gulch has said because GPU usage but it it almost looks like the light map is huge and takes up too much space?
@abstract drift Progressive is becoming Unity's main lightmapper as there's some shit going down with Enlighten.
Other than the version in unity 2017 being a bit old (still a tech preview I think) it's a solid lightmapper and is a lot more predictable than enlighten. And faster. Especially in unity 2019 where it has GPU acceleration.
you can totally reduce the size by simply adjusting the paramaters of the lightmap @abstract drift sly
I recommend using subtractive if you're trying to make a high performance world and only using mixed lights at most
lights using shadowcast fall away from using the light probes to generate shadowcast data on realtime objects like non-static meshes (and players) to real, heavy, realtime lights when there's more than 4 entities that the player camera can see
so a map might perform amazingly with 5 people or when you only have 3 people in view, but without culling it'll start to barf
essentially, I reccomend following xiexe's tutorial for lighting/occulusion, but with subtractive and using progressive lightmapper.
the result is really nice honestly
but most of all if you want a high performance world, Window > Lighting > Settings and untick Realtime Global Illumination, especially for quest
in my experience, that's been the #1 thing, by far, that rips on the performance of the game. https://docs.unity3d.com/2017.4/Documentation/Manual/LightMode-Mixed-Subtractive.html subtractive is a wonderful compromise
medium quality but with soft shadows, setting a decently clamped shadow distance does wonders for performance, overall. Shadows on distant players/non-static objects are unnecessary.
After baking the lighting I should be able to disable my light components and everything should still look lit right? Or did I take that completely wrong? I can't remember who said it, its been a while.
I baked my lighting but it doesn't appear to be applied to the map. I checked the lightmaps and they aren't blank, but they just dont seem to be applied to the map itself.
I used bakery if that makes a difference
take a look at the check preview function in the bakery UI
you can tell if they baked .. if they are not uniform and bury you may have a issue
does making the ambient lighting in my world baked optimize it any?
got it
how would i go about fixing this little lightmap glitch?
looks like a shadow
it isn't. it was super pixelated before and i did some tweaking so it atleast looks sorta natural
check your lightmap UV map to make sure there's enough padding in between the pieces so they're not leaking
still getting a lot of lightmap artifacts... my indirect resolution and padding is set to 10, not sure what else i can do
Humm
can you put a UV type texture on it in blender material
for Uv padding .03 is good
@stoic valve
like that
Why would uv padding be good at a lower value as opposed to a higher one? I thought the higher it is, the lower the chances of lightmap leaking there is
Maybe also try to go into your object import settings and fiddle with the pack margin
@stoic valve
Also a good read
if too high you are wasting space that could lead to more light maps and that = more memory used
in almost al cases .03 is about the sweat spot .. yes i am talking about the blender term margins and commonly called padding in unity
this is a nice one also
20 Tips to Speed Up UV Mapping in Blender:
β¨ 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...
the key point for biadetes to look at is how the mesh is on that wall if it has stretching or something .. in many cases if the padding looks good he could have some edges that are not even .. fastest way to fix is drop in a UV texture and select the faces on that wall and fill it with a new face removing any edges in the wall center .. doing a normal check could also be worth the time see if anything is flipped .. easiest way to tell on that is again with a UV texture or look at it in checker preview
Ahh.. thank you
Bakery Question: Are shadows on mixed lights always going to overlay each other and be darker where the dymanic objects cross them?
I have a directional light with Mixed mode And have it set to Direct and Indirect. My Bakery is set to Shadowmas. This doesn't show realtime shadows on my dynamic objects> so I have to set Bakery to Subtractive and then I see both shadows and get that shadow crossing thing I'm referring to.
Based on the manual, I should be using Shadowmask and mixed light to get my results I'm looking for but no luck.
did you check the subjects in the wiki trouble shooting section about shadow and shadowmask baking .. yes i believe You'll get static shadows and GI baked, only shadows from dynamic objects will be updated every frame
https://geom.io/bakery/wiki/index.php?title=Troubleshooting
i never try to deal with your issue about getting darker before .. if you find it please post a update on solution.. perhaps something in the distance shadow mask setting could help under the project quality settings
if its not that simple perhaps a custom shader to call on the shadow map to tell if you are in from or behind the shadow caster or something
@hushed isle You are the man (or woman)! So I checked out the wiki page - which I wasn't aware about - and saw the article that made sense. Even though I had Bakery set to Shadowmask, it was using Distance Shadowmask in the background. A quick change to regular shadowmask in the ProjectSettings>Quality menu fixed it!
It's also good to know that Shadowmask only works with ONE shadowmask light. I had a few others in the scene tha tI had to change to regular indirect in order for it to work properly
Shadows now look great and blend into the baked shadows flawlessly!
Thanks so much - this community is great!
so my baked lights are creating like random bits of colour after i turned on lightmap static on the models in my map, anyone know how to fix this?
@violet granite Do you have both Compress Lightmaps and Ambient Occlusion turned on?
yeah
Turn AO off (IMO!)
Inverted
Movment
Only
ah ok thanks
so i have a new problem where in game the lighting for a chair and fireplaced are all messed up
oh whoops forgot to post the image
it doesnt show up in unity, only while i'm testing the world
Looks pretty much like overlapping lightmap uvs. if you see it lit differently in editor vs game then might also be that world build failed and simply loaded into older version - check console/log after trying to test/upload
what would i be looking for in the console to see if theres something wrong
and what would the fix for overlapping uvs be?
could this be the issue you were talking about?
if you have "generate lightmap uvs" checked and it's not quite working as well as you hoped, you can manually create your own in blender. just select the object, go to the data tab and click the + under uvs and it'll duplicate the existing ones
from there you can edit what exists so it doesn't overlap or sit against the boundaries, or you can generate a whole lightmap pack unwrap where it blocks it out
just make sure you name it something you recognize and have right one selected when you're editing
unity uses the 2nd set of uvs for the lightmap uvs automatically
So I'm working on a triplex at the moment that is fairly large. Tons of windows and an enterior as well. I almost have all assets placed inside, but I'm starting to worry about light baking and if it's possible for such a large structure. I'll be posting some pictures later tonight. There's dozens of rooms and I thought of all the different light probes I'll need. Currently the world is at 16Mb to load, but that's before baking and light and reflection proves. Does this house seem possible to put into VR chat? I'll try to post some numbers on room and window numbers in a few minutes.
@cerulean wigeon Light probe data doesn't take up much so no need to worry about 'em in that aspect, but there are considerations to make with lightmaps when it comes to build size. Tough to give any specific advice without knowing more, but it's totally possible to do what you wanna do!
Ok going to put up info as I'm counting it
3 floors
44 windows
Around 37 rooms.
Heres an old render in 3ds max a few months back of it. I can put more screen shots up when I get home.
that's not nearly as big as I thought it was going to be. You should be able to lightbake that, though I'd recommend doing it at a lower resolution so it doesn't take forever and make a big file. I'd say do 15 texels per unit and see how it looks and how large the file is
Alright! It is a lot longer than it is wide. It's around 7,000sq feet total. For the rooms that have no windows should I just put in recessed lighting in the ceiling before the bake?
Baking usually takes long as fuq no matter what you do (although there's paid GPU baking solutions like Bakery out there that make it a bit faster) - so I'd do a lighting pass on all your lights before you bake to save iterations/time! As Igbar said, you usually want to start at lower texel density/resolution so it's faster to iterate on (and so you can keep an eye on sizes)
Bakery only works if you have an Nvidia card if you have an AMD your pretty much screwed and have to use the unity baking
@abstract drift
are your looking at that banding effect ?
thats actually a normal map
and i'm talking about the green crab
everywhere else should be purple
i don't know Mr crab and or his family.. its rumored that they eat light probes
could you post a pic of what it should should look like ?
in game crab man should look like this
which is a spot in the same area where the light probe should work properly
in unity the light probes are in each of their respective rooms
i'm not sure if they're supposed to be connected like that though
You might want to create individual groups for each room ?
they look connected like that even with groups
its not till you start to edit they are show as a single
ask mr crab man if he is using any custom shaders ?
in some cases they are set up with indirect diffuse lighting that can collect the information from light probes and change it depending on how the shader was built
on topic of light probes you dont need them so many .. the object will collect the data from them as they passthru the area on the 3 closets probes .. so all the ones way up in middle that will not have any thing playing in are perhaps wasted extra data
what do the lines even mean ?
What's the difference in using Bakerys Pointlight and etc?
That you can bake them separately
Lines?
oh the pink lines showing the light probes connecting
they show as one group but if go to edit one it will only show them pink lines connecting probes in that area only
@modest vapor The pink lines show the links between each individual lighting probe. As an object that isnt marked as static moves throughout the scene (assuming the mesh renderer is set to reflect light probes, they're set to that by default) and passes through the pink lines that connect to each probe, it essentially takes the lighting data from each probe and reflects it against the mesh of the object thats moving through the scene.
This is basically how to transfer baked lighting onto a non-static mesh.
Interesting, some of my lines are completely fucked then, they go across the world
That's normal
It's important to remember that light probes work by building tetrahedrons out of all the probes and blending between their component probes inside them
This covers all the light probes in a scene
So if you have two rooms full of probes, Unity will still build connections between the probes between them, because it has to connect them together somehow
it also why baked indirect/subtractive can work so well and how mixed lights can be cheap - the only work it's doing is on dynamic gameobjects and the shadows are culled at distance
the lighting on dynamic objects (playerlocal/player for example) from static objects is calculated from the shadow map and light probes
also i was wondering if someone could help me out why baking my light leave of wierd shadows that looks awfull
Lightmap UV overlap maybe? Did you make your own lightmap UVs in the second UV channel, or did you enable generate lightmap UVs in the inpector for the objects?
i dont really know a lot when it comes to baking lights , i used the generate lightmap uv and setted my static object as static
Hmm, that's generally the correct thing to do so I wonder what's causing it.
Could be some meshes overlapping causing problems baking?
idk but i think that for now i will continue using real time or try mixed , the map will be pretty small
thanks for the help still
mixed seem to works better
I would try the procedural lightmapper, although i havn't used the SDK in a while i don't know if they replaced it
that's the one I've had the most success with
usually when I tried to use enlighten or whatever i would get lots of artifacts, even when uncompressed
20 Tips to Speed Up UV Mapping in Blender:
β¨ 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...
Im having a lighting issue on one of my object where in the scene it is perfectly fine but in game it is fully black for some reason
Is it grass or terrain?
nvm fixed it
for some reason the object switched back to the legacy shader so it was missing its uv's
anyone know why this is happenin?
If you open up an old Unity project or use an asset pack that was previously baked, it might have the lighting data asset still attached! Try searching in your project for the lighting data asset + remove it.
I think you can see it by opening the lighting window and going to the 'Lightmaps' section, should be up top @mint cipher
Thanks for all the information!@hushed isle @sonic marsh
@mint cipher
yes rebake it again
also if you have any demo files in your folder from other assets you can also get warnings for them if you opened one
I'm converting stuff to bakery and all my area lights started looking like this:
halp
figured out I can increase "samples near" if I enable self shadowing. going to try that
worked for my case where I was just attaching to an area light. someone told me depending on the mesh you use you might need to not use self shadowing and instead crank up the far samples >4000
I'm trying to use bloom but it's only working on one half of my map. Can anyone help?
I have it set up using post processing stack with a post-processing behavior script with the profile on the main camera.
it's working on somethings but things further away its not.
I was trying to see if it was the material but they are exactly the same minus color.
I just changed them all to the same material and same result, some lit some not. so weird!
Things further away?
what shaders are you using in your world cuz as far as i know some shaders dont work well with bloom
It's just a standard shader with emisson
Figured it out somehow! I'm guessing my threshold was too low
Don't use a threshold
That's your problem
Use a threshold of zero and make the object brighter
How to control post processing using sliders to change different values? I need help as im new to this stuff (Dont know if this question relates to this channel or not)
I have a weird problem with my reflection probes. Whenever I bake my reflection probes, it sometimes uses the wrong reflection probe in-game, even though it's showing the right reflection probe in Unity.
I'm not sure what causes that to happen, but it's really frustrating
@silk sundial yeah, it could fall into lighting... Technically. So you want to find out how to use post-processing stack?
Unity actually supplies a very handy and indepth document inside of the asset package that tells you how to use it, I'd recommend giving it a read.
It tells you how to set it up in your scene, what each different setting does, how to choose which settings you want to use, and how to apply them!
i had my friend set it all up for me (got the collab thing set u) and i wanna add options so u can turn thing on and off. or change the settings. like other worlds do with post processinng [Worlds Like Home of dreams]
thank i will take a look in it
For stuff like that I'd move to #world-development and ask there!
Any good 'Bakery Lightmapper' tutorials out there, can only seem to find interviews and etc?
Did you check the official documentation ?
I did, also getting this error now when i try to bake.
You should remove bakery completely and reimport it
what's a good padding size for lighting? i've tried to do some more padding around 12 but i'll still get these artifcats
also tried to increase the packet margin in the object imports
Help... lol
Can you show your bakery settings ?
default
I'd like to understand this better too. I had a single lightmap in enlighten but 7 in bakery. I think I'm understanding the max resolution setting backwards and it's preventing stitching
I think max res confuses because it sounds tied to the fidelity of the bake. Texels per unit / texel resolution is what dictates the actual fidelity of your light bake - it will create as many lightmaps as it needs to hit that target texel density.
Basic (unscientific) example would be that if you have a bake that has 4x LMs @ 4096 max res, you may also be able to get the same bake with like ~16x LMs @ 2048 max. The max res only lets you dictate the max res of the lightmap, but not how many. There are ways to have more control and get more direct control with lightmap groups or scale in lightmap tho if you wanna
@mint cipher What is the scope of your world? (or I suppose - how many objects are lightmap static?)
I think all the objects that are supposed to be lightmap static are lightmap static, I need to double check something because when I removed every object from the terrain the baking started working again, I guess check that and if that doesnt solve it I guess bake in batches?
The default texels per unit is set for like medium-ish outdoor spaces, so if you're baking a super large environment - it might be better to drop it down quite a bit! You might just have some geo that isn't playing nice. I've had that shit prevent me from baking (or it'd splinter / shard across tons of inefficiently packed lightmaps π )
Lowering it down to 0 made it start working again
What's their lightmap scale ?
Most objects are 1
Could do a bake at 1-3 texels per unit to see if it goes through, should be a semi-fast bake. Seeing your lightmaps and how things are being unwrapped + packed might help you diagnose the issue
@mint cipher Do 0.5 to begin with
And go in advanced mode to set the minimum lower res of lightmap to 512x512 or 1024x1024
Seems to work, thank you so much! : )
how do you create an avatar?
Wrong channel! Try #avatars-2-general
Is 'Baked Indirect' more performant than 'Shadowmask'?
@livid forum well... It depends on what is being lightmapped, how many lights are being taken into account, how big the scene is (in terms of distance) and what the settings are for each
The lightmappers are pretty close to each other in terms of how proficient they are anyway
You can find more specific information through the information
Ah I see, thanks
Did you generate lightmaps uvs on these objects ?
this the place for bakign questions?
yep !
ok not a baking question anymore i think i just needed to generate light maps
BUT
this isnt a light question but since ur here can u help me
i was generating lightmaps and my computer crashed and now when i opned my scense my whole house is gone... u can see where i had a picture and lights in the house can i get it back
?
Are they somehow hidden ?
just opned my project again after it crashed while baking and its like this
its happened before but idk how to fix it and i rlly need this one fixed i did alot of stuff
Can you show your hierarchy in unity ?
Are the objects enabled ?
Looks like the mesh is missing in your mesh filter
do u know how to get every assigned back?
Besides manually ? That'd require a script to automate the process
but i don't know why anything would disappear with a light bake to begin with
how many objects do you have in total ?
And are they only cubes or specific meshes
specific im sure i bought this modek
model
its done this multiple times because my compuiter always crashes it gives me the blue screen while im baking
and i come back to this
@steel hatch try to use a lower resolutio on ur lightmap, also try using less rycast bounces
A perro sabes ingles.
Is there a way to hide these blasted icons without turning the light probes off?
scale slider under gizmoes
by turn off you mean the gameobject?
You can disable the gizmo in the gizmo dropdown in the top right of the scene view
anyone getting an issue where using gestures on certain avatars in certain worlds makes your avatar darker or lighter?
@dull warren How many light probe groups do you have ?
You're supposed to only have one of those icons per room usually
Thanks, turning off the Gizmo icon worked! ...wait, really?! I have, I think, three or four light probe groups with 17 or 18 in them each.
lol, you should have one group in your room with hundreds
you can find assets that auto place lightprobes, but you might have to manually adjust it, or move some probes around if they get inside of meshes
Ohhh, alrighty. Seeing as how I destroyed my project last night - it crashed, and I tried to save while it was doing so (oops)... I have to redo them anyway. ;v; So I'll look into an auto placer.
https://github.com/alexismorin/Light-Probe-Populator This is the best one I've found so far! There are others that generate grids then optimize, but I always had mixed luck with those.
OO THank you! β€
I'll try this later today after my despair of losing everything I worked on yesterday dissipates. π
when and if VRchat goes into 2018 you will a have a lot more options
Yeah, it'd be nice to use more recent versions.
yes but that's a rather complicated endeavor
Hi
Oh, I can't begin to imagine how complicated. I do a lot of modding for certain games, and that alone is meticulous and hard work. Combine that sort of stuff with Unity and all sorts of other things, and that's bound to be more than a handful
and that's not even touching the server-side stuff they would need to do
Sounds like a pain. :x
All my objects have odd shading
How do I fix this?
I tried messing with the values of the shader but that only makes it worse
The room contains 4 light sources, all baked
Help please, I tried for hours and I cant figure out how to fix it
Did you make sure to set all of them to build lightmaps in their settings?
And try a different shader, if it's the shader messing with lighting perhaps?
Using default shader
I see, well it looks like light isn't baking at all in the picture, or you just have it set too bright?
It works fine but objects seem shiny when they shouldnt be or in places they shouldnt be
That just makes it even more shiny
Weird.. It shouldn't, since that turns off all reflections
Can you post a sample of the shinyness? I dont see it in the picture above
Its just very bright, that's it
I don't see anything shiny on it
It's just very bright
You made sure to click this for the models when imported?
Generate lightmap UV
https://gyazo.com/4e832ed7924855845139100a6c575ba4 One of the sides on bottom is bright, one isnt
Yeah its the main room
Ok, well it's a bit hard to tell still what's wrong, all I see is a very bright couch with a few very faint shadows on it
Perhaps turning down the brightness might help
Its not supposed to be so bright
But if I reduce the ligh intensity, the rest of the room is too dark
I think you just have to adjust all the lights to get it the way you want
fun
You can also try messing with these settings
?
Change it to skybox or color, or adjust the gradients to your liking
In the light tab
It's in the Lighting tab settings
You should check the other settings in there too, maybe you set something wrong, so that's why it's so bright
they are spot lights in the corner areas
Adjust the distance of the light too
Ok, well just adjust all their brightness by a bit, and distance
aighty
Made it darker, made it even worse
Setting used for the main room lights
I think part of the problem here might also be your lightmap resolution, and also sadly this is just what default baked lighting looks like, unless you use progressive lightmapper, or bakery
Show us a screenshot of your lighting settings
Which part of them?
All of it really. Environment, Realtime Lighting, Mixed Lighting, Lightmapping Settings
like this
Hm, so that's the default settings which is an okay start.
Hm, so like Ethosaur said, tweaking your light intensity & range is a good idea overall, but also you don't want to use pure white (or pure black) for anything since that's not really how materials work in terms of light.
I'm wondering if that murky shading on the sofa is just due to the light map UV quality, might be worth making your own in blender or whatever. Just add a second uv channel and unwrap it, the only limitation is UVs cannot overlap at all.
What does the indirect multiplier do
@wise cobalt
some geral ideas
- only use one directional light .. think of it as the Sun .. and it goes high in the sky
- for point light and spot add as many as you like but don't them overlap each other in any one group more than qty.3 lights total .. you could but it will give you issues later
indirect multiplier just keep it on the default .. its a sort of bouncing light
Color Space and Quality of Lighting:
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
How 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, ...
Help future proof your Unity project by switching your color space from Gamma to Linear. Doesn't work for older mobile hardware, FYI
Quality of Lighting:
VRchat Xiexes lighting tutorial how to get good at baked lighting:
- https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
Unity Spotlight Team Best Practices: Making believable visuals in Unity - https://blogs.unity3d.com/2018/03/09/spotlight-team-best-practices-making-believable-visuals-in-unity/
Unity Spotlight Team Best Practices: Setting up the Lighting Pipeline - https://blogs.unity3d.com/2018/08/28/spotlight-team-best-practices-setting-up-the-lighting-pipeline/
- https://drive.google.com/drive/folders/10mms98ARgIkOSZcAxdJKaK90SDAOwUsM
Unity Spotlight Team Best Practices: Making believable visuals in Unity - https://blogs.unity3d.com/2018/03/09/spotlight-team-best-practices-making-believable-visuals-in-unity/
Unity Spotlight Team Best Practices: Guides - https://docs.unity3d.com/2018.2/Documentation/Manual/BestPracticeGuides.html
Greetings! Over my course of playing VRChat I've noticed that most worlds, mainly the ones that have baked lighting, are done poorly, or in an...
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...
also i know you may not have Bakery assets but they have a wonderful manual that can also be used to help you understand some more of the functions within Unity for lighting and how the basic settings work https://geom.io/bakery/wiki/index.php?title=Manual
huh
start with this one its simple
VRchat Xiexes lighting tutorial how to get good at baked lighting:
yo my lighting looks like this in the game
when its supposed to be this
any fix
is it actually baked ?
then make sure the world actually uploaded
You made a new instance of your world right ?
You're using mixed lights or baked ?
check first !
@alpine current hello can you show a pic of the wall material
it should be checked (static)
also on the model FBX files you will fine a check box for (import UV maps)
ah yes the Xiexes tutorial will show you step by step
oh he did not show the FBX file stuff
on my mama this annoying dog π€
ok
i figured out the problem
it was the wall material
it cant be legacy diffuse or whatever
i dont even know why it was on that
whats a good fog density to use?
really depends what for and where you use it
its the built in unity fog but seems to not work well in vrc
it's not great, but there isn't that many other options
@stuck furnace Did you ever end up publishing your cool fog ?
I did not, its not something i was ever quite happy with unfortunetly
Aw 
disabling realtime GI means no realtime lights right?
@abstract drift no, Realtime GI basically just allows realtime light to be bounced off of surfaces onto other surfaces.
basically by turning it off, the light source just simply hits against the surface of the first object, and doesn't bounce afterwards
Not entirely, when you bake with Enlighten and have Realtime GI enabled then it will also bake some realtime lighting information as well, such as being able to use that for an emissive movie theater screen. This can really increase your bake times and file size though, so unless you're actually using it for something like that then make sure you disable it before you bake
is there that big of a performance boost to have it off? (i actually forgot to disable it in the beginning but i am curious)
I don't actually know the performance impact to be honest. I want to assume it's better to leave it off performance wise? Just in general if you don't really know what it does or have an actual use for it, leave it disabled
can anyone send me a tutorial on world lighting ?
there's a few stuff in the channel pins for that
OK thanks for that ill have a look now
opposite side of tower is too dark O:! how fix? should i put another light facing it from the other side? or can i increase ambient lighting by a bit or something? β€
Oh! Solved it, for anyone who's interested, i changed environment lighting to color instead of skybox:
Gradient could look even better !
I went to bed and tried to bake my lights overnight but it's still stuck on 0/11 Create Geometry | 24 jobs
It's been hours, how do I fix this?
also try the progressive lightmapper and disable Realtime GI, it "should" bake faster.
@blazing edge In that situation you should rebake the lighting, not change the environment light mode
These are my settings, I'm trying it without "Realtime GI", and now it's just kinda sitting on "Preparing Bake"
I joined all the meshes I could, and they're all as small as possible without looking like garbage.
Do you guys know why the reflection probe is showing so oddly in my mirror at the end of the vid?
plz ignore how crappy my $3 mouse I use moves. my good mouse broke
Use box projection
I enabled box projection and tested it, but it still shows up in the offline testing.
It looks fine in Unity. Perhaps something is funny in my settings?
you probably shouldn't be using realtime, set it to baked and then just bake it. I don't know for sure if that's your issue though
is your probe not setup inside the room itself?
It is. It's incredibly odd, it makes the probe out to be a rendered object. Switching the refresh mode to "every frame" instead of "on awake" is the only thing to have fixed it.
and switching it to every frame causes another issue XD hahaha
make sure the stuff you want to show up in the reflection capture is marked as reflection probe static
So I mark the reflection probe itself as static?
mark the meshes you want to show up in it as static https://docs.unity3d.com/2017.4/Documentation/Manual/StaticObjects.html
Oh, I already have them as static
hm do you have anything transparent where that sphere is?
Nah, there's nothing there. Which is why I'm stumped, haha
I know it's the reflection probe, because it moves with the reflection probe.
Like, is there a way to hide the reflection probe ball itself without turning off its effects?
try increasing the near clip plane on the reflection probe?
Okay, lemme test
the shiny sphere thing is just a gizmo and shouldn't get caught in the reflection probe π€
Yeah.
So that didn't work. The only thing that fixes it is refreshing every frame. Interesting.
I guess maybe I'll make a tiny box projection for the mirror and refresh that every frame, and have another for the rest of the room
Okay, so that reflection probe must have been just broken beyond repair somehow. I don't even know how.
I made a new one, set to baked, and it works just fine. >.> π€· π€¦
Probably something with the metadata that you got rid of by making a new one
Any idea what would this kind of artifact ?
turns out it's UV padding^
oooo thats a pretty artifact though :p
im a person who loves corruptions, especially when they're natural caused.
@crude tartan Yeah, the only thing I could attribute it to was that I was working with a copy of the original project. Something probably copied badly.
i marked this as static
but baked lightmap still refuses to show it
generate lightmap uv's were enabled it as wel
Move your light after bake, is the light baking to the wall?
Is your wall static?
Is your light in bake mode?
all spotlights are setted to baked
the wall is static
as well as the sharks
the light does bake to the wall
the shark is the one that does not show up in the baked lightmap viewer
@abstract drift Make sure the shark's mesh has generate lightmap UVs checked in its import settings.
also make sure its a mesh renderer not a skinned mesh renderer
The sharks mesh does have Lightmap UVs generated
I think the mesh renderer thing might be an issue
Let me check
Thanks for the help guys!
baked the lighting in my world and now some parts of it look bad, is there any way to fix this, or at least reverse the baking process?
generate lightmap UVs !