#world-lighting
4 messages ยท Page 9 of 1
just finished another bake and its still broken, just gonna make a new project and import the meshes there
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.
I do not know what to do.
(Sorry im annoying.)
screenshots would help
ye ye hold on please.
Sorry im having difficulty with the lighting atm. its bugging out.
this is what im tryna achieve.
But this is not what comes out to in VRchat.
this is the normal light version.
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
@topaz horizon You put Bakery lights on those lights, right? Not just normal Unity lights?
Yup
Is it just me or is light baking wayyyyy less stable
Unity crashes every time i try to use any gpu lightmapper (bakery and default)
hm, anyone used the 2018 gpu progressive lightmapper with real time gi?
realtime gi doesnt seem to be affected non-static objects now such as pick ups and players
Anyone know why players in my world are dark? I baked the light and put lights probes using the asset "Simple Light Probe Placer"
Did you bake those light probes
if not then there is no light information in them, which means players will be dark
@solar orbit
This is the behavior of baked light probes
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
@granite tapir Unity GPU lightmap works fine for me
Whats ur GPU
@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.
What's your world ID ?
The one i'm working on isn't on Community labs (2018 version), so am I suppose to just send the blueprint ID?
Tried to send it to you in dm's but didn't send @modest vapor
ah, if it's private i just need to know your username
Here can u even see ur self, I just don't get why players aren't geting light https://gyazo.com/cb154b53bbe4336f95c77c0b160e658e
have you tried uploading again on a new ID ?
Yes
the basketballs right next where u spawn, soon as u pick em up they get lights
Do you have lightprobes under the ground and inside meshes ?
Yes
If so that's a big problem
my friend told me to select the entire house with light probs just like this
I did what I did with the 2017 version, but I'm guessing that's the issue?
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
Yeah that's a bit of a weird one, will reupload one of my world with new light probes to test
did you make sure you tick generate lightmap UV on the fbx of the item?
it's just for players
i know if the direct light is off players are dark
or if the light strength is to low
also hate cpu/gpu progressive lightmap in 2018 always leaving dark blotches in my world like its not fully baked
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.
๐ฅ 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...
^ Im having the same exact issue in unity with baking the lighting in unity after build and test
oh no๐
OK so I baked it again, looks fine, saved, exited unity, made backup, reopened project, and it broke again
It happens without doing build&test
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..
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.
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.
I figured it out, I had to Generate Lightmap UVs on my imported model.
@worn salmon do you have the meshes set to generate lightmap uvs?
Just realised this is from 3 days ago lol
Ill check that tonight after work
anyone know why my world only bakes with light after updating it to 20188 ??
could you elaborate?
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.
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.
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
Are you looking at the lighting through a mirror reflection?
yes, but looking down at my character and at other players, it's the same deal.
Have you tried rebaking?
How are your light probes setup, and are you using unity's lightmapper?
i used Simple Light Probe Placer to put a few throughout the world. and yeah afaik i am.
224 spread out across this room, really just to test what it would look like
May not be the exact issue but having probes outside of your map can make the lighting look wrong in many places
mmm. okay
it does seem to just be flat/completely off for avatars regardless of position in the room.
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.
You could also change the environment lighting to color and set it to black
that's a good shout. i'll try place the probes better and do that too.
hmm..no luck. i really don't understand.
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..
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
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.
i'm not sure, what about your shader ?
or post processing ?
you have lightprobes outside your mesh too
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?
Actually are you sure the map is even updating?
im pretty certain that it is. i'll throw a random cube in there to check. the version is going up each time.
i would have thought that even with inoptimal probe placement, i would see something. anything.
but the avatar light is consistent throughout the room, and it's extremely dark with only one light source
i shouldn't be able to see anything in the majority of the world
once again, the light probing seems to work absolutely fine in unity
just dragging any non static meshes around i can see the light probes interact with them
the gif dennis posted on thursday:
is exactly how mine works.
what shader are you using ?
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.
Your probes are also colored right ?
colored?
they're little white balls or yellow if i have the lightprobe group selected
or do you mean the actual light colour
i'll try upload on a fresh ID to rule out anything weird.
Does it actually keep its value if you move it around the object ?
it seems to yeah. the lighting doesnt change if i move the probe, if that's what you mean
now i can't even load into the map on the new ID, it just boots me to the other one for some reason..?
did i upload the world too many times or something o-O
yeah i think you might not have been updating all this time
check your log to see why
i'm starting to think that too.
doh..
i was definitely updating for the first little while, but that eliminates a ton of fixes that i tried for sure.
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)
๐ค
i'm getting "Content Successfully Uploaded" from the SDK.
and it's creating new entries for new blueprints in my account, but not actually uploading the world now.
even "Asset bundle upload succeeded" in my editor..
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.
hmh, nope.
i just can't upload worlds right now for some reason.
something is very messed up.
2020.04.09 00:22:34 Error - [Always] Error Downloading or Instantiating Custom Scene - https://api.vrchat.cloud/api/1/file/file_c52776d1-6459-4609-9c0b-9900dec145b3/1/file - BlueprintIDMismatch
2020.04.09 00:22:34 Error - [VRCFlowManagerVRC] Instantiating the scene failed.
2020.04.09 00:22:34 Log - [VRCFlowManagerVRC] Resetting game flow because "Instantiating the scene failed": [SkipLogin, ClearDestinationWorld]
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.
thanks a lot for the help guys.
yeah might be the case
it looks like it's expecting the asset bundle to have a different blueprint ID than the one it has, which is just confusing.
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
this might be quite a common issue from here on as one of the most popular tutorials on vrchat lighting recommends this asset.
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.
you can check for this bug by disabling future proofing, your world will instantly "upload"
Assets\SimpleLightProbePlacer\Scripts\LightProbeGroupControl.cs(61,13): error CS0200: Property or indexer 'LightProbeGroup.probePositions' cannot be assigned to -- it is read only
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
Good to know, that explains a few issues people brought up before !
i hope my headache comes in at least a little useful - now back to properly lighting my world ๐
im trying to get this kind of lighting from crystals in my world but when i bake the lighting it fills the room up with light
but without generating the light its performance hog
emissive lights contributes to the bake, make the emissive intensity too strong and it brightens the surrounding area way too much
so, turn down the intensity on the emissive materials
i dont think i have emissive mats in the world anymore
this is what happens when i generate lighting
ill i want is that those lights on the side would generate small area
ah, maybe their range is too much?
nope
i also checked that the light changes color according to the "skybox" section of the light probe
i mean the reflection probe
what have you tried so far when troubleshooting?
idk ive been just messing around and watching tutorials i ahve no idea what im doing
it seems to me like those point lights aren't contributing at all tbh
do they work when dynamic?
where would that ambient light come from
it already is
well shit
im complete noob in lighting
what's your lightmap resolution?
talking bs here but it could be too low and the texels are just stretching accross all the geometry
set it to 20 and test
that will add far more detail to check
are your objects set to lightmap static?
anything that's not moving in your world you should set to "static" in the top right which will automatically enable lightmap static
which is what actually lets items get baked lighting
could it be your reflection probes?
welp thats basically everything
turn them off, bake, see what happens
tried
@violet ermine if you haven't set one of the triangle things to static and see if it bakes lighting properly on it
nothings static
it should all be static
if it's not moving
that's your problem
if it's not lightmap static it won't get baked lighting
now its actually baking
0.0
yeh im good at blender and such but the world part in unity meh
so the light probe group makes sure that moving things are lit?
i'm no expert but i wouldn't say lit per se
it makes them blend in with the ambient lighting
idk if you would even want to see the grid i made
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
but it should reflect the overall brightness in the area as well
so how strong is the standard shader emission
mine are all set to 0 for neon objects
but you can tweak it to taste
you can see how it bleeds out
thats from standard?
alright welp now this is done i need to figure how do i use this bloom script i got
I have set mine to 3 to make them blow out, while regular stuff like fake windows etc gets .5 for me
performance improvements if an object isn't set to static
i don't personally know too much tbh
ah so its just if its not static
static will override gpu instancing i'm pretty sure
i think my pc is choking trying to analyze all thse 10 probes
both offer performance improvements so you should use them
If a light is properly baked it doesn't do anything ingame
If a baked light is not baked it will act as realtime ingame
leave it enabled
also the baking seems to be stuck <,<
at runtime it won't do anything if it's baked
baking takes a longggg time
depending on your settings
especially with the ammount of lights i have XD
progressive is faster if you use that instead of enlighten
typically i put settings to absolute minimum to test lighting, and then once i'm satisfied up them to production quality
define bottom lights, is that the aqua cube in the centre?
bottom right corner
thats same setting light source as others
ontop of the crystals
the cubes actually just getting mauled with light from all the crystals
make sure it's range and intensity are set the same
and make sure it's not hidden inside geometry
hmm i see
maybe turn off "cast shadows" on the crystals as well
does post processing stack not work anymore ? how do we add some post effects
I assume you were using the old and unsupported v1 stack
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
See this guide for up to date setup instructions
will do
how does one fix this
in the mirror my avatar or the floor is not lit
but in the world the red light affects my avatar
do i need light probe group
and metallics wont reflect either
Yep! You need light probes to be shown properly in the mirror!
well the probes wouldnt work either
actually metallics wont reflect anywhere
full metallic mats are just black
https://gyazo.com/c6da5273e674cc04274c3a945bfb8887 @runic trellis
i mean
the whole room is killed with probe group
If metallics are black then i think you need reflection probes?
What about your light settings? And lighting settings?
well it didnt have skybox before i added it
or cubemap
bc im desperately trying stuff
You should change the lightmap size to 4k and turn off realtime global illumination if you aren't using as a side note
And what about the settings on the red light?
red light
um 1 sec
for some reason i forgot it on realtime
but that shouldnt affect too much would it
That would be the reason why your light probes are dark
no but that same issue is going everywhere in the world
even theyre baked
or do i have to specificly bake the probes?
instead of clicking generate lighting?
Generate lighting should bake the probes if you have baked lights around
yeh for some reason the metallics stay black
Did you bake your reflection probes as well?
so i have to bake them?
baking the light probe makes it black
right next to the light
is there something i need to change
There's a bake button there
You cut out parts of the picture so I can't see if it's baked or not
now after generating light again
the mirror on the back is completely white
and will probs kill my eyes
forgot to select the probe ..
idk what im doing wrong
im like 1 inch away from getting the world ready but the lighting is complete fuckup
The mirror being white is just the shader bugging out usually it should be fine ingame
And yeah that probe is just completely black so that's why metallics are black
yeh how does one make it not black
yeh if i make the background of light probe to color it lights up the whole room
so that doesnt solve anything either
Could try a new light probe and see how that looks
i have so many light probes in my world but theyre all black
example this room has
2 light probes both black
Oh I mean a new reflection probe got mixed up in my words
๐
Do you have a world id you could give me of a uploaded version I could jump there and have a look ingame?
its not uploaded bc i didnt want to upload it before lighting is ready
these surfaces have small reflection and such
but like full metallics have nothing theyre just black
Yeah that what happens when all the reflections probes are just full on black
Wait I just noticed you have them offset is it possible they are inside of something?
What layer is the stuff in your room on?
And wait reading back just to confirm you pressed the bake button on the reflection probe and not the generate lighting button
well i generated first the lighting
but afterwards baked the probes
do i need to move something to different layer?
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
Can you select stuff around the rooms like the walls and such and show me screenshots
No top right right
what about that thing
Open it up
oh thats not checked
Well there we go
now bake all?
I mean just the reflection probes
ooo
Stuff won't end up on the reflection probes if they aren't set to be reflection probe static
The last picture you showed me just looked like nothing was baked properly so hopefully this time
should i still generate light map
or does that change anything
my world size is getting scary big bc of these things XD
We didn't change anything lighting wise after you last baked
i think majority of my world size is from 4k textures and light map
my friend said something about compressing all the 4k textures i created
Compress and adjust their sizes down
how does one
Click the texture in your assets and change their import settings
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
well walls and such dont need high detail
so what values specificly i need to change
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
Max size as well is good to bring down on stuff that doesn't need that much detail
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?
Post Process layer on the main Camera doesn't seem to be working...
(pls ping if you can tell me what i have to do, might not see it otherwise)
@mint cipher go trough these steps and it will work (In your case it's possible you haven't set up the reference camera which is also told how to do in the guide)
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
reference camera... thats it, thx
any idea why this corner of my map always turns out blotchy in my lightmap?
no matter how high the baked resolution or samples
even if there's lights in that area
uv map is fine as far as i can tell
did you generate lightmap uvs ?
Are you sure we're talking about the same thing
sorry i mean like object wise
I'm talking about the option to enable on the asset itself
oh yeah
that wall is just a probuilder block
and i've generated it there too to be safe
the UV's that is
both ?
in that case i have no clue, probuilder is 
๐คฃ you aren't wrong thanks anyways
I thought that maybe as well, but it's pointed down at the floor
tried removing it and no dice
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 ๐คฃ
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
๐ thank you sir
@modest vapor hundreds of samples was only for what I thought would be the final bake
I'm not that silly hahaha
it's still wayyyy too much ! Unless you fit it all in a single 4K lightmap
i find even with a 2k lightmap i still get some inconsistencies below ~150
are you using bakery ?
nope, should I be?
If lightbaking is something that you do often and gives you trouble, yes, that is the N*1 tool you can get
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?
well shit i'm on a 5700xt so that rules me out

good luck to you !
@hybrid violet baked it over night and it's gone now, ๐คท not gonna look a gift horse in the mouth I suppose
What are the new post processing scripts that we can use?
Post Processing V2 from the package manager
I cant seem to find it? Its on the asset store i assume
Thank you
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
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.
anyone have an idea on how to make audio spectrum like
wanna make it randomly changes color and position if possible
just by using shader
what's more performant bake indirect or shadowmask?
tried to bake lights but it looks nothing like it would as just a realtime light
(baked)
(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
correct
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
@celest sedge Are you sure it's baking correctly ? Looks very odd
Bakery is 50% off right now, because Unity is doing Spring Sale ๐ฟ๐๐ฟ
#gamedev
get it, its super worth it.
Have you enabled generating lightmap uv's on those?
What tells you ๐ค
Can you show the actual error
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
Everything that you want to have lightmaps on
The error was literally like
729 objects in your project have 'overlapped UVs'
@supple loom
Yeah then you have 729 objects without lightmap uv's
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
?
You shouldn't really have it that low but it shouldn't ruin anything either
How do I set lightmap UVs on on individual objects then?
Theres only a lightmap enable button on my prefab model.
@supple loom
Select all the models in your assets and enable it for them
trees on a terrain with realtime light looks like this
but when I bake it looks like this
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
rip
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
I did enter then exit playmode
still the error
I did update the API, I start getting this error after I updated the API
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)
If you are just getting started there's a load of great tutorials on youtube for example
im not new to unity, i just don't know how to set up specific lights
You experiment until you achieve the wanted effect
so i did a thing...and light baking takes so long...
Bakery is on sale right now if you have an nvidia gpu
https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218
Really a must for a lot of people for baking lights
You need to enable generate lightmap uv's on the models
It's in the mesh import settings
That's your hierarchy of game objects in the scene
I don't think I have any mesh
You can click the mesh in here for it to show where you have them
the pb_mesh?
Yes
Did you click the mesh there?
I haven't used pro builder myself so I don't know if it's doing something weird with the models ๐คท
Mine is on
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?
It shouldn't affect other layers, so something else is causing it
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
Well, you can have a realtime light and remove the player/player local layers from it
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)
Well, that's where light baking comes in
already did that
Where ?
the same scene?
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
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 ?
nothing near no
Does rotating the point light change anything ? Shouldn't, but there's odd cases where it does
kinda odd how having no shadows on makes the lightmap ignore the physics layer/ calling mode settings
and no it doesnt
Is it halfway through the ceiling though ?
Try messing with the near plane/normal bias for the shadows
You didn't use the reserved layers right ?
tbh i'm not sure how custom layers and lights behave, i've only ever relied on the existing layers
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
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 ๐คท
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?
For one, use the correct version of unity, second https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
can still use in 2017 or only 2018?
nevermind i cant find packagemanager in 2017, thanks!
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
@lethal shuttle Your albedo color is off
Where can I find that?
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.
I'd suggest you find one of the many prefabs for that, check out the database pinned in #world-development
Alrighty, Thankyou I will look around.
can someone point me to the post processing pack?
thx
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
You can post pictures here
due to the nature of the world thats kinda difficult

when the current light rendering is done ill send screenshots of whats not working
How do i make avatars not get affected by post processing, do i disable the player layer on the camera or ??
reflection probes arent working in vrchat, please. someone help
are you using baked, mixed or realtime lighting?
baked
would you like to hop in a call i may be able to help better that way
help pls, why does my shader like this in unity but in game is diffrent
this is in unity
this in ingame
is it bcause of camera?
or lighting
With 2018 lightmappers, do you recommend GPU progressive or still prefer Enlighten?
Should be the same but different speeds ?
Is there a way to change these settings with UI buttons? If so how would I do that?
thanks @astral badge
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
@twilit meteor Did you forget playerlocal on your light ?
is this sort of sudden, jarring change on how lighting hits my model a result of bad light probes, or a limit with vrc?
make sure you have legacy blend shape enabled
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
@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
Then you need to bake lightprobes
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?
Yes, you won't need the directional light if you bake light probes
since you already have baked lights
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
@urban void Check out the pinned items, and make sure to generate lightmap UVs on your meshes before you start baking !
I think I need someone to help me like explaining because I am just dumb @modest vapor
With the current version of Unity is the progressive gpu lightmapper or Enlighten faster?
Bakery would be the fastest but out of enlighten and progressive I would suggest using progressive
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
Ahh yeah that world, shame because I can see it taking a while to bake in
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.
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
Ew, that looks terrible on the progressive gpu lightmapper, no offense
Probably gonna stick to enlighten if the results look like that with progressive
Progressive CPU is fine to use
That's better than Enlighten
What purpose mistakes ๐
And the picture doesn't even touch on the actual issues GPU Progressive has
Might actually take a crack at bakery again though, new unity version might not crash
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
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.
Yeah?
I mean yeah clearly it has issues ๐
Which just brings it back to it having issues and being far from being on par with bakery
@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 
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
Bakery is just lower map size just due to the hole packing and much better unwrapping
Yeah, Bakery can post-pack into less lightmaps which would lower size + prevent objects getting split up between LMs (can help with batching)
Not to mention bakery being in active development and getting more and more added constantly by the very friendly dev
Would you like to hear about our lord and savior Bakery?
Bakery masterrace
A lot of stuff on the asset store is 50% off right now, I think Bakery is discounted too but cant remember for sure
If you want to use SH or RNM you need this
https://github.com/Merlin-san/VRC-Bakery-Adapter
Also have a look at the shader tweaks section for improving the basic standard depending on what you are doing
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.
This is the other one I'm working on porting. Haven't done anything as far as lighting goes yet tho.
Some worlds shouldn't be baked 
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
Well I mean sure I could leave it Realtime, hope you dont mind 14 fps :p
why does my bed look like this? ๐ฆ using bakery, post processing 2 and latest supported unity if that matters
What's wrong with it? Looks pretty realistic to me.
there are these large square artefacts on the bedsheet, Brandon
let me see
where do i chenge the texel density?
Does it have proper lightmap uvs as well
Ah okay, thought that was just the pattern
this?
lightmaps uvs are set to be generated
ok lets see ๐ค
mesh compression is off
changed the scale in lightmap to 0.5, the artefacts are still there
alright ^^
thank you!
@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
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
this mesh looks poop even rendered in blender so thats probably why ๐ oh well
Bad normals? ๐ค
Anyone have any recommendations for more cozy lighting?
normals are facing the right direction, i already checked ๐ฆ
looking gucci with increased texels per unit
Are you trying to fix the edges of the mesh looking pixely? Or is that just discord compression?
idk why it looks pixely ๐
Ah, okay can you let me know what you are trying to fix? looks great to me
nothing anymore, local unity magicians helped me already ๐
thank you!
https://geom.io/bakery/wiki/index.php?title=Manual#Texels_per_unit
i highly recommend this manual to people that have no clue about lighting (like myself)
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.
@modest vapor thank you! I'm trying it now q.q
standard emissive casts a realtime light right?
Yep !
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
Yeah, just set the emissive to baked and bake it !
anyone here good with bakery??
well
I throw the scene in the oven at 450
then it gives me this error
@modest vapor
Hey, all the other panels of my skybox fit together except the bottom and top, any way to fix this?
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
Lights on baked doesn't meant hey're baked
@modest vapor does this Bakery - GPU Lightmapper make my life easier?xD
If you have an nvidia card yeah
so it bakes everything on its own?
you still need to do the manual steps, it just makes the baking much faster
it does if you dont get an unsolvable error like I did @urban void
waste of $25 for me
@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
that part is easy
Is it possible to get hdrp for 2017 so i can use its shaders in the world?
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
@mighty crow Do you have realtime global illumination enabled ?
as far as i know, no, im using bakery and their lights, and they're all baked =/
please check your unity lighting settings
You also use fog ?
yes
okay as soon as i turned the fog off, the reflection of the god rays started working properly ๐ 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
Do you also use post processing ?
yes, 2nd version
make sure anti NaN thing is enabled
where can i find it?
ok lol i just fugured out its not even the particles flashing but trees ๐
i have a wind zone enabled and my trees are moving with the wind and for some reason they sparkle at a certain angle
Hey whats up guys i'm having some problmes with VRCHATSDK breaking my lightmaps
this is what it looks like before Building
Can you screenshot the list of warnings ?
@modest vapor Sorry for the late update i just created a new project and re imported everything ๐ฉ and just ended up using Bakery now its working, but i have problems when rendering Light Probes with bakery. ๐
that the only warnings i get when it done building
did you enable lightmap UV on the fbx? and might want to use some light probes to if you dont have them
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?
Correct, directional light through moving transparency is expensive !
switching the directional light to baked should be enough to bake the shadows, right?
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
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.
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?
Sadly that's not how it works
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
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
Setting a light to bake does nothing FYI
You have to actually bake to get baked shadows
well...yes. After baking, the shadows are dynamic. I want them static.
I figured baking with the direcitonal light switch to baked instead of dynamic/mixed would produce that result
still gotta figure out how to get shadows to cast on my shader grass without murdering my draw call number
oh god I'm up to 1100 draw calls. :E
Video is pinned for that
I was asking myself, with all these update did vrchat fixed the fact that global illumination from videoplayers are usable only with bakery ?
I don't recall anything about that in the changelogs but we never know
TIL of the pinned feature
so that video is dealing with terrain grass. I'm using a shader for mine.
I'm pretty sure the video is about that
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
And if your directional light is casting dynamic shadows it's not baked for some reason
i think the video is for grass specifically
Grass works normally now
But he seems to be using some other than unity terrain grass
So i can unpin the vid ?
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
This is unity terrain with default settings and baked lighting
And some trees
@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
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 :\
too many options in too many places for lights!
If it's static and uses a foliage shader it's fine no ?
Well, I think it's the source of why I have 1k+ draw calls, so no
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
Did you turn off your directional light after the bake ?
https://github.com/SudoOne/VRWorldToolkit
You can try the world debugger in my editor extension to see if the light is actually getting baked ๐
turning it off shows the light isn't baked. cool. wtf is bakery doing then.
You still have the unity light in with the bakery light?
I usually just remove the unity light components completely
removing it and the bakery component doesn't seem to do anything
acts the same as if the light is disabled
Can you show some pictures how you have the light?
Baking with bakery won't bake that mixed unity light and it will continue to be real time as mixed light mostly is already
but you don't usually use that compenent, so if I rebake it without that light, I should get the result I'm seeking?
Yeah just remove the unity light component from the gameobject
And then rebake if you want full baked lighting
The manual doesn't really say what to do/not do so if the combo is wrong I wouldn't know
I'll try full light and no directional when I get home
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
yeah you can't bake cutout afaik
water turning invisible must be a shader issue, but it shoudn't be static
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
Interesting, which shader are you using for the left ones ?
silent foliage v2. the one you linked me last week ๐
Ok, i may have a problem then
considering I've been like a monkey at a typewriter with this lighting stuff, it could just be user error
the trick worked! Still invisible water though ๐ฆ
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
Did you generate lightmap uvs for those meshes ?
yes I have
Is everything also static ?
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?
also yes they are static
What error do you get trying to bake reflection probes ?
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
Using bakery ?
Realtime global illumination cannot be used until the lightning data is rebuilt
yes I am using bakery
yeah that tends to happen, can be ignored though
I can't see why it prevents reflection probes though
When was the last time you updated it ?
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"
So your reflection probe should be baked
Ahh okay, thanks for the help
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...
they seem to be all related to bits and pieces of the lightmap if I click through them
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...
dunno how changing the baked lighting caused this
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?
Did you bake it ?
Yes
as well as the light ?
yeah it should be as well
Anyone know how to add post processing to a vr chat world?
@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
one of my things in my world look weird after baking .. its only the chimney. anyone an idea why? >.<
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.
@lucid lynx
Dont remember which one actually fixed it though, I think it was the first one.
yo how are you supposed to make color changing lights?
by animating the values
you add an animator to the light, create a new animation, then you create keyframes with different colors
What's up with these square blotches that show up when I bake the lighting?
I have though, that's the weird part
I baked it and it was fine, then they turned up again
Did you change anything in between ?
I increased the lightmap resolution to try fixing a different issue
but I changed it back and they still show up
what are your settings ?
I just tried baking again, it just skips the lightmaps and goes to the reflection probes now
Ruuubick how do i add more time to an animation so its not just a second long
also will the animation just play as long as its attached to the light?
you have to click loop time
you'll see it on the right when you select the animation
where?
in the inspector panel
It's already checked there
as for the length, you do that in the animation window
yeah thats what im asking
Increase the samples
I fixed my issue from earlier about baked lighting, but non-static objects are way darker than they should be. Any ideas?
You'll need baked light probes with baked lighting
You need to bake them again with the the unity lightmapper or on their own with bakery
They've been there since I started, that's what I don't get
So you're using unity's lightmapper ?
yeah
Would I have to set specific objects to use light probes?
It's just there to test the lighting for players
it should be by default, you can test with a cube
but it depends how your light probes are setup
does anyone know why isn't this cube casting any shadow on the plane? I think my unity broke or something
Your light is set to not cast shadows
Anybody else had this problem with Bakery
Fixed it
https://gyazo.com/f6775906d1027377c489b354b06f9126 why is my world doing this
turn on scene lighting

