#world-lighting

4 messages ยท Page 11 of 1

modest vapor
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uh, did you ever change anything in it ?

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these are like the lowest resolution possible so i'm not surprised you're having terrible results

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Lightmap resolution should be at 20, lightmap size 4k, ambient occlusion and final gather checked

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and disabled realtime global illumination @queen tangle

queen tangle
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I lowered them because it wasn't working

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So I thought I could speed up the baking by lowering it until I found a setting that worked

modest vapor
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yeah but if it's that low it might look like nothing at all

queen tangle
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but will lightmap size of 4k not create a huge bulk to download later on?

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I will edit the settings and look at the result

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because I remember that the vanilla settings created a lightmap of about 93MB

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alright, I have no idea why

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but it's fixed now

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The only thing I changed was to disable realtime global illumination

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so yeah, I'm gonna say thanks for the Realtime global illumination thing! ๐Ÿ˜„

warm oar
gentle hawk
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Generate uv in the fbx inspector tab

warm oar
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got it thank you

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animated lights don't work after baking - how do i fix it?

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I have disco style lights that change to different colours but after baking they remain a single static colour

tough edge
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did you change lighting to baked only when you need mixed - or did you make a dynamic object or output static

warm oar
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its baked only - should i put it on mix?

tough edge
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mixed should solve your problem

warm oar
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it worked thank you

mint cipher
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@modest vapor I have a few questions

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Which is VERY difficult

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I was wondering how I bake the lighting in Unity to raytrace all the light around in the room.

mint cipher
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I am getting this result instead of the one above. The light is not casting shadows from the reflected surfaces.

lusty musk
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Hello I just joined and also um Is this a game a waist of time or is it actually fun?

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because I say this game on my VR

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And thought I should try it but I haven't yet

weak inlet
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if your into the social aspect then its great, im personally not but i stick around for the avatar creation.

lusty musk
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oh ok thanks ๐Ÿ™‚

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I gonna try it after I finished my last week of school

modest vapor
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@mint cipher Did you bake with ambient occlusion in Unity as well ?

mint cipher
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These are the settings I have

mint cipher
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@modest vapor

modest vapor
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So a few things:

-Don't use skybox for your environment lighting, you might want to use gradient instead
-don't enable realtime global illumination

  • Use Indirect as the lighting mode
  • try 2k lightmap size
  • try direct contribution to 1 for AO
  • try indirect intensity to 2
mint cipher
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Ok, so I have up on the file and made a new project. Without messing with any major settings I imported, the project with GLTF format to keep all my textures.

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The new problem is the color shift

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Same materiel. 2 different objects. Both only floor

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Does anyone know why this is happening?

modest vapor
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Why do they need to be separate objects ?

mint cipher
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They don't. I just made them like that

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Should I reimport it as one plane?

modest vapor
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Yeah, that'd help UVs

mint cipher
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What about the walls highlighted

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Should they be different objects or one total surrounding the whole room?

modest vapor
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The whole room should be a single mesh honestly

mint cipher
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I thought that would cause lighting problems. I'll do that

sterile flint
proven fractal
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Whole rooms as a single mesh would be bad for culling tho

modest vapor
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There's nothing to cull if it's flat planes all around

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@sterile flint Why do you use such dark colors for your environment lighting ?

mint cipher
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It did not like that

modest vapor
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You'd have to generate lightmap UVs again and bake once more

mint cipher
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I just generated it

sterile flint
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im trying to make a pretty dark scene and any other colours makes it more cold feeling

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since im going for a dark/warm lighting

modest vapor
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@mint cipher Did you also make your UV unwrapping in blender ?

mint cipher
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I did not think about that lmao

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Ok wait

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So just one whole big mesh, right?

modest vapor
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yep

mint cipher
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It causes some wired problems even though I UV unwrapped it

modest vapor
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ultimately it's Unity's lightmapper, i'm not sure what can and can't be solved

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with low texel too

mint cipher
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Alright, but how do I render the shadow at a higher detail?

grim berry
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never mind i figured it out. overlapping UVs

graceful jetty
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What's the best way to create reflections for large windows in a map? They look good from a distance already but the perspective looks all wrong when you get up close.

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A cubemap for each area seems a bit overkill, so I'm curious if there's a better way.

golden elm
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I've been trying to figure that out too; seems the Standard shader doesn't actually reflect the environment

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wasn't able to find a good way to do screen-space reflections; I'm not sure how some of the worlds I've seen have done static mirrors unless they literally modeled the world behind the mirror and made it a pane of glass instead

proven fractal
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Screenspace reflections eats FPS, and on top of that it doesn't really reflect things that are not visible in the frame, you'll need to use reflection probes and bake them. for big glass surfaces like that you might even want dedicated probes so it looks right

mint cipher
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It only took 27 goddamn miserable minutes to bake and there are tons of seams errors.

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So how can I remove those errors manually?

modest vapor
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Seams errors are most often due to actual seams in the mesh

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merge more stuff

queen tangle
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@mint cipher Make sure you haven't done Edge Splits on your model in edit mode

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this often leads to them

proven fractal
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best practice is to hide splits inside other stuff, like the pillars in this case

queen tangle
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^this

weak glade
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For some reason, my first world I ever did, I got lighting completely perfect without any problems. Ever since then I could not get it as perfect. I just baked my lights and this is what came up.

modest vapor
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environment lighting is very dark

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Are you sure everything is static with a shader that support lightmapping ?

weak glade
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Well i noticed that the brighter objects were not set to static when they were suppose to be. I am re-baking now and those objects i set to static are now dark, looking like it is matching the environment lighting.

tribal linden
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what does a proper lightmap UV look like?

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asking because anything I do to make baked lighting work doesn't work

mint cipher
queen tangle
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Now this looks great m8 ๐Ÿ‘

proven fractal
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sweet

steel totem
steel totem
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Perhaps I didn't have realtime lighting active?

supple loom
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@steel totem I see you have my VRWorld Toolkit at the top I guess the world debugger doesn't say any reason for it not to be visible ingame right now? If so in those cases it's usually some asset you've imported breaking it so it's not appearing in-game.

steel totem
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Thanks for the tip, I'll see if setting all my lights to realtime fixes it and if it doesn't, I'll see which asset could have caused the problem.

supple loom
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Post Processing doesn't really need real-time lights so that shouldn't matter

weak glade
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Found out the simple light probe asset no longer works with unity 2018 and found it out the hard way too

supple loom
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You can fix it by changing some things around

steel totem
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Well for some reason bloom and Post-processing decide to work when everything is set to real-time, yay.

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at least I got that working

supple loom
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That's interesting ๐Ÿค”

weak glade
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I didnt think bloom could work with baking

steel totem
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neither did i

weak glade
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Since its a realtime effect

supple loom
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That many real-time lights isn't really a good idea though

weak glade
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It really isnt. One way street to lag town

steel totem
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There's only 10 in total, and it is a relatively small map anyways.

supple loom
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Even just 10 is too much all of them together will wreck performance with more people and won't wven all render most likely

steel totem
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And I'm not seeing much difference ever since I made the switch from baked to realtime, at least in this scenario

supple loom
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Do those "light bars" have emission on them?

steel totem
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Barely any.

weak glade
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I would definately give it a test in vr to see if you have a drop in performance. And bring a friend along that doesnt have a good pc in vr to double check performance

steel totem
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Yeah, for sure, I just don't think it would have much impact, not to mention the fact the world is roughly 5 MB and utilizes the GPU for most things.

supple loom
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The emission should be enough to cause the bloom to happen the lights shouldn't matter that much

steel totem
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I get what you mean, but I was going for a "pooled light" kinda effect instead of them being quite standalone.

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not to mention the world is lit by those point lights alone

supple loom
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No I mean I'm just wondering what happened with the bloom when those lights were baked since bloom is more caused by emissive surfaces normally

steel totem
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Bloom didn't work at all, when I was having the problem, I had every light source set to baked.

supple loom
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Yeah that shouldn't happen normally ๐Ÿค”

tough edge
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SLP works just fine if you drag the scripts folder into the editor folder

fading prawn
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Is there a way to do rgb color changing lights?

topaz dune
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How is it that the world's I'm seeing around here have such beautiful light that I have never seen in vrchat?

tough edge
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@fading prawn you can use animations to change the lighting colors

left wyvern
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Hey everyone, I'm getting an issue trying to make a dark spoopy scene in VRChat - looks nice and dark in the viewport and Non-VR view but in my oculus it looks weirdly bright and color bandy, is there anything I can do about that or is that just the Oculus CV1? ๐Ÿ˜‚

heady sky
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I'm seeing weird jagged/blocky areas on my chair when I bake lights. What could be causing this?

modest vapor
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The object's normals ?

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or bad lightmap UV generation, could tweak their settings

heady sky
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looks like UV gen settings..... getting it to be much better, but not perfect--usable tho. ty

mint cipher
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I have noticed that Unity's real time lighting shits itself when light hits an object at almost a 90 degree angle.

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That may be why.

heady sky
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Fixed by babysitting the uv gen settings for a good 15 minutes ๐Ÿ‘ถ

modest vapor
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Eventually you might want to try making your own in Blender, it's much faster and personally i get very good results

heady sky
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ooh i'll have to look into that--i'm comfortable baking diffuse / normals/ ao/ etc so it shouldnt be too bad

royal dirge
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Does anyone know what could be causing the blotchy parts on the wall here? This happens at higher resolutions/light samples as well.

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They also start off looking normal at the beginning of baking, and get worse as time goes on.

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Its happens really bad on the floor too, theres only 8 or so light patches covering it

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I think I fixed it. On my material, I set Double Sided Global Illumination to true and now it's not happening anymore.

modest vapor
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you have to generate lightmap UVs on your meshes if you haven't already

dull vale
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how well does generating lightmap UVs work?

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I'm thinking of making my own world completely from scratch, every single object, and I'm not sure how to make a lightmap

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so I thought I could just use the generated ones in unity instead

modest vapor
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in blender you create a new UV for the mesh, edit mode, select all and lightmap pack

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that's pretty much it

dull vale
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would it be better to do the whole world in blender or just all in unity? I made my first world in unity only and it turned out pretty okay

modest vapor
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Blender

mint cipher
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Use the denoising feature for baked lighting (only). Otherwise it will look like puke on a wall.

sterile flint
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i have spotlights like this and for some reason the rest to the left does not reflect like the first one do against the wall, does anyone know why?

proven fractal
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Unity has a maximum amount of dynamic lights allowed, the excess are simply not active, when you bake them they should work fine iirc.

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make sure to set them to static etc

sterile flint
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alright thank you

weak lodge
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if I get close enough it goes away

rapid isle
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it would be the same as a light slider

mint cipher
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@weak lodge Make them static objects. Decrease the light sources. Make them yellow'ish.

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Increase the world light in a blue tint.

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Also fix that grass and gravel texture. It keeps on repeating which does not help the situation.

weak lodge
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@mint cipher what should be static?
= the terrain(it is already)
= the point lights too?
Decrease the light sources?
the point lights or what exactly?

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how do I make the world in a blue tint

mint cipher
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The skybox can be modified to have a blue tint. The point lights should have a decreased light source. You should bake the light, not use realtime lighting

weak lodge
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how do I decrease the light source? @mint cipher or what exactly do you mean by that

lethal sky
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@weak lodge it looks like you are using the unity terrain, so assuming those are terrain trees made in the unity tree creator, they're not that great for baking static lighting.

In fact, I think they are intended to be GPU instanced, and lit with a single directional light most of the time, since it's outdoors. I would try lighting them via light probes instead baking light directly onto them.

weak lodge
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@lethal sky yea I did that light props thing it looks alot better now, ty

mint cipher
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Anyone know how to deal with a "Integrate failed on Write Lighting Data job" error? It's just looping at the end of a light bake and throwing up hundreds of that error.

golden otter
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Two of my point lights aren't appearing in the bake maps and idk why

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They're set as Lightmap Static

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This is inside a building in my map, in the outside I have a Sun light and it works ok

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The inside of the building is set as static as well

rapid isle
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how many pointlights do you have?

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cuz i know if its over 8 or something they dont render

golden otter
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Just 2, they're both baked

rapid isle
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might try and put them fully static and not half

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also make sure you have light probe group setup

golden otter
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I have, but even without lightprobes it should be working because the walls are static

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Gonna bake again and see if it works

supple loom
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Yeah I can't see anything wrong in that screenshot atleast vrcThinking

rapid isle
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might want to see if you have generate UV lightmap check on the prefab of the model if it is a .fbx file

golden otter
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It is

supple loom
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Can you show a screenshot with one of the close by walls selected?

golden otter
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Now that I'm looking at the lightmaps, I think the light is being obstructed by the lamp geometry

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And it looks so soft that I can barely see it from far

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When this was in realtime it could lit the entire room

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I'll try changing intensity and positioning

supple loom
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Yeah if it was inside the lamp that could occlude it

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I usually place my lights a bit under the lamp and have emissions from the lamp material baked in as well

golden otter
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Yeah that was it, I placed it below the geometry and increased intensity to 10, now I can see it

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I was having trouble figuring out because it seemed fine in realtime mode

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How can I fix weird "cuts" in the lightmap? Do I have to redo the UVs?

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Or increase resolution

supple loom
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Depends on the cuts you can definitely try increasing the size of the objects on the lightmap though

golden otter
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Is it possible to have dynamic objects cast shadows over static ones?

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Do I have to change the lightmap type?

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Also some of my dynamic objects look dark even with lightprobes and reflection probes

golden otter
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Update: I tried using Subtractive mode, but baked objects don't get shadow occlusion so my dynamic shadows pass through walls. And some shadows just look weird. If there's no other way I'll just use Baked Indirect with mixed lights

rapid isle
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mixed lights are still real time and will cause lots of frame drops

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you most likely will have to mess with your shadow settings in the project settings to get it working

tidal pawn
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any ideas what caused this kind of artifact? uvis are correct..every time i baked it artifacts are different ... bakery lightmapper is used

mint cipher
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So I'm not gonna lie, I screwed up the lighting in my world something fierce, but I have no idea what I did. It looks splotchy as heck. All the walls are static, and it is just a handful of point sources. I think I screwed up the lightmapper settings. Any help?

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Aaah, I figured it out. I had direct samples turned down to 2 in the lightmap setting. Cranking it up to 32 made it a lot nicer.

modest vapor
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That'd do it

vagrant dragon
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.

acoustic loom
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Anyone have any insight on the performance impact of realtime GI?

weak glade
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Not much, but no point on using realtime GI if you have baked lighting

acoustic loom
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I have a few video screens I'd like to keep emissive in a perfect world depends on the cost

weak glade
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Go ahead and add it and test performance. A few realtime lights isnt a huge problem but more than like 3 can cause problems

acoustic loom
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and on a related note how does one go about packing lightmap uv's in blender

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normal uvs are no issue but unless i get unity to generate them on input it's wack

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but unity's frankly suck

weak glade
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Wish i knew that one lol. Figuring out blender maps later this month hopefully

modest vapor
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@acoustic loom Realtime GI is impactful, hence why it's most often baked. Have you tried a low res real-time lightprobe ?

acoustic loom
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I believe that's what I'm doing - i'm baking the realtime GI using probes

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there's no real time lights in the scene

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i'm baking the 'realtime' GI so the emissive shader is reflected off geometry

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~2 texels a unit

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unless I have my terminology confused here

modest vapor
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in that case you're all good !

acoustic loom
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๐Ÿ‘

acoustic loom
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hey Ruubick how would I go about packing lightmap UV's in blender? Individual meshes are fine with Unity's auto-generation, but once I end up merging similar meshes and materials they end up distorting like so. I can't for the life of me figure out where it's hiding in the UV tab in blender

modest vapor
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Did you make a secondary UV map for them ?

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You're supposed to use UVMap for your actual texture UVs, and then create a second UVMap on the object for the lightmaps, and not sure Unity's lightmap generation

acoustic loom
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No i have not, I actually can't seem to figure out how it's done

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I'd like to learn since Unity's is just... yeah

modest vapor
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i'll record a gif

acoustic loom
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๐Ÿ™

modest vapor
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Depending on the amount of objects, you may want to increase the resolution and quality

acoustic loom
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BEAUTIFUL thank you!

acoustic loom
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interesting side effect is light probes seem to have FAR more weight now on static object lighting in the world which is great

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although frankly that could be all in my head

graceful jetty
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Is anyone here familiar with bakery? I've been having trouble with weird patchy lighting from area lights.

modest vapor
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I don't think bakery supports area lights ?

graceful jetty
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Oh sorry, light meshes

modest vapor
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ah, which denoiser are you using ?

graceful jetty
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I'm not even sure how you'd check, hah

modest vapor
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Can you show your bakery settings ?

graceful jetty
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Overall, or on the light mesh?

modest vapor
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the bakery settings themselves

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light mesh should just be flat plane with standard emissive shader

graceful jetty
modest vapor
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Try experimental, and raise the tile size to 4k

graceful jetty
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The light meshes I'm using are attached to an area light with the settings matched

modest vapor
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actually what do you have as settings on the light mesh

graceful jetty
modest vapor
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tried with self shadow i assume ?

graceful jetty
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Yeah, no difference there

modest vapor
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are the light meshes individual meshes or are all lights on the ceiling combined ?

graceful jetty
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they're individual

modest vapor
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are they exactly on the same height as the ceiling ?

graceful jetty
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they're slightly below

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they just didn't light anything when they were the same height

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I tried changing the width and length too so it's not near the edges of the room, but that didn't make any difference

modest vapor
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what about the walls, are they also the exact same height as the ceiling ?

graceful jetty
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yeah, everything's lined up exactly

modest vapor
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but they're not joined ?

graceful jetty
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They're joined

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They should be part of the same UV

modest vapor
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and they share the same edge ?

graceful jetty
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They're basically all one piece, yeah

modest vapor
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Try making the light meshes slightly angled

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like a very very small amount

graceful jetty
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I just found an option in experimental for fixing bright edges, I think I'll try that first

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Might as well see if a single checkbox fixes it before I make changes to all the lights

modest vapor
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true, forgot about that, i've always been using experimental killme

graceful jetty
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There are 32 rooms on the map in total, so if I can fix it in one option that's a lot of time saved!

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That didn't seem to do anything, but now the editor runs at a low framerate ๐Ÿ˜•

graceful jetty
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@modest vapor I created a new light mesh and that seemed to fix the bright spots, but now it doesn't light the ceiling. Any way I can make a light mesh work on both sides?

modest vapor
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Create two that face each other maybe ?

earnest pebble
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Is there a cap on how many emissive surfaces could affect GI at once?

cunning mirage
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@earnest pebble not that i know of

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Question: Is the progressive CPU lightmapper better than enlighten? ๐Ÿ‘€

graceful jetty
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It's meant to be more accurate than enlighten

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but honestly you should just try to get Bakery instead

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That being said, I've been having an issue with Bakery for a while now

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@modest vapor I figured out that the blotches go away with self shadow enabled, not sure why that's a thing

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The issue is that the ceiling becomes black with it enabled, and doubling up the meshes with one flipped brings the blotches back

vapid musk
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lightmeshes?

graceful jetty
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yeah

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If you scroll up a bit you can see what the problem is (ignore the lack of denoising, it's the same either way)

vapid musk
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i remember talking about this with the dev

vapid musk
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i think on the lightmesh itself if you had spots you could increase the samples and if it caused issues still the selfshadow thing, that didnt work out for you?

graceful jetty
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If I enable self shadow, the light looks good but the ceiling isn't lit

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Do you remember which samples need to be increased?

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There's near and far

vapid musk
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near

graceful jetty
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do light meshes shine through backfaces? I might be able to fix it by putting the light slightly above the ceiling

modest vapor
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It should

graceful jetty
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Any idea if it'd light the ceiling itself?

modest vapor
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Not from a backface no

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But you still have the option to have multiple

vapid musk
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there is an option for backface emission

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the backface gi setting

graceful jetty
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I'm not sure I'd want to use that, it'd affect every backface right?

vapid musk
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seems so, yes

graceful jetty
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Yeah, might cause a few problems in that case

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I'll try it anyway, rtx mode is fast enough

graceful jetty
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Backface GI didn't look like it did anything, and increasing the samples increased the number of blotches

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so by that logic, I'll try going in the exact opposite direction

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never mind, that made 1 giant bright patch

oak elbow
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@graceful jetty do you have any sort of normal or is it just a texture? And how does the UV and 3d mesh of the roof look like?

graceful jetty
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The area I'm trying to light is all one interior, a single mesh

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so the UVs are extremely simple

oak elbow
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Because, I read up somewhere that intersecting UVs causes shadows on meshes.

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Do you have a normal map though? That one's also important. Since it messes with how light works.

graceful jetty
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I haven't manually created one for the mesh, unless you're referring to the materials applied to it

oak elbow
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And how does the 3D mesh look in blender?

graceful jetty
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Let me open it real quick

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The overlapping parts in the middle aren't affected by the lighting issue by the way

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It's just the walls

oak elbow
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Aren't the wall UVs overlapping?

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4 walls, I see 3 boxes that fit walls

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I'd try to get a bit of a better unwrap on em unless you got ready made textures and don't wanna spend time baking those onto the new uv.

graceful jetty
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The 3 horizontal parts are the walls and the 4th one is a separate mesh

oak elbow
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That doesn't seem like a good unwrap for the walls. Some of them are probably overlapping.

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Which'll cause weird issues with baking lights since those use the UVs of the mesh (and anything that unity treats as the same mesh)

graceful jetty
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What's odd about the issue is that the lighting works fine in other conditions

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If I use the example lightmesh and enable self-shadows, it works without any problems

oak elbow
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Self-shadow allows the Lightmesh to more precisely monitor stuff like that (Cause the object itself is a shadow so it only does light on the surface). To get the roof to light up with it, you either have to make it go above the mesh and shine in, or make another lightmesh point up.

graceful jetty
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Is there any way to have it shine in without just lighting every backface in the scene?

oak elbow
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Do you have a backface on the building?

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Cause, I'm pretty sure I've had people do it through the transparent side of walls without it. Though, there might've been a hole. I'm reall tired rn tho, so, I might be forgetting stuff.

modest vapor
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Are those your lightmap UVs or your texture UVs ?

graceful jetty
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You never see the room from anywhere but inside, so there are backfaces all round

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That's the texture UV, I was asked what the mesh looks like

oak elbow
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I've had instances where the texture UVs caused issues with the lightmap UVs. That's why I mentioned it.

modest vapor
oak elbow
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And don't ask me why. I don't know.

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And when I tried searching up for it. All I find on it are old stuff from 2016-2017 saying that overlapping UVs on meshes can affect baking.

graceful jetty
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I don't know what I'd google to see if it's a common issue, but I have seen one guy on the unity forums who had the same issue with an example scene made of default unity meshes

oak elbow
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Oh, and overlapping vertices from the same mesh. But, that's another thing entirely.

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So, quick question. Can't you make a box and give it a light mesh component and bake it from there? Since then it'll emit light from the entire box.

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And, yes. I know it's called a cube. I just like the word box

graceful jetty
#

I tried that at one point, but the issue is that it looks weird once the box is hidden

#

you can tell there was a box there, even if it's thin

oak elbow
#

I meant having it float in the air or something like that

#

Or you could go for the lightbulb approach and use a sphere

#

Or you could make a box for room lighting in the middle and then put point lights for the bright spots in the ceiling for where the lamps are supposed to be. If you can't make it, fake it you know. That's what point lights are for.

graceful jetty
#

It's funny, the lights in the ceiling texture actually work with bakery

#

They're just really dim and uneven

#

It'd be cool if I could make them work properly, but I don't think I can edit the material to do that

modest vapor
#

overlapping lightmap UVs yeah, but i don't see how overlapping regular UVs could have an effect

oak elbow
#

Yea, don't ask me. I was perplexed about it too.

earnest pebble
oak elbow
#

I guess if anything, if a normal map was involved... that might be it. Since normal maps do affect lights. And normal maps use the texture UVs

earnest pebble
#

I figured this image would highlight the issue. most of the world seems to have no issue with dynamic emission affecting the baked lightmap, but it doesn't properly react to all of the emissive surfaces, even if they are reacting on other parts of the same object

graceful jetty
#

Looks like I might just need to crank up the near samples

#

(not like that worked last time)

modest vapor
#

I mean, yeah 0 samples is just basically nothing

graceful jetty
#

Didn't work

#

You need self-shadow on for the near samples option

graceful jetty
#

for some reason, bakery doesn't even do anything now

#

everything is black for some reason

modest vapor
#

lights enabled and scene static ?

#

You can clear baked data in the lighting window and clear the GI cache too

#

then restart unity

graceful jetty
#

10 GB in the cache

#

should've done that a while ago really

surreal quiver
#

How to use a reflection probe PER window? It seems that only one reflection probe gets passed onto every single reflective window. If you add multiple ones, you get multiple reflections in the window

#

Looks like every window will have to be a separate mesh

blazing stream
#

VRC is forward rendered so yes they will have to be separate meshes if you want them to have there own reflections. you can only have per pixel reflection probes in differed

surreal quiver
#

Works great.

vapid musk
#

you can also define a custom anchor per mesh, specifically use the reflection probe as anchor to ensure it always uses the right one

graceful jetty
#

Bakery has just given up on me for some reason

#

Everything is black every time I bake lighting

vapid musk
#

yeah if you are not carefull with meshe sn such there can be massive issues

graceful jetty
#

There aren't any meshes at this point

#

I'm really confused, there's clearly a lightmap even after I cleared baked data

graceful jetty
#

The lighting is just completely messed up here, not sure what's wrong

#

I've deleted every light and it's still weird

vapid musk
#

clean both via bakery and via unity

#

also if you get cryptic errors try run the first couple steps of unity lightmapper

#

that resets and clears up some stuff

uncut knoll
#

I'm looking to one day make it where I can set up one button, where players can (locally) toggle day and night.
I've seen worlds do this, even before the Unity 2018/Udon update. Yet how do you pull that off when there's only one Lighting render?

limber cairn
#

I've seen a unity post about that. You cycle between lightmaps.

#

i cant imagine you can access them in Udon tho. So they probably do some other weird shit

golden elm
#

You should be able to set up udon parameters for materials/textures, but I have no clue how you would swap the actual scene lightmap out

uncut knoll
#

Well I wanna try this without Udon, if possible.

#

Because the world I'm working on is quite old. It was a miracle the world even works with Unity 2018.

graceful jetty
#

I finally fixed all the baked lighting on my map, I decided to just put a big bright cube in each room instead of lighting from the ceiling down

#

I think it's because I used a Bakery directional light instead of a regular baked directional light, but I can't tell.

#

I've got an entire thing of light probes set up, not sure what else I'd have to do.

modest vapor
#

Did you bake the light probes ?

graceful jetty
#

Is that something you can do individually?

#

I somehow messed something up with bakery last time and had to recreate the project, but in that last project it baked with the rest.

modest vapor
#

Yes that's individual with bakery

#

clear your GI cache if necessary

graceful jetty
#

Where's the option? It must've been using leftover data from progressive in the old project.

modest vapor
#

Preferences menu in Edit

graceful jetty
#

I meant for rendering the reflection probes

#

Unless I'm just blind

#

It's in the manual but I can't find it in unity itself

modest vapor
#

they're at the bottom of the bakery menu like all the other baking options

mint cipher
#

I'm making my first world and I was wondering how to soften the shadows my directional light is casting. I tried the "Baked Shadow Angle" slider but it doesn't change anything.

rapid isle
#

first off your directional light isnt set to static and baked

stone agate
#

Itsa spam

#

Also how about I block you instead :)

mint cipher
#

I ticked off the static box for the directional light and set the mode to baked. Does anyone know if there's something else I need to do? Sorry for the stupid question I'm really new to Unity.

rose wind
#

Does Anyoe know why baking lightmap crashes unity?

#

it starts backing and then it crashes

rose wind
#

Sometimes it does work sometimes it does not if I duplicate this gameobject and bake again it wont work somehow

modest vapor
#

what is that gameobject ? What is it made of

mint cipher
#

Those edges man

#

How high detailed is that exactly?

#

@rose wind

timber obsidian
#

how do you control the directional lighting shadows? i don't remember now for some reason

rapid isle
#

by moving the directional light rotation around

timber obsidian
#

i tried that, but the shadows are not even changing

rapid isle
#

is your lights already baked? if so thats why

rose wind
#

@mint cipher sorry was sleeeping

#

you mean the light or the mesh?

#

if its the mesh I left them as default

#

@modest vapor wood/ivy generator/spheres

modest vapor
#

Is that a script ? Needs a fully static mesh with a supported shader for lightmap/baking

rose wind
#

I seletcted all the spheres and the mesh and make it static

#

there isnt any script into it only backed light and mesh

modest vapor
#

how was the ivy generated ?

rose wind
#

in blender

modest vapor
#

ok so you need to check "generate lightmap UVs' on the object as well

rose wind
#

its attach to the wood thingy

#

the settings I left them as default the uv ones

#

1 our of like 5 times it pops me this error

#

it says That I dont have overlapping uv maps there but I already generated lightmap uvs so Idk what was the problem to be honest

#

Im gonna make a small video of what happens exactly

#

This is Wird that in the video does not show the settings menu but you can see me doing the bake in the scene

#

I basicly duplicated the item and make the bake for it and it crashed when it crashed it stoped my recording idk why

#

I used the windows recorder sooo

#

Another thing for example I baked a light that I did not move after I backed it and I wanna bake something else how do I bake only that specific item and not backing all over again?

#

because somehow when I bake something new it deleted the current data and bakes things again

modest vapor
#

You can't

#

welcome to light baking

rose wind
#

That sucks :C

limber cairn
#

how many light probes is too many?

#

and why does a light probe 10m away affect my object, if theres multiple light probes way closer

safe ridge
#

@limber cairn I used to have over 700 light probes in a world and didn't notice any performance hit after placing them. Only 3 light probes closest to dynamic object should be taken into account while calculating light anyway. I don't know why would one of your objects sample light from far away probe, you can try adding some more probes around it

limber cairn
#

thanks, thats some good information

#

is there an automatic way of placing them?

safe ridge
#

No but there is an addon that makes placing probes easier

limber cairn
#

nice, which one are you using?

safe ridge
#

SimpleLightProbePlacer. There are some others too. I think the way you placed your probes is good though, you may just copy some existing probes and add them around offending object @limber cairn

limber cairn
#

Alright, thank you!

safe ridge
#

I would also add some probes on the left side where tree shadows end

limber cairn
#

thanks, i will

#

@safe ridge apparently, SimpleLightProbePlacer crashes in Unity 2019 and is no longer being developed. just giving you a headsup for when VRchat updates to 2019 LTS

safe ridge
#

I see, thank you. I'll just find something that works when I make the next world

pine trench
#

Woo! I got Asylum to not crash Bakery anymore!

#

Been over a year that I've been dealing with that and having to spend at least 36 hours baking with Enlighten each time with the possibility of a crash near the end.

#

Now Bakery gets it done in 23 minutes

#

And it cut the amount of lightmaps down to 13 instead of 123

quasi hedge
#

noice ๐Ÿ‘Œ

pine trench
#

Turns out the lightmap scale on every mesh was huge. Thought I fixed that a long time ago but it must've been reverted at some point.

sick turtle
#

Hi hi! Has little problem when uploading world to vrc. The lighting is not the same as in unity, is there a reason for or a way to fix 0_o
Is comparison below ^-^

modest vapor
#

@sick turtle Do you have console errors and which shaders are you using ?

#

If you're using light temperature i think it doesn't work in 2018 also ?

sick turtle
#

Has been using Rero standard, will switch all to standard and see if fixes for now :3
are a few errors in console too about overlapping UVs 0_o

sick turtle
#

Ooh I think the shader was the problem ^-^

modest vapor
#

yeah if you were baking that'd make sense

sick turtle
#

Thank yous for mentioning that it could have been issue, would not have thoughts to try otherwise! ๐Ÿ˜Š

thorn horizon
#

How do i get more then 4 lights to work in close proxy? if i want 5 or more they bug up

modest vapor
#

You'd bake them

thorn horizon
#

I Baked my 5 Point lights but nothing changed

#

they are still fighting

modest vapor
#

You probably don't have baked lighting in that case

thorn horizon
#

all my lights are baked and still not working

modest vapor
#

how are they baked ?

#

If you just them them to baked that's just the mode, it doesn't mean they're baked

thorn horizon
#

when ever i get more then 4 in close proxy the other lights stop working and idk how to fix that

modest vapor
#

Set all your meshes that you need baked to static

#

then go to the lighting window and bake them

finite hornet
#

Does Lightgroups also cause shadows? because all my light has the shadows turned off and there are still shadows in the scene

brisk rock
#

Hi

#

I have a question about bloom

#

My bloom doesn't work in VRChat

#

Why???

#

^^"

modest vapor
#

@brisk rock Follow Silent's tutorial on post processing and it'll work

ebon plume
#

How can i get emission materials to light up avatars?

ebon plume
#

Like it lights up the enviroment and its the emissions itself are set to realtime but they dont effect avatars

rapid isle
#

do you have light probes?

modest vapor
#

@ebon plume Only works for lights, if you want this effect then bake it into the texture

ebon plume
#

not what i meant Ruuubick

#

like theyre baked into the enviroment

#

i want them to effect avatars too

modest vapor
#

Then yes you need to bake lightprobes

ebon plume
#

ok

prime iron
#

anyone know which volumetric lighting packages work in vrchat?

modest vapor
#

None

pine trench
#

You could import a shader made for volumetric lights and fake it using meshes. Works well for windows, skylights and spotlight beams

#

Someone made one, off the top of my head I cant remember for sure but I think it was xiexe

modest vapor
#

static volumetrics work, yeah i guess i should have specified, but anything on the asset store that relies on a script won't

dawn flume
#

Anyone have tips for reducing lightmap size (using Bakery)? I've tried reducing "max resolution", enabling lightmap compression, and removing lots of tiny object when rendering the lightmaps--I've literally got a 600MB world after upload and I'm at wits end with this thing...

supple loom
#

Have you tried using the atlas packer under experimental mode?

dawn flume
#

ah, I was using that previously but had some UV issues... now that those are resolved it might be worth a shot

supple loom
#

Other than that hard to say much without seeing your current settings and how your scene looks like

dawn flume
#

let me see what the build size looks like after atlas packing, I have a feeling that might be it. What would you want to see otherwise? It's kind of a mess at the moment

supple loom
#

Just general screenshots of your scene and the bakery window would be good

dawn flume
#

will do, I'm rendering with about 50 texels right now so it'll be a minute

supple loom
#

50 can be a lot if it's a huge scene

dawn flume
#

really? I was going off the bakery manual, which describes 20-30 for a big scene, 100 for a smaller indoor area

supple loom
#

With VRChat it's a bit different because the download size counts

dawn flume
#

wait... texels affect lightmap resolution/count??

supple loom
#

Yeah

dawn flume
#

I thought it was related to rays cast only, resolution and object lightmap scale staying constant

#

wow lmao, that's probably what did it then, I feel like a dummy

supple loom
#

Oh no no texels are how much space they take on the lightmaps

dawn flume
#

lmao I had the last build at 150 texels

supple loom
#

๐Ÿ˜…

#

Might be fine for a small room scene

dawn flume
#

was going for very realistic lighting, but it looks like that's not going to be possible for the map size

supple loom
#

I usually do 20 texels as the main setting and then adjust the per object scale in lightmap parameter

dawn flume
#

what's your go-to for max resolution on the lightmaps? I was doing 2K but dropped it to 1K

supple loom
#

I always do 4k max size as to keep the lightmap amount low

#

Also in the bakery shader tweaks enabling the bicubic interpolation helps to get more detail in the shadows

dawn flume
#

awesome, thank you so much

#

this is really helpful, bakery manual can be pretty verbose and hard to follow

supple loom
#

Just to note the shader tweaks are only if you are using standard

dawn flume
#

yeah I've got the bakery/standard on everything.

#

here's the setup I have right now:

supple loom
dawn flume
#

yoooo, I'm using SH on everything, felt like the direction wasn't getting baked

supple loom
#

Make sure to read the instructions on how to use it properly

dawn flume
#

of course, I'll pop back on here when I get the build size down and let you know if you'd like

supple loom
#

Sure, the atlas packer might already help a lot depending on your uvs

dawn flume
#

so at 50 texels and atlas packed, 4K max res.. I got it from 600+ down to around 300MB, I'm guessing I'll need to drop the texels some more and do some voodoo to make all these chairs render with little impact on the lghtmaps

modest vapor
#

that still seems like a lot

#

but it's also SH

#

so it's double

dawn flume
#

yep, once this is under 200 I think I'll be happy with it, I don't expect this to be a popular world at any rate

dawn flume
#

one last question, do bakery shaders not play nice with normal unity realtime lights? I've got some animated lights that seem to be acting up. They illuminate only the ceiling of the room when they strobe. They sometimes seem to illuminate the walls too, but only when the player is standing nearby and looks at a certain angle. I'll try and get an example here shortly.

supple loom
#

There was something like that yes, but I can't remember the exact details as to why and how it happens

dawn flume
#

very well, I guess I'll just convert those wall shaders to unity standard, no need for fancy lighting in a dark room. Thanks again for all this info, saves me days of pulling my hair out thinking I did something wrong.

#

world size down from 630MB to 217! โค๏ธ

vague fjord
dawn flume
#

Aura comes to mind, but I'm not sure if it works in VRC...

rapid isle
#

it wont

pine trench
#

@vague fjord you could use Xiexe's Volumetric shader and apply it to a cone

quasi hedge
#

https://noriben.booth.pm/items/1637978 This should work as well

VRChat็”จใซไฝœใฃใŸใ€ใƒ ใƒผใƒ“ใƒณใ‚ฐใƒฉใ‚คใƒˆใฎใƒœใƒชใƒฅใƒผใƒ ใƒฉใ‚คใƒˆใฃใฝใ„้›ฐๅ›ฒๆฐ—ใ‚’ๆŒใฃใŸใ‚ทใ‚งใƒผใƒ€ใƒผใงใ™ใ€‚ๆฉŸๆขฐ้ƒจๅˆ†ใฎใƒขใƒ‡ใƒซใ‚‚ไป˜ๅฑžใ—ใพใ™ใ€‚ Unity 2017.4.28f1ใงๅ‹•ไฝœ็ขบ่ชใ—ใฆใพใ™ใ€‚unitypackageๅฝขๅผใ€‚ โ– ๅ‚่€ƒๅ‹•็”ป https://twitter.com/noriben327/status/1181161468193959936?s=20 โ– ๅนฒใ—่Š‹่ฒฐใˆใ‚‹ใจๅŠฑใฟใซใชใ‚Šใพ~ใ™ใ€‚ https://www.amazon.co.jp/registry/wishlist/20ZZUF58JEAET/

pine trench
#

Woah those ones look awesome, can anyone confirm they do work for VRC though? Wanna be sure before dropping $0 on it

#

Nvm, the description confirms it lol

#

Didn't see that

stone agate
#

@pine trench You can generally assume that whatever is uploaded on Booth was made specifically for VRChat in mind, but since this is a shader made for Unity, pretty much any shader made for Unity works with VRChat

topaz horizon
#

so sad that we dont have real volumetrics ๐Ÿ˜”

pine trench
#

Yeah thats what I figured, this guy has a lot of cool free stuff, light beams, flickering sign boards etc. Some of it will definitely be useful for the world I'm working on right now.

mint cipher
#

Anyone know what I'm doing wrong? Dropped in a model. Looks perfect, but when I bake the lighting it's unlit. Set it as static. The room is lit by a big area light and a few point lights. There are a couple realtime lights facing the stage, which is what's lighting it. inspector for the ring is in the screenshot

golden elm
#

are the UVs correct? does the model look right in the preview?

#

my guess is either the lightmap UVs or the actual model UVs are incorrect'

scenic island
#

How would I go about having the bloom simply set on one object?

#

Like, i'm trying to test that out but don't know where to begin. So, for example, if I wanted the bloom to simply be on the cube inside of the home but nowhere else, how would I set that up?

topaz horizon
#

Don't use emission on the frames

scenic island
#

ah, i'm a moron.

#

it does it with the sun in the sky as well.

#

like, the sun on the skybox sky but emissions aren't on

pine trench
#

Having an issue with the lighting being stuck on Realtime. It was baked with Bakery, and the lightmaps are still there, Baked indirect is checked, but it just stays stuck on realtime causing the frame rate to drop to 11 fps.

#

Any suggestions on how to fix this?

modest vapor
#

post screenshots of all your settings/lights

supple loom
#

Bakery lights also can't be real time so that sounds like you have unity lights in your scene that bakery won't bake

#

And non baked baked lights act as realtime

pine trench
#

Hmm, I might have forgotten to add the bakery light component to my lights. I'll double check on that in a bit. Unity crashed and this project takes a while to open up.

supple loom
#

You don't want to have enabled Unity lights on Bakery lights at all

#

I usually just make only Bakery lights and don't add any Unity lights

pine trench
#

Okay so I just redid all the lights as bakery lights and it worked perfectly, thanks :D

fossil temple
#

i have no idea if this is a lighting issue or not but my textures that im putting in is like completely black in game but are visible in unity anyone know how i can fix that?

supple loom
fossil temple
#

i do

supple loom
#

Seeing some pictures of your unity and how it looks ingame would be helpful

mint cipher
#

I have calculated the light for my main mesh. But this mesh which has not been baked has to be toggled (On and off)

#

So can I bake light for only that object without affecting the other objects I have backed light for?

gentle junco
#

So lighting to me is apparelntly some wizard magic. I'm trying to get a 'underglow' effect on my world and i thought i had to use Area Lighting. When used, i don't se anything at all. There's no illumination. I thought the other way to do this, was to make the 'RGB_Strip' emissive and that's still not giving me any light. What am i missing here?

abstract drift
#

Post processing most likely

#

@gentle junco

fossil temple
#

found it out just had the shaders set to legacy

gentle junco
#

@abstract drift was definitely post Processing, Thanks

mint cipher
#

How do I make the light passthrough this object?

cunning mirage
#

Turn off cast shadows I guess

mint cipher
#

It was already off when baking, but there are still shadows for some reason

modest vapor
#

You sadly can't do that selectively, unless it's transparent afaik

scenic island
#

How would I go about setting up some floating "dust" in the light in my world? I know it's something to do with particles but I'm not too knowledgeable on it.

modest vapor
#

@scenic island This should be a good starter

scenic island
#

@modest vapor thank you!

mint cipher
#

I cannot seem to let light hit the toggled stairs and go through to calculate the second object below it. It makes a shadow even though casting shadows is disabled.

modest vapor
#

That has never worked afaik

rare umbra
#

i need some help with lighting, im rly new to unity

scenic island
#

it's like... a room light that spins with stars, does anyone know where i'd be able to get that / how i'd be able to replicate that?

vernal hare
#

So, i'm working on recreating my classroom, i have finished the job in Blender, and currently working on importing the assets into Unity 2018 in order to upload to VRChat, but the shadows won't connect, any clue what i mess up?

tepid chasm
#

is there a way to make it so point light's don't display on avatars?

rapid isle
#

turn them on/off with animation

cunning mirage
#

@vernal hare The problem is that pointlight's shadow is very low-res since it has to cast in all 360 degrees. You'll need to choose something like a spot light to get better shadowing.

tepid chasm
#

Hm, still trying to figure out how to get it so point lights will light up the area, but not cast extra light on the avatars (to avoid having avatar's faces look all super-shadowed), directional lights don't really seem to do that

uncut knoll
#

Using Unity 2018.4.20f1 (no Udon, due to how old the world is).

dawn tendon
#

question is the other fog modes disabled in VRC, as they worked in unity but arent working in VRC's local testing, fog modes like Linear and Exponential^2

#

i am using Udon to change the Render settings via a UI dropdown

unkempt birch
#

im really new to unity, and ive been playing around but i can't seem to get emissive light to show up on black material

modest vapor
#

I believe that's expected ? Can you post screenshot of your scene and settings ? @unkempt birch

timber obsidian
#

@modest vapor ruuubick do you know how to fix baked textures that are like this now?

#

i wanna show this world off soon in the meet up

#

this is the only thing that needs fixing for now

modest vapor
#

@timber obsidian You'd need to make sure the shader supports lightmapping and that it's static

timber obsidian
#

yeah its static right now, so only reason why its doing this is probably the shader

#

thanks ruuubick!

raw hazel
#

Oh wait, someone literally just posted something about this. My bad!

#

Actually, with the shader set to standard, it's still doing it,

modest vapor
#

What's the orientation of your lights and did you generate lightmap UVs ?

raw hazel
#

Lightmap UVs have been generated and the orientation of my lights are all pointing straight down @modest vapor

#

Except for 2 which are at a 45 degree angle. Black spots only show after baking as well, and was still happening before the angled lights

modest vapor
#

if it's pointing straight down then some faces might not receive light

raw hazel
#

I'll keep playing around with it. How can I confirm that the lightmap UVs have been generated though?

modest vapor
#

You have lightmaps visible in the lighting window, at the top

raw hazel
timber obsidian
#

@raw hazel it is the shaders cuz i know for fact that applying Static to all immovable objects always works

raw hazel
#

@timber obsidian I changed them to standard and it still has the weird spots.

timber obsidian
raw hazel
#

Oh! I will try now!

timber obsidian
#

Opaque > white
Specular blank > full black
Smoothness 0

all others blank

Emission enabled
Color Black
Global Illumination Baked

#

if it still doesn't work, you might have to generate it again in the rendering settings

modest vapor
#

You can check the baked lightmaps at the top

raw hazel
#

Opaque > white
Specular blank > full black
Smoothness 0

all others blank

Emission enabled
Color Black
Global Illumination Baked
@timber obsidian Trying this right now and will get back to you as soon as it finishes baking ๐Ÿ™‚

timber obsidian
#

make sure to turn off real time lighting

raw hazel
#

Where are you seeing this option?

timber obsidian
raw hazel
timber obsidian
#

okies, i am not sure why its not working for you, but you might wanna double check on making everything Static first

#

and then click on generate as lighting

#

you need to drag and drop each textures to its specific shader in the Color box

raw hazel
#

OH!

#

Heck, my texture basically blends in with the background of Unity. Trying now! Will let you know

#

No luck. I'll be looking into it a bit more later. Thank you guys!

timber obsidian
#

๐Ÿคจ

timber obsidian
#

@raw hazel welp i screwed up the baking somewhere and found no way to fix it either, am sad now

raw hazel
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Hmmmm? Heck. @timber obsidian

timber obsidian
#

i'm deleting the generated lightmaps and re-generating again and see if that works

modest vapor
#

you can also delete the GI cache in the preferences

timber obsidian
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oomfg that did it

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perfect baked right here

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delete any existing generated lightmaps if problems still persist

unkempt birch
#

@modest vapor sorry for the ping
so its normal that it does that, there's no way around it without using actual lights? Because i want to use a black surface for emissive light to reflect off of, but im assuming that only regular lights can do that?

modest vapor
#

If you use the standard emission it should work

raw hazel
#

Friggen 15 gigs of GI Cache. Trying now!

unkempt birch
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standard emission?

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๐Ÿค”

raw hazel
timber obsidian
#

delete existing generated lightmaps

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the whole folder under assets > scene > lightmaps

mint cipher
#

Whats up with the black lines on the walls? Some shadows goofing up? Dont know what I did wrong or how to fix this ;-;

unkempt birch
#

how do i make it so Point Lights dont affect the player?

modest vapor
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Remove the player and player local layer

unkempt birch
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ah, i only removed Player, my bad thanks

unkempt birch
#

is this something to do with culling mask or something else?

supple loom
#

Not quite sure what I'm looking at in that picture

unkempt birch
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im all black in the reflection

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but you can see that there's lighting on the avatar

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not sure what im doing wrong

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im using a directional light to light up the player instead

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but is it because its indoors?

supple loom
#

By default mirrors won't show realtime lights affecting players because they are so performance heavy, ideally you would add light probes that are the most optimized way of lighting up dynamic objects such as players and pickup. But you can also enable pixel lights in the mirror settings if you feel it's necessary.

unkempt birch
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light probes, hmm

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im gonna have to learn more about that

unkempt birch
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too close actually

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this is like way out of my experience

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idk how to get it with the directional lighting color so avatars appear more white rather than the purple that im using for the material

supple loom
#

That looks accurate to the scene though, lights bounce of the colored floor/walls and cast a more purplish light around

unkempt birch
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hmm

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i guess im being too picky and trying to make things more complicated than i shold be

abstract drift
#

You can add an avatar light toggle with an intensity that lights up only the player, player local, and mirror reflection layers

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@unkempt birch

unkempt birch
#

well ill try it once maintenance ends because it doesnt open an offline version of the client for some reason

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ยฏ_(ใƒ„)_/ยฏ

unkempt birch
#

thank you so much guys, i managed to fix it ๐Ÿ‘

raw hazel
#

So I got a question, do I need lightprobes? I have area that I don't want affected by baked lighting as I like the lighting I have set up already without the baked lights in the area but players show as black there.

modest vapor
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you can remove lightprobes where you don't want them

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but players won't be lit correctly

raw hazel
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Yeah, so I have the area lit up by using the intensity multiplier under the lighting scene section and unchecking "Lightmap static" on the objects over there

How can I have players lit up by the environment lighting then?
https://i.imgur.com/I9aGVMQ.png

modest vapor
#

They'll use the nearest lightprobe

raw hazel
#

Wait actually, you said it uses the nearest lightprobe yeah? What if I just have one lightprobe lit up? Would players just use that probe then?

modest vapor
#

yep

abstract drift
#

Increase the amount of light probes in between if you want more accurate results

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But if you just want it to stay one color, yeah you could just do that above

raw hazel
unkempt birch
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looks good o:

raw hazel
#

ALRIGHT!!! What an adventure this has been. In order to fix the random black spots while baking lighting...

In the assets folder, right click > Create > "Lightmap paramaters"

From there click on it and change the Backface tolerance to 0 under General GI.

Go back to your lighting tab and Under lightmapping settings change lightmap paramaters to the new one you just made

If for whatever reason this doesn't work, try clearing the GI Cache under
Edit > Preferences >> GI Cache and re-bake.

Thank you guys! ๐Ÿ™‚

mint cipher
#

Does more than one reflection robe make the world lag more or is there not any difference?

abstract drift
#

Baked reflection probes have little performance impact

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3 in your scene isnโ€™t that much of an issue

mint cipher
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But it takes more process power to have 3, than 1?

abstract drift
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Doubt little to none

mint cipher
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Awesome, because the world has about 40 people at a time, so performance is incredibly important.

abstract drift
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Youโ€™ll be fine

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Make sure theyโ€™re baked and not real-time

mint cipher
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Yep, everything is baked

abstract drift
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If youโ€™re very concerned with impact you can make toggled baked probes

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With lower resolution

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Like 256

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Switch them out with high res ones that you have

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512 are a good middle ground

mint cipher
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These are 128

abstract drift
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But yeah you should be fine

mint cipher
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lol

abstract drift
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Go lower then lol

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Youโ€™ll be fine trust me

mint cipher
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The only reason I am adding it is because people want it apparently :/ But I guess it makes the map look better.

abstract drift
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You can make toggles that turn probes off as well

mint cipher
abstract drift
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But most of the people who want those โ€œlowโ€ toggles have system problems to begin with

mint cipher
#

I basically made a group that I can toggle now. Thx

abstract drift
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Yeah that should work

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Mirror optimizations too are important as well

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Occlusion culling

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Lightprobes for dynamic objects

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All bread and butter for optimization

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  • toggles youโ€™re more than fine
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And then map size reduction texture compress

mint cipher
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So 56 batches is decent I guess?

abstract drift
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Itโ€™s more than enough

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Lol

mint cipher
#

I have no idea how to lower the batches at this point. Any program out there?

abstract drift
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40+ people will be fine in there

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Technically if you combined most of the meshes there

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And atlassed the textures

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Youโ€™d be at even lower batches

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And even after that point

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People joining the event should be informed to use optimized avatars

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To help people with struggling pcs

mint cipher
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Oh yea, I am also working on an optimized model for students lol

abstract drift
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There are worlds with way more batches and drawcalls with50+ people where my frames did not drop below 30 in my VR

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So youโ€™ll be good I have no doubt

mint cipher
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I have so many projects on going, and on top of that helping people so the stress is real

abstract drift
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Looks good๐Ÿ‘

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We all go through the same struggle friend haha

mint cipher
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Then again I make all my meshes from scratch and thanks

abstract drift
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I can see

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Reminds me of the stig

mint cipher
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lmao true

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I just took a random helmet and referenced the design a bit

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And the body is just a random sculpt I did.

modest vapor
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If you're making this for quest too then you should never have more than 20 people there

mint cipher
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It is very common for lessons to have over 20 people, 2-3 being quest users lol

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But the bigger with 40+ have PC and quest separated

zenith laurel
abstract drift
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Try a different lightmapper maybe

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If those are just default cubes you donโ€™t need to generate lightmap UVs either

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But might be weird artifacts from that lightmapper and test it with a run after the bake is done

scenic island
#

How do I make it so my post processing affects the ingame VRC Camera?

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People in my world have been having an issue with it

abstract drift
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Make sure youโ€™re not using post processing stack v1

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Delete all the post processing files in your project

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Reimport post processing stack v2

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On the main camera put a post processing layer component

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Set it to a specific layer (post processing layer works best)

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Then make a separate gameobject, include a post processing volume, and then set it to that layer that you specified in the post processing layer

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Then specify the camera youโ€™re using in the scene descriptor

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@scenic island

timber obsidian
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@raw hazel i found the fix for it finally, let me know if you ever get back to your world baking lights and stuff

tardy depot
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does anyone know how to set up bloom with post processing for a vrchat world i have it in unity but it doesnt show up in game so im not sure if i missed something or yeee plus i have been looking online for any help but i cant seem to find anything which is super annoying

supple loom
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Make sure you set the reference camera in your scene descriptor

tardy depot
#

would that be in the vrcworld prefab?

supple loom
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Yes

tardy depot
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cool thank you i will try thatโค๏ธ

raw hazel
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@timber obsidian I found the fix and posted it earlier :) scroll up to June 30th 1:50am :)

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Lmk if your fix is the same as mine

timber obsidian
vagrant rock
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Some maps have an avatar brightness slider (Root's home for example) - Admittedly I'm pretty new and just learning about lighting, is there a guide somewhere on how to replicate this?

timber obsidian
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@vagrant rock in #world-development channel, click on pinned post by Fionna and then look for a "Prefabs" for sliders

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i haven't look into it, but ruuubick told me its some where in there

vagrant rock
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Gotcha, I'll look. Thanks a bunch.

timber obsidian
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@raw hazel wasn't the same fix, but yours works on mine too.

marsh dust
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Does anyone know what i should set the culling mask of a light to be if i only want it to hit avatars in the world?

modest vapor
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player/player local

marsh dust
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is there something better than directional light to just have it overall brighter?

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my guess is i would make 2 directional lights pointing in opposite directions but i feel like that can't be right

modest vapor
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Realtime lights suck, light baking + lightprobes is what should be done for consistent good results, but not always doable

marsh dust
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so the trouble i'm having now is i did area light baked and it works, but now the rest of the world is also brighter, even though they're in default layer and not player or player local

modest vapor
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If the lighting is baked then you shouldn't be using directional lights but light probes

marsh dust
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correct nothing is directional

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i'm using a baked area light and have light probes

modest vapor
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they are not baked

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setting them to Baked mode doesn't mean they're baked, just that they can be baked

marsh dust
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i'm baking it inside the lighting window using "generate lighting"

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do i need to do anything else?

modest vapor
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well, are all your meshes static and do you have lightprobes

marsh dust
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so i do notive in the realtime lightmaps in the lighting windo there's some in there

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i found the model that has it

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how would i go about baking this?

modest vapor
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Why are your meshes on the post processing layer ?

marsh dust
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i added some bloom to them

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if i'm stupid and not supposed to do that pls let me know lol

modest vapor
marsh dust
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gotcha

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i'll put to water like in the example

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so i did that, post processing seems to be the way it should be per that guide

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still having that realtime light issue though

marsh dust
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yea i even disabled those objects and baked lighting and i'm still getting that issue

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I even set culling mask of area light to nothing and its's still happening :/

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or i could just be stupid? i tried a baked point light

modest vapor
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what's the intensity ?

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You can check non static elements with lightprobes by spawning a new cube and making it go through

marsh dust
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ok holy fuck

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i cleared baked data and regenerated and everything is fine with the point light

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gonna try again with area light

modest vapor
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Make sure to go to preferences and clear your GI cache and restart unity from time to time

marsh dust
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yea went back to rea and it make everything light again

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i'm going to stick with point light

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thanks for the help @modest vapor !

modest vapor
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Good luck !

real hound
#

can i use post processing with SDK3?

abstract drift
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Yes

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@real hound just follow the same regular steps

real hound
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Thanks

long umbra
rapid isle
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no light source

proven fractal
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assuming baked light and no light probes

exotic abyss
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Yeah definately no light probes or no light source

raw hazel
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Man I am bouncing between all these channels today. Whew~ Anyway new issue. Do only certain shaders let you bake lights? I have a big object and when I bake light, everything else lights up but the big thing is still pitch black. Any idea? I have made it both static, not static, turned off static for lightmap, etc. I would just use an unlit texture but it makes it look... Off. https://i.imgur.com/FDf0KSt.png

modest vapor
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Yes, shaders need to support lightmapping

raw hazel
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Wooo. Thank you... Again! haha

raw hazel
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Alrighty, last question of the day (Hopefully)
So turning off the mixed directional light helped out a ton with performance (Went from 30 FPS with mirror on to solid 90)
!
Last issue I am having though, When I bake the lights, the piece of geometry I have doesn't keep the lighting or shadows. Ends up looking like this after I put in 2 area lights to light up the place
https://i.imgur.com/CETf3V1.png

I would like it to look a bit more natural in the environment
Like this
https://i.imgur.com/fIC72lC.png

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The shadows are there because of that directional light I turned into baked. How would I keep these shadows?
If I remove the area lights that entire platform turns black

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Is this just a matter of playing with lighting or is there a way to bake those current shadows from the directional light onto that plane?

modest vapor
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you can bake all of those

raw hazel
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How though? Each time I click bake that area turns pitch black unless I have an area light on it, or some form of light

modest vapor
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are all your lights set to baked and the objects static ?

raw hazel
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That is correct

modest vapor
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which shader and settings do you have on that flat piece ?

raw hazel
modest vapor
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What's the occlusion map for ?

raw hazel
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Just have it there as it made it look a little nicer imo

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Yeah so with the directional light, All the light and shadows look fine but once I bake them, all of those purdy shadows just blip off and everything that doesn't have a baked light touching it turns pitch black. Looking into it on Google but people are saying to turn up the shadow radius, but I only have that on point light and not directional.

modest vapor
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Directional should be fine too

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what about the settings on the mesh renderer ?

raw hazel
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I see the error "The object size in lightmap has reaches the max atlas size" soooo I think that might be the issue, am I wrong?

raw hazel
modest vapor
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is that part of a prefab or something ?

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Im confused as to why there's so many things disabled in the inspector

raw hazel
modest vapor
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What about changing your specularity color

raw hazel
modest vapor
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What about the mesh itself, is that something you made ? How are the lightmap UVs generated ?

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also what does your lighting settings look like ?

raw hazel
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I sadly did not create the meshes, textures, anything sadly. Here is a snapshot of my lighting settings

stone agate
haughty bough
#

Maybe has something to do with Light Probes? Is the prop dark anywhere in the room? or only on some places? Do you have light probes blend enabled on the mesh of the prop? Or do you have light probes on the world?

stone agate
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It's dark anywhere, and it is only the prop that is on a gesture, not the one that is always on. Both use the same settings, yes both have light probes blend enabled. I had light probes at one point but later removed them, but when I place a new mesh somewhere it seems that there's still some light probes in the world, maybe that messes with it?

desert oyster
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hey I'm having a bit of trouble with the realtime emission on the video player, it shines on some parts of the walls but not others

raw hazel
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Hey @desert oyster send me your lighting settings

desert oyster
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nvm I figured it out but thanks anyways! @raw hazel

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cleared my cache and played around with the realtime GI settings

mint cipher
#

How would you go about making a light for avatars only

modest vapor
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Only keep the layers Player and PlayerLocal on the lights

mint cipher
#

Also how would you make lighting toggleable for a specific room?

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like the avatar light is working but the realtime light in this one room cannot be toggled

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and is always off in game but is working in unity

modest vapor
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Why can't it be toggled ?

mint cipher
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it does toggle

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on and off but it's not happening in game

modest vapor
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How did you set up your trigger ?

mint cipher
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theres 2 lights I'm toggling one for the avatar light and one for the room realtime light

modest vapor
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you're toggling both with the same button ?

mint cipher
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yes

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Lemme guess that's not possible?

modest vapor
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It is, but i can't picture what you're trying to do with that setup

mint cipher
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A dark room

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For an avatar world

modest vapor
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Try making one button for each instead

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Just duplicate your object, and edit the trigger

mint cipher
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alright

mild coral
#

(1.progressive 2.enlighten)

abstract drift
#

Progressive and enlighten are two different lightmappers that can have some differences in the way the bake turns out. Black spots on wall can basically appear if there are no proper lightmap UVs, or your lightmap size for the mesh is too small. Usually that happens if you stretch out a small mesh as well

proven glen
modest vapor
#

@proven glen Is your lighting baked or realtime ?

proven glen
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realtime

modest vapor
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Then you'd need to increase the intensity on lights

supple loom
#

If that's a mirror though real time lights don't appear by default

modest vapor
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Is that the pixel light thing ?

supple loom
#

Yeah real time lights are pixel lights unless set to be unimportant which makes them into vertex lights (which are super cheap but have limitations)

radiant hollow
#

so how do i fix lighting for world that will show all texture in mirror or cam. right now only Emission texture show up right.

#

soon or later i will get lighting right...

celest sedge
#

having this issue where I want to have the moon before baking so I can get nice reflections on the water but at the same time it's blocking the directional light

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is there any way to make the directional light ignore the moon so it does not cast shadows?

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nvm found it on culling mask

radiant hollow
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should be a easy button. i almost got my lighting fix. i just got tune it down.

deft terrace
#

How can I make sure static objects aren't receiving real time lights?

modest vapor
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Change their layer

deft terrace
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To what? Does it matter?

modest vapor
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To anything else that the light culling layer isn't on

deft terrace
#

Hm, doesn't seem to do anything.

modest vapor
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you didn't set it correctly in that case, screenshot your scene

deft terrace
#

So, I changed it back to default.

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But I assume this is what you mean?

modest vapor
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You need to create the vrchat layers

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Then set your room to environment layer, then on your lights layer culling you remove environment

deft terrace
#

Got it! Thank you very much!

proven locust
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@celest sedge just put the moon in a layer that the realtime light isnt shining on

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and change culling mask to make sure that layer isnt being used

ember patio
#

According to the video, he made a emission material, made all the object static, then there's the light, but I could not get the light at all.

ornate zenith
#

Are you baking light?

mint cipher
#

how can I make "sleep mode" for my world

mint cipher
#

shader

onyx copper
#

how can I make "sleep mode" for my world
@mint cipher Post Processing Stack V2! alot of tutorials on youtube for it for vrchat and unity in general. just hook up the post processing volume to a trigger in the world to toggle it on and off.

mint cipher
#

Hello People, im trying to make a 80s styled club world and got the basics done. My problem is i want to create some flashing lights on a dancefloor and tried to get it work with the sprite sheet shader which changes the colours of the tiles. Is there a better way to do it and also get it work for quest ? Maybe with the particle system ? I'd be really glad if someone has an idea. Hope you guys have a nice day.

ember patio
#

Are you baking light?
@ornate zenith yes

mint cipher
#

anyone good with lighting willing to help for a couple minutes ?

#

just have a couple things I wanna trouble shoot and understand better

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would mean the world to me

delicate sand
modest vapor
#

@delicate sand You should be using a single lightprobe group for this scene

delicate sand
#

OK will try that tanks !

delicate sand
#

only 1 light probe on each floor now but 3 reflection probe on each floor same thing ?

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do i have to use 1 light probe for the 3 floor

delicate sand
modest vapor
#

yeah that might be good enough

#

how many light probes do you have in your group ?

delicate sand
#

3

modest vapor
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are you sure ?

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You should have hundreds per floor

delicate sand
modest vapor
#

Ouch

stone agate
#

You need way more

modest vapor
#

Yeah, if you can afford it, buy the autoprobe asset

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it does the job for you