#world-lighting

4 messages ยท Page 9 of 1

topaz horizon
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oh well vrcTupper

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just finished another bake and its still broken, just gonna make a new project and import the meshes there

steady chasm
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So this might be stupid to say and all..
but im tryna to do a "sleep" mode to my world.. and how i did it was :
I have a panel that emits blue light.. which is suppose to change my room to a dark blue room.
and i have a button for it as well which would change the panel from white to blue.
but how i set it up theres 2 panels. one is white (normal) and blue (sleep) and the blue is disabled at first. but when you toggle sleep button.. it would show the blue panel and hide the white panel and light in the room.
but it seems that when I press the button, the lighting of the blue panel does not affect the room..When i test it out in unity it looks fine. but when I bring it over to VRChat, it doesnt do the same affect.

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I do not know what to do.
(Sorry im annoying.)

modest vapor
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screenshots would help

steady chasm
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ye ye hold on please.
Sorry im having difficulty with the lighting atm. its bugging out.

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when I go and tested it out on VRchat, the blue panel will change its color and the avatar will turn dark as well.. which should happen.
However, it does not change the actual lighting in the room. :C

rancid tulip
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@topaz horizon You put Bakery lights on those lights, right? Not just normal Unity lights?

topaz horizon
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Yup

granite tapir
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Is it just me or is light baking wayyyyy less stable

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Unity crashes every time i try to use any gpu lightmapper (bakery and default)

lunar narwhal
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hm, anyone used the 2018 gpu progressive lightmapper with real time gi?

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realtime gi doesnt seem to be affected non-static objects now such as pick ups and players

solar orbit
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Anyone know why players in my world are dark? I baked the light and put lights probes using the asset "Simple Light Probe Placer"

modest vapor
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Did you bake those light probes

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if not then there is no light information in them, which means players will be dark

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@solar orbit

solar orbit
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Yeah, I cleared my baking totally and re baking everything again right now. I had those too when I spawned a cube in the world in the video. @modest vapor

solar orbit
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@modest vapor I just baked everything again.. everything works just players are dark in the world in the 2018 version of unity. My world in 2017 works without any issues with players there.

modest vapor
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What's your world ID ?

solar orbit
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The one i'm working on isn't on Community labs (2018 version), so am I suppose to just send the blueprint ID?

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Tried to send it to you in dm's but didn't send @modest vapor

modest vapor
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ah, if it's private i just need to know your username

solar orbit
modest vapor
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i can see it internally

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yeah that looks correct !

solar orbit
modest vapor
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have you tried uploading again on a new ID ?

solar orbit
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Yes

modest vapor
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mmh

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i can't find any dynamic object to test with in the world

solar orbit
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the basketballs right next where u spawn, soon as u pick em up they get lights

modest vapor
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Do you have lightprobes under the ground and inside meshes ?

solar orbit
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Yes

modest vapor
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If so that's a big problem

solar orbit
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I did what I did with the 2017 version, but I'm guessing that's the issue?

solar orbit
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Tried with putting Light Probes only inside of the house, still no go. I'm probably going to start entire new project and re do everything

modest vapor
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Yeah that's a bit of a weird one, will reupload one of my world with new light probes to test

rapid isle
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did you make sure you tick generate lightmap UV on the fbx of the item?

modest vapor
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it's just for players

rapid isle
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i know if the direct light is off players are dark

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or if the light strength is to low

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also hate cpu/gpu progressive lightmap in 2018 always leaving dark blotches in my world like its not fully baked

solar orbit
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Checked that soon as I added the FBX and it didn't help. Even tried to recreate the entire project. I'm staying on 2017 version for now because it's working totally fine for me there.

round zinc
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๐Ÿ˜ฅ After migration from unity 2017-2018, I baked the light again, everything looks fine. but after I hit Build & Test, the lightmap for the whole world messed up in Unity...

mint cipher
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^ Im having the same exact issue in unity with baking the lighting in unity after build and test

round zinc
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oh no๐Ÿ˜‚

round zinc
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OK so I baked it again, looks fine, saved, exited unity, made backup, reopened project, and it broke again

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It happens without doing build&test

worn salmon
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hello , i have an issue with a set of 2 lights , i can see squares on the models behind the light . any idea why and how i can fix it .
both the giant statues are static because they have backed lighting on them..

limber cairn
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can i use LWRP in worlds for vrc?

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nvm, found the answer

proven fractal
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Kinda experimenting with lighting, wanna add lightshafts via meshes and textures later. Glow in the ceiling is a quad with the light cookie as emission. The bars of light hitting the geo is a mixed spotlight with a cookie. Anything I should change about this setup before I proceed. All other light in the scene is baked only.

royal dirge
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So I just updated to Unity 2018 with the Udon SDK, started a fresh project for my world, and I'm trying to bake lighting. Problem is when I use the progressive lightmapper, CPU or GPU, I crash as soon as baking starts. Does anyone know what might cause this? Google isn't being very helpful.

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I figured it out, I had to Generate Lightmap UVs on my imported model.

exotic abyss
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@worn salmon do you have the meshes set to generate lightmap uvs?

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Just realised this is from 3 days ago lol

worn salmon
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Ill check that tonight after work

quick dune
proven fractal
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could you elaborate?

nova silo
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how do i get avatars to only fetch lighting info from light probes? i have skybox intensity at zero, environment reflection intensity at zero, no realtime lights in the map whatsoever - but avatars are still fairly bright in my map, and don't seem to pay attention to probes.

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i can get it to look exactly how i like in unity, but in vrchat it's like all my lighting is just completely ignored.

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at first i thought it was the avatar shaders i was testing with, but i am now testing the same shaders in the editor and they look perfect

nova silo
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engine vs. game, same spot, same shader.

sharp robin
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Are you looking at the lighting through a mirror reflection?

nova silo
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yes, but looking down at my character and at other players, it's the same deal.

sharp robin
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Have you tried rebaking?

nova silo
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yeah, many times.

sharp robin
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How are your light probes setup, and are you using unity's lightmapper?

nova silo
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i used Simple Light Probe Placer to put a few throughout the world. and yeah afaik i am.

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224 spread out across this room, really just to test what it would look like

sharp robin
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May not be the exact issue but having probes outside of your map can make the lighting look wrong in many places

nova silo
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mmm. okay

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it does seem to just be flat/completely off for avatars regardless of position in the room.

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i haven't tried this before so i feel like i'm just missing something, but since it looks absolutely fine in the editor, i can't figure it out at all.

sharp robin
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You could also change the environment lighting to color and set it to black

nova silo
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that's a good shout. i'll try place the probes better and do that too.

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hmm..no luck. i really don't understand.

nova silo
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i've tried everything - setting the skybox to a completely black cubemap, enabling and disabling realtime GI, multiple light probe configurations, nothing causes avatars to be affected by the world lighting at all..

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i'm sure i'm missing some checkbox somewhere or something really damn simple, but i cannot for the life of me figure out what it might be

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reading up i can see somebody else is having the exact same issue last thursday. @modest vapor did you get any chance to test this? i can't figure it out for the life of me.

modest vapor
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i'm not sure, what about your shader ?

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or post processing ?

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you have lightprobes outside your mesh too

nova silo
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i moved them inside now, still absolutely nothing happening, avatars are completely unaffected by the light probes. i noticed me and dennis both used the simple light probe placer asset, maybe that is the issue?

modest vapor
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who else did you try with ?

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could be, i use auto probe

sharp robin
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Actually are you sure the map is even updating?

nova silo
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im pretty certain that it is. i'll throw a random cube in there to check. the version is going up each time.

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i would have thought that even with inoptimal probe placement, i would see something. anything.

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but the avatar light is consistent throughout the room, and it's extremely dark with only one light source

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i shouldn't be able to see anything in the majority of the world

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once again, the light probing seems to work absolutely fine in unity

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just dragging any non static meshes around i can see the light probes interact with them

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the gif dennis posted on thursday:

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is exactly how mine works.

modest vapor
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what shader are you using ?

nova silo
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standard shader on all world textures, poiyomi's shader on the avatar. tested with a few other avatar shaders too it's all the same.

modest vapor
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Your probes are also colored right ?

nova silo
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colored?

modest vapor
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the probe color, the sphere

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is it also red ?

nova silo
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they're little white balls or yellow if i have the lightprobe group selected

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or do you mean the actual light colour

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i'll try upload on a fresh ID to rule out anything weird.

modest vapor
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Does it actually keep its value if you move it around the object ?

nova silo
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it seems to yeah. the lighting doesnt change if i move the probe, if that's what you mean

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now i can't even load into the map on the new ID, it just boots me to the other one for some reason..?

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did i upload the world too many times or something o-O

modest vapor
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yeah i think you might not have been updating all this time

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check your log to see why

nova silo
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i'm starting to think that too.

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doh..

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i was definitely updating for the first little while, but that eliminates a ton of fixes that i tried for sure.

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2020.04.09 00:03:34 Error - World VRCW File (wrld_63f381e1-5110-40f2-8f7b-9e7e00c0fa4b) was not uploaded to this ApiWorld (wrld_f84a90d8-0b59-4a0e-9927-d806a4c79fa7)

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๐Ÿค”

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i'm getting "Content Successfully Uploaded" from the SDK.

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and it's creating new entries for new blueprints in my account, but not actually uploading the world now.

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even "Asset bundle upload succeeded" in my editor..

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i will try without the light probe components. i have a feeling that it's still related to what dennis saw on thursday, and there's some issue with this asset + unity 2018 + vrc.

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hmh, nope.

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i just can't upload worlds right now for some reason.

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something is very messed up.

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i dont know what this means, or how to fix..i think it's about time to give up for tonight, my only guess is that i'm being rate limited on world uploads.

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thanks a lot for the help guys.

modest vapor
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yeah might be the case

nova silo
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it looks like it's expecting the asset bundle to have a different blueprint ID than the one it has, which is just confusing.

nova silo
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after an hour or two more of headaches, and looking at both vrchat and unity logs, i figured this out. the Simple Light Probe Placer cannot be used in Unity 2018 for VRChat worlds. it causes compiler errors only when trying to upload the world. the VRC SDK reports that the world was successfully uploaded, but this is not the case. it creates the blueprint but never sends the asset bundle. @modest vapor

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this might be quite a common issue from here on as one of the most popular tutorials on vrchat lighting recommends this asset.

nova lynx
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yeah I noticed that too

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It happened when I uploaded my world

nova silo
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i was having issues because the Simple Light Probe Placer was in my project. as soon as i removed it, i could update my world again.

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you can check for this bug by disabling future proofing, your world will instantly "upload"

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Assets\SimpleLightProbePlacer\Scripts\LightProbeGroupControl.cs(61,13): error CS0200: Property or indexer 'LightProbeGroup.probePositions' cannot be assigned to -- it is read only

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this is the exact error when you go to upload the world, it causes compiler errors but somehow the world still reports it successfully uploads

modest vapor
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Good to know, that explains a few issues people brought up before !

nova silo
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i hope my headache comes in at least a little useful - now back to properly lighting my world ๐Ÿ˜„

violet ermine
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but without generating the light its performance hog

proven fractal
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emissive lights contributes to the bake, make the emissive intensity too strong and it brightens the surrounding area way too much

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so, turn down the intensity on the emissive materials

violet ermine
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i dont think i have emissive mats in the world anymore

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this is what happens when i generate lighting

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ill i want is that those lights on the side would generate small area

proven fractal
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ah, maybe their range is too much?

violet ermine
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nope

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i also checked that the light changes color according to the "skybox" section of the light probe

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i mean the reflection probe

proven fractal
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what have you tried so far when troubleshooting?

violet ermine
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idk ive been just messing around and watching tutorials i ahve no idea what im doing

proven fractal
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it seems to me like those point lights aren't contributing at all tbh

violet ermine
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yeh exactly

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thats what im confused about

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how do i get them to contribute

proven fractal
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do they work when dynamic?

violet ermine
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wha?

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this is what it looks like before i bake

proven fractal
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too much ambient light perhaps?

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just throwing out suggestions tbh

violet ermine
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where would that ambient light come from

acoustic loom
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yeah try setting your ambient to absolute black and see what happens

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for giggles

violet ermine
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it already is

acoustic loom
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well shit

violet ermine
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im complete noob in lighting

acoustic loom
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what's your lightmap resolution?

acoustic loom
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talking bs here but it could be too low and the texels are just stretching accross all the geometry

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set it to 20 and test

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that will add far more detail to check

violet ermine
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its like the lights dont even exist

proven fractal
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the blue triangles, they seem to have emissive properties

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pyramids*

violet ermine
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theyre just metallic

acoustic loom
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are your objects set to lightmap static?

violet ermine
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set what?

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and when and how and what again

acoustic loom
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anything that's not moving in your world you should set to "static" in the top right which will automatically enable lightmap static

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which is what actually lets items get baked lighting

proven fractal
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could it be your reflection probes?

violet ermine
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welp thats basically everything

proven fractal
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turn them off, bake, see what happens

violet ermine
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tried

acoustic loom
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@violet ermine if you haven't set one of the triangle things to static and see if it bakes lighting properly on it

violet ermine
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nothings static

acoustic loom
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it should all be static

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if it's not moving

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that's your problem

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if it's not lightmap static it won't get baked lighting

violet ermine
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now its actually baking

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0.0

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yeh im good at blender and such but the world part in unity meh

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so the light probe group makes sure that moving things are lit?

acoustic loom
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i'm no expert but i wouldn't say lit per se

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it makes them blend in with the ambient lighting

violet ermine
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idk if you would even want to see the grid i made

acoustic loom
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for example, when users go into this orange area, the probes make the ambient light on avatars orange, and then blue when they're back out in the main area

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but it should reflect the overall brightness in the area as well

violet ermine
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so how strong is the standard shader emission

acoustic loom
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but you can tweak it to taste

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you can see how it bleeds out

violet ermine
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thats from standard?

acoustic loom
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the higher the intensity the more emissive it will be

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yeup

violet ermine
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alright welp now this is done i need to figure how do i use this bloom script i got

proven fractal
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I have set mine to 3 to make them blow out, while regular stuff like fake windows etc gets .5 for me

violet ermine
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whats the enable gpu instancing and stuff

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what do they do in the end

acoustic loom
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performance improvements if an object isn't set to static

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i don't personally know too much tbh

violet ermine
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ah so its just if its not static

acoustic loom
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static will override gpu instancing i'm pretty sure

violet ermine
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i think my pc is choking trying to analyze all thse 10 probes

acoustic loom
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both offer performance improvements so you should use them

violet ermine
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wait can i turn the lights off once theyre baked?

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or am i supposed to

supple loom
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If a light is properly baked it doesn't do anything ingame

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If a baked light is not baked it will act as realtime ingame

acoustic loom
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leave it enabled

violet ermine
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also the baking seems to be stuck <,<

acoustic loom
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at runtime it won't do anything if it's baked

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baking takes a longggg time

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depending on your settings

violet ermine
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especially with the ammount of lights i have XD

acoustic loom
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progressive is faster if you use that instead of enlighten

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typically i put settings to absolute minimum to test lighting, and then once i'm satisfied up them to production quality

violet ermine
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whats with the bottom lights

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they dont emite almost anything

acoustic loom
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define bottom lights, is that the aqua cube in the centre?

violet ermine
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bottom right corner

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thats same setting light source as others

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ontop of the crystals

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the cubes actually just getting mauled with light from all the crystals

acoustic loom
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make sure it's range and intensity are set the same

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and make sure it's not hidden inside geometry

violet ermine
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hmm i see

proven fractal
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maybe turn off "cast shadows" on the crystals as well

lilac zephyr
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does post processing stack not work anymore ? how do we add some post effects

supple loom
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I assume you were using the old and unsupported v1 stack

lilac zephyr
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will do

violet ermine
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how does one fix this

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in the mirror my avatar or the floor is not lit

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but in the world the red light affects my avatar

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do i need light probe group

violet ermine
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and metallics wont reflect either

runic trellis
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Yep! You need light probes to be shown properly in the mirror!

violet ermine
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well the probes wouldnt work either

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actually metallics wont reflect anywhere

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full metallic mats are just black

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i mean

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the whole room is killed with probe group

runic trellis
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If metallics are black then i think you need reflection probes?

violet ermine
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i have those around too

supple loom
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What about your light settings? And lighting settings?

violet ermine
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well it didnt have skybox before i added it

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or cubemap

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bc im desperately trying stuff

supple loom
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You should change the lightmap size to 4k and turn off realtime global illumination if you aren't using as a side note

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And what about the settings on the red light?

violet ermine
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red light

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um 1 sec

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for some reason i forgot it on realtime

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but that shouldnt affect too much would it

supple loom
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That would be the reason why your light probes are dark

violet ermine
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no but that same issue is going everywhere in the world

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even theyre baked

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or do i have to specificly bake the probes?

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instead of clicking generate lighting?

supple loom
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Generate lighting should bake the probes if you have baked lights around

violet ermine
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yeh for some reason the metallics stay black

supple loom
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Did you bake your reflection probes as well?

violet ermine
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so i have to bake them?

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baking the light probe makes it black

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right next to the light

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is there something i need to change

supple loom
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There's a bake button there

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You cut out parts of the picture so I can't see if it's baked or not

violet ermine
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now after generating light again

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the mirror on the back is completely white

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and will probs kill my eyes

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forgot to select the probe ..

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idk what im doing wrong

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im like 1 inch away from getting the world ready but the lighting is complete fuckup

supple loom
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The mirror being white is just the shader bugging out usually it should be fine ingame

violet ermine
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alright

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but i still want to fix the issue with metallics

supple loom
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And yeah that probe is just completely black so that's why metallics are black

violet ermine
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yeh how does one make it not black

supple loom
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Hmm that looks normal atleast

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Like your settings

violet ermine
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yeh if i make the background of light probe to color it lights up the whole room

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so that doesnt solve anything either

supple loom
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Could try a new light probe and see how that looks

violet ermine
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i have so many light probes in my world but theyre all black

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example this room has

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2 light probes both black

supple loom
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Oh I mean a new reflection probe got mixed up in my words

violet ermine
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i meant that too

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XD

supple loom
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๐Ÿ˜„

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Do you have a world id you could give me of a uploaded version I could jump there and have a look ingame?

violet ermine
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its not uploaded bc i didnt want to upload it before lighting is ready

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these surfaces have small reflection and such

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but like full metallics have nothing theyre just black

supple loom
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Yeah that what happens when all the reflections probes are just full on black

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Wait I just noticed you have them offset is it possible they are inside of something?

violet ermine
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hmm?

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theyre inside the room

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i moved the probe parts in the middle of the room

supple loom
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What layer is the stuff in your room on?

violet ermine
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default

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everythings on default exept post process

supple loom
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And wait reading back just to confirm you pressed the bake button on the reflection probe and not the generate lighting button

violet ermine
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well i generated first the lighting

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but afterwards baked the probes

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do i need to move something to different layer?

supple loom
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Not really just asking if I could think of something you have your probes set to get everything so they should be getting everything around them

violet ermine
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this is fustrating ;w;

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its been 2 days and still no answeres

supple loom
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Can you select stuff around the rooms like the walls and such and show me screenshots

violet ermine
supple loom
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Oh

violet ermine
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you mean light map static?

supple loom
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No top right right

violet ermine
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what about that thing

supple loom
violet ermine
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oh thats not checked

supple loom
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Well there we go

violet ermine
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now bake all?

supple loom
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I mean just the reflection probes

violet ermine
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ooo

supple loom
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Stuff won't end up on the reflection probes if they aren't set to be reflection probe static

violet ermine
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that worked

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so now to the question

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will my avatar show in mirror

supple loom
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The last picture you showed me just looked like nothing was baked properly so hopefully this time

violet ermine
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should i still generate light map

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or does that change anything

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my world size is getting scary big bc of these things XD

supple loom
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We didn't change anything lighting wise after you last baked

violet ermine
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i think majority of my world size is from 4k textures and light map

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my friend said something about compressing all the 4k textures i created

supple loom
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Compress and adjust their sizes down

violet ermine
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how does one

supple loom
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Click the texture in your assets and change their import settings

violet ermine
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ugh thats gonna take forever

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i have so many normal maps and such

supple loom
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You can select multiple but I usually do them one by one since it's much better to adjust them on a single case basis

violet ermine
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well walls and such dont need high detail

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so what values specificly i need to change

supple loom
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Well enable crunch compression bring down the quality down 90 is a safe option and you can sometimes go as low as 50 without noticing a difference

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Max size as well is good to bring down on stuff that doesn't need that much detail

violet ermine
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alright thanks for the help

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world looks so much nicer with the stuff

mint cipher
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i recently got some tips for lighting, that i should use post processing and post exposure to make the scene look better... now my problem is... in VRC I dont see any of those post processing effects... how do i set up post processing v2 to work in VRC?

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Post Process layer on the main Camera doesn't seem to be working...

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(pls ping if you can tell me what i have to do, might not see it otherwise)

supple loom
mint cipher
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reference camera... thats it, thx

acoustic loom
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any idea why this corner of my map always turns out blotchy in my lightmap?

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no matter how high the baked resolution or samples

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even if there's lights in that area

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uv map is fine as far as i can tell

modest vapor
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did you generate lightmap uvs ?

acoustic loom
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Yeah they exist

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doesn't matter what I put there either, always messes up

modest vapor
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Are you sure we're talking about the same thing

acoustic loom
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sorry i mean like object wise

modest vapor
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I'm talking about the option to enable on the asset itself

acoustic loom
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oh yeah

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that wall is just a probuilder block

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and i've generated it there too to be safe

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the UV's that is

modest vapor
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both ?

acoustic loom
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yeup

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Never seen it happen before so i'm like ๐Ÿคท

modest vapor
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in that case i have no clue, probuilder is vrcSkull

acoustic loom
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๐Ÿคฃ you aren't wrong thanks anyways

acoustic loom
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I thought that maybe as well, but it's pointed down at the floor

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tried removing it and no dice

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I have unfortunately same issue

#

whatever illuminates that area goes blotchy

#

super strange

#

even with a 4k lightmap and hundreds of samples

#

its a small map too

#

yup

#

i am puzzled ๐Ÿคฃ

#

ack I don't have the lightmap baked right now I cleared it out and I'm baking another map

#

I should be able to tomorrow though this ones gonna take like 4 hours

#

๐Ÿ‘ thank you sir

modest vapor
#

don't do hundreds of samples >.<

#

if you need to test you just do 10 samples

acoustic loom
#

@modest vapor hundreds of samples was only for what I thought would be the final bake

#

I'm not that silly hahaha

modest vapor
#

it's still wayyyy too much ! Unless you fit it all in a single 4K lightmap

acoustic loom
#

i find even with a 2k lightmap i still get some inconsistencies below ~150

modest vapor
#

are you using bakery ?

acoustic loom
#

nope, should I be?

modest vapor
#

If lightbaking is something that you do often and gives you trouble, yes, that is the N*1 tool you can get

acoustic loom
#

interesting I have heard about it

#

I'm gonna go check it out now thanks

#

anything to improve the most tedious part of workflow

#

Doesn't support AMD cards for baking.

#

is that just for gpu acceleration or can it do cpu baking too?

modest vapor
#

purely gpu

#

RTX support too

acoustic loom
#

well shit i'm on a 5700xt so that rules me out

modest vapor
acoustic loom
#

๐Ÿ˜ข

#

you tried

#

i will toil along with progressive sadly

modest vapor
#

good luck to you !

acoustic loom
#

@hybrid violet baked it over night and it's gone now, ๐Ÿคท not gonna look a gift horse in the mouth I suppose

prime iron
#

What are the new post processing scripts that we can use?

supple loom
#

Post Processing V2 from the package manager

prime iron
#

I cant seem to find it? Its on the asset store i assume

supple loom
#

Package Manager

prime iron
#

Thank you

proven fractal
#

are there any circumstances where a mixed light would not show in the builds? I have a spotlight with a cookie and hard shadows aimed at the floor from some ways off into the sky. It shows fine in the editor.

#

testing with a regular point light works fine

#

nvm, just gonna recreate the light. Old one seems to have died for some reason

pine trench
#

I may have asked this a long time ago but I don't think I got an answer. If I'm working on a world and lightmaps already exist for it, is there any way I could just use those original ones and not have to bake my own lightmaps? The models already have the lightmap uv also.

spice barn
#

wanna make it randomly changes color and position if possible

#

just by using shader

celest sedge
#

tried to bake lights but it looks nothing like it would as just a realtime light

#

(realtime)

#

isn't it possible to bake it so that it looks like it would under a realtime light but static?

#

baked makes it look like there's no shadows at all

#

yeah

#

I can see the shadows if I set it to realtime

#

gotchy, will try these things thankies

#

hmm tried your settings, set objects to static and checked the lightmap checkboxes on meshes but it still looks the same

#

I'm guessing it has to do something with the terrain?

#

was googling around and apparently terrain trees don't cast shadows with unity lightmapper

#

supposedly it works with bakery?

#

need to try

modest vapor
#

@celest sedge Are you sure it's baking correctly ? Looks very odd

modest vapor
native dome
#

get it, its super worth it.

frozen crypt
#

hi all what can cause my world to look like this with baked lights

supple loom
#

Have you enabled generating lightmap uv's on those?

frozen crypt
#

yeah i did that but it tells me i have overlapped textures

#

@supple loom

supple loom
#

What tells you ๐Ÿค”

frozen crypt
#

the console

#

anyway i can fix @supple loom

supple loom
#

Can you show the actual error

frozen crypt
#

Do I need to enable lightmap UVs on each individual object.
Cause I've got it ticked on my main model.
I just haven't found the option for individual objects

supple loom
#

Everything that you want to have lightmaps on

frozen crypt
#

The error was literally like
729 objects in your project have 'overlapped UVs'

#

@supple loom

supple loom
#

Yeah then you have 729 objects without lightmap uv's

frozen crypt
#

i've ticked enable UV lightmapping generation in the main project prefab model.
I've also disabled backfacing.
I've got my lightmap limit set to 1024

#

does it ruin anything

#

?

supple loom
#

You shouldn't really have it that low but it shouldn't ruin anything either

frozen crypt
#

How do I set lightmap UVs on on individual objects then?
Theres only a lightmap enable button on my prefab model.

#

@supple loom

supple loom
#

Select all the models in your assets and enable it for them

celest sedge
#

is there any way to make the baking result more like how it looks like with realtime?

#

trees don't really cast any shadow on themselves, shadow on floor looks very faint and the floor colour also looks like.. more dead

celest sedge
#

rip

sterile blade
#

Hello

#

I broke my world

#

It looked like this

#

And now I went to asset store and importet some furniture, got an API update promt, updated... and now I get 874 Critital errors

#

with errorcode: CS0433

#

Library\PackageCache\com.unity.textmeshpro@1.4.1\Scripts\Runtime\TMP_FontAsset.cs(282,10): error CS0433: The type 'FormerlySerializedAsAttribute' exists in both 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'

#

I do not understand how to fix this

sterile blade
#

I did enter then exit playmode

#

still the error

#

I did update the API, I start getting this error after I updated the API

bleak hatch
#

can someone hop in a voice chat and help me with lighting?

#

i need help setting aoe lighting, spot lighting and ambient lighting.

#

(i need help with lighting in general, i don't know where to start)

supple loom
#

If you are just getting started there's a load of great tutorials on youtube for example

bleak hatch
#

im not new to unity, i just don't know how to set up specific lights

supple loom
#

You experiment until you achieve the wanted effect

bleak hatch
#

so i did a thing...and light baking takes so long...

supple loom
#

Really a must for a lot of people for baking lights

sterile blade
#

I don't understand UV overlaping

supple loom
#

You need to enable generate lightmap uv's on the models

#

It's in the mesh import settings

sterile blade
#

It's like this

supple loom
#

That's the gameobject not the mesh itself

#

The mesh is in your assets

sterile blade
#

I just started unity, never used it before

supple loom
#

That's your hierarchy of game objects in the scene

sterile blade
#

I don't think I have any mesh

supple loom
#

This is your assets

sterile blade
#

I just make the Cube and Create material

#

And I add the material on Cube

supple loom
sterile blade
#

the pb_mesh?

supple loom
#

Yes

sterile blade
#

I use Probuilder

#

How do I find the mesh?

supple loom
#

Did you click the mesh there?

sterile blade
supple loom
#

Did you click this?

sterile blade
#

nothing happened

#

nvm

#

I double click

supple loom
#

I haven't used pro builder myself so I don't know if it's doing something weird with the models ๐Ÿคท

sterile blade
#

This is my Lighting

sterile blade
#

Mine is on

astral badge
#

How would I make a (realtime) lightsource that only affects the world and a (realtime) lightsource that only affects players?

I made a layer called "player light" (which I put on the lightsource) and only enabled player and player local in physics and culling mode but it still affects the brightness of object on the default layer etc. how can I fix this?

modest vapor
#

It shouldn't affect other layers, so something else is causing it

astral badge
#

I wanted to have the player lightsource to have no shadows

#

but for some reason putting it on "no shadows" makes the affect everything, which is kinda weird

modest vapor
#

Well, you can have a realtime light and remove the player/player local layers from it

astral badge
#

I know

#

but I also need a lightsource for the players so they arent completely dark

#

also, the point light is creating a weird effect on the roof where 1 half is darker than the other half? and it only disappears once I move it down. (the roof is just a normal plane, so it's completely flat)

modest vapor
#

Well, that's where light baking comes in

astral badge
#

already did that

modest vapor
#

Where ?

astral badge
#

the same scene?

modest vapor
#

Use light probes then

#

Why bake lights and use realtime

astral badge
#

for being able to dim worlds, I have a baked lightmap for the room with the lights off. and a want the realtime lightning to be for basically turning the lights on

#

I have rgb on my setup and using post processing to dim the lights also dims the rgb lightning in the baked lightmap, which is why I baked my room with the lights (just my main lamp) turned off

modest vapor
#

Usually that's just trough post processing, but i guess that's one way to do it

#

As for the ceiling shadow i'm not sure, is there anything else near ?

astral badge
#

nothing near no

modest vapor
#

Does rotating the point light change anything ? Shouldn't, but there's odd cases where it does

astral badge
#

kinda odd how having no shadows on makes the lightmap ignore the physics layer/ calling mode settings

#

and no it doesnt

modest vapor
#

Is it halfway through the ceiling though ?

astral badge
#

nope

#

it only disappears when i move th elightsource all the way to the bottom

modest vapor
#

Try messing with the near plane/normal bias for the shadows

astral badge
#

will try

modest vapor
#

You didn't use the reserved layers right ?

astral badge
#

nope

#

made new ones

modest vapor
#

tbh i'm not sure how custom layers and lights behave, i've only ever relied on the existing layers

astral badge
#

okay, switched the pointlight on the playerlight with a directional one, seems to have resolved the problem with ignoring layer settings

#

guess spotlights are broken

acoustic loom
#

Found an interesting bug, baking lights with progressive lightmapper results in a crash when sibling objects in a gameobject are a combination of static w/ non static lightmap. Having them 100% static works, as well as 100% dynamic. In case anyone runs into that ๐Ÿคท

spice barn
#

does someone have postprocessing effect? i want to add in bloom effect but im not sure if all postprocessing works fine in vrchat in terms of performance

#

how do i find one?

modest vapor
spice barn
#

can still use in 2017 or only 2018?

#

nevermind i cant find packagemanager in 2017, thanks!

lethal shuttle
#

hey I have a question about post FX, Specifically bloom. I have it working to where it works more or less the way I want with 1 of my materials that is HDR and it looks great but it doesn't work for another material which is identical except it being a different color. Both materials are HDR and are using standard

#

I'm still in the middle of tweaking things but I for the life of me can't figure out why its only working with 1 of the materials I want it to work on and not the others which are identical except for being pink, red, yellow etc

modest vapor
#

@lethal shuttle Your albedo color is off

lethal shuttle
#

Where can I find that?

modest vapor
#

top of the material

#

blue has blue albedo, pink has grey

lethal shuttle
#

Oh I see that

#

I switched pink to pink, Still no difference in terms of the bloom

#

I think I found the issue, HDR intensity was set to zero on the material. I'm gonna go through and double check them since they are not identical like I thought.

#

Fixed the issues, Thankyou for pointing the material issue out Ruuubick. I do have 1 last question, I plan on making separate toggles/sliders so people can actually turn down the post FX like bloom and lighting and that is 1 thing I'm not sure how to set up. Looking through the different options I don't see anything talking about intensity for bloom or anything like that. I'm quite new to post FX so any advice would be appreciated.

#

To clarify using a VRchat UI slider to turn down stuff like bloom. When I drag the Post Processing game object I don't see anything in relation to what I'm looking for.

modest vapor
#

I'd suggest you find one of the many prefabs for that, check out the database pinned in #world-development

lethal shuttle
#

Alrighty, Thankyou I will look around.

silent heart
#

can someone point me to the post processing pack?

supple loom
silent heart
#

thx

bleak hatch
#

can someone hop in a call watch what im doing and tell me what im doing wrong?

#

i cant seem to get the lighting i want even for baked lights

modest vapor
#

You can post pictures here

bleak hatch
#

due to the nature of the world thats kinda difficult

modest vapor
bleak hatch
#

when the current light rendering is done ill send screenshots of whats not working

lilac zephyr
#

How do i make avatars not get affected by post processing, do i disable the player layer on the camera or ??

bleak hatch
tame wedge
#

reflection probes arent working in vrchat, please. someone help

bleak hatch
#

are you using baked, mixed or realtime lighting?

tame wedge
#

baked

bleak hatch
#

would you like to hop in a call i may be able to help better that way

spice barn
#

help pls, why does my shader like this in unity but in game is diffrent

#

is it bcause of camera?

#

or lighting

floral aspen
#

With 2018 lightmappers, do you recommend GPU progressive or still prefer Enlighten?

modest vapor
#

Should be the same but different speeds ?

astral badge
#

there is an option for it on the mesh

astral badge
bleak hatch
#

thanks @astral badge

twilit meteor
#

Anyone know why my avatar looks dark/unlit in the mirror and all other users look fine? I know it's some layer thing but I can't remember how to fix it

#

I have a single directional light lighting just the avatars

modest vapor
#

@twilit meteor Did you forget playerlocal on your light ?

still bobcat
#

is this sort of sudden, jarring change on how lighting hits my model a result of bad light probes, or a limit with vrc?

modest vapor
#

make sure you have legacy blend shape enabled

still bobcat
#

sorry took a second to upload that gif

#

yeah it's on mixed right now, it is receving lights from some mixed spotlights overhead

#

okay, i will definitely try that, thank you so much

twilit meteor
#

@modest vapor still haven't found the solution yet

#

The world has 100% baked lighting except for a single directional light that is supposed to light the avatars and pickup objects only

modest vapor
#

Then you need to bake lightprobes

twilit meteor
#

I found it, needed to tick mirrorreflection in the culling mask section

#

@modest vapor I haven't set up any light probes. Was opting for a more simplified approach to lighting for performance reasons. Will light probes further improve performance?

modest vapor
#

Yes, you won't need the directional light if you bake light probes

#

since you already have baked lights

twilit meteor
#

Ok neat, I will try setting that up today and see how it goes

#

Ty ๐Ÿ˜Š

urban void
#

could someone help me a little with the light in my world? i made a lot of point lights but idk how to bake them.. they are insanely bright in game

modest vapor
#

@urban void Check out the pinned items, and make sure to generate lightmap UVs on your meshes before you start baking !

urban void
#

I think I need someone to help me like explaining because I am just dumb @modest vapor

pine trench
#

With the current version of Unity is the progressive gpu lightmapper or Enlighten faster?

supple loom
#

Bakery would be the fastest but out of enlighten and progressive I would suggest using progressive

pine trench
#

Alrighty thanks. Bakery is great but in the past Ive had issues with bakery crashing on this world specifically.

#

Works fine in all my other worlds though, just crashes on Asylum

supple loom
#

Ahh yeah that world, shame because I can see it taking a while to bake in

pine trench
#

Yeah the whole map is kind of a mess tbh. Had to fix the UVs on pretty much every mesh since they were basically nonexistant, so I get weird little artifacts here and there, and I just started adding a basement and sewer so its gonna be even more to bake lol

#

Hopefully it'll be ready to go by Halloween this time though.

supple loom
#

Progressive GPU is so bad it doesn't really give me any use

#

This is how my worlds look on Progressive GPU vs Bakery

#

It might look like I fucked it up on purpose but no that's just literally how Progressive GPU bakes it

#

Not to mention all the other problems the "Preview" version has

#

I even spent couple hours trying to get it to work on my world just to compare and that is the best result

pine trench
#

Ew, that looks terrible on the progressive gpu lightmapper, no offense

#

Probably gonna stick to enlighten if the results look like that with progressive

supple loom
#

Progressive CPU is fine to use

#

That's better than Enlighten

#

What purpose mistakes ๐Ÿ˜„

#

And the picture doesn't even touch on the actual issues GPU Progressive has

pine trench
#

Might actually take a crack at bakery again though, new unity version might not crash

supple loom
#

Like literally tell me settings for GPU Progressive that work and I'll update the picutre

#

It's literally the same uv's which I hand made

quasi hedge
#

Even with perceptual differences aside. Bakery = IES light support, can utilize RTX, has the RTPreview extension, has different directionality modes, post-packing to reduce lightmaps, can actually be updated within a Unity version, etc.

supple loom
#

Yeah?

#

I mean yeah clearly it has issues ๐Ÿ˜‚

#

Which just brings it back to it having issues and being far from being on par with bakery

modest vapor
#

@urban void What steps are you getting stuck on ?

#

You can do same level bakes for simple scenes, and it'll take 5x longer on Unity's lightmapper lul

supple loom
#

Good luck if you want to bake your lightmaps at 4k because then it's just gonna fall back to cpu progressive without saying anything

#

I mean of course expect if you have a GPU with more than 12 gigs of ram

#

Not even 12 gb, more than 12 gb

modest vapor
#

Bakery is just lower map size just due to the hole packing and much better unwrapping

supple loom
#

I'll take my 1 4k map vs 4 2k maps with bakery

#

That as well

quasi hedge
#

Yeah, Bakery can post-pack into less lightmaps which would lower size + prevent objects getting split up between LMs (can help with batching)

supple loom
#

Not to mention bakery being in active development and getting more and more added constantly by the very friendly dev

quasi hedge
#

Would you like to hear about our lord and savior Bakery?

fiery pollen
#

Bakery masterrace

pine trench
#

A lot of stuff on the asset store is 50% off right now, I think Bakery is discounted too but cant remember for sure

supple loom
pine trench
#

lol I only use the built in lightmapper out of necessity in Asylum because for some reason Bakery hates that map and crashes. Thank god Bakery works in my full district sized maps.

#

Id have weeks into baking those with the built in one

#

Both look really good, bakery one coukd use a little brightening up but good first go at it

#

How long did the bakery one take?

#

Damn thats quick

#

I really only have experience with baking huge maps on a 1st gen TitanX (900 series), and Ive spent up to 5 days baking with the default lightmapper, then Bakery finished it in about 12 hours.

#

Heh one sec Ill find a pic. I ported the whole Waterfront District from All Points Bulletin, and now I'm working on the Financial District.

#

The map is to give an idea of the size

#

The screen shot is looking at the docks in the upper right of the map

#

Thank god for bakery lol.

modest vapor
#

Some worlds shouldn't be baked sweat

fiery pollen
#

Baking settings I use for my world, Have 2 lightmap groups, one for main objects, then one for smaller details, smaller details lightmap resolution set to 1024, and other one set at 2048. Then scale in lightmap adjusted on a per object basis to make sure texel density is enough for that object

#

and samples on all lights set at around 100

pine trench
#

Well I mean sure I could leave it Realtime, hope you dont mind 14 fps :p

mighty crow
#

why does my bed look like this? ๐Ÿ˜ฆ using bakery, post processing 2 and latest supported unity if that matters

pine trench
#

What's wrong with it? Looks pretty realistic to me.

mighty crow
#

there are these large square artefacts on the bedsheet, Brandon

#

let me see

#

where do i chenge the texel density?

supple loom
#

Does it have proper lightmap uvs as well

pine trench
#

Ah okay, thought that was just the pattern

mighty crow
#

lightmaps uvs are set to be generated

#

ok lets see ๐Ÿค”

#

mesh compression is off

#

changed the scale in lightmap to 0.5, the artefacts are still there

#

alright ^^

#

thank you!

urban void
#

@modest vapor everything..i mean i put point lights

#

at diff spots

#

when i go to the lightning settings and try to generate light, everything jsut turns black

#

all the point lights are at baked setting so idk

modest vapor
#

All your meshes need to have generate lightmap UVs, it's a checkbox on the asset themselves, every object you want to receive baked light needs to be static

#

You can follow Xiexe's guide pinned above

mighty crow
#

this mesh looks poop even rendered in blender so thats probably why ๐Ÿ˜„ oh well

supple loom
#

Bad normals? ๐Ÿค”

heady basin
#

Anyone have any recommendations for more cozy lighting?

mighty crow
#

normals are facing the right direction, i already checked ๐Ÿ˜ฆ

heady basin
#

Are you trying to fix the edges of the mesh looking pixely? Or is that just discord compression?

mighty crow
#

idk why it looks pixely ๐Ÿ˜„

heady basin
#

Ah, okay can you let me know what you are trying to fix? looks great to me

mighty crow
#

nothing anymore, local unity magicians helped me already ๐Ÿ™‚

heady basin
#

Ah

#

Cool

#

That looks really amazing

#

Glad you got it fixed

mighty crow
#

thank you!

heady basin
#

Thank you

#

i was actually going to ask XD

mighty crow
#

unity manual is actually pretty lit, even i can sort of understand it ๐Ÿ˜„

timber obsidian
#

how does baking lights work? it doesn't work for me when i follow some guys tutorial on youtube marking basically my whole world into static, but then the light is not even working. Even when i turn off the light bulb for the scene.

urban void
#

@modest vapor thank you! I'm trying it now q.q

gilded field
#

standard emissive casts a realtime light right?

modest vapor
#

Yep !

gilded field
#

ok explains the 30fps drop in an area when i placed a big string of lightbulbs

#

is there a way to bake the emissive and take away the realtime and just lightprobe it while the bulbs continue to glow

modest vapor
#

Yeah, just set the emissive to baked and bake it !

gilded field
#

i thought i did

#

but still realtime

#

shadows happening

modest vapor
#

you can turn it off after bake too

#

the info is in the light probe

fading zinc
#

anyone here good with bakery??

modest vapor
#

What do you need ? @fading zinc

fading zinc
#

well

#

I throw the scene in the oven at 450

#

then it gives me this error

#

@modest vapor

modest vapor
#

Looked at the console ?

fading zinc
#

I was trying to find a discord

#

nothing unusual in console

heady basin
#

Hey, all the other panels of my skybox fit together except the bottom and top, any way to fix this?

urban void
#

i staticte deverything and so on..but as soon as i bake everythihng is just dark

#

the lights are all on baked so..idk q.q

modest vapor
#

Lights on baked doesn't meant hey're baked

urban void
#

@modest vapor does this Bakery - GPU Lightmapper make my life easier?xD

modest vapor
#

If you have an nvidia card yeah

urban void
#

so it bakes everything on its own?

modest vapor
#

you still need to do the manual steps, it just makes the baking much faster

urban void
#

ohhh..

#

guess ill throw my world away idk

#

i am not making any progress

fading zinc
#

it does if you dont get an unsolvable error like I did @urban void

#

waste of $25 for me

urban void
#

@fading zinc but i still have to like

#

put all the lights right

#

and do the settings anyway

#

so its idk, not for the use i'd need it for

fading zinc
#

that part is easy

urban void
#

well it is not for me

#

and i cant find help for myself

heady basin
#

Is it possible to get hdrp for 2017 so i can use its shaders in the world?

mighty crow
#

i used XSVolumetrics in my world and for some reason it goes nuts in the mirror... in the world itself they look completely fine. also my firefly particles sometimes sparkle like an insane flash that actually hurts my eyes, even though they're not emissive =/ i use PostProcessing2 with bloom enabled (intensity at 1) and standard unlit shader for firefly particles

modest vapor
#

@mighty crow Do you have realtime global illumination enabled ?

mighty crow
#

as far as i know, no, im using bakery and their lights, and they're all baked =/

modest vapor
#

please check your unity lighting settings

mighty crow
modest vapor
#

You also use fog ?

mighty crow
#

yes

#

okay as soon as i turned the fog off, the reflection of the god rays started working properly ๐Ÿ˜„ thank you, @modest vapor

#

now i need to figure out why my particles are sometimes getting flashy as hell...not all of them flash, but some...

#

they dont flash in unity btw, only in game

modest vapor
#

Do you also use post processing ?

mighty crow
#

yes, 2nd version

modest vapor
#

make sure anti NaN thing is enabled

mighty crow
#

where can i find it?

#

ok lol i just fugured out its not even the particles flashing but trees ๐Ÿ˜„

#

i have a wind zone enabled and my trees are moving with the wind and for some reason they sparkle at a certain angle

mighty crow
#

looks good now, i changed the material on the trees

mint cipher
#

Hey whats up guys i'm having some problmes with VRCHATSDK breaking my lightmaps

#

this is what it looks like before Building

modest vapor
#

Can you screenshot the list of warnings ?

mint cipher
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@modest vapor Sorry for the late update i just created a new project and re imported everything ๐Ÿ˜ฉ and just ended up using Bakery now its working, but i have problems when rendering Light Probes with bakery. ๐Ÿ™ƒ

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that the only warnings i get when it done building

rapid isle
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did you enable lightmap UV on the fbx? and might want to use some light probes to if you dont have them

cyan temple
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I'm getting an absurd amount of draw calls on my terrain from my trees' leaves waving about. Looks really nice but obviously 700+ calls for this particular view is not going to work. Do people just not use realtime directional lighting unless the scene is much smaller or more basic?

modest vapor
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Correct, directional light through moving transparency is expensive !

cyan temple
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switching the directional light to baked should be enough to bake the shadows, right?

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I wish I could get the foliage to self-shadow better, the way a standard shader would, and less like the, uh, particle shading it sort of has instead

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unrelated but checked out one of the udon spotlight worlds and spotted what I assume were imposter billboards for the first time. Look really slick; may drop the money for that feature.

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Is it possible to section off directional lights so that I can have a baked one for a large scene and a dynamic one for a smaller area where the extra draws don't matter as much?

modest vapor
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Sadly that's not how it works

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You can set your lights to affect different layers, put specific trees in an area to be on another layer, all of those should be using hard shadows at lower quality though

cyan temple
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so my foliage shader is producing dynamic shadows even though my directional light is set to baked. Can I...bake the shadows in with a static shader and then replace it with my foliage shader and turn off cast shadows to get around this? I want the leaves to wave, but I want a baked shadow :E

modest vapor
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Setting a light to bake does nothing FYI

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You have to actually bake to get baked shadows

cyan temple
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well...yes. After baking, the shadows are dynamic. I want them static.

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I figured baking with the direcitonal light switch to baked instead of dynamic/mixed would produce that result

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still gotta figure out how to get shadows to cast on my shader grass without murdering my draw call number

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oh god I'm up to 1100 draw calls. :E

modest vapor
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Video is pinned for that

timber gazelle
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I was asking myself, with all these update did vrchat fixed the fact that global illumination from videoplayers are usable only with bakery ?

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I don't recall anything about that in the changelogs but we never know

cyan temple
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TIL of the pinned feature

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so that video is dealing with terrain grass. I'm using a shader for mine.

modest vapor
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I'm pretty sure the video is about that

supple loom
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The video isn't really needed anymore even, from my tests vrchat works correctly now with terrain so no changes are needed for it to bake correctly for ingame usage unless there has been a regression after beta

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And if your directional light is casting dynamic shadows it's not baked for some reason

modest vapor
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i think the video is for grass specifically

supple loom
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Grass works normally now

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But he seems to be using some other than unity terrain grass

modest vapor
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So i can unpin the vid ?

supple loom
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I can test again to confirm but most likely yes, terrain should work as it is now so either unity 2018 fixed the issue or you guys fixed it at some point in the beta

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@modest vapor can confirm doesn't seem to be a reason to keep that pinned anymore since it's working as intended now with unity 2018

cyan temple
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Sorta fixed things. Was missing the skylight object for bakery to get indirect light info. grass isn't black now, but it's not receiving shadows cast from the trees like the ground is. Still need to find a solution for static foliage shadows while keeping the mesh itself animated :\

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too many options in too many places for lights!

modest vapor
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If it's static and uses a foliage shader it's fine no ?

cyan temple
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Well, I think it's the source of why I have 1k+ draw calls, so no

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but the frame debug tool doesn't really tell me WHAT's causing all the calls but it seems to be the terrain getting updated by the shadows, I dunno

modest vapor
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Did you turn off your directional light after the bake ?

supple loom
cyan temple
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turning it off shows the light isn't baked. cool. wtf is bakery doing then.

supple loom
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You still have the unity light in with the bakery light?

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I usually just remove the unity light components completely

cyan temple
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removing it and the bakery component doesn't seem to do anything

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acts the same as if the light is disabled

supple loom
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Can you show some pictures how you have the light?

cyan temple
supple loom
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Baking with bakery won't bake that mixed unity light and it will continue to be real time as mixed light mostly is already

cyan temple
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but you don't usually use that compenent, so if I rebake it without that light, I should get the result I'm seeking?

supple loom
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Yeah just remove the unity light component from the gameobject

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And then rebake if you want full baked lighting

cyan temple
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no dice

modest vapor
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Indirect mode and baked normal maps ?

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that's one weird setup

cyan temple
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The manual doesn't really say what to do/not do so if the combo is wrong I wouldn't know

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I'll try full light and no directional when I get home

cyan temple
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alright, things half worked. the baking didn't play nice with either my water nor my foliage though. the foliage baked as if alpha was opaque and the water is invisible. :S

modest vapor
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yeah you can't bake cutout afaik

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water turning invisible must be a shader issue, but it shoudn't be static

cyan temple
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the leaves on the left there are cutout and baked ok. the wave foliage for the shadows on the right did not bake correctly. Guessing I'll bake the wavy foliage with a static shader, then switch it to the wavy one without rebaking when I'm done

modest vapor
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Interesting, which shader are you using for the left ones ?

cyan temple
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silent foliage v2. the one you linked me last week ๐Ÿ˜›

modest vapor
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RuuuThunk Ok, i may have a problem then

cyan temple
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considering I've been like a monkey at a typewriter with this lighting stuff, it could just be user error

cyan temple
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the trick worked! Still invisible water though ๐Ÿ˜ฆ

mint cipher
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anyone know why when I bake my light my doors textures/uv's end up like this? before they wouldnt look like this also Im getting issues when trying to render reflection probes

modest vapor
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Did you generate lightmap uvs for those meshes ?

mint cipher
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yes I have

modest vapor
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Is everything also static ?

mint cipher
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also I ended up fixing it but got another UV issue along with an issue with reflection probes being incompatible with the current unity version?

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also yes they are static

modest vapor
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What error do you get trying to bake reflection probes ?

mint cipher
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PPtr cast failed whe Dereferencing

Lighting data asset is incompatible with the current version of unity please use generate lighting to rebuild the lighting data

modest vapor
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Using bakery ?

mint cipher
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Realtime global illumination cannot be used until the lightning data is rebuilt

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yes I am using bakery

modest vapor
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yeah that tends to happen, can be ignored though

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I can't see why it prevents reflection probes though

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When was the last time you updated it ?

mint cipher
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I just updated it like 3 days ago

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im on the current version of bakery 1.71

modest vapor
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MrF said "calling Unity's reflection probe rendering routine from a script somehow shows these messages, but they don't seem to affect anything and can be ignored"

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So your reflection probe should be baked

mint cipher
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Ahh okay, thanks for the help

cyan temple
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someone linked an alternative to the frame debug tool that might give me more insight as to why my terrain is getting so many draw calls but I don't remember what it was...

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they seem to be all related to bits and pieces of the lightmap if I click through them

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also discovered something interesting about my water shader being invisible. It renders only when the camera is incredibly close to it and fades quickly, like the equivalent of a near/far plane being set to a very small range for a camera...

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dunno how changing the baked lighting caused this

stiff holly
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im trying to learn a bit about baked lighting, I added a light prob to light up my avatars but it doesnt seem to be working at all, any ideas?

modest vapor
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Did you bake it ?

stiff holly
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Yes

modest vapor
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as well as the light ?

stiff holly
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yeah it should be as well

fluid jetty
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Anyone know how to add post processing to a vr chat world?

supple loom
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@fluid jetty you can follow this guide on the how to:
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing

You can also try my unity editor extension that has an button to setup a basic post processing setup automatically:
https://github.com/SudoOne/VRWorldToolkit/releases

lucid lynx
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one of my things in my world look weird after baking .. its only the chimney. anyone an idea why? >.<

pine trench
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I had a world that did that on everything. If I remember correctly the fix was to either select the object in your assets and enable "generate lightmap uv" or to increase the lightmap scale on that particular object.

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@lucid lynx

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Dont remember which one actually fixed it though, I think it was the first one.

forest relic
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yo how are you supposed to make color changing lights?

modest vapor
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by animating the values

forest relic
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uhm

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explain that again in english lol

modest vapor
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you add an animator to the light, create a new animation, then you create keyframes with different colors

forest relic
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ohhhh

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right now time to figure out how tf animations work...

graceful jetty
modest vapor
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Need to generate lightmap UVs

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or UV2s in probuilder

graceful jetty
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I have though, that's the weird part

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I baked it and it was fine, then they turned up again

modest vapor
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Did you change anything in between ?

graceful jetty
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I increased the lightmap resolution to try fixing a different issue

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but I changed it back and they still show up

modest vapor
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what are your settings ?

graceful jetty
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I just tried baking again, it just skips the lightmaps and goes to the reflection probes now

forest relic
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Ruuubick how do i add more time to an animation so its not just a second long

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also will the animation just play as long as its attached to the light?

graceful jetty
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you have to click loop time

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you'll see it on the right when you select the animation

forest relic
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where?

graceful jetty
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in the inspector panel

forest relic
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you mean cycle offset?

graceful jetty
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It's already checked there

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as for the length, you do that in the animation window

forest relic
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yeah thats what im asking

graceful jetty
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Increase the samples

forest relic
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ah

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how do i change the speed?

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@graceful jetty ^^^

graceful jetty
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I fixed my issue from earlier about baked lighting, but non-static objects are way darker than they should be. Any ideas?

modest vapor
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You'll need baked light probes with baked lighting

graceful jetty
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Do you have to set light probes to be baked?

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I've already got light probes

modest vapor
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You need to bake them again with the the unity lightmapper or on their own with bakery

graceful jetty
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They've been there since I started, that's what I don't get

modest vapor
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So you're using unity's lightmapper ?

graceful jetty
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yeah

modest vapor
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Is the object set to use lightprobes too ?

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Can you show them too btw

graceful jetty
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Would I have to set specific objects to use light probes?

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It's just there to test the lighting for players

modest vapor
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it should be by default, you can test with a cube

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but it depends how your light probes are setup

celest sedge
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does anyone know why isn't this cube casting any shadow on the plane? I think my unity broke or something

supple loom
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Your light is set to not cast shadows

mint cipher
mint cipher
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Fixed it

tacit crow
modest vapor
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turn on scene lighting