#world-lighting
4 messages · Page 6 of 1
how do i generate lightmap UVs?
everything looks fine except for the wall and the two objects on the table
still look blueish and dark
Make sure they're static
even if theyre pickups?
alright, is there a way i can still make them look in line with the rest of the world's lighting?
light probes!
ive got light probes going on
even with light probes im still getting the same issue, even with the wall which i dont understand as its merged with the rest of the map
did you bake them ?
i managed to get it working, thanks for the help ^-^
hello, do any of you know the render path the VRC user camera is rendering in?
forward?
Yeah VRChat uses Forward
The VRC SDK changes a good portion of what VRC actually uses.
Hi, I am trying to bake my lighting but for some reason it keeps erroring with 100+ errors saying that every single thing in my scene has overlapping UVs. I have baked the light in this same scene a handful of times in the last few days and now all of a sudden it wont because everything in the scene says it has overlapping UVs. Did I change some setting on accident? Anyone run into this issue before?
Hey, I have a problem with lightmaps on a terrain. I can see them in Unity but I can't in VRChat. Every other object is fine.
I already tried to set the default material to custom. I can see the lightmap then but the whole terrain is reflecting like a mirror. Is there a way to get the lightmap on the terrain to work?
Are u using standard shader on the terrain @oblique cairn
Yeah
But I also tried the Nature/Terrain/Standard. It shows the lightmap then but the terrain looks like a mirror.
It's hard to see but it is reflecting the sky and some static objects
It's working now. I downloaded the standard terrain shader and added it as custom material to the terrain!
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
ftBuildGraphics+<ExportScene>c__Iterator0.MoveNext () (at Assets/Editor/x64/Bakery/scripts/ftBuildGraphics.cs:3676)
Has anyone seen/fixed this error before?
why is the blue light not lighting up the wall, but lights up the curtains? i put an emissive plane along the ceiling, facing the wall
Walls look like they have pretty bad lightmap uvs
Ideally you would want everything to have a checkerboard pattern
trying to fix that now in blender, thank you @sharp robin
Are you using custom lightmap UVs for all your meshes or just doing that now?
you rebaked?
yep
if the curtains are their own mesh you could set them to not cast shadows
Could also try increasing the lightmap resolution on the walls gameobject
turning off shadow casting on the curtails didnt help
How do you have the blue lights setup?
oh using a game object with emission?
Progressive lightmapper doesnt handle emissive materials well
almost always has issues from everything ive tried
better to try use an area light
and put it as the same kinda strip along the ceiling?
yeah
yeah using area lights would achieve a closer look to that
this is if i switch to realtime instead of baked
ok let me try the area light now
enlighten gives me a big oof
I said progressive struggles with emissive materials not to use enlighten lol
baking progressive now xD
Enlighten is only good if you are patient enough to wait for ages
pretty much same thing
overlapping lightmap uvs?
have you got generate lightmap uvs enabled on those meshes in unity?
only tried it once or does it happen every time?
every time yeah, tried 3 times, it just freezes forever
might need to make a seperate lightmap uv for each object in blender then
but its not really abnormal for unity to freeze for awhile if its a very detailed mesh
it generated this
would recommend settings similar to that
ok now how do i tell unity to read from this uv map and not the other one?
unity will automatically use the second uv set for lightmaps
thats closer
what does the checker pattern look like
this is with emissive planes instead of area lights, and also realtime (actually mixed i think)
now it works on 2 walls out of 3 xD
changing the position of the plane emitting on that wall did nothing
how long does it take for you to bake?
if its not taking too long you could increase the lightmap size more
these walls look almost ok, except now theres some weird spot on the floor
does it only show up when using the baked lightmap view or in standard view also?
standard view too
then its another uv overlap
What gpu do you have
gtx 1060
Alright
for anyone struggling with similar issues the solution is to make better uv lightmaps (in blender) and also use a separate baking asset for unity (called Bakery). also area lights look better than emissive materials. thank you again, @sharp robin
Most people are aware of bakery, but the cost and GPU restriction makes it a bit out of reach for most
Yeah its nice but not needed, spending time making good lightmap uvs if needed is a better solution
bakery wont fix bad uvs
Why is this room with no lights in it the brightest place in my world? My current lights are real time work lights have not baked yet.
The walls are the brightest ?
That little room that fades out slowly when the lights go off has no light in it, and the wall material and texture is the same as the rest of the white walls.
It's acting like a room made of mirrors with a light in the middle, but there is no light in there other than what gets in through the doorway.
either there's a light in there, or some of your walls let light go through
Somewhat fixed it by changing the range of my lights.
I wish VRChat would look like it does in Unity
Unity: https://gyazo.com/d58152a92eeaf8c614931cf616051a0e
VRChat: https://gyazo.com/e00506440a37b5e309b5c099ecae7bfb
It seems like all my post processing and stuff goes away even tho I followed all the tutorials/steps to the T.
@unique canyon Did you sign the camera as the reference camera?
Yes
...Are you sure?
Hmmmm, tried setting the trigger?
Yeah, it was set to the camera in those screen shots and I took it off to try thay
*that
Bizarre. And that's the only Main Camera?
Why's your Post Processing object set Static?
Someone said I should. Dunno if it makes a difference. The volumes and the layer are separate objects. The layer is in the main camera and the volume is in a gameobject
It's the only camera at all
I mean, it doesnt look bad because some of the red tint is from the lighting but I wanted it to be a bit dark and everything red tinted for a sunset
Question for any lighting gurus on here! What should be checked when Unity isn’t baking the ground mesh of a scene? I’ve had this happen with two friends now where the ground just isn’t baked at all.
We’ve made sure all models are static, that the model has UVs, that Generate UVs is checked (and tried while unchecked), tried the lights both baked and mixed (only realtime seems to work), and double checked the lighting settings to make sure everything is normal/good.
Does the shader support lightmaps ?
Fairly certain, using the standard shader
Ill get some screenshots in a bit
Here's an example. It's baking on the crosses in this case (although I feel like it should be stronger) but on the ground there's not a single sign of any light
What does your lightmaps look like and what does the mesh have as settings
These are the mesh settings
How do I see the lightmaps?
Not sure if this is what you mean but I figured you'd need to see it too
I don't know if/where unity's lightmapper saves the lightmaps, they might actually not be viewable
another thing, are your lights casting on the layer for your floor ?
for some reason you created a custom layer for that
Yup, I've got their Culling Mask set for Everything
is floor in the list ?
Yup, it is
is the mesh just a flat plane ?
No, it consists of several objects joined together in Blender
i'm assuming your generated lightmap uvs for it
try reducing the object's scale on lightmap so that the message doesn't appear below
So apparently this folder has all the lightmaps
I just reduced the Scale in Lightmap on the ground mesh to 0.2 so the message disappears
Checking for any differences now
Aaa, still nothing
@modest vapor Any other ideas?
Are all your other meshes static and casting shadows as well ?
Yup, those are checked too
Put your scene into baked lightmap view and see if shows the checker pattern with the lightmap on it
Hmm, would having 3 directional lights (with two of them disabled, only one enabled) cause any issues with Bakery? Just trying to rule out causes of it crashing when trying to bake. By enabling generate lightmap uv in the import settings on all models it cut the amount of warnings in half from 880 to 440
What are the warnings that are still showing up?
I didn't get to see them before it crashed :(
Test bake a scene with only a cube and a plane in it or something?
Will do, I'm running an Enlighten bake right now while I'm at work so after thats done I'll give that a shot
Does anyone know why I get this error with Enlighten, causing the bake to hang forever?
Assertion failed: Assertion failed on expression: 'packedSizes[i] == sizes[i] || packedSizes[i].x == kDefaultSystemAtlasSize || packedSizes[i].y == kDefaultSystemAtlasSize'
It seems to go away if I set the Indirect Resolution to 0.93, as suggested online
So when i bake my lights, in unity it appears perfectly fine. I go in game and its pitch black as if the lights aren't there
how it looks like in game
how it should look like
Does it match if you click on that toggle skybox/effects icon (direct right of speaker icon on the top left of the scene view window)?
yea that's the defaults for the progressive lightmapper
I've used the same exact settings on a different world and the results came out really well
Is your world that big ?
its pretty simple actually
If its using that many different lightmaps you might want to have the lightmap size at 4096
I've crunched all of the textures in the world by 50%
but i can try changing lightmap sizes as well
change the lightmap size to 4096. It doesn't really affect file size, but it'll reduce the number of lightmaps in the scene which will normally help with performance.
why not crunch compress to 100 ?
Not sure, I can do that as well
just wasn't sure if doing 100 would decrease texture quality
it could, you need to look
if you can tell then use 50
but i've never seen a difference
100 is the best crunch quality
it might on very high resolution though
don't do crunch compression on lightmaps
although its a night map so no one would notice anyway
it makes them look bad
i didn't even know it worked
Yeah i don't really touch the lightmaps after they are created
should i change these to anything special?
if you're testing lighting and want fast bakes you can drop them lower and only leave them at the current values for final bakes. I haven't used the progressive lightmapper much so I don't know what settings are good for it.
mkay
progressive seems to be the only one that won't take a decade
the other results in 5/11 clustering for several years
big meshes will do that
Crunch works on lightmaps depending on what your Unity project settings are. If they're high quality, it isn't applied.
I'd say it would be the buildings in the distance
But high quality lightmaps get compressed really well, so there's no reason to switch.
Sooo, if 26 lightmaps is a lot, I'm guessing 231 is an absurd amount?
yup
Would that drag down performance for lower end rigs? I got a consistent 90 fps on my first 2 day bake attempt, it just ended up looking awful.
Definitely, lightmaps break batching. So if you have 231 lightmaps then you got at least 231 drawcalls, on top of what you're already pushing...
Yikes, ok then how would I go about reducing that number? Probably not a simple thing to guess without actually seeing the project I'm assuming?
Someethings don't need to have 1 scale on lightmap
they can be 0.1
not everything needs to be high texel either
also bake your lightmaps at 4k if you aren't already
Alright, most if the things are at .5 and the bake I'm doing right now is 4k. No idea how many lightmaps this bake is going to be yet, but its been running since 9pm Monday. Still goin at it. Last I checked this morning it was at step 7/11 with ~300 jobs left in that step.
Are there any other GPU lightmappers than Bakery? I looked on the asset store and couldnt find any others. Ive got plenty of gpu power but my processor is a little meh. Anything to make it go faster lol.
@mortal marsh @pine trench It's not "on top" of the existing draw call count, that's (unfortunately) misleading. The truth is a little more complex:
- One model can only have one lightmap
- One lightmap can have multiple models
- Unity merges models together when performing Static Batching when possible
So having 242 lightmaps isn't bad if they're assigned to 242 different models that can't be batched. But if your scene is made up of lots of static batched parts, more lightmaps will mean smaller static batches, which will mean more draw calls.
Bakery's your only solution now. However, in a few months we should be on Unity 2018 which has its own GPU baking solution (not as good, but close)
"So having 242 lightmaps isn't bad if they're assigned to 242 different models that can't be batched." so if you had that many cubes each with their own lightmap it would not increase draw calls?
Guess I'll test again, I don't think those are the results I get
@sonic marsh I dont know why but discord isnt pinging me when someone @'s me. thanks for the clarification on that, I'm fairly new when it comes to the whole optimization thing.
I have a bad habit of finishing a world and getting it looking the way I want it to and only then worrying about performance.
Hmmm... would it be possible to open a backup of my project in Unity 2018, bake, then either copy the lighting data or re-open it in the current version? Or would that do more harm than good
i tried to use the progressive GPU lightmapper, but whenever i start baking the light my gpu is not being used while my cpu runs on 100%.
unity says its using the 1070ti though, is something going wrong or is it normal to behave like that?
Keep an eye on task manager when using the progressive gpu lightmapper because it uses an absurd amount of vram and if it gets close to using all of it it will revert back to using progressive cpu
it was only using a little bit more than half of my vram
what shader are you using for the terrain ?
I thought you cant bake lights on terrain for VRChat or was that fixed?
Didnt even try I just converted it into a normal mesh and that worked fine. Would be nice if someone could confirm if it works or not.
@earnest pagoda https://www.youtube.com/watch?v=ESGUg7SKmRU&feature=youtu.be
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...
might help
To use those shaders, you have to place Trees in a specific folder named Ambient-Occlusion, otherwise the Trees don’t render correctly.
Thats what the manual says. He didn't mention it so I think I add this here.
so i am not only one with black terrain problems 😛
I just typed black terrain into the search bar.... nope you are not alone.
@modest vapor i see i missed terrain.mat, or not properly set
will try tomorrow
i go in vrc with friends, they're waiting for me
I'm not sure if this is the right channel for it, but I'm trying to get a glow effect on my avatar to make the inside of it look lit up, kinda like a jack-o-lantern
and I don't know how to do it
nvm, think I figured it out
I found a fire particles effects prefab on the asset store that has the perfect glow effect
Uhm, I would need someone to help me with baked lightning, but more like in dms, since I need to show in screen share.
( I have a problem)
@odd anchor Can't you post screenshots here ?
Does anyone know if having too many lightprobes is harmful to performance? For example should I cut down from having 20k lightprobes in a scene.
depends on how big your scene is
It's 1.2 km x 1.2 km
I could work with fewer lightprobes and hand optimize to cut them down
sounds pretty reasonable then
make sure there isn't any under the ground and inside meshes tho
or too high up
Problem is I have fliers in my world and you can go pretty much anywhere in it so I need to cover everything if I want it to be proper coverage
you can refer to a single light probe for the sky then
unless light changes around when people fly ?
are you using auto probe ?
Yeah currently I am
I have three auto probe volumes with different settings to cover certain areas differently
seems like you know what you're doing then !
20k for a large map doesn't sound like an issue
That's good I just don't know the performance impact of having that many so I was wondering if it was worth optimizing by hand
it only ever uses the three closest, so you'll be fine if there isn't a tiny pack of a ton of them very close afaik
Oh yeah now thinking about it that makes sense
Good to know I don't have to worry about it that much
I just like making sure my worlds run great for people
how do i make a light local to player
like everyone holding a flashlight but you can only see your own
Just don't add a object sync script onto it
how do i get rid of this light coming through the walls/floor?
and what could cause this light behaviour?
the red light is not filling the whole wall, only a horizontal line for some reason..
Do you have generate lightmap uvs enabled in unity for that mesh?
yup, it's all one piece
and i always checkmark "generate lightmap uv's" whenever i import something
In unity set the scene view to baked lightmap
and then screenshot that wall thats having issues
Will the same thing occur if you use a normal light instead of an emissive material?
Yeah the behavior of emissive materials is very inconsistent and most the time just completely broken
so there isn't really a way to fix it? i guess i have to try to use lights then sadly
I think enlighten lightmapper handles emissive materials better
but it does take longer to bake with
i wonder if emissive materials bake better with the progressive lightmapper in unity 2018, because i'm still on 2017
You would have to test
I'd say its likely you would still run into weird issues with it though
hmmm probably yeah. Do you usually use progressive or enlighten? does progressive come with any significant benefits besides faster baking?
because if not, ima just stick to enlighten
I haven't used either in a long time
not for anything other than testing
I almost always use bakery which is an asset addon
i tried it before too but it almost always gave me strange shadow artifacts
Bakery?
The issue wouldnt have been with bakery
Most likely something with your meshes
But yeah if you use bakery on your current scene you will be able to use emissive materials just fine I think
ima try again later, thanks for the help
Yeah and if you need help with using bakery I'm pretty sure most people that help in this channel are pretty familiar with it
alright will do, thanks alot
anyone got an idea what could cause this issue? it's just the standard shader but somehow it shows bright colors even on the material ball
Update the skybox probe through bakery
that fixed it, thank you!
can someone who knows how to bake lights and explain it simply enough help me? its my first time trying to do it, and i dont know what to do.
have you already looked at some of the resources in the channel pins? Xiexie's lighting guide in particular is very beginner friendly
oh, didnt think to look, ill check that out
yeah, clearly im still not getting it, after finally baking it, 90% of the map is pitch black, i didnt even think i could end up with less light than before
im doing light baking but it making my world size really big any tips
what settings do you have currently ?
when building a large world try to avoid large open areas and use hills / mountains or structures that can be used for blocking and culling
for baking its basically same rules as a small map but your system needs more power and memory .. bets to set up a Cache server and GI cache server before starting
does anyone know how i fix baking issues like on the leg of that table? i'm using bakery and those are my settings
You could use the checker preview and see if the scale in the light map is set to the right scale. And did you compress the light map? That can also produce artefacts.
It's also worth trying to check generate lightmap uvs in the import settings ^^
150 texels per unit also sounds way too high and would prob make the lightmaps take way too much space I would use something like 20-30 (thought correct me if I'm wrong)
i read somewhere that 20-30 is mostly used for outdoor scenes while 70-100 is good for indoor scenes but i don't really know myelf
i tried the checker and it seems fine to me
I've ran into the same issue and couldn't find out what was causing it
always roughly the same area would cause the mesh to do that
so there is not really a fix to get rid of those artefacts? i've tried turning off compression and everything but nothing seems to help
Yeah it has nothing to do with compression or uvs
only thing I can think of at this point is mesh scale
applying scale in blender or something could fix it
but I don't see how that would cause that issue in the first place
yeah true, i already have my blender scale on 1 on every axis, how it should be i think
weird normals maybe?
overlapping faces?
Wouldn't think so but honestly I couldn't figure out what was making it do that
already checked those too, must be a baking issue of bakery or something
yeah thats what I ended up assuming it was
with the normal unity baking i don't get those artefacts
maybe one thing that would get around it is using lightmap groups for bakery
add a lightmap group to that object and bake it separately
good idea, i might try that later
@mint cipher maybe try a second version and see if unity basic enlighten does the same thing to it?
Will maybe help pinpoint if it's because of bakery or if it's something with the mesh/uvs
yeah i tried that already and it doesn't have those baking issues, i'm pretty certain now that it is because of bakery
I just acquired Bakery....what do I need to know about it? Are the any tutorials or documentation on it?
Should just start off by reading the documentation that comes with it
If you run into any issues you can then ask questions here
yeah I forget every time that assets usually come with documents lol I'm dumb >.>
thanks!
So i've rebaked the lighting in my world after making some changes and additions and now the result makes the map extremely dark, and I'm struggling to figure out what I can change to fix it. I didn't change any light settings from m,y last bake either. Anyone have any ideas or can maybe help?
Show us!
So, I'm setting up grass on a clone of the landscape with the landscape itself on the clone disabled and grass on the original disabled. But even after setting the grass to be much darker, it's still got this weird brightness to it which makes it stand right out... (especially in the background)
So, after splitting them out, the grass still looks wrong because it's now not lit by any of the baked lighting...
Is this basically going to look bad regardless of what I do due to how VRC works?
pretty much, you just gotta be okay with 'good enough'
But it looks terrible 😦
well there's not much you can do about it
@rancid tulip can't you pull in the baked lighting probe data from the shader itself
and impact it that way?
I'm not sure. Will that work on VRC? As the limitations here are VRC specific rather than Unity or shader specific.
The answer is no. You can't change the terrain grass's shader in VRC.
I hate to say it, but I don't really think you can get good results with what you're doing 👀 In my terrain map, I had to use realtime shadows for the grass to look decent at all, and it's still lit out of place.
That grass? In Unity, that grass is white.
Good baked shadows on grass is possible but hard, you'll need a custom grass shader to do it, which means you'll have to make your own, because no grass geometry shader that exists in the asset store supports lightmapping.
I can say - it's very annoying to do, so I understand why they don't. It is possible though, I've done it.
I want to release mine but I'm still not quite happy with it and the usability for people who just want to place small patches of grass down.
Super late response but 
Hmm, the question there is why is it hard to implement if it already seems to work fine in Unity, it's only broken (using the default method) in VRChat?
Or more specifically, why does VRC break it?
I think it's because of shader variants. Essentially, Unity has a system that creates different shaders that account for different lighting conditions. However, terrain shaders are overly complex, so they make thousands of variants that amount to a big chunk of space, not to mention the time it takes to compile them. So VRC only contains the basic terrain shader variants.
Hmm, I guess that makes sense. People have mentioned before about converting the terrain to a mesh. Why would you do that? Does it offer advantages in some way?
Yeah, sort of. You see, Unity ends up rendering terrain in a way that's heavier on the CPU than the GPU, but it's the CPU that's most heavily hit in VRC. If your map is one big mesh, or a few smaller meshes, it's easier to process.
anyone have a good progressive lightmapper (GPU) setting? the default 32/500 makes my login world all smudged looking even if u put the numbers to 200/1000 the lighting still comes out all smudged looking
Any idea on why my shadows are so dark? I've baked lights a few times before, but I've never run into the issue where shadows are this dark.
Rebaked with it set to Gradient and it still looks the same. Should I make the colors lighter?
Why do you have your lightmap size so low?
My specs aren't very good, so baking at higher settings would take forever. But I don't think the lightmap size is the issue for these shadows.
106 is pretty bad
@trail timber You left the ground color completely black
Ideally you want less if possible
use 4k for lightmap size
I'll try rebaking with a lighter ground color. I'll also up the lightmap size, ty
It shouldn't affect the bake time by too much since its already using that many
What's your skybox?
You could also try changing from enlighten to progressive if your cpu isn't great as it is usually faster
I use the free, Fantasy Skybox from the asset store
For ambient light problems
- Make sure the skybox isn't being occluded by something else
- If you're using a skydome mesh instead of a skybox, make sure the skydome isn't contributing to baked light.
- Make sure your skybox is bright so it casts ambient light, you might want to boost the brightness just for light baking.
Note that Lightmap Size isn't related to the resolution Unity will bake your lightmaps at - it just specified the maximum size for a single lightmap.
Changing the environment lighting source to gradient with lighter colors didn't work, so I'll go through Silent's list and troubleshoot that stuff
Is your directional light set to baked and are you using a shader that supports lightmaps?
Whats your lighting settings?
Oh if you are using bakery you have to use the bakery specific directional light
Or all lights have to be bakery lights, bakery>create and then theres a list of light types
not for this world, no.
this is a quick world with simple lighting so I didn't really bother
Looks like your world doesn't actually have any lighting after baking
Are you sure there are lightmap UVs?
Without lightmap UVs, there's no way for Unity to do the lightmapping
You might just be better off turning shadows off on the realtime light
I'm annoyed at that black shadow area on the wall. What's a good idea for fixing it?
Oh wait! I solved it. The really dark shadows on the walls were lessened by me making one of the point lights not cast shadows.
Thank you anyway @modest vapor !
Looks way better now.
is probed lighting toggleable? (I.E. having a lamp that i want to be able to turn on and off, but I don't want to make the lighting realtime.)
please @mention me if you have a response to this.
Not really, or you can use Silent's fake light prefab https://gitlab.com/s-ilent/fake-lights
If I'm using baked lighting for all lights other than a single realtime "sun" light, what sort of lighting method should I be using? Shadowmask, or Subtractive I'd guess?
I was told a single realtime light is essentially "free" performance wise. I'm assuming there are caveats to that claim though?
Trees are a cause for concern because I can bake their lighting, but that causes an insane amount of lightmaps, or I can use the realtime light on them, but I assume that would be very expensive. I guess in reality you just bake their cast shadows and not bother with shadows actually on the trees?
The first real time directional light with no shadows is free
if it has shadows it isn't
right, there's a lot of ways to save space on lightmaps
objects not casting on themselves is one
low terrain scale is another
Hmm, I know you can configure if something casts shadows and/or if it receives shadows, but how would you configure it specifically not to cast onto itself?
receive shadows if it's trees i think ?
but trees shouldn't be muchof an issue on the lightmap since they don't need to be a high scale
In that small area I've made, Bakery was already giving me a "You're about to bake 219 lightmaps" warning, heh. I guess I could adjust their scale in the lightmap which would probably help wouldn't it.
4k lightmaps ?
1024
you should do 4K
OH, because that doesn't affect the overall size, just how they're chunked, gah. I knew I was misreading something.
Also have you tried Xatlas ?
Not yet, I'll try that next. Currently I'm trying to figure out where my size bloat is coming from as it's ~260MB even with the textures set to 1024 max (and compression on) and even mesh compression on low. Annoyingly the log isn't giving me the size breakdown like it does with avatars.
compression to 100 ?
If you make a build of your world it should give you the size rundown
Yup, I always compress to 100. I can't find the size in the build log though, that's the weird thing. I'm used to looking at the log for avatars, but it's devoid of size for the world. It should reference (something).vrcw shouldn't it?
customscene
Yeah, there are zero references to "customscene" in the Unity log.
It's ~88000 lines long though. Editor.log, right?
That said, Shadowmask doesn't seem to look right, it's missing the baked lighting. This is Unity after a Shadowmask bake...
Here's in-game
Something was wrong with the logging. Closed unity, nuked the logs and now it's actually appearing in there.
64MB uncompressed for the lightmaps, not sure compressed.
there's a bunch of lightprobe scripts out there but this one has options to place lightprobes around colliders and removing lightprobes that are inside colliders and some other neat options: https://github.com/laurenth-unity/LightProbesPlacement
@mint cipher "now requires 2018.1 or above"
Plus I give up for now, I just cannot get lighting to work. Something's always wrong or missing and it feels like I've tried every possible combination now.
you can grab older versions by adding the SHA of an older commit in github before the 2018 update 😉 @rancid tulip I did this and it works fine in 2017, here's the link: https://github.com/laurenth-unity/LightProbesPlacement/archive/b03919500af8d2cd6d5ef6fc8f30e2fc9062696c.zip
this works with any github repository, just replace master.zip with your commit hash
It's fine, I'm done for now because I literally cannot make lighting work properly at all right now and no-one can give me straight answers on what should and shouldn't work (or reality directly contradicts what they claim).
it's a LOT to take in and a lot of options for different ways of baking and realtime lights, this should help and is solid info: https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
I've seen that, at no point do they use terrain so it's entirely moot.
Lighting bakes fine onto objects, just not landscape.
I have a world where lighting is fine as it's all just objects in space, the one I'm having issues with is an outdoor terrain.
you can light the terrain itself properly by making a material yourself using the terrain shader and using that in the terrain component
so pick custom here: https://answers.unity.com/storage/temp/81344-bandicam-2016-11-01-23-20-40-648.jpg
Yep, tried that, that fixes one issue and creates another,
Bottom left is the standard selected, bottom right is doing what you just said to do.
Yes, it's set to Nature/Terrain/Standard, as the picture shows.
lemme take a good look at that, just a moment
hm, no idea without reviewing everything else involved I'm afraid, you used the proper material
Hello, so i'm having a bit of a problem
My world looks like this in unity ( scene lighting on )
and in game nothing works, the scene lighting is like deactivated https://cdn.discordapp.com/attachments/622293526842966027/645714293098283041/unknown.png
Is there any way to use the scene lighting that I see on unity in vrchat ?
Or if I can't, how can I make a similar light ?
That's odd
anyone know how to fix this after bake?
Anyone know how to get ridd of the light in the corners?
@willow hazel did you generate lightmap uvs?
I just deleted it and switched it back to the separate meshes
I used asset that combines all the objects into 1 mesh and have an atlas
making the map more optimized.
but some of the objects gets this dark shadow issues
@mild eagle place planes on the outer walls to get rid of that light leaking
@rapid isle the light is not coming from outside
trust me if the walls are not all one mesh they will have light bleeding like that
so where do i put the planes?
face them outwards and along the same wall
is that after you re-baked the lights?
yes
from the looks of it youll need to place them on the left/right of the walls
and put the planes on static
lol i forgot that let me test
If you are just using them to block light set the lightmap size on the game object to 0 otherwise you are wasting lightmap space on them
And the issue might just be texture bleeding from the lightmap size being to small you could try increase the lightmap padding option or increase the lightmap size/quality
lol i changed some settings it's now taking forever to render the lightmap
@sharp robin i changed some of the things you said and i got this result
256MB of lightmaps on what looks like a small map, ouch.
compression disabled thats normal
but yeah you should always have compress lightmaps enabled
That always shows the decompressed size anyway, at least for me. Mine shows 368MB but it's a huge map.
im new to baked lighting so im learning as i go
Try changing from enlighten to progressive as it usually goes a lot faster and is easier to use
what is a good padding amount
put it at like 4 or 5 considering the issues in your scene
Anyone here using Bakery? If so, do you know how to get it to actually complete? I have to run it 8 times or so otherwise it just fails at random points with CUDA errors.
I've never ran into cuda errors while using bakery 🤔
And I've baked my lights using it atleast 30 times this month
Sounds like your cuda drivers are corrupted or something
@sharp robin just waiting for it to bake will let you know how it turned out
@supple loom Seems like a size thing. It was fine with my small space station thing, but my landscape one needs to run it like 10 times or so to get it to complete without failing.
Or maybe something in-scene is tripping it up.
I've updated the GPU drivers twice since with no change in behaviour.
Have you tried nuking the gpu drivers completely?
Here you can Download Display Driver Uninstaller, this Display Driver Uninstaller is a driver removal utility that can help you completely uninstall AMD/NVIDIA graphics card drivers and packages from your system, with...
Sometimes it helps to run this so they get uninstalled completely if the drivers are completely out of wack
And if that doesn't work it could be possible your graphics card is broken somehow hard to say with these kind of problems sometimes
@sharp robin it stoped the light butt now it looks like tthis in the dark areas
and this happend to my shadows the look messed up
is it all one fbx file?
you have the house imports in your assets at the bottom
click the one you are using currently and find the checkbox that says generate lightmap uvs and make sure its enabled and click apply
and then rebake
@supple loom Other people seem to have the same issues so I assume something's triggering a bug in Bakery, annoyingly. GPU hasn't shown issues anywhere else.
What gpu do you have just wondering?
It takes a painful amount of time without RTX but I should try it, just to rule it out.
Could slightly lower the settings so it doesn't take so long
Though ofc longer bake is a better benchmark to test it
@sharp robin i clicked generatte lightmap and clicked to bake it said it was going to take like five hours
How complicated is your mesh?
Okay
@supple loom I honestly don't think it'll ever finish. It takes roughly 9 seconds for 1% in RTX mode. Without it, it's done a little progress but after 10 minutes has yet to reach 1%.
No progress at all once it hits this point.
@rancid tulip what settings do you have srt in bakery? Interesting that it's taking so long just for the sample points
Full lighting, Baked shadowmap, 5 bounces, 64 samples, 4096 size. Tile size doesn't seem to matter, but I was using 1024.
Hmm you could also try to contact mr f himself and ask about the cuda error
Worth a shot maybe
Here's the actual setup.
@supple loom It's working in non-RTX mode now that I've set everything MUCH lower. 2 bounces, 16 samples, etc. Looks like 5 bounces, 64 samples etc is just too much for normal mode to finish in a reasonable time.
I use 5 bounces and 64 samples normally
Could have some weird settings on your lights themselves as well
But honestly you should dm mr f on the unity forums and send him the info on the cuda error see what he says about it
I'm not sure he'd be able to do much about it without the world to go along with it.
If he asks you more info on it it could help him fix the bug and provide a fix for everyone using bakery having it
Hmm, if I try using the Progressive lightmapper instead, I get massively spammed with...
"OpenRL reported error code 501: OpenRL error occured in function rlTexImage2D: RL_INVALID_VALUE: Argument "width" or "height" is greater than the allowable size"
@supple loom He replied - "All errors combined look like there is something wrong with your scene (UVs or geometry). Make sure all static objects have correct lightmapping UVs. Maybe try baking only a part of your scene first."
Hmm, alrighty so I got my world updated to Unity 2018 without issue. Now I have a gpu lightmapper problem. Its telling me that my gpu (1st gen TitanX) only supports allocating 3gb of memory and it's requiring about 7.3 gb. The old TitanX cards have 12 gb.
Any ideas on how to fix this or allocate more memory to Unity?
Ended up using Enlighten. Started it when I went to bed and it was almost done by the time I got up ~3 hours later. Turned out looking great except for the terrain, which I had to use a specific shader for since it requires a splatmap.
The material contains 3 textures. Dead leaves, gravel, and grass. The leaves for some reason turned out really dark but the other two are ok.
2018 gpu lightmapper does have pretty bad memory limitations
With a gtx 1080 I only managed to bake the lightmaps at 1k size
Yikes
Alrighty so its not just me doing something wrong then?
"GPU memory usage is very high in the preview version but we are optimizing this. In 2018.3 you need more than 12GB of GPU memory if you want to bake a 4K lightmap."
Thats both good to hear and sucks at the same tine
Might be just the preview lightmapper screwing up
Also if you try to bake a 4k lightmap with it without having enough memory it just goes straight to cpu lightmapper instead without saying anything
I ended up rendering it with Enlighten at the default Very Low Resolution setting but it still ended up looking great. Shadows are sharp enough, but I'll still have to make some adjustments to the lights themselves, some turned out a little brighter than intended.
And yeah I noticed that it kept switching to cpu
GPU lightmapper is a preview feature, available in 2018.4, 2019.1 and 2019.2 and newer; get it here https://unity3d.com/alpha/2019.3#downloads. Preview...
It works better in 2019 and 2020 but they aren't back porting any of the proper features
Kinda sucks that they arent back porting any of the improvements. Gpu lightmapper was one of the reasons I was excited for 2018, but still not totally disappointed since all the other things coming up look great
I just think its funny that not even a titanx can really take much advantage of the gpu lightmapper
It might be a bug though the error you are having
But then again are they gonna fix it 😄
I hope so lol
Your drivers and stuff are upto date right?
Ill have to check on that tbh, last time I tried manually updating it didnt work
Dont remember what exactly it said but it was along the lines of Installation Failed without providing a reason
Thats for both my 1070 and Titan
There's a tool to uninstall gpu drivers completely you could give it a go and reinstall
Personally I can't think of much else to try
If I remember correctly it was Geforce experience failing to install then when I tried a manual installer from the Nvidia site it did the same thing.
Happen to know what the tool is called off the top of your head?
DDU
Mkay I'll check it out after I get home from work, thanks
Hopefully it'll help with a few other graphics related problems Ive been having
Shitty
At one point I had to do a wipe and reset windows due to a memory leak that got progressively worse, and on top of that I was unable to install any drivers. Kept saying something about the Windows Update Registry being corrupted.
Anyway I'm getting off topic lol, thanks for the help.
Thanks, I hope so too haha. Considering Enlighten managed to finish it in about 4 hours as opposed to the 3 days it took in unity 2017 its not the end of the world if it doesn't get fixed.
If you feel like it look into bakery that's what I prefer 👀
Been trying that from the start but It kept crashing :(
Oh 🤔
More people having weird bakery problems
For me it's worked perfectly in 2017 and 2018
4 hours bake 
Pretty much all my meshes were thoroughly fucked before though, so Im assuming it just threw too many errors for bakery to handle
Fixed them up pretty nicely with probuilder though
At least its not 3 days anymore :D @modest vapor
Anything above 30 minutes is bad
Its a fairly large map with a ton of hallways and some fairly detailed architecture so I figured 4 hours wasnt too bad
What if your project needs 200 point lights for effect 😆
I'll have to double check with that. Ive heard someone mention something about crunch compressing lightmaps before. Is it a good idea to do that?
You can't really rely on that
or you'll get ugly ones
but the sheer amount of lightmaps might just be an issue in itself
Mkay, I'll have to update my sdk for 2018, upload it and see how it works out
I had to do 1024 for the lightmap size or my pc would just start killing itself.
So probably hundreds of lightmaps
May be worth investing in Bakery, it does seem leaps ahead of all of the Unity stuff.
Been trying with that, keeps crashing
Does it give you a error?
Works great on my Waterfront map now, but not asylum
Just interested to see it
Oh that looks bad 👀
That's a new one. Did you change the atlaser?
Do you have generate uv maps checked for everything?
Yup
🤔
This was before I fixed up the meshes though
Thats from a few days ago
Now only 28 meshes are shitty :D
Nice 😄
Pretty much the only reason Im using Enlighten.
Id love to use bakery, but it doesn't like this map
Hmm would be interesting to know what's causing that for future reference
I'd honestly report that to the dude if you can narrow any of it down, he's active on the forum.
Good to know, I'll see what I can find and if nothing comes up I'll report it.
If you figure it out if you don't mind ping me with the solution
Will do :)
The way I fixed my meshes was kinda just last resort guessing and it made unity not crash with the built in lightmappers anymore
I just threw all the meshes in probuilder, selected them all and ran everything under the repair menu in the dropdown lol
🤔
What does that actually do?
Can you dm me couple of the broken meshes so I kind mess around with them?
No idea
Apparently it fixes things
It'll have to be later, at work right now but yeah id be happy to send some over
Yeah same rn so no hurry 😅
It took me about a year to find all the pieces that I have of this map, and a lot of pieces are still missing so I had to make my own to fill the gaps
Looks very nice though
Thanks :D
I always loved the architecture of that map
The story behind it in the game its from is that its an abandoned asylum that's in the process of being converted into a nightclub, so I figured it would be fitting for Vrchat
What game is it from?
All Points Bulletin. More specifically the 0.6 beta for the original version that shut down in 2010, not the current APB: Reloaded
Oh that game I was interested at some point trying it but never got around to it
Its free now :P
I got no time though 😅
Too many projects, work and gotta have a bit to play vrchat as well
Who really does anymore haha
Easier to just read about games and appreciative them trough that 😆
lol, APB's history is an interesting read for sure. Almost $100 Mil spent and it made the company that made it go bankrupt within 2 months.
Also I think we are derailing the lighting channel a bit 😅
Oh whoops you're right. Forgot what channel we're in
Bake it
oh okay, where's the lighting window ? 🤔
in the window tab
Okay it'sn unchecked !
So now I to make the baking work, I have to put everything on static ?
because it looks like this
press the bake button
🤔
you might need to adjust the size of it
nope, I made it bigger or smaller and still no reflections 😢
@modest vapor Thanks so much !
omg!
I'm having problems trying to bake my lighting, I can't seem to get it to work. For some reason this time, the progress bar is getting stuck on " create geometry "
It stays there for several hours at a time
You need smaller meshes then
But even then it might never work
And that's when Bakery comes in
... and ends up doing exactly the same thing. I've had Bakery fail a dozen different ways for a dozen different reasons at this point.
I've been speaking to the dev lately and he's able to recreate some of the issues, but unfortunately the response ends up being compromises of sorts rather than actual fixes.
i've always personally found a way to do what i wanted to do
and it broke down on me two years in a row so far
but still, i wouldn't have been able to finish a single project with Unity's lightmapper
I've managed to get it to work, but there are lots of caveats. Having to reduce the texels down from the default 20 to 6 or so. Also directional bump mapping in Bakery is apparently broken and was what was causing my 95%+ failure rate before.
Keeping lightmaps down to a reasonable size is becoming a real issue though. You can't use realtime due to performance, but baking creates large textures which isn't ideal for something like VRC where it has to be downloaded.
For example here's my latest Bakery issue. Random objects show up insanely bright. Rebaking will either fix it, or move the issue.
I've had to deal with that issue randomly as well 😅
Ive passed the issue to the dev so hopefully he'll look into it
can we upgrade to unity 2018 yet
Nope, not unless you want the world to stay on the beta.
Asylum with the lightmaps baked and compressed :3
nice !
Proper lighting makes aaaaaaall the difference, looks amazing.
I'd check your map size now though, those maps don't come cheap.
yeah, that's a lot 😄
Better than I expected tbh though haha
If you're using Bakery, find the lightmap folder and then set them all to Low Quality, 40% quality. See if that helps.
I've found it hard to actually cause noticable noise on lightmaps so you can abuse the compression on them.
Enlighten because bakery keep crashing :(
I assume compression is enabled?
Crunch compression to 50% yeah
I hate typing on touchscreens
I checked before and after compression and it looks exactly the same but the file size is way smaller
Yeah. I've set most my world textures to "Normal" and 50% and I cannot see any difference, lol. It's a bit weird.
Took about a half hour just to compress them lol
But hey it gets a steady 90fps for me with a youtube player and vehicles so Im happy with it so far
A chunk of the southern end of the map still isnt done though. Gonna have to remake the two warehouses in that area.
But its blocked off and the rest of it is at least playable now
Also a spot to perform in the cafeteria :)
@modest vapor so you said i need to make my meshes smaller but these meshes are all the exact same size if not smaller than the originals? so i'm lost as to why it's happening
no it's "creating geometry | 2 jobs" @modest vapor
Did you google it ?
yeah i couldn't find anything
Is there a way to make lighting like a spotlight appear on toon shaders? I'm trying to make a world and I want to use toon shaders, either Cubed Paradox', Poiyomi's, or Xiexe's and I want there to be light shining on the floor from a TV screen, but I can't figure out how to make the light show up on a material with toon shading.
I don't think there's anything different with toon shaders ?
As long as it's not unlit
I don't think it's unlit, but I'm not sure. Is flat lit the same as unlit?
works fine with default settings
@signal breach Can you clarify where you're using this shader?
@sonic marsh I figured it out, I just had the spotlight too far away from the ground
Well, there you go 👀
My shadows are super dark in game but look nice an light in unity. Ideas as to why?
nvm got it
I cant bake my map, it crashes every time
As it says, out of memory. Either buy more RAM or reduce the lightmap requirements of everything in the scene.
Okay, so.
I found a way to optimize my lighting of course;
but the shadows are...
REALLY dark.
How would I lighten them? I've baked them with these settings;
All lights are mixed.
I also still want to be able to turn the lights off, or have the option.
Global illumination will help with that, or add an ambient light with a low intensity level.
I'm not entirely sure I follow.
You probably want shadowmask for the light mode rather than subtractive. Switch that and rebake.
For performance, you'll want as little realtime lighting as possible. Make everything static/baked that you can.
@gray topaz Change from Subtractive to Baked Indirect
Okay done, but now my drawcalls are shit.
I had them down to 300 with subtractive.
@sonic marsh
What are your lights set to?
Mixed.
Well, that's a problem...
I want to be able to turn the lights off, so baking them won't work. Unless there is a way that I can emulate turning lights off with baked lights.
Same results.
I've tried all three modes.
And yes, all my meshes are set to static.
Shadowmask allows up to 4 overlapping baked lights that can be toggled
The lights must be set to baked for that to work correct?
Think so!
Alright, give me a few minutes to try that.
I'm not entirely sure, though
Unity documentation is pretty opaque on how to get that working
If that doesn't work, what are my other options, if there are any?
I baked them and it seems fine, but I can't turn any of the lights on or off.
It appears Occlusion was also some level of a factor in those drawcalls (I had it baked just not at the best settings I suppose)
Nevermind.
I'm out of ideas.
i'd suggest following the pinned items in this channel and #world-optimization
I've looked at the pinned items and I'm not really finding any answers to what I'm looking for.
There's a lot of ways listed to reduce drawcalls and how to bake light correctly, it should be enough to begin with
Alright so I've got a result I'm happy with but there's one strange thing happening that I can't seem to figure out;
This white light around the back of this area - it also leaks into the room behind it
also these have lightmap uvs, but still get weird artifacting?
Hi, i've an quick issue with my map lighting, i'm using an baked world settings. I put the ambient color on black to get an better render. But the problem is the avatars in my map goes black to. How I can fix this ?
Use ambient lighting then.
Or add some light probes in if you really don't want to use ambient lighting for whatever reason.
Did I gonna get the same render on my textures but avatars don't gonna be black anymore ?
switch to gradient instead of color
It's making the same things 🤔
Preferably you should use lightprobes however that would require that you rebake the lighting after placing them
So I've to use showmask and mixed light ?
why aren't you using Baked ?
I'm using Baked
I didn't really used Light Probes so
Ok I gonna try to used Light Probes
you could tell me those are real images and i'd think so
my baking gets stuck at 5/11 clustering 1 job
You need smaller meshes
what you mean
some of your meshes might be too large and can't go through the process
how do i make them smaller
i have terrian could that be what you mean
if i bake it progressive it works
but thats not my intedend resualt
terrain and baking are not good friends
Bakery actually has zero issues with terrain for me. It's random objects that cause issues. Also look into Bakery, it looks SO much better than the standard Unity lightmappers and is currently 50% off.
size is the problem, not the polygons afaik
so cutting it in a few pieces in blender would help
figued it out if i disable lightmap staic on the obejct it wont bake it letting bake the other objects
that's also a way, hopefully that object doesn't stand out
As a bandaid, wait till it's finished baking and then change the object colour to darken it to roughly match the surroundings.
thanks
dude this is insaine my flowers drop to 32 fps and after baking it runs at 92 no issue at all
Yup, that's what removing realtime lights does.
dude i can go nuts with detial
Yup, as many lights as you like, it just costs you bake time.
Well, optimization with bake lights doesn't mean you can start adding a ton of stuff in the world, otherwise that kinda defeats the purpose 
Well they'll all end up in the same lightmaps with no runtime performance hit in reality, surely?
They will, it'll just take longer to bake.
So if you want to take 20 years to bake, you can just load up the environment.
That's where my 2080 Ti shines using an RTX enabled baker 😉
Hmm, not sure my issues will be getting fixed. We've hit a point where the devs response is now just "sorry you can't set up it properly - feel free to ask for a refund or something" ... so... yeah.
What if you re uv your rocks 🤔
That's actually the least of the issues at this point, that was "fixed" by making them 5x scale in the lightmap, which seems a bit extreme, but it did stop the problem from happening. The issue now is the 10000+ Float errors and the constant random CUDA failures.
l
l
hi, so i have spotlights in my scene and whenever i go far away from them, they don't work anymore and when i go closer they turn on again. How do i fix this?
it's the pointlights within the spotlights that aren't working, here are my settings for them
Bake the lighting?
it is baked, on the video you see they're flickering
you have them set as baked but it doesn't look like you've actually baked them
you need to go to window>lighting>settings
everything in the scene is baked, after setting the rendermode of those lightsources to important, they don't flicker anymore
That only changes how realtime lights behave
which means they are not baked
Setting the lights to baked mode is only the first step of baked lighting
is it different with bakery? because i use bakery
You have to use the bakery tab at the top and go create> and then the type of light you want
thanks, i didn't know that
You should follow the Bakery documentation on how to set up a scene
will do, thanks
What could be the reason for this?
The normal doesn’t look smooth
Maybe remove duplicate vertices and recalc normal in blender
But it was perfectly fine before
Is it baked or realtime lit?
auto-generating lightmap UVs or making your own?
auto
Hmm, maybe give doing your own a shot. Might at least be able to hide any seams where they won't be as obvious.
Well I have absolutely no idea how to do Lightmaps for objects
Just do an unwrap in a second UV channel and disable lightmap uv generation in unity and bake
By default lightmaps use the second UV channel (if present) so whatever UVs you have in there will be used
Like, what kind of UV layout is best for lightmaps?
Yeah just in general have no idea how lightmaps work, what they do, and what things you should pay attention to when unwrapping
even texel size, as few seams as possible, and no overlapping/mirrored uvs.
thats really all you need @edgy forum
@faint pecan ↑ is the info you need for doing your own lightmaps
Yeah already read that, but thanks
Figured I'd ping you since I got pinged instead
Well you asked me a question that was asking me what I wanted to know, however you asked it in such a way, that it seemed like you wanted to know it, so Xiexe might have been a little confused there :P
I'm having a bit of an issue with cutout foliage creating far too dark shadows, as though it's being considered as completely solid. I've set the lightmap parameters for those objects to a preset with "Is Transparent" set, but that appears to have made no difference at all. Any ideas?
That shouldn't be necessary if the shader support lightmaps afaik ?
Transparency as in opacity ?
Yeah, so when I do light baking, the ground beneath them is completely black as though the foliage is blocking all the light entirely.
I don't know if you can change that per object though, or you would need to use indirect lighting maybe ?
There might be a solution in the bakery documentation, but I have no idea tbh, I baked my foliage the same way as everything which admittedly might be why it looks like ass in some places
Yeah I don't think bakery handles transparent or cutout materials well at all
It's basically pitch black under any shrubs which looks pretty weird. So I can either turn off casting shadows entirely, or deal with some abyssal foliage :/
Change it to bakery standard perhaps?
or increase the cutout amount while baking
Using the Bakery shader doesn't look as good and doesn't support "waving in the wind" so unfortunately that's not an option. I'm curious if raising the cutout amount would infact work though. I'll try that next.
I mean you would only need to change it while baking, not sure if the bakery standard shader is actually more suitable for baking though, probably doesn't make a difference
Not sure there's an easy way to do that for 30 or so prefabs every time I want to Bake?
I mean if its roughly the same material you could just increase the cutout amount for those materials before you bake and then set them back after baking
Yeah, it's only 6 or so materials that share the same shader then another 2 that don't so it's not a massive amount of work. I just hate not being able to automate something, especially something I'm likely to forget.
Yeah its one of those things you would only remember the second after pressing the render button
and with Bakery, that unskippable "lock up Unity entirely" period after you press the button lasts several minutes.
@rancid tulip I think there were some advanced settings that might help you with this in bakery I'll ping you if I find the right docs again
Thanks. I thought backface GI would help but I didn't see any noticeable difference going all the way up to 0.5 and that seemed to make Bakery's other general glitches far more common (random lights from another part of the world being applied elsewhere).
Nvm this was what I remembered "Transparent selfshadow: start rays behind the surface so it doesn't cast shadows on self. Might be useful for translucent foliage" I guess this wouldn't be that helpful in this case
Mmm, unfortunately not. Well it's baking with cutout at 90% now so we'll see if that actually works.
Didn't work. Still looks like it's not letting any light through at all. @sharp robin
Better picture
what are the cutout settings on the shader?
Mask Clip Alpha is the cutout value.
Strength, shadow, ambient, etc don't seem to affect the baking results at all
ah I assumed it was standard shader
The issue is probably just that you need to use standard or bakery standard while baking those then
Yeah, I'll swap it to the Bakery shader, rebake and see how it looks.
Shame it takes 55 minutes per bake :/
Hmm, I guess for now I could disable the other zones and see what happens.
Yeah I would say its good practice to have little test pieces you can use to test stuff like this on a small scale
can save you a lot of time
That would make sense wouldn't it
@sharp robin That works, now to find some way to automate it...
I wonder how much overhead the waving on the plants actually adds..
I should probably profile all this at some point and document it.
Not sure if anyone else has noticed this, but it's like Bakery takes a minimum amount of time regardless, even if I disable 2 of the 3 areas, it still seems to take roughly the same amount of time to complete.
looks dope!
Curious, how many of you guys use HDRi's for your lighting?
They're great, but they can bloat your build size to the point where you end up making a trade off between dynamic range and resolution : /
Workaround could be to figure out + bake your lighting and reflection probes with an HDRI so you get any benefits of the stops there - but then swap to a mapped SDR version that matches for your final build's skybox.
That may fall apart if you're doing eye adaption / exposure compensation though
if you set the scene to directional mode, and the lightmapper cant determine the directionality of an object. does that make the object pitch black?
im seeing this with trees.
@plush harbor Could this be related to the reported issue where detail objects (grass/trees/etc) placed with the terrain engine show up black despite being baked? Or are the trees standalone meshes?
What sort of light can I apply to an avatar?
I've seen avatars with flashlights before, but I don't know what sort of light source they were using.
those are typically just spotlights, but realtime lights are terrible on performance so your avatar will instantly be made Poor
All of my avatars are already poor so 😅
Actually is it possible to make a ball of light?
like a light bulb kinda?
Two ways, a ball with light inside it or ball with emissive texture (light probes required)
I'll probably just make a particle with an emissive to make the effect better.
Yikes, dominant direction basically doubles the size of your lightmaps. That's unfortunate 😦
So unless you considerably increase the size of your lightmaps, is there no way to get normal mapping in baked lighting?
There is the baked normal maps option but I doubt it would work well with terrain
Dominant Direction + 2018 bloat = 300MB world 😦
depends on the issue
@quasi hedge i’m gonna assume what i have is old and outdated and also cannot be baked into light maps. i’m 100% sure i’m not doing anything wrong so don’t fret. case closed
is it normal for lightmaps to "disappear" when going into playmode?
take/post some screenshots
increasing the lightmap padding setting means the smoothness between each texel is.. smoother?, like a low value means you'd see more squarish looking baked light... hope this makes sense
Hey im still having the issue of lighting in Unity looking perfectly fine, but as soon as i go into VRChat the lights aren't active
the lighting is baked
and it baked perfectly fine
always check your shaders
I'm sure this has been answered but does vrchat use the gamma or linear lighting model?
Also figured I'd show off a little as I'm happy with the way my lighting is coming for my new world
Nice! (+ we're in linear!)
