#world-lighting

4 messages · Page 8 of 1

frozen relic
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Omg thank god, yeah i searched it up, but im like super blind and couldn't find the gizmo button xD, thanks lots for including a photo

supple loom
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@old ravine Usually you would use water

old ravine
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Ah, ok

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When I use water, it doesn't show it in the editor. I can't test in game right now, but I assume it shows up?

supple loom
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If it doesn't show in the editor you have done some other part of the setup wrong

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The above guide I linked has all the steps you need to do

old ravine
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It ended up my issue was that my post processing volume was still on the default layer

tame crater
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Help! When I baked my reflection probes all my my materials turned into beach balls and all of my dynamic objects have turned neon!

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I have restarted Unity and tried re-baking my lighting. I'm gonna try re-baking the probes next to see if that helps. Also, when I baked the probes, my sky turned into a cube map of my world. What's up with that?

modest vapor
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update your skybox probe ?

tame crater
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How?

modest vapor
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it's the button at the bottom on the bakery option page

tame crater
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Why would it be in Bakery? I'll check...

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Bakery doesn't handle the reflection probe rendering as far as I knew...

modest vapor
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different thing

tame crater
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Hm, that seems to have worked.

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The thumbnails are still screwed up but I'll try restarting again,

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Oh wait they just fixed themselves.

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Hm.... Well it seems fixed now, though I have no idea why that happened or why the sky took on my world appearance. And I guess I gotta bake light probes too to fix the brightness on my door here?

modest vapor
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Yep

tame crater
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Um... rebuilding the skybox probe works... in Unity... But as soon as I upload, it's broken in game. Even my avatar is blue and magenta. And the lighting in unity reverts after it exits play mode for the upload...

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Is the skybox supposed to be set to a particular reflection probe? Cause when it went all wonky I duplicated a copy of the skybox that still looked right and set that as the skybox material.

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I see on reflection probe, the first one I think, which looks like an empty sky.

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So this is what happened after I hit build... That's when it reverted to blue and pink... And this time I had the skybox set to the first reflection probe.

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I just hit update skybox probe while in play mode and it seems to have fixed it... I'll see if I can upload it now, but I'd prefer not to have to reset that in play mode every time I upload...

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Well, that didin't work either.

tame crater
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I think I resolved the issue, though I don't know why it fixed it. I decided to make one group of light probes because I had none even though I didn't need any previously with my single directional light and skybox, and once I created those light probes, the issue with the reflection probes or skybox probe or whatever was causing the graphical glitch, went away. So if anyone uses Bakery in the future and you end up with blue and magenta dynamic objects and players make sure you've got some light probes set up, I guess!

tame crater
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What the heck am I seeing here with these spheres and lines? They look like light probes, but only appear if I duplicate the window and select it, so I can't select them to move them or anything...

modest vapor
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maybe a probuilder thing

tame crater
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I guess it might be showing me which light probes it uses? I only have one cube of light probes in that location, because I needed some for the lighting in my world not to break after I added reflection probes. (I'll add more of them later.)

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But if they are the light probes why is it only showing me them when I select the object's duplicate, but not when I select anything else?

supple loom
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Yeah that's visualizing light probe usage for you

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And you wouldn't see it on static objects since they don't use lightprobes

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So if you duplicate something it isn't lightmapped yet and is still using light probes

tame crater
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I see... I just noticed the duplicate has light probe blending and the original does not...

supple loom
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Yeah after you bake lighting again it's just gonna use the baked lighting

tame crater
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But why when I duplicate something is it now getting light probes instead of being marked static?

supple loom
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Right now it's just falling back to light probes

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Because a new object isn't lightmapped yet

tame crater
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So you think Bakery will change the settings? I guess I can try that now...

supple loom
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The settings don't need to change it's just a fallback to shade the objects until they have lightmapping baked on them

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I mean correction you don't need to change it

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Yeah once they get baked unity or bakery or otherwise they know they have a lightmap and disable the lightprobes

tame crater
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Thanks!

supple loom
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👌

grizzled magnet
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debating whether the fog looks good or no

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it does make it look dusty though

mint cipher
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Is it better to bake a scene for a world in unity or render it in blender and and export the baked textures?

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Because i don't think unity will do a job as good as the blender cycles render

modest vapor
vocal oar
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you are right, cycles will produce better lightmaps, but it's difficult to import those lightmaps into unity. i know there was one world creator who used to bake their lightmaps in Unreal engine and bring them into unity. There's also the problem of doing this meaning you won't have light probes so everyone's avatar will just look super dark.

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personally i think the progressive lightmapper does a good job but the version of progressive lightmapper we have in unity 2017 is unfinished and has a lot of problems.

modest vapor
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Get Bakery > Profit

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Just make your lightmaps in blender and then bake in unity then

edgy hound
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I baked my lighting and it looks pretty good to me, however I see tiny speckles all over the place. It looks kind of neat, like stars, and I don't mind it - but I would like to know if this is an indication I did something wrong with the lighing?

modest vapor
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can't know without seeing what you're describing and your bake settings

edgy hound
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ok, I will try and take a picture and see if the camera picks it up. I will send that and the bake setting tomorrow. Thanks

valid solstice
mint cipher
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Yup

pine trench
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@grizzled magnet Looks great with the fog. Im afraid that it would look less atmospheric without it.

modest vapor
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@valid solstice make sure light probes are not outsides your walls or insides meshes !

livid karma
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is there anyway to make a light in a world only show on players?

modest vapor
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Player/Player local layers

livid karma
supple loom
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Realtime light is disabled by default on mirrors

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You should just setup proper lighting with light probes

livid karma
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i have not worked with light probes yet

supple loom
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Do you have baked lighting otherwise in the world?

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If you do you need lightprobes for the baked lights to affect players and other dynamic objects

edgy hound
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The tiny sparkles don't photograph, it's like sparkly dust in the air. It's easier to see when looking at darkness. It could be my video card, but I'm ok with it, it really adds to the atmosphere of being Star Studded. :)

cunning mirage
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For some reason, PostProcessing 2 doesn't work on my latest map, even though it did in my previous one.

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I both copied my previous setup as well as tried an online tutorial's setup

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But it didn't work

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Help.

modest vapor
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Follow the steps in silent's guide and it'll work

cunning mirage
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that was the guide i followed

modest vapor
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then you missed a step

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there's stuff you can copy, so change everything correctly

cunning mirage
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well fuck me, it works when i change the layer

charred aurora
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what is the best light option to save fps?

rancid tulip
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Low resolution baked, no realtime.

valid solstice
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My directional light does not have shadows when i bake it. I have hard shadows enabled on it. Shadows shows if i remove baked data. But after clicking generate lighting, the shadows are gone. Whats going on?

tame crater
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Hello, I'm using Bakery, have my light and reflection probes set up, and I see the light from both Bakery and realtime directional lights on my avatar. But as you can see in the screenshots, while I see the shadows cast from my avatar onto the staircase when its standing in the doorway, inside the room, though I see no shadows from the directional light on the floor because the walls are shadowing it, the directional light still illuminates my avatar making it appear very bright even in the dark corner by the red light. Any idea what's causing this?

modest vapor
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What happens if you rotate that directional light

tame crater
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Nothing special other than the shadows change the direction in which they're cast. (I didn't recompute the baked lighting here.)

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I guess static objects, ie, the world geometry, isn't itself casting shadows here, but I assume there's some way to enable that...

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Only the door and Nikkei are dynamic.

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Setting the directional light mode to Mixed instead of realtime doesn't seem to help.

modest vapor
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What are the settings on your walls ?

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If it's probuilder there could be specifics about how it casts shadows

tame crater
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It is probuilder. I'll post a screenshot with the settings.

modest vapor
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You have cast shadows set to two sided

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since it's not the default, not sure why it's changed

tame crater
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What difference would that make? If anything that should make objects even more impervious to light, shouldn't it?

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Also you say that's not the default, but I just created a new cube in probuilder, and that is the default. And setting Cast Shadows to On makes no difference I can see.

quasi hedge
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It's a limitation of mixed lighting - unless you use baked indirect or distance shadowmask iirc

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You could try baking your light probes with the occlusion probe toggle on in Bakery which should prevent dynamic objects from being lit in shadowed areas. You could also duplicate your geo and set the cast shadows type to "shadows only" so they become dedicated non-static shadow casters, but that'll be expensive.

tame crater
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@quasi hedge I can't use distance shadowmask. VRChat doesn't support it. I posted here a few days about that when I noticed my shadows weren't as sharp in VRChat as they are in Unity.

To use baked indirect, do I just check "bake to indirect" on my directional light source?

I found the occulusion probe toggle, and that sounds like the right thing, so I'll try that out... But if that's available, why did you suggest bake to indirect? I'm not clear on what bake to indirect does or what the upsides and downsides of it are.

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I checked the occlusion probe toggle thing, and baked the light probes again, but I'm not seeing any change. In addition, I cannot enable "bake to indirect" on my directional light source without it deselecting shadowmask, which is what enables avatars to cast shadows on the environment.

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I also tried changing the directional light from realtime to mixed, and re-baked the light probes, but still no change in nikkei.

quasi hedge
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oof, I didn't know distance shadowmask wasn't supported in VRC. 🤔 Baked indirect is not ideal for VRC because all the direct light contribution + shadows are real-time. There's probably some uses cases, but we can't control the shadow distance afaik for that to make sense.

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You might be stuck eating a large perf cost to get shadows + shadow occlusion on dynamic objects. is there any reason you're not rolling with a full lighting bake and relying on probes to deal with dynamic objects?

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Dunno why the occlusion probes are giving you a hard time though, might be worth checking the Bakery forum thread for that

cunning mirage
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hang on, why am i able to have dist shadowmask on my map then?

tame crater
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@cunning mirage Are you sure it's actually working? Just because you see shadows doesn't mean it's working. I noticed it wasn't working because the shadows I expected to be sharp were blocky and blurry, because I wasn't seeing the real time shadows up close as I was in Unity, I was instead seeing my lightmaps, which I'd rendered at a low resolution because with the distance shadowmask enabled in Unity, lower res maps looked fine.

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@sonic marsh was the one who told me distance based shadow masks don't work in VRC. If you scroll back to 02/02/2020, you can read my posts about it.

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@quasi hedge "is there any reason you're not rolling with a full lighting bake and relying on probes to deal with dynamic objects?"

Avatars and other dynamic objects won't cast shadows if all the lighting is baked.

I do have probes, but they seem to be picking up the indirect lighting only. I assume they'd be brighter if I baked all the lights.

sonic marsh
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Yeah, since it was moved to a project-wide setting in 2017, it doesn't work in maps uploaded

tame crater
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Do "Quality Settings" for a project carry over to VRC at all, or is that stuff baked into the client?

tame crater
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It's unfortunate that we can't use distance shadowmask, because after having disabled it a while back after I learned it didn't work in VRC, I tried enabling it again, and it appears to do exactly what I want.

Without distance shadow masking:

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And to reiterate, while I should be able to get a similar effect to what you see above using all baked lighting, if I use all baked lighting, then avatars will no longer cast shadows onto the environment. I need to mix real time and baked lights for that.

warped hazel
modest vapor
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Irrelevant for light baking

warped hazel
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so its not lighting stuff? 😄

modest vapor
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Your objects need to be static and have lightmap uvs

warped hazel
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they are static

warped hazel
tame crater
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No, lights set to Baked or Mixed and baking lightmaps creates lightmaps. Light probes are used to allow dynamic objects like avatars to pick up light from the lightmaps in a scene instead of having to rely only on realtime lights, which create less realistic looking lighting.

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I see you do have at least one light set to baked though in your screenshot. I don't know if you have all of your lights set to baked however.

warped hazel
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all the lights set to baked but i do have one directional real time

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does a real time one take priority and the baked ones dont show up?

tame crater
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No.

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Unfortunately, I don't know why your lightmaps aren't showing up, because I haven't used Unity's lightmapper much. I've been using something called Bakery available on the Unity Asset Store. It bakes lightmaps 20x as fast as the built in lightmapper, but it's a little more complicated to set up the lights and I'm still playing around with all the settings.

warped hazel
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ye im just confused why in unity its like this but ingame theres no baked lights

tame crater
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You might try going to Window->Lighting->Settings, and seeing what's in there. I assume you have been there because that is where you click the button to bake the maps but maybe you are confusing Unity's preview of lighting using realtime global illumination for baked lightmaps.

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Also up the top of that settings panel is a button for "global maps" which will show you your lightmaps if you have any baked.

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If there's nothing there, you have no lightmaps.

warped hazel
tame crater
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Well you're on the right track at least. I still have no idea why it doesn't show up in the game. Also the fact that the map looks like that means you probably have lightmap UVs set up correctly so it's probably not that.

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Show us what's under the SCENE tab.

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Those are my settings.

warped hazel
cunning mirage
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@tame crater Late reply, but shadowmask was working since me and my pickups cast dynamic shadows

tame crater
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@warped hazel Here's a thought... What shader are your materials using? If it's not Standard, maybe try Standard? I noticed the Probuilder material shader wasn't rendering properly when I made my level with that, so I switched to standard. Even if you're not using probuilder if you're using some weird shader, maybe it is not capable of handling lightmaps.

warped hazel
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i am using probuilder

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alright ill change shader

tame crater
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@cunning mirage Shadowmask works in VRC. Distance Shadowmask is what we believe does not. Both Shadowmask and Distance Shadowmask cast dynamic shadows. But only Distance Shadowmask casts shadows from static objects onto dynamic objects like players. In other words, with Shadowmask alone, if your player goes inside a static building, the inside of the building will be dark, and the amount of ambient light being cast on the player will be low, but the player will still appear bright because the sun won't be blocked by the walls because they're static and can't cast onto dynamic objects with regular shadowmasking.

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@warped hazel Well that's even worse than the standard Probuilder material. That's a legacy shader, which means its really old and designed to be fast and mimic old rendering methods. So that's probably your issue...

warped hazel
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or should i use progress.

tame crater
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Enlighten is much slower than progressive I hear, but I haven't used either enough to tell you more.

warped hazel
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ye am changing the shader

cunning mirage
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@tame crater Oh, yeah. I remember distance working in the editor but chose against it because I didn't like the realitime shadow details produced.

warped hazel
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seems to work 😄

cunning mirage
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Yeah, with regular sahdowmask, I just ahve lightprobes to get shadowed

tame crater
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Lightprobes won't block directional light though. And that's my issue. The sun is everywhere!

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I think I have found a hacky solution though...

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Dynamic objects will cast shadows onto other dynamic objects from realtime light sources...

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So, if I copy the static lightmapped objects I need to block light, and set them to dynamic, and shadows only so they are invisible, that will block the realtime lights.

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It would be nice if there were a way to accomplish the same thing without duplicating geometry, but if there is I haven't found it yet.

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Correction. I almost had a solution but Unity being Unity the edges of the dynamic shadows don't line up precisely with the edges of objects, so I get sparkles:

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What you're seeing there is the wall being shadowed by a copy of it which I moved away from it and made invisible.

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If you look at the left edge of the wall, and around nikkei, you can see white pixels where lit polygons were not covered in shadow because the edges of the shadow have different stair steps than the polygons beneath.

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And I tried turning the normal offset to 0 for the spotlight, but it has no effect.

cunning mirage
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does it not work in the editor or just in game?

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dist shadowmask

tame crater
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Distance Shadowmask works in the editor if you enable it with Bakery or under Edit->Project Settngs->Quality->Shadowmask Mode. But it does not work within the game. It falls back to regular shadow masking.

cunning mirage
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i'm trying it myself right now...

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ok, you're right that the distance sahdowmask falls back to regular shadowmask in game

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but the objects in shadow are still shadowed

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The lightprobes work properly

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that is a directional light

tame crater
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Which objects there are dynamic and which are static?

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If the wall on the right is dynamic, then that's why your capsule is shadowed. Make it static and it won't be.

cunning mirage
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planes a static, capsule is dyunamic

tame crater
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If the planes are both static why is one casting a much darker shadow than the other?

cunning mirage
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light bounce

tame crater
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Show me how you have the light set, as well as the settings for the objects in the scene.

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Wait, is your directional light realtime, baked, or mixed?

cunning mirage
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mixed

tame crater
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Okay. But notice your capsule is not itself casting a shadow.

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I mean... Where it's located it wouldn't...

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But since you don't have it half in and half out of shadow we can't tell if it is capable of casting a shadow or not.

cunning mirage
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lol, so sceptical 😛

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let me flip

tame crater
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I'm skeptical because I've been trying to make this work for two days and nobody has any idea how to fix it and my own tests give different results.

cunning mirage
tame crater
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Show me your project quality settings.

cunning mirage
tame crater
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Distance Shadowmask is enabled there. Try out your new scene in the game, and see what that capsule looks like.

cunning mirage
tame crater
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Well that doesn't make any sense...

cunning mirage
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it works right?

tame crater
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I'm not sure...

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The fact that the capsule has no light on it at allfrom the directional light gives me pause.

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It seems to only be taking light from the light probes.

cunning mirage
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yes, lightprobes

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the lightprobes properly get shadow and light

tame crater
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Can you send me that scene, so I can experiment with it myself, because I have no idea how you're getting that result.

cunning mirage
tame crater
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Oh good I wanted to suggest you should try that but I didn't want to keep asking you to build and test in game. 🙂

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I'm still confused as hell as to how you're getting a seemingly correct result though.

cunning mirage
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everything i'm using is built in

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i think it's your custom addons

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not compatible

tame crater
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Turn off distance shadow masking in unity and see if it looks the same.

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Bakery just bakes light maps. There are still unity lights in the scene with the same bake settings you used. It should have no impact on how the scene is rendered in game.

cunning mirage
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and yet here we are

tame crater
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I'm not saying it's impossible, I'm just saying from what I know, it seems unlikely.

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Set the quality settings to shadowmask instead of distance shadowmask and lets see how your army of capsules looks within Unity?

cunning mirage
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hang on, i'm making a new scene so i can send it to u

warped hazel
tame crater
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That's called light bleed. You can reduce it by increasing your lightmap resolution or padding the lightmap UV's more. I'm not sure how you'd go about adjusting the lightmap UV padding in vanilla Unity. In Probuilder it's a setting you can change per object or polygon.

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Actually I do see padding in the Unity lightmapper settings. But it's global for everyhing. It appears to be set to 2 by default. I found a setting of 16 worked well with a lightmap resolution of 32 texels per unit on thin geometry like staircases.

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Note that the more padding you have, the more and the bigger your lightmaps will need to be to account for the empty space. But I didn't find that 16 seemed excessive when I looked at the lightmaps. They still looked densely packed.

warped hazel
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ok thanks dude👍

cunning mirage
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that's distance shadowmask off

tame crater
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@cunning mirage Thanks for that. I'm currently running a battery of tests to figure out what the hell is going on. The settings you have for the lights and objects in the scene seem to match what I've got, with the exception of the capsules not using skinned mesh renderer, but I dropped Nikkei into your scene and he's lit properly. So now I've loaded your scene into the same project I was working on with Bakery and Probuilder installed, and well...

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As you can see, shadows are working, and light probes appear to be working as well. I have disabled my original directional light here, and I added a bakery directional light separate from the directional light, though I don't know if the latter is necessary or not, so I'm gonna disable that next and see what happens.

tame crater
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...surely Unity wouldn't naively blend two reflection probes whose probe points are on opposite sides of a wall, and then use the blended image to calculate the lighting for the wall rather than blending the probes such that probes that a surface is facing away from don't contribute to the reflection of that surface,... right?

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Hm, well I can't tell if that's the case or not, but moving the bounding boxes of some of my probes only made the problem of the surface reflecting the skybox worse.

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Oh btw, the wall in question is set to blend probes, not blend probes with skybox, before anyone suggests that might be it:

cunning mirage
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@tame crater Actually, Unity does naively blend probes regardless of if they're separated by a wall. You have to put probes close to the wall on either side to prevent light leaking into dark places.

tame crater
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It seems you're correct. Disabling all the probes makes the blue light go away, and I found the probes contributing most of the blue light were ones that were quite far away comprising a large volume, which I would have assumed would have reduced their contribution to almost nothing. Also reducing the bounding box for the probe to be halfway inside the wall doesn't help. If the wall is contained by the volume it contributes to its reflection. If it's only halfway in, it doesn't. There's no way to make it affect only one side, unless I were, I suppose, to actually make the wall out of two walls, an inside and an outside. What the hell Unity? This makes reflection probes for walls all but useless. It's not worth my time and effort to bodge a solution, so simply disabling reflections on all walls and leaving it on only for highly reflective surfaces like floors or windows, or metallic surfaces, would seem to be the way to go. At least in cases where you have bright light in one room and darkness in an adjacent one which share a wall.

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I still need to do more tests as I was rolling everything back to basics to try to figure out where my ambient light was coming from to figure out why my avatars weren't being shadowed, but I think these reflection probes will prove to have been part of the problem. Not all of it though, the shadows were clearly missing on the avatar and I'm still not sure why cause I've been mucking with this ambient stuff for hours instead of that.

tame crater
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Okay this is weird...

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Baked light, using Bakery, with ordinary directional light only. Note how the walls in shadow don't have any bounced light. This is probably normal. Also notice he avatar in the room is shadowed correctly.

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This time, with the Bakery directional light script added to the directional light. Now the light bounces off the walls correctly, but the avatar is no longer properly shadowed within the room:

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And finally, with the bakery script disabled on the original light, and a second empty game object with only the bakery directional light script on it:

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The last one is the correct and desired result, but why the hell does it make a difference if there's two scripts on one object, or two objects with one script each?! The only thing I can figure is maybe at some point in the light probe creation process, the bakery script being on the light causes some calculation involving it to go wrong.

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Well. I appear to have spoken too soon. Re-rendering the light probes after getting the correct lighting in the scene breaks the lighting again:

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Okay well it seems disabling "occlusion probes" in Bakery so it does not revert back to the Unity lightmapper to handle the light probes reverts the lighting to the correct result again:

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I had enabled occlusion probes for a while because it seemed to be needed to get the result seen in the first image above. Without them not only was there no light bounce like in the image, but the avatar was also not shadowed properly. But the final image has occlusion probes disabled and the avatar is in shadow even though the pop up indicates that it should be checked to shadow dynamic objects properly. I don't know what's up with that, but at least I seem to have it working the way I wanted it to now. And it seems that the whole problem from the start was adding that script to that light instead of to its own object.

tame crater
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Is it a property of cube maps that when reflected in a plane like a window the reflection won't change as you go from looking straight on at it to an oblique angle? My reflections seem stamped onto the window more than like real reflections.

proven fractal
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tried enabling box projection on the cubemaps?

halcyon verge
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trying to get my worlds lighting to work properly but keep getting these weird artifacts/light bleeding, anyone know how to fix?

sharp robin
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@halcyon verge Looks like you still have a realtime directional light in the scene which is causing that

tame crater
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@proven fractal Box projection is enabled.

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I think partly I'm running into the limitations of cubemaps here...

proven fractal
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sounds like it

tame crater
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And if I set the glass to be metallic so you can see the reflection better... On this side, which is the side the reflection probe is on, the glass looks fine:

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The reflection on the glass doesn't seem to change as you would expect to. Perhaps this is because the reflection probe it's using is on the other side of the glass. Now that I made it not transparent I can see it's not just that the reflection looks flat, it's also reflecting the avatar pedestals inside cause the probe is behind those...

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So I'm left wondering how I could go about fixing this so the glass looks and acts more like a mirror on the outside. Maybe I could bake another probe on the outside and then make the window glass two separate objects and somehow force the outside one to use one probe and the inside one to use the other?

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I'm still not sure though that even that would solve the issue of the reflection looking like it's just pasted on there on the outside pics.

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Hm, looking at a tutorial on glass windows, it may be what I should do is put a probe inside the window, and then maybe I can force the window to only use that probe? The tutorial doesn't mention that but I don't want it blending with other probes accidentally if possible.

quasi hedge
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You can change it to simple instead of blend probes in the mesh renderer + it will prevent the probes from interpolating between each other based off their weight.

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You can also force it to use a probe using anchor overrides too, which is probably better than using two meshes using two different probes if perf is a concern. You might be able to toggle between reflection probes using triggers at runtime if you wanna get hacky, but I haven't tried + am unsure if it breaks any static batching

tame crater
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Yeah I went with the anchor override method. Stuck a probe in the middle of the glass, dragged it to the anchor override and it went to 100% for that probe on that surface, and the reflection seems to be a bit more accurate. The outside of the glass is definitely better looking like a proper relfection...

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Well it looks passable at least. There's some weirdness to the reflection, like how you can see the clouds here even though the reflective surface is angled downwards..

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But yeah, a little tweak to make it a bit more metallic/reflective, and adjusting the transparency, and it's looking pretty nice now!

#

Though it is a PANE in the ass to have to set this up for every single window! I wonder if I can include reflection probes in prefabs and if it will auto link the right probe to the anchor point...

edgy hound
#

Hello, I'm not sure what happened but all of a sudden my lighting went kaput. The picture show's what it looks like in VRChat and it also looks like this in unity. Do you have any ideas why this happened?

#

Nevermind, for some reason the Source of the light got set to nothing. I have noticed that lighting setting sometimes change all by themselves. Anyway, it's fixed now. Thanks

regal pelican
#

should i use Ambient Occlusion by post processing or should i bake AO textures and use those instead?
what is better for VRchat?

#

and if post processing...how do i do it in unity 2017 for VRchat?

modest vapor
#

Bake it, don't use post processing ao

kind bobcat
modest vapor
#

Are the boxes set as static ?

#

And did you actually bake the lights

kind bobcat
#

I did bake the lights, and the box isn't set as static. what I dont get is that the light probes are all the same color

#

I should probably restart my lighting from scratch

#

its really just two lights and some probes, it can't be that hard

modest vapor
#

Are your lights turned on in that video ?

kind bobcat
#

think I fixed it

#

lesson of the day: point lights suck
lesson of the day, always make sure to check the baked skybox lighting

#

I added a third directional baked light in white with a very low intensity to bring back some colors, because that was a recurring complaint with the map

regal pelican
#

thanks...baking the AO i will

warped hazel
#

it should be solid one color

modest vapor
#

your object doesn't have lightmap uvs

warped hazel
modest vapor
#

Yes

#

for baking

#

otherwise doesn't matter

warped hazel
#

is this ok for baked lights?anything else should be checked/unch.

modest vapor
#

baked lights layers don't matter

warped hazel
#

oh ok

modest vapor
#

that would be for directional lights,but if you baked lights and lightprobes you wouldn't need a realtime light

#

except for your water

warped hazel
#

yea directional realtime is now just for water

modest vapor
#

nice

warped hazel
modest vapor
#

Indirect instead of shadowmask, lightmap size to 4K,

#

Make sure all your objects have generated lightmap uvs

#

indirect intensity to 5 seems like a ton, is that the default ?

warped hazel
#

ye i dont hink i changed that

modest vapor
#

also you'll want to set the lightmap scale of certain objects down or up depending on how much they matter

#

and also removing the "cast shadows" from your floor objects

warped hazel
#

this is the pillar with bleeding

modest vapor
#

oh for the pillar i'm not sure, does it have lightmap uvs ?

warped hazel
#

yea

modest vapor
#

Is that an object you made ?

warped hazel
#

with pro builder

modest vapor
#

ah lul

warped hazel
#

xd

modest vapor
#

probuilder is notorious for that kind of problem

#

You could replace that with a capsule mesh and scale it up

warped hazel
#

yea ill eventually start using a modeling program

#

i dont know what capsule mesh is,still too new 😄

#

ill just model the pillar in blender or somthing

modest vapor
#

in unity you can right click, and add simple meshes

#

one of them is a capsule

warped hazel
#

capsule collider?

modest vapor
#

wrong menu 😄

#

it's in your hierarchy

warped hazel
#

oh.. im idiot xd

#

ye i confuse a bit what a mesh is

#

yea that should work perfectly 😄

warped hazel
#

thanks for help @modest vapor 👍

modest vapor
#

np, feel free to ping me if you've got questions

warped hazel
#

why on one platform the light probes(the small white squares) are always moving , kinda creepy xd

supple loom
#

How far are you from the zero point of the world? 🤔 Asking just incase

#

I can't see your hierarchy so I'm not sure if that object is under something or not

warped hazel
supple loom
#

That doesn't show the zero point either to me

warped hazel
#

the middle platform

#

basicly or how else do i show

supple loom
#

Select some gameobject that's not under something else and show me

warped hazel
#

that far

supple loom
#

Okay that seems okay then I was wondering if it was floating point errors from being too far from the zero point

warped hazel
#

how much is too far

supple loom
#

Start's being noticable at around 1500 farther you go the worse it get's

warped hazel
supple loom
#

Yeah that's okay that's pretty normal to organize your stuff

#

You could remove the decimals after like 0.0 from the light probe script maybe since there's really no need to have it be that exact

warped hazel
#

can i lock the numbers somehow?

#

they still change

supple loom
#

Hmm I haven't used that light probe script in a long time

#

Technically though the white things just generate the actual light probes so you could just not worry about it

warped hazel
#

but i thiink the values stop changing when i deselect it

#

ye they just slowly move the yellow area

supple loom
#

That's honestly weird I'm not sure what else to suggest

modest vapor
#

The collider should be the size of the room itself

#

You can use grid or spray, but grid will place probes in colliders and that's not good

supple loom
#

I don't think you can do spray with this one

#

This is the free light probe placer

warped hazel
#

anyone got some of that bakery?

supple loom
#

Bakery can be bought from the asset store

warped hazel
#

also does anyone use the screen space refletcion thing does it work in vrchat? reflection probes are lame

#

or are there any other good reflection solutions

supple loom
#

Screen space reflections is a no go with forward rendering

#

Nothing wrong with reflection probes though?

warped hazel
#

well the reflection is good if the object is near the reflection orb thing

#

for the further object the reflection is wrong

supple loom
#

Reflection probes all about the placement

modest vapor
#

you have square rooms, should be easy

supple loom
#

You usually have multiple light probes around the world and usually having one extra reflection probe for fallback is good if you have a open world

#

I placed mine around the important areas here and most of elsewhere uses the fallback that only has the background set to be visible

warped hazel
#

whats fallback 😄

#

are those reflection uuh zones?

#

the yellow squares

supple loom
#

Like a backup reflection probe in case you go outside the other one's that covers the whole world

#

Yeah

warped hazel
#

can they collide with each other?

supple loom
#

Yeah if you have multiple overlapping stuff blends inside them unless set not to blend the probes

#

You can also go overboard with reflection probes though (which you shouldn't)

#

Since your world is just separate rooms it should be enough to place one reflection probe in the middle of each

warped hazel
#

yea its good enough

#

does it have to be 2048 if i dont have any textures that are higher than 1024

supple loom
#

The lightmap size can't really be compared to how big your textures are

#

Usually you want it to be big enough to fit your stuff onto as few lightmap's as possible

#

I almost always end up doing 4k lightmaps

warped hazel
#

is 3 maps alot?

supple loom
#

3 2k maps?

warped hazel
#

no 1k

supple loom
#

I mean that's already fine

warped hazel
#

i had 3 1024x1024 before

#

dont remember the size tho

supple loom
#

Less stuff that has to get sampled with just one 2k map

warped hazel
#

ah ok

celest sedge
quasi hedge
#

@celest sedge VRC uses linear

celest sedge
#

roger, thanks

cunning mirage
#

anyone know if 2 reflection probes occupying the same volume but at different origins will appropriately blend?

#

i just tried it, and it doesnt blend

#

1 always gets full weighting over the other

#

how to fix?

modest vapor
#

It's not meant to blend afaik

sonic marsh
#

I think it should blend. Are you sure there's only the two probes providing influence?

#

Maybe you need to make the bounding boxes smaller to reduce the intersection area

warped hazel
#

these green texture things appear in diferent places when light is baked

mortal marsh
#

yeah you get those if you try to bake lighting with both Compress Lightmaps and Final Gather on. You can have one or the other, but not both

bright agate
#

I thought it was compress and AO. 🤷‍♂️

cunning mirage
#

@sonic marsh Yes, there's only 2 probes, and they have the exact same volume because I'm using box projection to make the reflections accurate to the room. If I make the overlap smaller, I bet it would blend but at the cost of projecting false walls within the reflections.

bronze slate
#

I seem to be having a problem with my unity terrain lightmap, it's completely black ingame

rancid tulip
#

Did you create a custom material for the terrain? There are a shitload of weird VRChat issue when it comes to terrain and lighting.

bronze slate
#

i tried it just now, so now i have to deal with the black grass

#

i saw the pinned video and im probably gonna try that next

rancid tulip
#

Yeah, you can't bake lighting onto Unity grass unfortunately.

bronze slate
#

why does it work in unity though?

#

i feel vrchat is doing something wrong with that as well

rancid tulip
#

It is, VRChat does a lot of things wrong or breaks a bunch of stuff. It's a mess to work around and really annoying, heh.

bronze slate
#

so this is impossible:

#

and this is the 'fix' in the pinned message

#

i sincerely hope im doing something wrong because this is disgusting lol

sonic marsh
#

It's more a problem with Unity than VRC, it doesn't let them specify it to include the variants used with the bundle

rancid tulip
#

You can do realtime, but not baked. So either it can look crap, or you can have terrible performance. Those are basically your options.

tawny night
#

I am using unity terrain and the lighting isnt working well with me here

#

This is taken in unity

#

and this is taken in game

#

It is significantly brighter in game

#

How can I get it to match the unity

modest vapor
#

Are you using specific assets in unity ?

tawny night
#

what do you mean by 'specific assets'?

modest vapor
#

like aura or post processing

#

otherwise it should be 1/1

tawny night
#

oh, I am using the unity fog. I imagine thats post processing

modest vapor
#

it's not, but make sure your lights are also correct

#

and that they're not just set to "baked" and left enabled

tawny night
#

I have one light and its set to mixed (so baked and realtime?), but what do you mean left enabled

bright agate
#

Looks like Post Processing isn't working?!

modest vapor
#

oh, if you meant you had both fog and post processing then yes it's definitely not working, make sure there's nothing on the camera object @tawny night

unique oxide
#

That is a really pretty world @tawny night , hmu with the world link / name when it is done 0u0

tawny night
#

There was a post processing script on the camera. I removed it.

#

and will do @unique oxide ❤️

bronze slate
#

got it to look like this ingame without a realtime light

modest vapor
#

Nice ! How's the performance ?

bronze slate
#

lemme see if i can get the camera in the position of how i took that vrc screenshot

#

i havent setup occlusion culling or anything like that yet

#

its just the models and baked lighting

modest vapor
#

Cool, it's only going to get better after that then ! Do you have post processing setup ?

bronze slate
#

nothing yet hehe

#

are the stats good?

modest vapor
#

For the CPU not so much, but drawcalls yeah

bronze slate
#

vsync was taking up 90% of the time

#

i think i have to read up on it a bit to see whats causing the higher cpu time

modest vapor
#

often the case !

#

If you're below 10ms it's alright

bronze slate
#

camera.render takes 0.7ms

#

oh wtf the vrc mirror is on

modest vapor
bronze slate
#

haha i accidentally turned it on when i fiddled with the camera

#

i think i had the mirror on when i took the first picture too, i feel like a dummy hahahaha

modest vapor
#

so you disabled vsync ?

bronze slate
#

in the profiler i clicked on vsync and it went dark so it doesnt show in the graph

#

Initialization.PlayerUpdateTime is the vsync

modest vapor
#

yeah so it's a bit hard to know for the rest, i guess it's not a big deal

#

perf looks good !

bronze slate
#

what are considered bad and good cpu and render thread times

#

im not that knowledgeable yet about those

#

thanks for responding btw 😊

modest vapor
#

above 10ms is generally an issue, but it's a mix of all three stats

#

CPU ms time, batches and drawcalls

#

it's the trinity

#

but if you've baked lights and turned off your mirror, you're gucci 99% of the time

bronze slate
#

i turned vsync off in the qualitysettings

modest vapor
#

very nice !

bronze slate
#

hahaha damn

#

i fixed the grass by basically making it in blender instead of unity terrain

modest vapor
#

smart

bronze slate
#

seeing as it's not a big area i really wanted that cool looking lighting on it

#

its 80k polygons in total i think, not including the unity terrain ground itself

modest vapor
#

How much lightmap size do you have after all that ?

bronze slate
#

right now i baked in kind of absurd settings

#

where could i see the current lightmap size

modest vapor
#

lighting tab at the bottom

bronze slate
#

hahaha my 32 texels per unit size

modest vapor
#

oh boi

bronze slate
#

im not gonna go that high for the final hahaha

#

also i don't know if i can get away with it but some textures are currently imported at 4k high quality settings

modest vapor
#

Probably can be downscaled to 2K and crunch compressed

bronze slate
#

i wanted to make everything 'worse' to see where i could gain extra frames from

#

good tip on the compression

#

i was under the assumption that crunch compression didn't work for vrchat

modest vapor
#

you already got the good frames, now gotta worry about the world size 😄

bronze slate
#

some guy told me sometime and i never really questioned it

modest vapor
#

It didn't work for lightmaps when we switched to 2017 i believe

bronze slate
#

ahhhhh okay!

#

thanks for taking the time to help, you're a swell guy 👍

modest vapor
#

no worries, feel free to ping me if you've got more questions !

rancid tulip
#

Oddly enough crunch compression doesn't seem to affect the quality of lightmaps at all, while making them a lot smaller.

#

@bronze slate Are you using baked lighting on that grass, or just realtime?

bronze slate
#

Yup no real time

rancid tulip
#

Ah, well bad news, it'll look like shit in game. Baked lighting on grass doesn't work in VRChat.

#

(assuming you meant "Yup, no realtime" rather than "Yup no, realtime")

supple loom
#

It's modeled grass

#

As he said earlier "i fixed the grass by basically making it in blender instead of unity terrain"

rancid tulip
#

Ahhh, in that case I'm surprised it runs so well.

#

I guess that means no waving though?

supple loom
#

The polys are pretty low when looking at the picture he put

#

You could do a custom wave shader

#

Personally though I don't mind static grass

rancid tulip
#

I guess each thing of grass is only one or two faces isn't it really.

quasi hedge
#

It should be alright, but if you've run into that issue - you can probably mitigate it by using LOD groups to cull with distance so the grass becomes less dense further away

#

The trickier thing with static grass meshes is that it likes to not batch so you gotta make sure they're not being affected by diff probes or split across lightmaps, etc.

edgy hound
#

Hello, I have made some substantial changes to my world, so I need to rebake my lighting and I have come across an issue I don't know how to fix. The picture is a cube being used as a wall with two spot lights shining on it. When I bake it, it's all black (no lighting).

#

I am baking now to show the result and the Lighting tab.

modest vapor
#

static light ?

edgy hound
#

I do not have the light itself set to static

#

I changed the lights to Static and it didn't make a difference

modest vapor
#

I don't think color temperature works

edgy hound
#

This light bakes on a similar object without an issue, but not other objects like the wall don't.

#

If the color temperature doesn't work is there a work around or should I just use real light? For good performance, what's the max number of Realtime lights we should have in one world?

#

I just saw the checkbox, I'm baking again

modest vapor
#

the wall has baked lighting in the bottom left

#

your cone is just very small

edgy hound
#

Yes, the world is primarily dark, I just want to light the back stage entrance - this is outside in a thunder storm with a limo close by shining it's headlights on the back of the building and they bake just fine.
Well, I unchecked "Use color temperature.." and after baking it turned black again. I apologize I am not understanding what you are saying. This wall has baked lighting in the bottom left?

edgy hound
#

These are two different pictures, the one above is a hallway that goes dark when baked. The entrance was an example of one with the same settings but worked. Sorry I was unclear.

modest vapor
#

which shader are you using for the cubes ?

edgy hound
#

standard

modest vapor
#

i have absolutely no clue then, seems like everything's fine

#

you might want to try the same setup in a new scene

edgy hound
#

I have never used more than one scene. I will look it up online. Thanks.
If not I can work around it.

regal pelican
#

how many point lights can i put into a scene?

regal pelican
#

and do i need to bake lightening if i have only one point light in it?

celest sedge
#

does anyone know what water shader is this and how to make it so it reflects the moon like that?

#

also reflects stars from skybox somehos

edgy hound
#

When baking what does Ray Count mean? Mine is set to 150, but I'm not sure I need that many. Thanks

opaque gulch
#

when baking, ray count is basically precision

#

how many rays are "shot" into the scene. The higher numbers generally the better, but it all relates to more time to bake

modest vapor
#

@chilly vale One realtime light, adjust the layer culling, and low settings for actual shadows

chilly vale
#

So should I use a directional light?

#

And what should I uncheck in the culling to be good

modest vapor
#

Yeah directional choice, no other choice

#

Keep Default, Player, Player Local

split cloud
#

For a map this size, is it better to make a player only light as opposed to light probes? There aren't any dynamic objects in the map besides a mirror

supple loom
#

Light probes don't take much file size at all

split cloud
#

What would be an appropriate volume of light probes? Could I just make a dense box of light probes that covers the map, or would having >5000 or 10000 light probes be hardware demanding?

supple loom
#

I have 20k light probes in one of my worlds currently they don't really do much unless maybe if you have a bunch right next to each other

#

It's always only using the three closest for the triangulation so the rest don't matter

split cloud
#

Oh, okay, thanks

vale shadow
#

I have my lights baked. I add a new light and it re-bakes. I add a trigger that toggles this light. My assumption is that it will just swap the lightmaps when I trigger it, but in reality it doesn't do anything. How do I make this work?

#

I swear I saw it work the way I want it when I was playing around with it a couple of days ago. I remember having a baked light on a toggle.

supple loom
#

Un baked baked lights act as real time lights which was most likely what you were experiencing

vale shadow
#

ah, I see

#

so how do I create multiple lightmaps and swap them around using triggers?

#

sorry, I'm pretty new to this

supple loom
#

There's no real easy solution for that and the one's we have are really lacking because you can't influence all the factors

#

You can though optimize a real time light if you are using a limited amount of them

vale shadow
#

my world is simple and tiny, a single realtime light wouldn't be that much of an issue I guess. the problem is that realtime lights don't seem to work in the mirror

supple loom
#

Yes they are disabled by default because they cost so much performance

#

You can enable them in the mirror settings by enabling pixel lights

#

Other things you can do is set your light to be not important which makes it practically free to render compared to Auto/Important

#

As well as changing the culling mask to not cast player shadows

#

Setting a light to not important makes the light act as a vertex light instead of a pixel light which does make the light look different but at the same it's practically a free realtime light

vale shadow
#

noted

#

thanks, this was very helpful

supple loom
#

@vale shadow
https://docs.vrchat.com/docs/vrc_realtimegiupdate
Here's also another way to do it and animate the emissions on the material

It also requires a full properly setup lighting in your world to work
https://learn.unity.com/tutorial/introduction-to-lighting-and-rendering#5c7f8528edbc2a002053b529

Unity Learn

In this tutorial we will give you an overview of how lighting works with Unity's real-time Global Illumination engine. We will walk you through the different lighting techniques available, explain how to setup your project for lighting and then explore the various tools at you...

vale shadow
#

thanks for the link, I'll check it out

small dock
#

So for the lighting in the world how would you fix the light on avatar, because certain shader will not allow you to see yourself in the mirror. Though I am using point light in the world and not directional light which basically doesn't lit up the actual avatar in the mirror. How would you fix it without the use of directional light.

supple loom
#

Set up light probes those are meant for lighting up dynamic objects in baked lighting

vale shadow
#

wait, are vertex lights seriously this cheap? they don't even seem to cause any additional draw calls.

#

doesn't look the best, but works for my purpose

supple loom
#

Yep vertex lights are super cheap

#

Almost no one just knows it's an option

vale shadow
#

that's cool. I was always told to avoid dyn lights at all costs. didn't know this was an option.

#

still getting around 800fps in unity with two vertex lights

supple loom
#

Everything can be optimized if you know how even realtime lights, but always not the best to overdo it

#

Vertex lights do have their own limitations ofc but if it works for your case that's a good way to keep it optimized 👌

royal dirge
#

I've been working on this fairly large world that uses baked lighting. I've successfully baked it plenty of times as I've added more things to the world, but my latest addition makes it crash during baking every time. Baking that part of the map on it's own is okay, and I can't figure out anything else that would be causing this other than the world finally becoming too large. Does anyone know what might be causing a problem like this?

modest vapor
#

what are you baking with ?

#

@royal dirge

royal dirge
#

What do you mean exactly?

#

Im doing it in Unity, using the progressive lightmapper.

modest vapor
#

Then you have to break down your terrain in a few pieces

#

and adjust scale on lightmaps of some objects

fickle sequoia
#

Would real time directional lighting with no shadows not be very taxing on performance?

modest vapor
#

it would be much better than with shadows for sure

edgy forum
#

Definitely better, you can see the drop in frame time when I turned shadows off in a scene I had open

#

@fickle sequoia Open up the profiler, hit play and switch shadows on and off and see how big a difference it makes for you.

fickle sequoia
#

I was thinking of doing a real time lighting for smaller ones and have them effect like only the walls and floors

#

In groups

mortal marsh
#

realtime directional lighting without shadows is actually "free" as long as it's the only light in the scene. Additional lights will give you problems though

crude bay
#

Okay here it goes. Redundant question time because I feel like i need the push over the edge here. 😄

#

Oculus is out of stock, been for weeks. Do I get bakery? Will I need a new change of underwear when I see the bake speeds or is it meh?

#

I'm hella interested in PBR / photorealism. Have a RTX 2070 Super so not sure if that takes advantage of bakery all that much more than a 10 series GPU. Can I get a ballpark comparison between default Unity lightmapping and Bakery?

#

Was going to get a new headset, but after all this corona crap i'm willing to bet they wont be in stock for another 2 weeks or more. So if there is any lighting nerds in here wanting to geek out then @ me. ❤️

supple loom
#

@crude bay this is my world baked with bakery versus gpu progressive in unity 2018. I even spent a bunch of time trying to get progressive to work and in the picture is the best result I managed to get out of it.

#

Unity's build in stuff couldn't even handle the bake

crude bay
#

Oh wow

#

it looks like the squared falloff that Bakery has is wayyyy more accurate in color.

#

Also unity's lightmapping didn't even UV right on the bottom one xD

#

Yeah i'm starting to want it now for sure.

supple loom
#

Bakery is also getting realtime preview soon as a feature

crude bay
#

I saw that on twitter but was unsure if that means we all get it in older versions of unity too.

#

That would be a game changer though if it is.

#

Not just for light baking, but for like world previews / avatar previews.

supple loom
#

Mr F works on bakery in unity 5.6

crude bay
#

😮

modest vapor
#

i'd show my world on unity's lightmapper, but it literally cannot go through the bake

rancid tulip
#

Just squashing a few more bugs with Mr F in private at the moment as I seem to be the king of finding edge cases.

#

@crude bay Bakery has RTX support to speed things up a lot.

rapid isle
#

doesnt support AMD cards if you have one

scenic elbow
sharp robin
#

@scenic elbow Check that the face is set to have flat shading in blender if it already does then It could be weird UVs or not enough samples

mint cipher
#

this is a basic unity sphere with default standard shader on it

mint cipher
#

i think i got it, i'm using a reflection probe as skybox and skybox is the source of ambient light, just switched it to color and upped it to be more whitish light

modest vapor
#

@mint cipher Are you using bakery ?

lethal shuttle
#

So I followed the lighting tutorial for setting up baked and mixed lighting with probes and all of that and for some reason some of my pickup objects in my world when I hit play mode are static and can't be moved. I've tried going from all baked lighting to mixed to custom and making sure the objects in question are not set to lightmap static in the inspector to disabling GPU instancing to even re baking my lighting multiple times with no luck

sonic marsh
#

Make sure they're not Batching Static

lethal shuttle
#

and how would I do that?

sonic marsh
#

Dropdown on the Static checkbox

#

Make sure they're not Batching Static, or else they'll get merged into the map model

lethal shuttle
#

Where exactly would batching static be located?

#

Oh my god. I just looked it up

#

Top right

#

I feel like a balloon. Thankyou for the assistance.

mint cipher
#

@modest vapor I'm not. I usually use the skybox for ambient lighting because my worlds rely on standard reflections for illumination. I found that my ambient lighting was really dark and using the skybox instead of a color or gradient and that fixed it. Because I was kinda cheating and using a reflection probe for the cubemap.

long glade
#

I swear to god this is the second time i import the SDK and it breaks the lighting in my world and the shaders on everything

#

anyone know how i can fix this???

#

this was right after importing this damn sdk

blazing stream
#

i know that importing the sdk will force unity to use linear color space instead of gamma and that process might be invalidating the lightmap

modest vapor
#

@long glade also don't use color as your environment lighting !

long glade
#

Alright thanks @blazing stream

#

Which Environment lighting is recommended? I've always used color

dull vale
#

Even without the white lighting there, it still messes up

#

Thats actually why I put it there in the first place

blazing stream
#

@dull vale are there blackfaces against the wall from that object?

lethal shuttle
#

How do I fix this with my Mirrors? I'm using mixed lighting and I kinda need it for the way my world is. I added an option for point light that is set to player and that turns on when you turn the mirror on

#

These are my settings and scene. This is just one building of a bigger map so I do have some limits with it how I do lighting

sharp robin
#

Mirrors have a disable pixel lights option that you need to toggle for all lighting to reflect properly

lethal shuttle
#

How would I go about changing that? I have reflections probes and all of that.

sharp robin
#

its a setting on the mirror component itself

lethal shuttle
#

Found it. So I just uncheck it?

sharp robin
#

Yeah should fix your issue

lethal shuttle
#

Ok, I will upload and let you know. I appreciate the assistance.

lethal shuttle
#

It worked, i gotta tweak the shadows but it worked. Thankyou dude.

scenic island
dusty spoke
#

Are you using light probes?

#

I'm not an expert at Unity for VRChat but normally you need light probes to gather lighting info in an area and then put that info on your dynamic objects (like your character). Try placing some light probes (make sure to bake lighting again).

sonic marsh
#

@scenic island So you want dark lighting in the world but lit-up characters? The simple solution is

  • Add a Directional Light
  • set shadows to No Shadows
  • set affected layers to Player/PlayerLocal/MirrorReflection
    Now you have a light that only affects players. Make sure there are no other lights in the scene, because the first is free.
scenic island
#

omg, thank you so much. that was the perfect explanation. @sonic marsh 🥰

rancid crystal
#

i needed this too, thank you @sonic marsh 💜

elfin pond
#

anyone know how to use post processing :^)
specifically bloom

#

i got it to work once and had no idea how i did it so aa

#

nvm ooP

hallow kraken
#

if you're using post processing 2, on your camera, add a post processing layer, click "this" if that camera isnt assigned to the layer, then assign a post processing layer you should have made, then make an empty game object, add post processing volume, create a new profile, and tick is global if you're just doing it for everything, and once you've done that, there will be an "add effect" button on the volume, there you can add bloom and check things, and to adjust to your liking. @elfin pond

sleek bough
#

Hey guys! I hope you all are well! 😄

I'm trying to switch out lighting settings for worlds (in line with a day/night system). Right now, I've managed to swap out the lightmaps, but I'm having difficulties with the light probes.

The lights are baked to allow Quest compatibility, coupled with probes (currently I have light probe groups for each setting).
Is there a way to properly update the probes on the fly when players switch the light settings in the world?

If any of you have insight into this sort of setup, I would greatly appreciate it!

supple loom
#

Can't switch light probes

#

Light probes are baked into the lighting data asset which would need a external script to be changed

sleek bough
#

Ah, I see. Thanks for the swift response!

valid solstice
safe ridge
#

Try changing Normal Bias and Near Plane in your realtime light settings @valid solstice . If you plan to bake the lights you can ignore these, they shouldn't be visible

blazing stream
#

so I'm scratching my head here, dynamic objects don't seem to be being effected by the mixed directonal light consistently despite the fact that the light probes are fully in the light

#

also this is supposed to be a white cube

cyan temple
#

What's causing these strange shadows? Those dark areas ought to be fully lit considering how close the lights are. I can lessen the effect by moving the lights farther away but it doesn't fully remove the issue and at that point, the lights are clearly no longer within the recessed part of the column

mortal marsh
#

does that mesh have lightmap UVs?

cyan temple
#

Possibly no? Are those separate from the texture UVs? The model has "generate light UVs" checked but unchecking and re-baking doesn't change anything I can see

#

a quick googling and oh no, I'm about to go down another rabbit hole, aren't I?

mortal marsh
#

forget to check back, if you have Generate Lightmap UVs enabled then you're good, that's not the issue. Might be something with the normal/height map maybe, but that's really my only guess

cunning mirage
#

@blazing stream did u mange to work it out?

cyan temple
#

Yeah, the issue persists if I change it to a blank default texture. Changing the lights to baked instead of realtime solved the issue but I still get other light weirdness. little random shadows or lighting on fairly oblique edges where there shouldn't be shadows or lighting.

mint cipher
#

wait, what is wrong with using color as your environment lighting?

#

or is that ok if it's your only lighting?

timber obsidian
#

so my friend gave me a world model file to look at and i was wondering, If he baked the lighting in Blender, would it looked like that in Unity as well?

#

or should i remove the bakeds in blender?

mortal marsh
#

you'd have to use a shader in unity that supports blender lightmap textures, they don't convert to unity lighting. If you'd rather use unity lighting then yeah you can remove the bakeds

timber obsidian
#

thank you!

sonic marsh
#

@cyan temple Maybe your normal map is so strong it's turning the surface inside out.

#

@mint cipher It looks really bad on most dynamic objects.

cyan temple
#

I tried with a default texture that has no normal map. The only thing that made it actually disappear was changing those lights to baked but it gives an entirely different effect so I dunno. I may just have to find a way to place lights to fake the sconce effect even if the lights are placed outside of it. :\

gilded patrol
#

When I bake my lighting, a whole piece of my bed is very dark. Any fixes?

gilded patrol
#

Nvm. Once I enabled final gather, the issue went away.

mint cipher
#

Baked lighting and lighting probes makes avatars bright which looks super unatural in a cave world im working on, is there any way to make it look more natural/not as bright?

quasi hedge
#

@mint cipher Occlusion probes would likely help. If you use Bakery, it's a feature + you can just toggle it on before you bake probes. With the native lightmappers, it's in the bake API but isn't an actual feature of the editor for some reason. You might be able to find some script that lets you do it (but Bakery is worth it!)

valid solstice
#

Why this is happening? I have no directional lights. Walls are made with probuilder. I have tried moving the wall, making a new one, nothing helps

sharp robin
#

Can you put the scene view into baked lightmap mode and take another screenshot of that viewpoint

valid solstice
sharp robin
#

I would guess its an issue with the normals but I don't know how you would fix that with pro builder

valid solstice
#

Ohh i think i fixed it, thickened the walls a bit. It was working previously, but now that i started baking the lights it happened.. I should just model the room in some other program..

sharp robin
#

Yeah if you create things in blender or some other program once you have it in unity you are able to turn that mesh into a probuilder mesh to tweak it in unity

valid solstice
#

Ohh, thats a really good thing to hear! You can also apply different materials to faces?

#

Because to this point i have modeled all the walls seperate so i can use different wallpapers etc

sharp robin
#

Yeah you should consider switching to blender for most of your modeling

valid solstice
#

Currently i use fusion 360, i understand that it is really bad program for this but i know how to use it so.. Actually just today i made i bodypillow(....) in blender and textured it. I may start learning it a bit more.

sharp robin
#

It is quite a lot to learn at first if you aren't familiar with it but it's worth it because of how much you can do with it

valid solstice
#

Yeah, way different way of modeling than a CAD program.. 😄

mint cipher
#

Any idea why my reflection probes aren't capturing any mesh?

timber obsidian
#

Anyone know if its easy to make a Lighting slider like in The Room of the Rain?

modest vapor
#

easy no, but i believe there's prefabs

#

@mint cipher what settings do you have on it

timber obsidian
#

👌

mint cipher
#

Regular settings right now

#

Many of my objects are on different layers to not be captured by the mirror

#

If that could be the issue

modest vapor
#

not sure what regular settings means in this case since i can't see them

mint cipher
#

Default

#

Except the box being changed

#

Nothing but the skybox is inside of it

modest vapor
#

Are your objects static ?

#

can you click on any of your meshes and post a screenshot of the inspector

#

and how your probe is placed in your scene

#

if you weren't aware

mint cipher
#

Baked lighting and lighting probes makes avatars bright which looks super unatural in a cave world im working on, is there any way to make it look more natural/not as bright?

modest vapor
#

Why are the lights in your cave bright ?

quasi hedge
#

Did you look into occlusion probes?

mint cipher
#

Occlusion probes, yeah I looked into them but I don't have bakery. As for the lights I have a few baked point lights coming from glowing mushrooms but nothing else, no matter where you stand in the world, all avatars are fully lit up no matter the shader they use.

#

This isnt the case when all lighting is set to real time.

modest vapor
#

Then your light probes are most likely wrong

#

either placed incorrectly, or you don't have nearly enough

mint cipher
#

Turned the light probe density up but had no effect. Must not be set up correctly then?

modest vapor
#

How did you bake them ? And there shouldn't be lightprobes inside meshes

runic geode
#

They are using lightprobe volume wont work.

#

You only need the lightprobe group.

#

@mint cipher @modest vapor ^^^^^

#

Actually does the group controller convert them?

modest vapor
#

i didn't even notice, good catch

mint cipher
#

o h, Right. I'll change to the light probe group only and rebake, see if that changes anything.

mint cipher
#

Re-did the light probes and rebaked with no change. Here are my lighting options:

modest vapor
#

change the ambient color to gradient at the top

#

and disable global realtime illumination @mint cipher

mint cipher
#

No change, still bright as ever.

modest vapor
#

what intensity are the light sources ?

supple loom
#

And why have a directional light if the world is just a cave? 🤔 Unless you have outside places as well

mint cipher
#

Light sources are between 1-5 intensity. The more intense ones have quite a short range though.

modest vapor
#

1 intensity for inside a cave seems way too bright

#

1 is like the daylight sun

#

No wonder they're too bright

mint cipher
#

I'll turn off all the light temporarily and see if that's the cause

modest vapor
#

you definitely don't want a directional light

mint cipher
#

Yeah oops. with all lights off lighting works fine. My bad. I'll tweak them to be at appropriate levels. Thanks a lot!

sonic marsh
#

Yeah, directional lights shine through walls if they aren't double sided

karmic carbon
#

Can anyone point me towards a tutorial or pack for laser lights

#

ive seen it done in vrc worlds but have no idea how its achieved

modest vapor
#

What's a laser light

karmic carbon
#

like this

#

unfortunately this pack only works with 2018.2.0

green bear
#

was going to ask why my textures bug out and become black with baked lighting, and realized Legacy Shaders are wack with it.
Always remember, if all else fails, use standard shaders.

exotic abyss
#

@karmic carbon it's done with a cone mesh or flat plane mesh with a texture with alpha on them then animated with scaling and rotations

urban void
#

can someone help me and explain me why my light toggle on/off doesnt work q.q

#

i am getting so angry at this point

runic geode
#

@urban void is the light baked? It has to be realtime to do that.

urban void
#

its realtime i checked

karmic carbon
#

Ty @exotic abyss fire ill look into it

real rock
#

Hi! I got an issue. When I want to bake my map my project is stilling blocked on "Create Geometry" step 0/11. Someone can help me ? vrcLaughing

modest vapor
#

If your geometry is too complex, it won't go through

blazing stream
#

@modest vapor i mean if you wait long enough

modest vapor
#

lmao, with unity's lightmapper you can wait days and it'll fail somewhere

#

never a good bet

blazing stream
#

true true

#

@real rock if your using the progressive light mapper disable Realtime gi, and if your not using progressive you should be, benefits include support for sub meshes (multiple materials), transparency, being able to see bake progress in real time and its just faster in general

real rock
#

I think i've found. I just deleted and carpet with a lot of polygons and my baking is running good

#

Thaanks !

scenic elbow
#

Does anyone know why Bakery is giving me shadows on only the pillows with 40 TPU?

quick loom
#

Hello everyone, need your help what is going and how I can fix it. Please assist.
There is two pictures and on one of them I highlighted spots that are checked as static(everything) and the second one I unchecked it and everything is ok. So how I can make the same but with checked static light?

modest vapor
#

@scenic elbow What are your settings on the pillows ? Do they have generated lightmap uvs ?

#

@quick loom Do they have generated lightmap UVs ?

quick loom
#

How can I check it?

modest vapor
#

on the mesh in your asset

#

part of the model settings at the bottom

#

everything that is static needs to have it

quick loom
#

this one?

modest vapor
#

no, in your assets

quick loom
modest vapor
#

yes, now look in the inspector for the settings

quick loom
#

Where can I find it

modest vapor
#

it's in the same place, but i'll get a screenshot one sec

quick loom
#

Thank you

modest vapor
quick loom
modest vapor
#

you keep clicking on the object in your scene or the files inside the asset

quick loom
#

Yep

modest vapor
#

you just need to select the object in your folder

quick loom
#

I understand that

modest vapor
#

can you take a screenshot of the rest of your unity window

quick loom
modest vapor
#

your entire world is a prefab ?

quick loom
#

you mean this cave?

modest vapor
#

yeah

quick loom
#

yes

modest vapor
#

yeah then that won't ever work

#

what about your meshes folder ?

quick loom
#

cool

#

except roof

#

roof is a cube

#

So it is unreal to fix?

#

Just take a fate

scenic elbow
#

@modest vapor everything was modeled in Blender, it was all imported the same and have lightmap UVs generated yes

modest vapor
#

@quick loom You can use those meshes instead then and generate lightmap uvs ont hem

scenic elbow
#

they are lightmap static as well

modest vapor
#

make sure the normals are facing the correct way

#

but other than that i'm not sure

scenic elbow
#

it only does it in full lighting mode too and goes away with lower TPU, but the lightmaps look worse

modest vapor
#

enable the checker preview in advanced

quick loom
#

How can I do it?

quick loom
#

😁

supple loom
#

That's not really a good way of fixing it 🤔

quick loom
#

I am not good in that

#

So for me any fix is a victory

#

😁

supple loom
#

I mean all you needed to do was go to the mesh and enable the lightmap uv's

#

All you did now was make your world weirdly emissive everywhere

granite tapir
#

Im using bakery and the lightmap in vrc is 2-3x brighter and blown out compared to what it looks like in editor. anyone have any clue why? i've been here all day trying to figure this out

modest vapor
#

Did you leave your lights enabled ?

#

baked = realtime if they're enabled

granite tapir
modest vapor
#

what does your lightmap look like

granite tapir
modest vapor
#

can you show a unity screenshot of your whole scene + lighting window ?

granite tapir
#

Which tab of the lighting menue ya want?

modest vapor
#

the whole screen + the only lighting window that i can think of in unity

granite tapir
modest vapor
#

And you have a single light ?

#

the directional light will also shine through your walls

granite tapir
modest vapor
#

are you maybe using an odd shader on your meshes ?

granite tapir
#

Everything in scene is standard

#

Apart from the marker particles

modest vapor
#

is your issue consistent even after restarting vrc ?

granite tapir
#

That's why i've been here all day

modest vapor
#

Does this happen in any other world ?

granite tapir
#

It's consistant with every build+test

#

And no

modest vapor
#

Do you clear bakery bake + clear lighting date before every bake ?

granite tapir
#

I wasn't aware i should be doing that

modest vapor
#

i'd also suggest deleting your lightmap + reflection probe

#

doing it from 0 clean

granite tapir
#

Mmkay see ya in like 20 minutes

granite tapir
modest vapor
#

what are your bakery settings btw ?

granite tapir
#

Im sure i have something set a little too high but im no expert at this

modest vapor
#

you can reduce texels to 30, what about the main settings above ?

granite tapir
#

If it matters i also have it set to RTX mode on a 1060 6GB

modest vapor
#

any error in console ? any specific settings on the meshes ? post processing ?

granite tapir
modest vapor
#

You tried uploading ona new ID ?

granite tapir
#

Build+test

modest vapor
#

make a whole build

granite tapir
#

Doesn't it do that every time i make a change and press the build & test button?

#

Or do you mean detach the blueprint ID?

modest vapor
#

an actual full publish

#

i don't trust build & test for that

granite tapir
#

Oh dear.... i just restarted unity.... and i think that was my issue

#

i hate it when it's the simple things

modest vapor
still bobcat
#

I'm having an issue where my post processing appears correctly in Unity, but seems to stop working when I get ingame

#

does anyone know why?

supple loom
#

Did you setup a reference camera properly in the scene descriptor?

still bobcat
#

I believe I did

#

I mean, it is working in my scene on unity

#

sorry, to be specific, it is the bloom that seems to have stopped working

supple loom
#

Is your volume setup okay though?

still bobcat
#

yeah, it's set to global

supple loom
#

Yeah I can't see much that would be wrong with your setup, hmm 🤔

#

How does your bloom settings look like?

still bobcat
#

it was working a few uploads ago then broke when I wasent looking

supple loom
#

Yeah I don't see anything wrong with your setup

#

Is it possible that it isn't getting build correctly and you are loading into an old version of the world or something similar?

#

You can check your console if you have any errors that pop out

still bobcat
#

Nope, I cleared the errors, and pressed play and got no critical errors

supple loom
#

Can you give me the world id?

still bobcat
#

yeah sure I'll pm it to you

fossil temple
#

Hey im struggling with the lighing and trying to make my map light up and the walls stay dark and the area light wont even do it

supple loom
#

Some pictures would make it easier to help you

fossil temple
#

No i cant find anything

supple loom
#

Some pictures of the problem? 😅

#

Your scene material settings light settings etc

fossil temple
#

Oh sry i thought you ment past one lmao

#

Sure hold up lemme get some

#

And everything is kinda of a mess but i can still find it

#

Atleast in my assets

supple loom
#

Please send screenshots and not pictures taken with a phone
From just that picture the only point I can really give you is that is a baked light which you need to bake and baked lights only bake onto models that are set to be static

fossil temple
#

Oof sorry

supple loom
#

Also don't use toon shaders, use standard for worlds

fossil temple
#

That might be the problem then with the walls

supple loom
#

Toon shaders don't really support lightmapping

#

Whit some exceptions but usually you would want to use standard for worlds

fossil temple
#

Thank you

#

Thats honestly probably just the problem. I tried using a legacy diffuse to get rid of the shine if the objects, and i think that might of been the problem

supple loom
#

Change the settings on standard to not have the default shine

#

Metallic and Smoothness

#

Smoothness is set to 0.5 by default

mint cipher
#

when a cube gets distorted like this after being dragged under another object, is there a setting to change or is there no way to fix it without recreating it under something else?

mint cipher
#

also do probuilder stair mesh colliders tend to get players stuck inside of them?

calm pulsar
#

Does anybody know how to get Post Process 2 to work in Unity 18.4.20? No matter what settings I toggle, it doesn't seem to have any noticable effect

supple loom
topaz horizon
calm pulsar
#

Wasn't aware of that one, I'll give it a look @supple loom

supple loom
#

@topaz horizon I would update my nvidia drivers and get the latest updates to bakery from the github and see if it still occurs

topaz horizon
#

updated cuda and bakery

supple loom
#

Oh whups I'll dm you

#

I've seen that happen to some people but it hasn't happened to me so I'm not sure what much else to try, but you could join the bakery discord and ask there F is usually active in helping people

topaz horizon
#

no need

#

i got the link

supple loom
#

Ahh

topaz horizon
#

and thanks, ill give it a try 👍

topaz horizon
#

well, good news, and bad news.
the good news, it didnt error out this time, the bad news, uh, this

#

i don't even have green lights in the scene

modest vapor
#

update the skybox probe ?

subtle galleon
#

Is bakery good i take it? Ive always seen it on unity but never knew if it was worth dropping the $30 for, like what does it do different than the default unity lighting?

modest vapor
#

yes, very good

#

it does it better, and at least 10 times faster

#

with more control

#

and more features

#

and more support

#

and more documentation

sharp robin
#

You could look at the reviews on the asset store to get an idea for how it compares to unity's lightmapping solutions

subtle galleon
#

I did look at reviews but my experience with the unity store was sometimes the review section was alot of people using it for their own games or something else, i wanted to see the opinions of you guys that have actually tried and true tested it in vrc.

The speed boost sounds great xD my cpu is good but theres been times in worlds with alot of objects or alot of baked lighting and ot takes 30-40 min for a bake, just to find out i didnt set a setting correctly or something artificats and then i gotta change values and do it again xD its so frustrating sometimes

#

But thanks for the responses, ill definitely look into it when i get some more money ^^

rancid tulip
#

@topaz horizon Yes, but only because my GPU was faulting.

#

Open the Nvidia control panel, turn on Debug Mode and see if it still happens.

#

And yes, Bakery is in another league compared to the built in lightmappers.

topaz horizon
#

well, managed to get it to not crash that often, but now it seems like the lighting is not being created properly

topaz horizon
#

there are light sources in a lot of places, but they don't seems to be doing anything

topaz horizon
#

hmm, that's weird, if i add a cube in the scene it will get lit, but what i want to receive light doesn't

sharp robin
#

Is everything else in the world using standard shader?

topaz horizon
#

yep

#

tried using bakery`s standard, but same result

sharp robin
#

What's the settings on the materials you are using?

topaz horizon
sharp robin
#

If something is too metallic you wont be able to see lightmaps on it so you could try manually set the metallic to be less

topaz horizon
#

got things that are 0 metallic and still don't receive any light

modest vapor
#

Check the actual lightmap preview in scene !

topaz horizon
#

lightmap preview? you mean the global maps from the lighting tab?

modest vapor
#

you removed all baked data right ?

topaz horizon
#

used the clear bake data option yeah

modest vapor
#

also need to clear in the lighting settings

topaz horizon
#

oh right did that too

modest vapor
#

correct layers on the mesh ?

topaz horizon
#

all on default layer

modest vapor
#

i can only suggest restarting unity and reimporting meshes