#world-lighting

4 messages · Page 6 of 1

modest vapor
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reverse baking is just removing lighting data in the lighting tab at the very bottom

halcyon verge
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how do i generate lightmap UVs?

modest vapor
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it's one of the options on the asset

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right panel at the bottom

halcyon verge
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everything looks fine except for the wall and the two objects on the table

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still look blueish and dark

modest vapor
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Make sure they're static

halcyon verge
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even if theyre pickups?

modest vapor
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if they're pickups they can't be baked

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only static objects can be baked

halcyon verge
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alright, is there a way i can still make them look in line with the rest of the world's lighting?

mortal marsh
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light probes!

halcyon verge
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ive got light probes going on

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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

modest vapor
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did you bake them ?

halcyon verge
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i managed to get it working, thanks for the help ^-^

mint cipher
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hello, do any of you know the render path the VRC user camera is rendering in?

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forward?

mortal marsh
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Yeah VRChat uses Forward

bright agate
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The VRC SDK changes a good portion of what VRC actually uses.

unique canyon
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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?

oblique cairn
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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?

exotic abyss
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Are u using standard shader on the terrain @oblique cairn

oblique cairn
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Yeah

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But I also tried the Nature/Terrain/Standard. It shows the lightmap then but the terrain looks like a mirror.

oblique cairn
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It's working now. I downloaded the standard terrain shader and added it as custom material to the terrain!

unique canyon
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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?

mighty crow
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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

sharp robin
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Walls look like they have pretty bad lightmap uvs

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Ideally you would want everything to have a checkerboard pattern

mighty crow
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trying to fix that now in blender, thank you @sharp robin

sharp robin
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Are you using custom lightmap UVs for all your meshes or just doing that now?

mighty crow
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im trying to edit the uvs for the walls in blender

sharp robin
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you rebaked?

mighty crow
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yep

sharp robin
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if the curtains are their own mesh you could set them to not cast shadows

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Could also try increasing the lightmap resolution on the walls gameobject

mighty crow
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turning off shadow casting on the curtails didnt help

sharp robin
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How do you have the blue lights setup?

mighty crow
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i disabled the curtains completely

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it only lights up the corners for some reason

sharp robin
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oh using a game object with emission?

mighty crow
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yeah, a plane

sharp robin
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Progressive lightmapper doesnt handle emissive materials well

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almost always has issues from everything ive tried

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better to try use an area light

mighty crow
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and put it as the same kinda strip along the ceiling?

sharp robin
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yeah

mighty crow
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i'll try, thank you

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this is what im trying to do

sharp robin
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yeah using area lights would achieve a closer look to that

mighty crow
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ok let me try the area light now

sharp robin
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I said progressive struggles with emissive materials not to use enlighten lol

mighty crow
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baking progressive now xD

sharp robin
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Enlighten is only good if you are patient enough to wait for ages

mighty crow
sharp robin
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are you not able to increase your lightmap size?

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you have it at 256

mighty crow
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i'll increase it

sharp robin
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overlapping lightmap uvs?

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have you got generate lightmap uvs enabled on those meshes in unity?

mighty crow
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i tried to turn on lightmap uv generation but my unity crashed...

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couldnt handle it

sharp robin
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only tried it once or does it happen every time?

mighty crow
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every time yeah, tried 3 times, it just freezes forever

sharp robin
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might need to make a seperate lightmap uv for each object in blender then

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but its not really abnormal for unity to freeze for awhile if its a very detailed mesh

mighty crow
sharp robin
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hit u on your keyboard and select lightmap pack

mighty crow
sharp robin
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would recommend settings similar to that

mighty crow
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ok now how do i tell unity to read from this uv map and not the other one?

sharp robin
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unity will automatically use the second uv set for lightmaps

mighty crow
sharp robin
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what does the checker pattern look like

mighty crow
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this is with emissive planes instead of area lights, and also realtime (actually mixed i think)

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now it works on 2 walls out of 3 xD

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changing the position of the plane emitting on that wall did nothing

sharp robin
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how long does it take for you to bake?

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if its not taking too long you could increase the lightmap size more

mighty crow
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no i decresed it cause it took 7 min last time

sharp robin
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7 minutes isnt bad

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but if you have to do it multiple times in a row it is lol

mighty crow
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these walls look almost ok, except now theres some weird spot on the floor

sharp robin
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does it only show up when using the baked lightmap view or in standard view also?

mighty crow
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standard view too

sharp robin
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then its another uv overlap

mighty crow
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ok i fixed that

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but what should i do about the artifacts on the other wall? 🤔

sharp robin
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What gpu do you have

mighty crow
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gtx 1060

sharp robin
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Alright

mighty crow
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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

modest vapor
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Most people are aware of bakery, but the cost and GPU restriction makes it a bit out of reach for most

sharp robin
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Yeah its nice but not needed, spending time making good lightmap uvs if needed is a better solution

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bakery wont fix bad uvs

bleak cove
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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.

modest vapor
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The walls are the brightest ?

bleak cove
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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.

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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.

modest vapor
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either there's a light in there, or some of your walls let light go through

bleak cove
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Somewhat fixed it by changing the range of my lights.

unique canyon
sonic marsh
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@unique canyon Did you sign the camera as the reference camera?

unique canyon
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Yes

sonic marsh
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...Are you sure?

sonic marsh
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Hmmmm, tried setting the trigger?

unique canyon
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Yeah, it was set to the camera in those screen shots and I took it off to try thay

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*that

sonic marsh
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Bizarre. And that's the only Main Camera?

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Why's your Post Processing object set Static?

unique canyon
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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

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It's the only camera at all

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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

sonic marsh
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Unset it

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Static might be breaking it

quick copper
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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.

modest vapor
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Does the shader support lightmaps ?

quick copper
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Fairly certain, using the standard shader

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Ill get some screenshots in a bit

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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

modest vapor
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What does your lightmaps look like and what does the mesh have as settings

quick copper
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These are the mesh settings

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How do I see the lightmaps?

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Not sure if this is what you mean but I figured you'd need to see it too

modest vapor
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I don't know if/where unity's lightmapper saves the lightmaps, they might actually not be viewable

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another thing, are your lights casting on the layer for your floor ?

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for some reason you created a custom layer for that

quick copper
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Yup, I've got their Culling Mask set for Everything

modest vapor
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is floor in the list ?

quick copper
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Yup, it is

modest vapor
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is the mesh just a flat plane ?

quick copper
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No, it consists of several objects joined together in Blender

modest vapor
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i'm assuming your generated lightmap uvs for it

quick copper
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Yup, I did

modest vapor
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try reducing the object's scale on lightmap so that the message doesn't appear below

quick copper
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So apparently this folder has all the lightmaps

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I just reduced the Scale in Lightmap on the ground mesh to 0.2 so the message disappears

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Checking for any differences now

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Aaa, still nothing

quick copper
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@modest vapor Any other ideas?

modest vapor
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Are all your other meshes static and casting shadows as well ?

quick copper
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Yup, those are checked too

sharp robin
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Put your scene into baked lightmap view and see if shows the checker pattern with the lightmap on it

pine trench
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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

sharp robin
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What are the warnings that are still showing up?

pine trench
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I didn't get to see them before it crashed :(

sharp robin
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Test bake a scene with only a cube and a plane in it or something?

pine trench
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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

halcyon sun
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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'

halcyon sun
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It seems to go away if I set the Indirect Resolution to 0.93, as suggested online

long glade
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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

quasi hedge
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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)?

long glade
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the lights are on and well

modest vapor
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26 lightmaps ?

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500 indirect samples wtf

long glade
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I haven't changed any of those settings

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if anything they were the default settings

dire moat
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yea that's the defaults for the progressive lightmapper

long glade
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I've used the same exact settings on a different world and the results came out really well

modest vapor
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Is your world that big ?

long glade
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its pretty simple actually

sharp robin
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If its using that many different lightmaps you might want to have the lightmap size at 4096

long glade
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I've crunched all of the textures in the world by 50%

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but i can try changing lightmap sizes as well

dire moat
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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.

modest vapor
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why not crunch compress to 100 ?

long glade
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Not sure, I can do that as well

modest vapor
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yeah no point not to

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You can also try low compression on meshes

long glade
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just wasn't sure if doing 100 would decrease texture quality

modest vapor
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it could, you need to look

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if you can tell then use 50

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but i've never seen a difference

dire moat
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100 is the best crunch quality

modest vapor
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it might on very high resolution though

dire moat
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don't do crunch compression on lightmaps

long glade
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although its a night map so no one would notice anyway

dire moat
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it makes them look bad

modest vapor
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i didn't even know it worked

long glade
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Yeah i don't really touch the lightmaps after they are created

dire moat
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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.

long glade
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mkay

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progressive seems to be the only one that won't take a decade

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the other results in 5/11 clustering for several years

modest vapor
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big meshes will do that

sonic marsh
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Crunch works on lightmaps depending on what your Unity project settings are. If they're high quality, it isn't applied.

long glade
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I'd say it would be the buildings in the distance

sonic marsh
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But high quality lightmaps get compressed really well, so there's no reason to switch.

pine trench
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Sooo, if 26 lightmaps is a lot, I'm guessing 231 is an absurd amount?

modest vapor
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yup

pine trench
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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.

mortal marsh
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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...

pine trench
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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?

modest vapor
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Someethings don't need to have 1 scale on lightmap

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they can be 0.1

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not everything needs to be high texel either

mortal marsh
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also bake your lightmaps at 4k if you aren't already

pine trench
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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.

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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.

modest vapor
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you have too much in your scene

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Bakery is the only and best solution

sonic marsh
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@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.
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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)

sharp robin
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"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?

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Guess I'll test again, I don't think those are the results I get

sharp robin
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So Silent is right it doesnt increase

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nice to know

pine trench
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@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.

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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.

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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

astral badge
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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%.

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unity says its using the 1070ti though, is something going wrong or is it normal to behave like that?

sharp robin
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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

astral badge
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it was only using a little bit more than half of my vram

sharp robin
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Do you have realtime gi enabled?

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It will still use cpu to calculate that

earnest pagoda
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Its all baked lights.

modest vapor
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what shader are you using for the terrain ?

earnest pagoda
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standard one, so far i can see

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"built-in standard"

pale spruce
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I thought you cant bake lights on terrain for VRChat or was that fixed?

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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.

modest vapor
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might help

pale spruce
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To use those shaders, you have to place Trees in a specific folder named Ambient-Occlusion, otherwise the Trees don’t render correctly.

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Thats what the manual says. He didn't mention it so I think I add this here.

earnest pagoda
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so i am not only one with black terrain problems 😛

pale spruce
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I just typed black terrain into the search bar.... nope you are not alone.

earnest pagoda
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@modest vapor i see i missed terrain.mat, or not properly set

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will try tomorrow

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i go in vrc with friends, they're waiting for me

violet echo
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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

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and I don't know how to do it

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nvm, think I figured it out

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I found a fire particles effects prefab on the asset store that has the perfect glow effect

odd anchor
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Uhm, I would need someone to help me with baked lightning, but more like in dms, since I need to show in screen share.

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( I have a problem)

modest vapor
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@odd anchor Can't you post screenshots here ?

supple loom
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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.

modest vapor
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depends on how big your scene is

supple loom
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It's 1.2 km x 1.2 km

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I could work with fewer lightprobes and hand optimize to cut them down

modest vapor
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sounds pretty reasonable then

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make sure there isn't any under the ground and inside meshes tho

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or too high up

supple loom
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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

modest vapor
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you can refer to a single light probe for the sky then

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unless light changes around when people fly ?

supple loom
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It does

modest vapor
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are you using auto probe ?

supple loom
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Yeah currently I am

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I have three auto probe volumes with different settings to cover certain areas differently

modest vapor
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seems like you know what you're doing then !

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20k for a large map doesn't sound like an issue

supple loom
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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

modest vapor
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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

supple loom
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Oh yeah now thinking about it that makes sense

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Good to know I don't have to worry about it that much

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I just like making sure my worlds run great for people

subtle tulip
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how do i make a light local to player

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like everyone holding a flashlight but you can only see your own

supple loom
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Just don't add a object sync script onto it

mint cipher
mint cipher
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and what could cause this light behaviour?
the red light is not filling the whole wall, only a horizontal line for some reason..

sharp robin
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What are the uvs like?

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Its most likely being caused by overlapping uvs

mint cipher
sharp robin
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Do you have generate lightmap uvs enabled in unity for that mesh?

mint cipher
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yup, it's all one piece

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and i always checkmark "generate lightmap uv's" whenever i import something

sharp robin
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In unity set the scene view to baked lightmap

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and then screenshot that wall thats having issues

mint cipher
sharp robin
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Will the same thing occur if you use a normal light instead of an emissive material?

mint cipher
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weird, appears to only happen with emissive materials

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lights work perfectly fine

sharp robin
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Yeah the behavior of emissive materials is very inconsistent and most the time just completely broken

mint cipher
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so there isn't really a way to fix it? i guess i have to try to use lights then sadly

sharp robin
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I think enlighten lightmapper handles emissive materials better

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but it does take longer to bake with

mint cipher
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i wonder if emissive materials bake better with the progressive lightmapper in unity 2018, because i'm still on 2017

sharp robin
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You would have to test

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I'd say its likely you would still run into weird issues with it though

mint cipher
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hmmm probably yeah. Do you usually use progressive or enlighten? does progressive come with any significant benefits besides faster baking?

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because if not, ima just stick to enlighten

sharp robin
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I haven't used either in a long time

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not for anything other than testing

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I almost always use bakery which is an asset addon

mint cipher
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i tried it before too but it almost always gave me strange shadow artifacts

sharp robin
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Bakery?

mint cipher
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yup

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or maybe i just used the wrong settings

sharp robin
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The issue wouldnt have been with bakery

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Most likely something with your meshes

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But yeah if you use bakery on your current scene you will be able to use emissive materials just fine I think

mint cipher
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ima try again later, thanks for the help

sharp robin
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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

mint cipher
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alright will do, thanks alot

mint cipher
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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

modest vapor
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Update the skybox probe through bakery

mint cipher
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that fixed it, thank you!

weak inlet
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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.

mortal marsh
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have you already looked at some of the resources in the channel pins? Xiexie's lighting guide in particular is very beginner friendly

weak inlet
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oh, didnt think to look, ill check that out

weak inlet
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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

mint cipher
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im doing light baking but it making my world size really big any tips

modest vapor
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what settings do you have currently ?

hushed isle
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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

mint cipher
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does anyone know how i fix baking issues like on the leg of that table? i'm using bakery and those are my settings

pale spruce
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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.

supple loom
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It's also worth trying to check generate lightmap uvs in the import settings ^^

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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)

mint cipher
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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

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i tried the checker and it seems fine to me

sharp robin
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I've ran into the same issue and couldn't find out what was causing it

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always roughly the same area would cause the mesh to do that

mint cipher
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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

sharp robin
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Yeah it has nothing to do with compression or uvs

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only thing I can think of at this point is mesh scale

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applying scale in blender or something could fix it

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but I don't see how that would cause that issue in the first place

mint cipher
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yeah true, i already have my blender scale on 1 on every axis, how it should be i think

sharp robin
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weird normals maybe?

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overlapping faces?

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Wouldn't think so but honestly I couldn't figure out what was making it do that

mint cipher
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already checked those too, must be a baking issue of bakery or something

sharp robin
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yeah thats what I ended up assuming it was

mint cipher
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with the normal unity baking i don't get those artefacts

sharp robin
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maybe one thing that would get around it is using lightmap groups for bakery

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add a lightmap group to that object and bake it separately

mint cipher
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good idea, i might try that later

exotic abyss
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@mint cipher maybe try a second version and see if unity basic enlighten does the same thing to it?

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Will maybe help pinpoint if it's because of bakery or if it's something with the mesh/uvs

mint cipher
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yeah i tried that already and it doesn't have those baking issues, i'm pretty certain now that it is because of bakery

scenic elbow
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I just acquired Bakery....what do I need to know about it? Are the any tutorials or documentation on it?

sharp robin
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Should just start off by reading the documentation that comes with it

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If you run into any issues you can then ask questions here

scenic elbow
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yeah I forget every time that assets usually come with documents lol I'm dumb >.>

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thanks!

half ice
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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?

sonic marsh
#

Show us!

rancid tulip
#

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)

rancid tulip
#

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?

mortal marsh
#

pretty much, you just gotta be okay with 'good enough'

rancid tulip
#

But it looks terrible 😦

mortal marsh
#

well there's not much you can do about it

sleek needle
#

@rancid tulip can't you pull in the baked lighting probe data from the shader itself

#

and impact it that way?

rancid tulip
#

I'm not sure. Will that work on VRC? As the limitations here are VRC specific rather than Unity or shader specific.

sonic marsh
#

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.

stuck furnace
#

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 shakey

rancid tulip
#

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?

sonic marsh
#

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.

rancid tulip
#

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?

sonic marsh
#

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.

rapid isle
#

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

trail timber
modest vapor
#

At the top of the lighting window

#

switch environment lighting to gradient

trail timber
sharp robin
#

Why do you have your lightmap size so low?

trail timber
#

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.

sharp robin
modest vapor
#

@trail timber You left the ground color completely black

sharp robin
#

Ideally you want less if possible

modest vapor
#

use 4k for lightmap size

trail timber
#

I'll try rebaking with a lighter ground color. I'll also up the lightmap size, ty

sharp robin
#

It shouldn't affect the bake time by too much since its already using that many

sonic marsh
#

What's your skybox?

sharp robin
#

You could also try changing from enlighten to progressive if your cpu isn't great as it is usually faster

trail timber
sonic marsh
#

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.

trail timber
#

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

scenic elbow
sharp robin
#

Is your directional light set to baked and are you using a shader that supports lightmaps?

scenic elbow
#

directional light is set to baked & I'm not sure about the Shader

#

shader(s)

sharp robin
#

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

scenic elbow
sharp robin
#

You mentioned awhile back that you got bakery?

#

are you not using that

scenic elbow
#

not for this world, no.

scenic elbow
#

this is a quick world with simple lighting so I didn't really bother

sonic marsh
#

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

brave crest
#

I'm annoyed at that black shadow area on the wall. What's a good idea for fixing it?

modest vapor
#

which ?

#

@brave crest

brave crest
#

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 !

stoic valve
#

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.

modest vapor
rancid tulip
#

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?

modest vapor
#

Shadowmask and mixed yeah

#

and make sure to cull layers on that light !

rancid tulip
#

I was told a single realtime light is essentially "free" performance wise. I'm assuming there are caveats to that claim though?

modest vapor
#

that is very untrue lol

#

a single realtime light is still very expensive

rancid tulip
#

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?

fiery pollen
#

The first real time directional light with no shadows is free

#

if it has shadows it isn't

modest vapor
#

right, there's a lot of ways to save space on lightmaps

#

objects not casting on themselves is one

#

low terrain scale is another

rancid tulip
#

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?

modest vapor
#

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

rancid tulip
#

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.

modest vapor
#

4k lightmaps ?

rancid tulip
#

1024

modest vapor
#

you should do 4K

rancid tulip
#

OH, because that doesn't affect the overall size, just how they're chunked, gah. I knew I was misreading something.

modest vapor
#

Also have you tried Xatlas ?

rancid tulip
#

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.

modest vapor
#

compression to 100 ?

#

If you make a build of your world it should give you the size rundown

rancid tulip
#

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?

modest vapor
#

customscene

rancid tulip
#

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...

rancid tulip
#

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.

mint cipher
rancid tulip
#

@mint cipher "now requires 2018.1 or above"

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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.

mint cipher
#

this works with any github repository, just replace master.zip with your commit hash

rancid tulip
#

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).

mint cipher
rancid tulip
#

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.

mint cipher
#

you can light the terrain itself properly by making a material yourself using the terrain shader and using that in the terrain component

rancid tulip
#

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.

mint cipher
#

the material needs to be a nature/terrain shader

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or it won't work

rancid tulip
#

Yes, it's set to Nature/Terrain/Standard, as the picture shows.

mint cipher
#

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

uneven magnet
#

Hello, so i'm having a bit of a problem

#

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 ?

sonic marsh
#

That's odd

willow hazel
mild eagle
gray topaz
#

@willow hazel did you generate lightmap uvs?

willow hazel
#

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

rapid isle
#

@mild eagle place planes on the outer walls to get rid of that light leaking

mild eagle
rapid isle
#

trust me if the walls are not all one mesh they will have light bleeding like that

mild eagle
#

so where do i put the planes?

rapid isle
#

face them outwards and along the same wall

mild eagle
#

@rapid isle there is still light or did i do it wrong?

rapid isle
#

is that after you re-baked the lights?

mild eagle
#

yes

rapid isle
#

from the looks of it youll need to place them on the left/right of the walls

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and put the planes on static

mild eagle
#

lol i forgot that let me test

sharp robin
#

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

mild eagle
#

lol i changed some settings it's now taking forever to render the lightmap

mild eagle
#

@sharp robin i changed some of the things you said and i got this result

sharp robin
#

ouch using enlighten

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and you didn't increase the padding

rancid tulip
#

256MB of lightmaps on what looks like a small map, ouch.

sharp robin
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compression disabled thats normal

#

but yeah you should always have compress lightmaps enabled

rancid tulip
#

That always shows the decompressed size anyway, at least for me. Mine shows 368MB but it's a huge map.

mild eagle
#

im new to baked lighting so im learning as i go

sharp robin
#

Try changing from enlighten to progressive as it usually goes a lot faster and is easier to use

mild eagle
#

what is a good padding amount

sharp robin
#

put it at like 4 or 5 considering the issues in your scene

rancid tulip
#

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.

supple loom
#

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

mild eagle
#

@sharp robin just waiting for it to bake will let you know how it turned out

rancid tulip
#

@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.

supple loom
#

Have you tried nuking the gpu drivers completely?

#

Sometimes it helps to run this so they get uninstalled completely if the drivers are completely out of wack

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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

mild eagle
#

@sharp robin it stoped the light butt now it looks like tthis in the dark areas

sharp robin
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is it all one fbx file?

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you have the house imports in your assets at the bottom

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click the one you are using currently and find the checkbox that says generate lightmap uvs and make sure its enabled and click apply

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and then rebake

rancid tulip
#

@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.

supple loom
#

What gpu do you have just wondering?

rancid tulip
#

2080 Ti

#

Running Bakery in RTX mode.

supple loom
#

Does it occur in non rtx mode?

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I'm running on gtx 1080 so no rtx for me

rancid tulip
#

It takes a painful amount of time without RTX but I should try it, just to rule it out.

supple loom
#

Could slightly lower the settings so it doesn't take so long

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Though ofc longer bake is a better benchmark to test it

mild eagle
#

@sharp robin i clicked generatte lightmap and clicked to bake it said it was going to take like five hours

sharp robin
#

How complicated is your mesh?

mild eagle
#

not sure

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could send you the file and you could have a look\

sharp robin
#

Okay

rancid tulip
#

@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%.

supple loom
#

@rancid tulip what settings do you have srt in bakery? Interesting that it's taking so long just for the sample points

rancid tulip
#

Full lighting, Baked shadowmap, 5 bounces, 64 samples, 4096 size. Tile size doesn't seem to matter, but I was using 1024.

supple loom
#

Hmm you could also try to contact mr f himself and ask about the cuda error

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Worth a shot maybe

rancid tulip
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@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.

supple loom
#

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

rancid tulip
#

I'm not sure he'd be able to do much about it without the world to go along with it.

supple loom
#

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

rancid tulip
#

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"

rancid tulip
#

@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."

pine trench
#

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?

pine trench
#

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.

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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.

supple loom
#

2018 gpu lightmapper does have pretty bad memory limitations

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With a gtx 1080 I only managed to bake the lightmaps at 1k size

rancid tulip
#

Yikes

pine trench
#

Alrighty so its not just me doing something wrong then?

supple loom
#

"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."

pine trench
#

Thats both good to hear and sucks at the same tine

supple loom
#

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

pine trench
#

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

supple loom
#

It works better in 2019 and 2020 but they aren't back porting any of the proper features

pine trench
#

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

supple loom
#

It might be a bug though the error you are having

#

But then again are they gonna fix it 😄

pine trench
#

I hope so lol

supple loom
#

Your drivers and stuff are upto date right?

pine trench
#

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

supple loom
#

🤔

#

That sounds like something that could be causing the error

pine trench
#

Thats for both my 1070 and Titan

supple loom
#

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

pine trench
#

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?

supple loom
#

DDU

pine trench
#

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

supple loom
#

Could do

#

Windows driver problems are always a bit....

pine trench
#

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.

supple loom
#

Yeah dw 😄

#

I hope you get it working

pine trench
#

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.

supple loom
#

If you feel like it look into bakery that's what I prefer 👀

pine trench
#

Been trying that from the start but It kept crashing :(

supple loom
#

Oh 🤔

#

More people having weird bakery problems

#

For me it's worked perfectly in 2017 and 2018

modest vapor
#

4 hours bake killme

pine trench
#

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

supple loom
#

3 days vrcZZZZ

#

That's pretty bad

modest vapor
#

Anything above 30 minutes is bad

pine trench
#

Its a fairly large map with a ton of hallways and some fairly detailed architecture so I figured 4 hours wasnt too bad

supple loom
#

What if your project needs 200 point lights for effect 😆

modest vapor
#

How large is your lightmap ?

#

There's a point where performance < weight

pine trench
#

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?

modest vapor
#

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

pine trench
#

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

rancid tulip
#

May be worth investing in Bakery, it does seem leaps ahead of all of the Unity stuff.

pine trench
#

Been trying with that, keeps crashing

supple loom
#

Does it give you a error?

pine trench
#

Works great on my Waterfront map now, but not asylum

supple loom
#

Just interested to see it

pine trench
supple loom
#

Oh that looks bad 👀

pine trench
rancid tulip
#

That's a new one. Did you change the atlaser?

pine trench
#

Yup.

#

Nope

supple loom
#

Do you have generate uv maps checked for everything?

pine trench
#

Yup

supple loom
#

🤔

pine trench
#

This was before I fixed up the meshes though

#

Thats from a few days ago

#

Now only 28 meshes are shitty :D

supple loom
#

Nice 😄

pine trench
#

Pretty much the only reason Im using Enlighten.

#

Id love to use bakery, but it doesn't like this map

supple loom
#

Hmm would be interesting to know what's causing that for future reference

rancid tulip
#

I'd honestly report that to the dude if you can narrow any of it down, he's active on the forum.

modest vapor
#

Search the forum first

#

you're probably not the first

pine trench
#

Good to know, I'll see what I can find and if nothing comes up I'll report it.

supple loom
#

If you figure it out if you don't mind ping me with the solution

pine trench
#

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

supple loom
#

🤔

rancid tulip
#

What does that actually do?

supple loom
#

Can you dm me couple of the broken meshes so I kind mess around with them?

pine trench
#

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

supple loom
#

Yeah same rn so no hurry 😅

pine trench
#

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

supple loom
#

Looks very nice though

pine trench
#

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

supple loom
#

What game is it from?

pine trench
#

All Points Bulletin. More specifically the 0.6 beta for the original version that shut down in 2010, not the current APB: Reloaded

supple loom
#

Oh that game I was interested at some point trying it but never got around to it

pine trench
#

Its free now :P

supple loom
#

I got no time though 😅

#

Too many projects, work and gotta have a bit to play vrchat as well

pine trench
#

Who really does anymore haha

supple loom
#

Easier to just read about games and appreciative them trough that 😆

pine trench
#

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.

supple loom
#

Also I think we are derailing the lighting channel a bit 😅

pine trench
#

Oh whoops you're right. Forgot what channel we're in

uneven magnet
#

So we can't make the reflection probes work in vrchat ?

modest vapor
#

Bake it

uneven magnet
#

oh I have to manually put everything static ?

modest vapor
#

also disable auto generate in your lighting window

#

you're constantly light baking

uneven magnet
#

oh okay, where's the lighting window ? 🤔

modest vapor
#

in the window tab

uneven magnet
#

Okay it'sn unchecked !

#

So now I to make the baking work, I have to put everything on static ?

modest vapor
#

press the bake button

uneven magnet
#

Yeah it's done

#

but it doesn't change anything

modest vapor
#

🤔

uneven magnet
#

but the water is not reflecting

modest vapor
#

you might need to adjust the size of it

uneven magnet
#

nope, I made it bigger or smaller and still no reflections 😢

#

@modest vapor Thanks so much !

gray topaz
#

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

modest vapor
#

You need smaller meshes then

#

But even then it might never work

#

And that's when Bakery comes in

rancid tulip
#

... 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.

modest vapor
#

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

rancid tulip
#

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.

rancid tulip
#

For example here's my latest Bakery issue. Random objects show up insanely bright. Rebaking will either fix it, or move the issue.

supple loom
#

I've had to deal with that issue randomly as well 😅

rancid tulip
#

Ive passed the issue to the dev so hopefully he'll look into it

mint cipher
#

can we upgrade to unity 2018 yet

rancid tulip
#

Nope, not unless you want the world to stay on the beta.

pine trench
modest vapor
#

nice !

rancid tulip
#

Proper lighting makes aaaaaaall the difference, looks amazing.

#

I'd check your map size now though, those maps don't come cheap.

pine trench
#

410 mb lol

#

Total download when loading the world

modest vapor
#

yeah, that's a lot 😄

pine trench
#

Better than I expected tbh though haha

rancid tulip
#

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.

pine trench
#

Enlighten because bakery keep crashing :(

rancid tulip
#

I assume compression is enabled?

pine trench
#

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

rancid tulip
#

Yeah. I've set most my world textures to "Normal" and 50% and I cannot see any difference, lol. It's a bit weird.

pine trench
#

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

gray topaz
#

@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

modest vapor
#

which step are you stuck on ?

#

7/11 ?

gray topaz
#

no it's "creating geometry | 2 jobs" @modest vapor

modest vapor
#

Did you google it ?

gray topaz
#

yeah i couldn't find anything

signal breach
#

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.

modest vapor
#

I don't think there's anything different with toon shaders ?

#

As long as it's not unlit

signal breach
#

I don't think it's unlit, but I'm not sure. Is flat lit the same as unlit?

calm forge
sonic marsh
#

@signal breach Can you clarify where you're using this shader?

signal breach
#

@sonic marsh I figured it out, I just had the spotlight too far away from the ground

sonic marsh
#

Well, there you go 👀

gray topaz
#

My shadows are super dark in game but look nice an light in unity. Ideas as to why?

#

nvm got it

vivid cove
tall zealot
rancid tulip
#

As it says, out of memory. Either buy more RAM or reduce the lightmap requirements of everything in the scene.

gray topaz
#

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.

rancid tulip
#

Global illumination will help with that, or add an ambient light with a low intensity level.

gray topaz
#

I'm not entirely sure I follow.

rancid tulip
#

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.

sonic marsh
#

@gray topaz Change from Subtractive to Baked Indirect

gray topaz
#

I had them down to 300 with subtractive.

#

@sonic marsh

sonic marsh
#

What are your lights set to?

gray topaz
#

Mixed.

sonic marsh
#

Well, that's a problem...

gray topaz
#

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.

sonic marsh
#

Actually...

#

Try Shadowmask

gray topaz
#

Same results.

#

I've tried all three modes.

#

And yes, all my meshes are set to static.

sonic marsh
#

Shadowmask allows up to 4 overlapping baked lights that can be toggled

gray topaz
#

The lights must be set to baked for that to work correct?

sonic marsh
#

Think so!

gray topaz
#

Alright, give me a few minutes to try that.

sonic marsh
#

I'm not entirely sure, though

#

Unity documentation is pretty opaque on how to get that working

gray topaz
#

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.

modest vapor
gray topaz
#

I've looked at the pinned items and I'm not really finding any answers to what I'm looking for.

modest vapor
#

There's a lot of ways listed to reduce drawcalls and how to bake light correctly, it should be enough to begin with

gray topaz
#

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?

real rock
#

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 ?

edgy forum
#

Use ambient lighting then.

#

Or add some light probes in if you really don't want to use ambient lighting for whatever reason.

real rock
#

Did I gonna get the same render on my textures but avatars don't gonna be black anymore ?

modest vapor
#

switch to gradient instead of color

real rock
#

It's making the same things 🤔

sharp robin
#

Preferably you should use lightprobes however that would require that you rebake the lighting after placing them

real rock
#

So I've to use showmask and mixed light ?

modest vapor
#

why aren't you using Baked ?

real rock
#

I'm using Baked

#

I didn't really used Light Probes so

#

Ok I gonna try to used Light Probes

spring ginkgo
#

you could tell me those are real images and i'd think so

mint cipher
#

my baking gets stuck at 5/11 clustering 1 job

modest vapor
#

You need smaller meshes

mint cipher
#

what you mean

modest vapor
#

some of your meshes might be too large and can't go through the process

mint cipher
#

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

modest vapor
#

terrain and baking are not good friends

rancid tulip
#

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.

mint cipher
#

i found it

#

its my giant mesh

#

so do i reduce the poyles?

modest vapor
#

size is the problem, not the polygons afaik

#

so cutting it in a few pieces in blender would help

mint cipher
#

figued it out if i disable lightmap staic on the obejct it wont bake it letting bake the other objects

modest vapor
#

that's also a way, hopefully that object doesn't stand out

mint cipher
#

same lol

#

damn it looks good

#

it looks really good

rancid tulip
#

As a bandaid, wait till it's finished baking and then change the object colour to darken it to roughly match the surroundings.

mint cipher
#

thanks

#

dude this is insaine my flowers drop to 32 fps and after baking it runs at 92 no issue at all

rancid tulip
#

Yup, that's what removing realtime lights does.

mint cipher
#

dude i can go nuts with detial

rancid tulip
#

Yup, as many lights as you like, it just costs you bake time.

modest vapor
#

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 vrpill

rancid tulip
#

Well they'll all end up in the same lightmaps with no runtime performance hit in reality, surely?

stuck furnace
#

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.

rancid tulip
#

That's where my 2080 Ti shines using an RTX enabled baker 😉

rancid tulip
#

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.

supple loom
#

What if you re uv your rocks 🤔

rancid tulip
#

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.

sinful palm
#

l

mint cipher
#

l

mint cipher
#

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

sharp robin
#

Bake the lighting?

mint cipher
#

it is baked, on the video you see they're flickering

sharp robin
#

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

mint cipher
#

everything in the scene is baked, after setting the rendermode of those lightsources to important, they don't flicker anymore

sharp robin
#

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

mint cipher
#

is it different with bakery? because i use bakery

sharp robin
#

Ah

#

bakery doesnt use unity lights

mint cipher
#

does it use any specific method for lightsources?

#

ooooh

#

makes sense then

sharp robin
#

You have to use the bakery tab at the top and go create> and then the type of light you want

mint cipher
#

thanks, i didn't know that

modest vapor
#

You should follow the Bakery documentation on how to set up a scene

mint cipher
#

will do, thanks

faint pecan
harsh widget
#

The normal doesn’t look smooth

#

Maybe remove duplicate vertices and recalc normal in blender

faint pecan
#

But it was perfectly fine before

edgy forum
#

Is it baked or realtime lit?

faint pecan
#

Baked

#

Aint nobody got frames for that

edgy forum
#

auto-generating lightmap UVs or making your own?

faint pecan
#

auto

edgy forum
#

Hmm, maybe give doing your own a shot. Might at least be able to hide any seams where they won't be as obvious.

faint pecan
#

Well I have absolutely no idea how to do Lightmaps for objects

edgy forum
#

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

faint pecan
#

Ahh alright

#

however I still have no idea how to properly do that

edgy forum
#

Like, what kind of UV layout is best for lightmaps?

faint pecan
#

Yeah just in general have no idea how lightmaps work, what they do, and what things you should pay attention to when unwrapping

stuck furnace
#

even texel size, as few seams as possible, and no overlapping/mirrored uvs.

thats really all you need @edgy forum

edgy forum
#

@faint pecan ↑ is the info you need for doing your own lightmaps

faint pecan
#

Yeah already read that, but thanks

edgy forum
#

Figured I'd ping you since I got pinged instead

faint pecan
#

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

stuck furnace
#

Oh yeah I misread that conversation

#

Woopsie

rancid tulip
#

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?

modest vapor
#

That shouldn't be necessary if the shader support lightmaps afaik ?

#

Transparency as in opacity ?

rancid tulip
#

Yeah, so when I do light baking, the ground beneath them is completely black as though the foliage is blocking all the light entirely.

modest vapor
#

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

sharp robin
#

Yeah I don't think bakery handles transparent or cutout materials well at all

rancid tulip
#

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 :/

sharp robin
#

Change it to bakery standard perhaps?

sharp robin
#

or increase the cutout amount while baking

rancid tulip
#

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.

sharp robin
#

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

rancid tulip
#

Not sure there's an easy way to do that for 30 or so prefabs every time I want to Bake?

sharp robin
#

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

rancid tulip
#

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.

sharp robin
#

Yeah its one of those things you would only remember the second after pressing the render button

rancid tulip
#

and with Bakery, that unskippable "lock up Unity entirely" period after you press the button lasts several minutes.

supple loom
#

@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

rancid tulip
#

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).

supple loom
#

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

rancid tulip
#

Mmm, unfortunately not. Well it's baking with cutout at 90% now so we'll see if that actually works.

rancid tulip
#

Didn't work. Still looks like it's not letting any light through at all. @sharp robin

sharp robin
#

what are the cutout settings on the shader?

rancid tulip
#

Strength, shadow, ambient, etc don't seem to affect the baking results at all

sharp robin
#

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

rancid tulip
#

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.

sharp robin
#

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

rancid tulip
#

That would make sense wouldn't it

rancid tulip
rancid tulip
#

I wonder how much overhead the waving on the plants actually adds..

#

I should probably profile all this at some point and document it.

rancid tulip
#

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.

signal steppe
#

happy with how the lighting is coming out

quasi hedge
#

looks dope!

proven fractal
#

Curious, how many of you guys use HDRi's for your lighting?

quasi hedge
#

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

plush harbor
#

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.

quasi hedge
#

@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?

round bobcat
#

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.

mortal marsh
#

those are typically just spotlights, but realtime lights are terrible on performance so your avatar will instantly be made Poor

round bobcat
#

All of my avatars are already poor so 😅

#

Actually is it possible to make a ball of light?

#

like a light bulb kinda?

spring heath
#

Two ways, a ball with light inside it or ball with emissive texture (light probes required)

round bobcat
#

I'll probably just make a particle with an emissive to make the effect better.

rancid tulip
#

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?

sharp robin
#

There is the baked normal maps option but I doubt it would work well with terrain

rancid tulip
#

Dominant Direction + 2018 bloat = 300MB world 😦

steel hatch
#

i need a PRO lighter to help me plz haha

#

anyone care to help?

modest vapor
#

depends on the issue

steel hatch
#

k well i cant paste anything anymore idk why

#

so without that idk if anyone can help

plush harbor
#

@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

faint glade
#

is it normal for lightmaps to "disappear" when going into playmode?

quasi hedge
#

take/post some screenshots

plush harbor
#

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

long glade
#

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

long glade
#

nvm

#

fixed it

#

objects was using legacy shaders

long glade
#

always check your shaders

signal steppe
#

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

quasi hedge
#

Nice! (+ we're in linear!)