#world-lighting

4 messages · Page 12 of 1

stone agate
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That exists?

modest vapor
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ye

stone agate
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I'll try to remember that

delicate sand
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50 dollars ouch !

stone agate
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If you do a lot of world building, editor assets are among the most useful things you can buy
But you can also just do it manually

modest vapor
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@delicate sand magic light probe might also be good

pine trench
modest vapor
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That would be fine

pine trench
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Awesome thanks 👍

delicate sand
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modify the build a lot but when i try local build it build the last build not the new ??

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Can i reset or delete something i have reset the gi cache !

modest vapor
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you probably have errors in your console

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@delicate sand

delicate sand
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no error

modest vapor
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mmh, any warnings ?

delicate sand
modest vapor
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Have you restarted unity ?

delicate sand
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yes

modest vapor
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i'm not too sure then, worth trying an actual upload to be certain

delicate sand
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ok will try that

delicate sand
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Actual upload did load but not work, but return error so i delete the faulty script, now i can continue Thank ! For the discrepancy in the light i don't know why i build a floor it was ok copy it over the other and have light problem, put them side by side and no problem, so be it !

mint cipher
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hey so im having a problem were whenever i go to bake my world
my unity crashes
any idea on how i could fix it?
its a big map but i have never had this issue before
i restarted my pc, and tried using progressive gpu when baking

modest vapor
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Have you cleared your GI cache recently ? @mint cipher

mint cipher
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Yes I cleared all my baked data

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As well as trying to only bake the reflection probes

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But I keep crashing and my gpu and CPU spike to a hundred each time before I crash (depending if I have it on progressive GPU or Progressive CPU)

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@modest vapor

modest vapor
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but did you clear the gi cache

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baked data is different

mint cipher
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Ahhh I see

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I haven’t tried that yet

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Lemme do it now

modest vapor
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Also if you have an ndivia gpu, we'll always recommend spending a bit of money to get the Bakery asset, it makes lightmapping much much faster and look much better

mint cipher
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Ok cool I’ll look into that

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Also by clearing my gi cache will it possibly mess anything up in my scene?

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My cache is 9 gigs

modest vapor
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nah, it's just old data cached

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restart unity after that and try again

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also post your settings here just in case

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and screenshot of what you're trying to bake

mint cipher
modest vapor
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oh

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Lightmap size should be at 4k

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also are you still using realtime lights in your scene ?

mint cipher
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ye i put it at 64 because i have such a huge map i was thinking that maybe the lightmap size needed to be smaller

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and no im only using a few realtime lights...and those r the spotlights

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my bf managed to get it work on enlighten setting but i dont like the way it turned out

modest vapor
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oh

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That's a lot of reflection probes

mint cipher
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hahahaha yes i know

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but my entire map is mostly made of reflective mats

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like the flooring and walls

modest vapor
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Does it look bad with a single reflection probe with box projection encompassing the room ?

mint cipher
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ye when i did that there were places that looked completely off

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but tbh this is my first world

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so i prob could do something better

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idk im not a pro at lighting XD

modest vapor
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No one is don't worry lmao

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Bakery helps a ton though

mint cipher
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ye im def gonna get that and try it out for this map

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question real quick

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im about to delete my cache

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will that delete the current lighting?

modest vapor
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I believe it will yes

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it's every bake you've made basically

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including your latest

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hence the 9gb

mint cipher
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ahh i see ok ok

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damn

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it keeps crashing

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i put it back to progressive gpu

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and increased the size to 512

modest vapor
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So when you said either cpu or gpu spikes, it's running out of both ?

mint cipher
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no its running out either or

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depending on wether or not i choose gpu or cpu in lighting settings

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but it works when i bake using enlighten...just takes forever

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and tbh i dont like the results

modest vapor
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You should try 4k lightmap though

elfin bay
modest vapor
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Have less lights or bake them @elfin bay

elfin bay
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I bake now every light.. and everything work fine. Thx

proven locust
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why does it look so horrid?? ;_;

ancient ravine
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@proven locust Try just 20 on Lightmap Res Tex per Unity and 4K res

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Baking at 4k allows more room for lightmaps

proven locust
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rgr

ancient ravine
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Also you could try using bakery. if you have that GPU lightmapper

proven locust
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it looks great but covid killed my wallet ;_;

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ye 20res @ 4k

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no dice

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is it a problem with my meshes?

ancient ravine
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Did u make sure the fbx has Generate Lightmap UVs checked under MODEL tab

proven locust
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yea

ancient ravine
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whats your point light settigns

proven locust
ancient ravine
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huh

proven locust
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right?

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unity lighting is whack

ancient ravine
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On your meshes.

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Trying increasing the lightmap scale just a bit

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like to 1.5 or 2

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Under mesh renderer

proven locust
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okay baking rn

ancient ravine
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strange

proven locust
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lightmap uvs were generated tho

modest vapor
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You should merge all those items in blender and generate lightmap UVs over there

proven locust
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yea think im gonna, cheers for the help

mint cipher
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Yo, my post processing ambient occlusion is visible through my vrc_mirror, tried moving it around the layers but it doesnt seem to fix itself. none of the other post effects seem to be effecting it.

modest vapor
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post processing AO is terrible in vr, highly suggest not using it

mint cipher
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Alright i try bake it in, Thanks dude

autumn cove
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Having trouble getting the player, player local layers for light. All I see if the normal layers for lighting before the sdk was imported.

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I have imported the sdk before anything else,when i copied over the project to a new one all i copied was the assets

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I am just confused.

supple loom
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You need to setup the layers from the sdk builder tab

autumn cove
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ah my bad

viral ruin
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Hello 🙂 I seem to be having issues with getting my post processing to work in Vrchat. I want it to look like this but when i upload my map onto Vrchat it seems to have no bloom or anything at all.

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Does it have to do if i switch off the sun icon it looks like this as it looks like this as well in Vrchat?

modest vapor
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Which tutorial did you follow

dim ether
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where can i find a kirito avatar with the swords?

viral ruin
dim ether
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=>= is anyone going to answer my question?

modest vapor
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@viral ruin Yeah, follow all the steps and it'll work

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@dim ether This is a channel for world lighting, no one is going to answer your question

fluid mirage
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so whenever I try to generate or bake anything to do with lighting, be it generating lighting or baking reflection probes, etc, sometimes, for seemingly no reason, it just gets stuck. it will say preparing to bake, but then it will stay on "Baking..." forever with no real progress at all
what can cause this?

modest vapor
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Having too much in a scene, or errors on specific meshes

fluid mirage
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I think i found it's issue
Maybe
one light was set to an "interactive" layer accidentally, as soon as i changed that it started working

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oops

viral ruin
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So i tried following through the guide again but i still have it where when i go to upload my world it looks like this on the upload screen. I am not sure if i am using the wrong Post Processing version or if i have not checked something? I am not sure /:

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But there seems to be no bloom at all

sonic marsh
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You've got the reference camera set correctly?

modest vapor
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@viral ruin Are you still using the default layer ?

viral ruin
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Oh! Yes i am o.o

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I switched it and now it does not show up at all o.o Is there something i have to do to have it focus on that layer?

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It says to make it the Water Layer so i made it that

supple loom
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Though make sure you are on the sdk that was released last week as it is dependent on that if you choose to give it a go

viral ruin
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Shall do! Thank you so much and i apologize for so many questions. I just have been stuck on this for a long time. I really am grateful
for the help!

viral ruin
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Ah! It showed me right away what it was! Thank you! 🙂

supple loom
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👌

fallow lark
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that definitely looks like a helpful tool

fluid mirage
fallow lark
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did you generate lightmap uvs for your objects and set them to static

fluid mirage
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I set the object to static, i did not generate lightmap UVs on the mesh no
i'd read that was a thing but... the last time i tried my Unity just sits at a 0% loading bar once I hit apply, with no real indication that it's actually moving forward, so I tried to go without it

fallow lark
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yeah that's probably your problem as light baking requires light Map UVs

real sluice
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Hello! so i have a lighting problem in my world, my world is a relatively dark world in a forest, The Moon (Sun) is casting its light onto the trees and then the trees make their shadow, but when the trees are not in view distance of the player the tree dissapears to prevent lag, But it also gets rid of its shadow data, How do i prevent the shadow from going away?

gilded niche
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@real sluice Do you have your light baked to the scene? That should permanently stick your shadows to the world.

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I'm getting some weird noise in my light baking. I'm thinking it's probably just because the light map isn't detailed enough in the parts with more complex geometry. How can I allocate more of the map to the details and less to the big empty walls?

modest vapor
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Did you make the lightmap yourself ?

gilded niche
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I modeled/UV mapped it in Blender and generated the lightmap in Unity.

modest vapor
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you should generate your lightmap in blender too

gilded niche
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I tried shrinking UVs of the walls in Blender, but Unity seems to have ignored my effort and scaled each of them back to the size of of individual objects. I guess they need to be combined into a single object?
And I discovered 'Lightmap Pack' within the unwrapping options, but having the machine do it all it seems to have generally made everything worse.
@modest vapor Are you suggesting I should bake lights within Blender, or is it possible/advisable to make a UV(light)map separate from the UV(diffuse)map within blender and then import that into Unity for baking?

modest vapor
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Uvmap and uv lightmap are two completely different use cases

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they're their own separate entity

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If you want to bake in blender into a diffuse, that works, if you want to bake in unity onto a lightmap, that also works

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But that's not how a lightmap should look like for such an object imo

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not surprised you have artifacts

fluid mirage
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ok so ive done all the stuff relating to baking my lights, I followed Xiexe's tutorial even- and it looks good. but the moment I enter play mode, or build the scene, (such as hitting build and test) it breaks all the lighting as if it isnt saving it, or something
why is this?

modest vapor
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Any console errors ?

fluid mirage
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there's a few relating to VRC chairs not being initialized on time, and a few others but there doesnt seem to be anything that relates to lighting or anything like that

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is there any steps im supposed to maybe take after all is baked? like anything to turn off or anything like that maybe?

modest vapor
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Are you baking with Unity's lightmapper ?

fluid mirage
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im using unity, no bakery or anything like that

modest vapor
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You set lights to baked, all meshes have generated lightmap uvs and they're static ?

fluid mirage
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anything that is static for the purposes of baking is static and has UV's

I wonder though.
I do still maintain a single directional light.
Basically the way i have it set up is the interior of the place is baked for the purposes of point lights and such, the exterior has a single directional light set to realtime

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again it all works fine until i build, at which point all the baked goods go poof

modest vapor
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That kind of kills the point of light baking, but i guess sometimes there's no alternative

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What do your lightmaps look like ?

fluid mirage
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looking at it now, they become black when hitting play mode...

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I had a nicely done lightmap

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but this seems to be the issue. lightmap goes black when I build scene

modest vapor
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Do you have auto generate on ?

fluid mirage
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I definitely dont

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which is why it baffles me

modest vapor
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You should go to the preferences tab and clear your GI cache

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clear baked data in lighting window, restart unity and post screenshot of your settings/scene

fluid mirage
modest vapor
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what about your lights ?

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Did you duplicate your scene or scene objects ?

fluid mirage
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ok, so, i think i solved it.
turns out I did still have some bakery stuff in the project, so despite trying to not use it, it was still getting in the way, as things like lightmaps were getting placed in bakery's folders
after fully removing it it no longer has that issue

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thank you though

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probably wouldn't have figured that out

modest vapor
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my next questions was going to be in which folders the lightmaps were lulw Good that you fixed it !

fluid mirage
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yeah i hadnt thought to check that lmao

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wouldve been over a lot sooner

vestal hedge
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Hey, does anyone have any idea why this weird shadow issue occurs on some object?

supple loom
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Looks like missing lightmap uv's you can enable their generation in the model import settings

vestal hedge
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I see, will try. Thank you

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I have quite few UVs missing warnings in the log, but it does not tell me which model. double click just asks for external software

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those vrworldtools look great. unfortunately latest SDK3 does not work me, build window just disapears

supple loom
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You are on a older sdk3?

vestal hedge
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I was on one version back

supple loom
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I can help you fix what's causing that as well

vestal hedge
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oh

supple loom
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Would just need to have a look at your console

vestal hedge
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The type or namespace name 'UdonGraphProgramAsset' could not be found (are you missing a using directive or an assembly reference?)

supple loom
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Did you delete the udon folder before importing the new version in?

vestal hedge
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no, I can try

supple loom
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Important parts

vestal hedge
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oh yes, now sdk and world debugger world. thank you very much

supple loom
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👍

vestal hedge
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yup, just going trough it. this is super useful 👍

supple loom
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If any of my tools give you trouble don't be afraid of bothering me 👌

vestal hedge
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it even shows build size. I was so missing that info

vestal hedge
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I'm still getting this error Mesh doesn't have albedo UVs. Consider creating them in your modelling package.

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not sure if it will cause issues. baking lights takes forever now for some reason

supple loom
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Albedo UVs? 🤔

vestal hedge
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yeah, I have a bunch of those errors

supple loom
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That would sound like there's no uvs at all on those models

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Can you show more what the console shows?

vestal hedge
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oh, thats a full message, except time stamp

supple loom
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Does double clicking help reveal the object

vestal hedge
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yes

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well, it opens the fbx in external software

supple loom
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Can you dm me the fbx

keen delta
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it's full of purple lights in it, yet it's still black

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help

keen delta
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please help

fluid mirage
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select the asset in your assets folder and under "model" check "generate lightmap UVs" and hit apply

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@keen delta

keen delta
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thank you

fluid mirage
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Now I have a question too-
question, when i bake my directional light, it doesnt seem to keep the tint I put on it
anyone know why?
It's a nighttime deal so I have a slight blue/cold tinge to the light, but when baked, doesnt seem to be there

modest vapor
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I think that's a 2018 bug with color

fluid mirage
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based

modest vapor
nova lynx
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I need help with my world, only some of my lights (all point) they like, flicker. Like when you step away, they like turn off, was wondering if there is any fix to this, if it makes it easier I can always screen share in a dm call if needed, just @ me

cunning mirage
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Could be janky occlusion culling

nova lynx
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I dont have any occlusion baked though

supple loom
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Real time lighting limits more likely

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Bake yo lights or have less of them

proven fractal
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ye Unity can't run much more than a few real-time lightsources, baking is the only option to have as much lighting as you want.

compact flume
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anybody got a good guide for lightning an outdoor/indoor world?

nova lynx
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@supple loom @proven fractal Noted, thanks! If you two have any tutorials as well or can give me your bake light settings if possible that would be much help

proven fractal
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Check pinned messages

bold slate
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So my day night toggle is looking really good, but only one problem. The water in the scene (outdoor pool) reflects the start skybox (day) and not the switched skybox material (night). So at night, you still see the day skybox reflected. Am using the "Silent/Clear water 2" shader. What would be the best way to get around this? custom reflection probe for that area?

modest vapor
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Yes, very low quality realtime if replacing doesn't work

bold slate
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reflection probe and a box around the pool with the texture I want reflected

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like a miniskybox

modest vapor
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I'm not sure why your water wouldn't reflect the correct one though, ho are you changing the skybox ? Is that a material ?

bold slate
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yes

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button that changes skybox mat.

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and the main directional light

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I think the reflection on the water is baked

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oh duh its the environmental reflections, I could set a different cubemap for that

nova lynx
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So question what setting would I adjust to make my ceiling light up a bit more? I'm using area lights but they only light up the room not the ceiling

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That black part is the ceiling I'm trying to have more lighting on it

rapid isle
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emission coming from the light can also be used put a white texture on it the em slot and put it to w/e brightness you want

nova lynx
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I did and just baked them and it didn't work

lucid onyx
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Guys, how do i block light? I got a extra Room very very far away from my main World/Light source and it looks like a bright star in the sky haha.

nova lynx
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Potentially you could just put a sphere over both rooms, and just invert it and make the sphere the skybox. But I bet there's definitely a better way that's just the way I thought could work. @lucid onyx

proven fractal
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could it be that indirect lighting is not being baked?

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there should be some bounce lighting from the floor at least unless everything is of a dark color

nova lynx
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Would it be the indirect intensity in the lighting settings?

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Yeah it is, I did it and it light up the ceiling

proven fractal
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gg

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So take advantage of it

modest vapor
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Careful not to overdo it, can easily look unrealistic

nova lynx
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where is bounce light in the lighting settings, is it environment?

jovial tundra
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so i made a world thats pretty dark so i added a point light i think and made it pretty big so it lights up everything but the problem is that when i walk around it flickers and its really annoying. anybody know a fix to this?

modest vapor
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Bake it

jovial tundra
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so i put the baked area light and it only lights up the world but not my avatar. how do i fix that?

modest vapor
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light probes

tame acorn
gentle hawk
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Why make it real. Be surreal

unique trout
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Hey all,
I am wondering if there is a way to have the VRC mirror reflect the unity fog?

sacred jewel
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So i've found an issue where my lighting looks almost "cloudy" on the surface of everything, any ideas why this may be?

supple loom
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32 isn't that many direct samples

sacred jewel
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ill bump it up and give that a go

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when i was looking up lighting issues there was lots of talk around the indirect but not much attention to the direct so i had left it alone

supple loom
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I would do more bounces as well

sacred jewel
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Nothing changed from changing any values, i noticed its only inside 2 rooms, not any outside lights or even the downstairs room

supple loom
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How does the lightmap itself look like on the ceiling?

sacred jewel
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is this what you mean?

supple loom
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What about the settings on the lights themselves?

sacred jewel
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there are like 3 types, all set for baked light with various intensities and indirect multipliers, they all use soft shadows as well

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the lights in these rooms are the same as the ones in the unaffected rooms

supple loom
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Hmm

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Also disable realtime global illumination if you aren't using it

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I've been using bakery so long I'm trying to remember the normal lighting settings

sacred jewel
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Bakery?

supple loom
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Much better than the built in unity lightmappers as long as you have a nvidia card

sacred jewel
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I do but i do not have the funds for that currently, but ill bookmark this for later, thank you

supple loom
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Yeah understandable

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I would also maybe bump up the lightmap size to 2k

sacred jewel
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yea i have it set to that currently

supple loom
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And oh the ceiling does have lightmap uv's?

sacred jewel
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Seems so, im using an asset and it was baked fine until i baked it again

supple loom
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Does it have generate lightmap uvs ticked in it's import settings

sacred jewel
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Not on the import settings it seems

supple loom
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Ticking it should help

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If it's not ticked and the model doesn't have a uv2 the albedo uv get's used for lightmaps which can be overlapping a lot of times causing problems

sacred jewel
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im baking with the change, if it works for the ceiling ill tick if for the other meshes acting up

supple loom
sacred jewel
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I'll give it a look, thank you

stoic valve
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are light probes in unity toggleable? i've got torches in my world that are using baked lighting and lighting probes that I intend to have available to turn off.

supple loom
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Nope

stoic valve
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do you know of any workarounds?

supple loom
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Could try non important realtime lights

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But not all avatar shaders support those fully

stoic valve
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Hmm.. I like your thinking.

supple loom
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Non important makes them into vertex lights which basically have no performance overhead

stoic valve
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that's all i need. there are just a few moving parts in my world that need the light to hit them so I was using light probes to do so

wooden bronze
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Trying to set up lighting in a world right now, and the lights aren't affecting avatars. The player and playerlocal layers are selected, and I do have light probes set up. Am I missing something?

wooden bronze
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Update: Got the lighting to illuminate avatars, but now avatars aren't casting or receiving shadows.

modest vapor
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You baked lights ?

proven fractal
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Assuming baked lights since you have the probes set up, baked lights won't cast shadows on dynamic objects and characters beyond what the light probes offer. You'll need a dynamic light for proper shadows.

bold slate
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is it still reccomended to use enlighten as the lightmapper ? is there any kind of perf difference between that and progressive cpu or only a difference in how it looks? tired searching the discord and didnt see much

supple loom
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Enlighten was discontinued by the company that made it and is now just kind of dying slowly. Progressive CPU should technically be faster and all around better.

bold slate
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will do a test bake to see I guess 🙂

supple loom
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Bakery is even better though 😄

alpine current
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Ok, Having this weird problem where the lighting looks good in unity but when uploaded to vrchat it goes to crap, Any ideas on how to fix that?

plush jewel
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how do i get mirrors to reflect my avatar lights and to properly show the world objects lit by them

native dome
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any real time lights will not show unless you have Disable Pixel Lights unchecked.

supple loom
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Ideally you should add light probes though and bake your lighting

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And for avatars vertex lights are much better and practically free performance wise

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And will also show in every mirror

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Just need to set the light to be unimportant

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Not all avatar shaders support vertex lights fully though latest versions of poiyomi do but not sure about others

royal dirge
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Does anyone know why my floor would look like this while baking? It was totally fine before, I didn't change the mesh, and suddenly its ugly like this.

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It seems like the lightmap UVs are separating every single triangle, but I dont know why its doing it suddenly.

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I found out, I had accidentally separated all the vertices on the mesh. Maybe with a shortcut or something/

alpine current
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I'm still having this issue with my lighting where the lighting looks good in unity but when uploaded to vrchat it goes to crap, Any ideas on how to fix that?

modest vapor
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How are you doing your lighting

alpine current
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baked

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I will try to show you an example

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the map only has like 3 point lights that are baked, and im using emissions to brighten the area using realtime global illumination

modest vapor
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Is the color or intensity of the emission being changed in the world ?

alpine current
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Not that I think so, But whenever I set a value to an emission it always changes

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so like maybe it isnt static?

modest vapor
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Set a value where ? In unity ?

alpine current
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for example i set an HDR emission to like 1.5 next thing you know its like 1.5593 or something

modest vapor
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Do you let people turn it off or change at all in your world ?

alpine current
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Nope.

modest vapor
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So why the need of realtime GI

alpine current
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Oh so I don't need that to get the lighting effect with emissions?

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I'll try turning that off then

modest vapor
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realtime GI if for illumination that changes position or intensity

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emission*

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Also are all your walls/floors reflective ?

alpine current
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Yes the entire foundation is reflective

modest vapor
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Ouch

alpine current
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yikes

modest vapor
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Do you have reflection probes on top of it ?

alpine current
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Yea it has reflection probes

modest vapor
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Make sure they're box projection and correct size btw

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But regular baking for emission should work better

alpine current
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Alright lighting is fixed now, but is there anyway to make the quality look better?

modest vapor
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Sure, what are you current lighting settings ?

modest vapor
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You generated lightmap UVs on everything right ?

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You can set the direct lightmap size to 4k and lightmap resolution texel at 40

alpine current
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oo laright

supple loom
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With bakery you can make stuff look even better esp emissions 😉

alpine laurel
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after generating lighting i get this

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when i clear baked data its fine ...

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what should i do

charred steeple
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Create another light but with 0.00001 intensity and soft shadows

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A directionnal one ofc

gentle hawk
#

Real time or bake?

alpine laurel
#

i will try

#

bake

#

@charred steeple it worked with a second one after clearing bake and regenerating lightning

#

ty !

supple loom
alpine laurel
#

oki !

#

ty

gentle hawk
#

I was told to still have a direction light even if everything is bake. What's the deal with that.

supple loom
#

Yeah if you need a depth pass you need a depth pass

#

Baked light can't really provide that

gentle hawk
#

I don't think I need on android. Just on PC I suppose

hardy yew
#

can someone help me with lighting?

#

For some reason baked lighting has this weird graphical thing with my meshes

#

it like causes artifacts of the Lightmaps

past lintel
#

I am trying to figure out what I did to make red sim water shader that requires realtime shadows work in a world with all the lights baked

supple loom
#

Just setting a light to baked doesn't necessarily mean the light is baked

#

And in that case it would be acting like a normal real time light

past lintel
supple loom
#

That setting might not do what you think it does 😅

past lintel
#

Well yeah that's why i am trying to figure this out

#

So what could it be then?

#

Real time lights add more draw calls as far as i know, but i don't see that here

supple loom
past lintel
#

Seems that i am getting errors, i need to import post processing?

supple loom
#

Where did you get your post processing from?

#

Or you don't have it imported?

past lintel
#

I just imported it from the package manager, but there are more errors now

supple loom
#

Those errors look like you had post processing and bakery both at one point imported in your project?

past lintel
#

I will make a new project then

supple loom
#

No no

#

We just gotta remove the scripting defines

past lintel
#

Yes i had both imported before

supple loom
#

If you go to your Project Settings > Player > Other Settings > Scripting Defines

#

You can just remove bakery from there

#

Since my world tools has integration stuff for bakery and post processing it uses those scripting defines that they add to your project automatically to enable those functions

past lintel
#

Yeah i found and removed now it works

#

This tool is actually great, i've been planning to try it out before, seems that i overlooked some stuff and this fixed it, but anyways here is what the lightning tab says

supple loom
#

Interesting according to that all that is set to baked would be properly baked currently 🤔

#

I wonder if red sims water halfway functions even without the depthpass

past lintel
#

That prefab is just a realtime light

supple loom
#

Do you have your scene camera set to deferred?

past lintel
#

I didn't change any settings on the camera its just the default ones

#

The way I was able to make this in a another project was by exporting the water plane as a prefab and just importing it

#

I couldn't replicate it again

supple loom
#

🤔

past lintel
#

This is not a visual glitch tho, it works every time i generate lights and it works in vrchat too, the mirror also reflects the water properly

#

It doesn't work before generating lightning

supple loom
#

What if you add the depth prefab into the scene does it change the water?

past lintel
#

It looks exactly the same

supple loom
#

Huh honestly not sure exactly why it works

#

But I also haven't used red sims water that much

past lintel
#

I don't really know what the depth buffer is but does it show in frame debug window?

#

I will have to try with silent's water shader and see if i can replicate this

past lintel
#

You are right, that shader partially works without real time shadows which to me is enough it still looks great. It's nothing I did within the scene, It is just the shader code at least with the red sim v.1.4.2 version. The latest one and the silent's shader don't work without real time shadows @supple loom

supple loom
#

Yeah if you are happy with how it looks then all is good

past lintel
#

Thanks for the help, and thanks for the world tools you made, its really useful

supple loom
#

Glad to hear it, I'm constantly working on improving it ^^

split condor
#

hello friends!
I am boggled by how to make a rectangular light in Unity

#

because I can't figure out how to make a rectangular area light work

modest vapor
#

They can only be baked i think

split condor
#

I know but I should still be able to preview them, right?

#

I even built the world and zoned into it to see what was happening with the area light and even with illumination jacked up to 10000 it doesn't seem to do anything

#

google seems to say it's a unity problem and I'm hoping someone has a workaround

supple loom
#

Can't really preview a light that only works baked

split condor
#

I can't hit generate lighting?

#

I can see it updating

#

when I move the light around, when I have auto-generate ticked

supple loom
#

So it's working?

split condor
#

the only thing it doesn't seem to do is illuminate anything, it's like it's not even there

supple loom
#

Is you scene set up for baked lighting?

split condor
#

better check, good shout.

#

wait where's that at?

supple loom
#

Your objects in the scene that you want baked lighting on would need to be set to lightmap static and have a shader that supports lightmapping like the standard shader

split condor
#

okay yup, there's the lightmap settings I didn't configure when I imported, thanks!

supple loom
#

There's a bunch of good unity lightmapping tutorials on youtube ^^

#

Like the one from brackeys

split condor
#

I reimported my massive base asset and I forgot to check lightmaps 👀

#

I'll check it out thanks ^ ^

mint cipher
#

Which is better performance, realtime lights with shadows off, or , baked lighting?

supple loom
#

Baked lighting

split condor
#

I use realtime lights with no shadows because they look better when I use imported normals from sketchup
Baked lighting I think is always better performance

mint cipher
#

Right, thank you.

edgy peak
#

actually mixed light with shadows off is the best "realtime" light

#

as it is a mix of realtime and baked ambient lighting

#

baked lights are allways the most optimal lights as they are just textures and if you utilize light probes you can add some dynamic qualities back to those backed lights

#

the most optimal realtime light is mixed/no shadow/ set to unimportant

#

this makes it a vertex light that changes the coloring of vertexes on the shader of your avatar/environment but at the cost of realism

#

again it depends on what you are trying to do: static-go with baked lights

#

movable? Mixed/no shadow/ unimportant

#

@mint cipher

mint cipher
#

Just whatever is best for performance. Baked lights seem to be the one as i freed up 40fps. I have some realtime lights but they are moving.

edgy peak
#

ya baked is your best bet for the majority of the lights in your world

#

shadows are the biggest performance hit so make sure you reduce shadow quality/ setting them to soft shadows to hide the lower res, and pick and choose where you need realtime shadows

civic valve
#

hello, can someone help me ? i have a weird problem on my world, in the editor nothing wrong but when i go in play mode, i have this weird shadow effect who appear and disappear depend from where i watch, its evetime on the face in front of the directional light. i don't know how to fix it...

modest vapor
#

How many realtimes lights do you have ?

civic valve
#

0

#

there all baked

modest vapor
#

As in, set mode to Baked or did you go through the lighting baking process ?

#

Because i doubt this is baked

civic valve
#

i just set them like this one, not sure if its the good option but there have all the baked

modest vapor
#

yeah that's not light baking

#

it behaves as realtime until you properly bake them

#

I think the problem may be on your rock

#

Which shader are you using ?

civic valve
#

the "standard" shader

modest vapor
#

Did you place that rock manually ? I assume that's just a random object you found online

civic valve
#

its a rock i found on the unity assets store and yeah i placed them manually

modest vapor
#

I guess i'd suggest rotating the light away from these rocks, or moving the rocks, since light baking isn't really an option here

civic valve
#

well its not only the rock, its the floor and the trees and i already try to move the directional light and it did nothing different

modest vapor
#

Can you show the material properties of the rock

#

inside the standard shader

civic valve
modest vapor
#

the material you used, where you added the textures

#

also that's a looot of items

civic valve
modest vapor
#

try disabling specular highlight and reflections at the bottom

civic valve
#

still doing it

modest vapor
#

I'm not sure in that case, working with random assets makes it difficult to find the cause

civic valve
#

ok, thanks for the help anyway

rapid isle
#

cant seem to get video emission to work i have the video player all setup with the right stuff world has baked lights but nothing from video emitting light. (this will probly go unanswered like always) (fixed it main screen wasn't on Video/RealtimeEmission gamma)

thin fern
#

Okay so I just put a skybox in my world but it's completelly dark everywhere anyone know how I fix that?

coarse moth
#

@thin fern Do you have the sun source? (Directional Light)

thin fern
#

Yes

thick cloud
#

Is it possible to use prebaked lightmap textures from outside of Unity without losing light probe functionality?

edgy peak
#

Outside baked light maps generally are apart of the diffuses texture if that happens then it won't work with outside light maps.

#

Also why are you trying to avoid baking with unity lightmaps?

#

Or does the mesh come with them?

#

@thick cloud

acoustic loom
#

Has anyone run into an issue where occasionally realtime GI will bug out when re-baking a lightmap? I've noticed sometimes after a re-bake it won't work unless the resolution is modified (and then baked again)

maiden ore
#

nvm, skybox error

thick cloud
#

Is there any way to prevent light from illuminating objects through backfaces?

#

At least, any way other than slapping hundreds of flat planes around to cover those spots...

#

Nvm, there is a double-sided option for shadow casting in the mesh renderer settings. Completely fixes the problem.

coarse moth
#

@maiden ore You press on the light icon to see the lighting

#

It's above your scene window

maiden ore
#

@coarse moth It wasn't that, i deleted all light sources

coarse moth
#

You sent a picture where you have turned off the lighting so I assumed you didn't know about that

#

This is where you have to press when you want to see realtime/baked lighting

maiden ore
#

ik

mint cipher
#

how would I fix this

modest vapor
#

generate lighmap UVs on your meshes

mint cipher
#

Oh probuilder didn't have that enabled thanks

small garden
#

Speaking of lightmaps, is there any reason why baked lightmaps dissappear (room goes back to being pitch black) as soon as I click play?

#

Or you can clearly see an object has lightmaps in inspector, but in the scene and game its pitch black

modest vapor
#

Which folders are your lightmaps in ? @small garden

small garden
#

if only i knew how to see that ^^;

#

i should mention its udon

modest vapor
#

It's in the lighting tab, lightmaps at the top

small garden
#

is asset, scene forlder

#

(my scene is called "Moria", so its in Assets -> Moria scene)

modest vapor
#

Check your console in that case

small garden
#

thing is that i have multiple locations in the world im making, and all of them seem to be working fine, except that one room.
I have all the things set as lightmap static, lights are baked

#

but for some reason, no matter what i try, this bastard still appears pitch black

#

real time light makes it look just fine

modest vapor
#

It's fully metallic ?

#

That causes issues with baking

#

Also it tells you it reached the max size on lightmap

small garden
#

oh, yeah, its metallic

#

i guess ill give it a try with different material, thanks

#

Also it tells you it reached the max size on lightmap
@modest vapor could that be why the room lightmaps disappear when im uploading this? i guess ill try lower resolution..

modest vapor
#

I don't think it would, but it's still an issue

#

Also you have an error and warnings in your console

small garden
#

material does not have a texture property 'plane' - thats an error, but its a thing im experimenting

#

and a few self intersecting polygons on meshes im working on

#

well, thanks anyway!

#

ill try tweaking arround more, ill see what i can do

mint cipher
#

hey does anyone know how i could get a mirror to ignore the world lighting so its full bright (im bad at explaining)

#

because avatars are super dark on mirrors

supple loom
#

Ideally you would light up avatars with light probes in mirrors

mint cipher
thick cloud
#

Is there a way to make a Directional Light only affect certain meshes without using all my custom layer slots? Never mind, that won't work for my situation anyways. Time for Spot Light's.

thick cloud
#

Actually, this still has the same problem... Basically, my world is a series of interconnected "rooms", each is supposed to have it's own lighting, but some of the "sun" light is reaching into rooms it's not supposed to, is it possible to just cull specific mesh renderers in a lights settings instead of using custom layers?

#

Pretty sure i don't have enough custom layer slots for the amount of rooms there are going to be...

modest vapor
#

Can't you surround the rooms with a mesh to block the sun light ?

thick cloud
#

Hold on, i think i might be able to make due with this now that i think about it... I don't need a custom layer for EVERY room, only the ones that noticeably have the problem.

#

Yep, i can fix the problem with just a handful of layers instead of a lot. Problem solved.

#

I really need to use my brain a bit more before asking for help...

proven locust
#

i always put planes on walls that are culled; is it efficient as it could be? no. does it work? yes, and that is beond more than what i ask for from unitys lightmapper

modest vapor
#

wdym you put planes on walls that are culled ?

fading schooner
#

Does anyone know how to get rid of these Artefacts? Im baking my world with "Bakery"

astral badge
#

hey, whenever I start my lightbaking unity just closes. anyone know what could be the cause of this?

modest vapor
#

Check your unity console

#

If nothing happens it might mean nothing in your scene is static

mint cipher
#

I'm guessing it's these settings

#

I'm using bakery for lighting btw

#

now it's down to looking like this

modest vapor
#

Can you generate lightmap uvs for probuilder ?

mint cipher
#

I generate them from bakery and probuilder gives you lightmap uv options

#

I mean I could export the room with probuilder and check if that works

modest vapor
#

Probuilder sucks so yeah that might be better

dapper hatch
#

hi guys question, is there a reason why my avatars look completely black when i test my world?

dapper hatch
#

nevermind, adding a directional light seemed to fix it

brave crest
#

don't forget light probes

supple loom
#

Yeah adding the directional light isn't really a solution if you are doing baked lighting

#

Light probes are the actual solution

unique trout
#

Quick question. Is there a way to have particles not be affected by outside world lighting?

brave crest
#

Oh yeah, is there a way to just rebake the light probes by themselves?

supple loom
#

With bakery yeah otherwise not really

brave crest
#

oh well. rebaking, here I come 😆

#

ty!

desert oyster
#

any idea how to prevent precomputed realtime GI from doing this?

#

random black splotches of death

clear pier
#

@dapper hatch where did you get your lights that are hanging up? those are nice!

dapper hatch
#

modeled them myself! You want the model?

#

@clear pier

clear pier
#

😮 WHAAAT, omg i would love it!!! @dapper hatch

dapper hatch
clear pier
#

thank you so much !! @dapper hatch

dapper hatch
#

no problem!! you might have to add your own textures i think it's not textured @clear pier

clear pier
#

thats alright 🙂 Ive been trying to find a model but im also stil learning and trying to figure out what all i need to do @dapper hatch

dapper hatch
#

@clear pier I've been getting pretty good at world building, ive only been working on worlds for about two weeks though if you need any help be sure to ask!

clear pier
#

I would appreciate it ! 😮 @dapper hatch Mind if I send you so pics on what im working on now ?

dapper hatch
#

@clear pier heck yeah! I'd love to see it!

clear pier
#

i msg you @dapper hatch

ancient ravine
#

Using Bakery btw

#

I tried messing with the Texel count and increasing scale in lightmap

#

I'm not really worried too much about since this is a small avatar world but it would be nice to fix it.

modest vapor
#

@ancient ravine You need to generate lightmap UVs

ancient ravine
#

It is

#

I always have that checked.

modest vapor
#

I have no clue then, that's the only way i've seen those square issues

#

check your console i guess

blazing stream
#

do you have any back faces near there?

#

not sure how bakery handles them but unity's progressive absolutely hates them and can ruin entire rooms

ruby pelican
#

i have issues where some light source dont light up

#

and the light doesnt refectt what is seen

#

it shows when i get close

supple loom
#

Sounds like real time lighting

ruby pelican
#

They're all baked

supple loom
#

Just setting light to baked doesn't actually bake it

#

You sure you baked them?

#

That cube is already enough with the emissions you don't even really need a light source on it

ruby pelican
#

theres no light sunlight

supple loom
#

What?

ruby pelican
#

theres no direct light

#

also

#

idk if that is the reason why

supple loom
#

Still did you actually bake the lights or did you just them to baked?

#

And I would honestly just remove those lights and use the emission from the cubes

#

Though if you aren't used bakery it might not look that good

ruby pelican
#

theres no emmsion from cube its just a white texture

#

with no shaders

supple loom
#

You can't really have anything without a shader that would just be pink

#

Might wanna check out the pinned guide on baked lighting honestly

charred steeple
#

hello everyone, i actually have a problem with bakery and i still dont know what is causing this:

#

Is there anyone willing to help please?

jolly dawn
#

So basically I'm creating my own world, and as I noticed when all the lights are on, my avatar's hands and body are getting some weird, not natural shadows. And when I turn the lights off, my body and face just turns black except for the eyes. Is there any way to repair it? I turned off shadows for all the lights

modest vapor
#

Don't turn off shadows ?

jolly dawn
#

i tried also with hard and soft shadows, baked everything, but didn't work for me for some reason, it was still the same

modest vapor
#

I don't think you baked anything in that casew setting lights to baked mode doesn't do anything

modest vapor
#

I don't think anything is receiving or casting shadows

hushed coral
#

I can see stuff through the mirror...

modest vapor
#

that would be a shader issue

#

render queue most likely

hushed coral
#

It's when I use post processing

modest vapor
#

which ones ?

#

ambient occlusion ?

hushed coral
#

Yes

modest vapor
#

yeah don't use that

#

absolutely terrible in VR and looks bad

hushed coral
#

Weird

modest vapor
#

If you want good looking AO, bake your lights

hushed coral
#

I think it makes my terrain look good

#

I guess I will just turn it off

modest vapor
#

it's still unity terrain taurishrug

hushed coral
#

true lol

#

Also do you know how to make it so the grass is rendered beyond a little circle?

modest vapor
#

I think that's unity dependent settings for the grass, maybe LODs, but it's for performance, if you turn that off your frames will tank hard

hushed coral
#

I was hoping that wouldn't be the case. It looks like trash..

#

Thank you though

modest vapor
#

grass is tough for sure

hushed coral
#

I will find other ways to make it look decent I guess

buoyant siren
#

Sorry, but are you talking to me?

modest vapor
#

@buoyant siren Did you generate lightmap UVs for your meshes ?

buoyant siren
#

Sorry, I had to make sure that the structure (my walls, ceiling, and floor) was set to static. Dynamic objects are not affected by baked lighting.

modest vapor
#

Ah yes that's the main step zucc

proven locust
#

anyone used magic light probes (unity store asset) with bakery? want to buy it but curious about incompatibilities

modest vapor
#

I think it currently prevents worlds from uploading ?

#

Personally i've used autoprobe forever and it's great

proven locust
#

this is exactly why i ask, thank u!! also i saw @prisma radish in a forum involving this, do you use this still?

prisma radish
#

I have not deployed anything with Magic Probe yet. But I have used Autoprobe in the past. They use different approaches to generating probes.

left wyvern
#

Hey everyone! I've got a bit of an issue where certain lights in my world seem to turn off if I look at them from a certain angle (or they seem to cull themselves for some reason when they shouldn't), some places in my map it's bearable, others it looks awful, any idea what's going on there?

proven locust
#

gotcha cheers

hallow hound
#

you got realtime light or baked ones?

left wyvern
#

Mostly mixed, Baked doesn't seem to work at all, baked lights don't seem to show up or appear dark

#

I've just set the mesh of the area to static too to no avail

hallow hound
#

i am not so exp about that but i know if you use alot realtime light the unity close alot i think ther i a minimum options but i am not sure if what i say is 100% true sorry that i cant help ya

left wyvern
#

Hehe no problem!

modest vapor
#

@left wyvern They're not baked, just set to baked

#

baked mode needs to be baked still, otherwise it behaves as realtime

#

and only a few realtime lights can affect an object at once, and that's why they cull themselves

hallow hound
#

good to know about realtime ones

celest sedge
#

what version of post processing should I get? 2.1.1?

supple loom
#

The version from the package manager

sonic marsh
celest sedge
#

does anyone know if unity project settings will affect the world upload?

#

wanted to lower the lod bias which is in project settings but not sure if it's gonna apply in game

supple loom
#

Nope

celest sedge
#

lod bias 2 in high quality settings

#

well no wonder it runs like shit in game lol

#

I have so many trees in my scene

#

guess at least it has v sync count off

#

anyway thanks

sonic marsh
#

For trees, I recommend looking into the "impostor" technique. There is a free system on Github, and also a paid solution, Amplify Impostors, on the asset store

sonic marsh
buoyant siren
#

Please for the love of everything, someone help I have no idea what I am doing. I effing hate baked lights so I tried to switch all my lights to Realtime but now the entire world (except a few objects) are black.

#

And yes I am already aware that baked lights are better for performance, I just wanted to see the world with dynamic lights.

supple loom
#

Unity can't really handle that many real time light properly to begin with

#

What shader are you using on those?

buoyant siren
#

I have no idea, I just switched it back to baked lighting.

#

My biggest problem with baked lights though is that if I have a door in a door frame and build the lighting with the door closed, then even if a player opens the door then the lighting won't change.

coarse moth
#

You can make your door non static so it will not have any baked lighting

#

You can leave the door frame static because that's not moving

hexed portal
#

Little question, does baking light probes remove the ability to use dynamic shadow casting lights?
I'd like to make a pretty dark map with flashlights you can pick up, is there any point to setting up light probes?

edgy forum
#

Light probes provide ambient light, they can be combined with direct light from realtime lights.

hexed portal
#

ok, great, thanks!

cloud mango
#

Is there a way to change the lighting of a mirror so it doesn't use the directional light that the world uses?

#

Because my world light is dark and so it's really dark in the mirror

hexed portal
#

turn on a light when the mirror is on?

nova silo
#

can anybody explain to me why The Great Pug's blend probes are only affecting some of my avatar meshes and not all of them, when im using the exact same shader and settings, with the same bounding box on the mesh

#

doesnt happen on any other world. half of my meshes are super orange/yellow like the great pugs lighting, and half are just unaffected. very annoying

nova silo
#

i found the issue. the probe lighting is much more intense on meshes that have normal maps applied, for some bizarre reason.

#

in fact - i dont think its a case of it being more intense, it's more like "doesnt exist at all" vs. "does exist"

#

nevermind, that's not it.

#

if i spawn in with the meshes disabled and then enable them later on, thats what it is.

hushed coral
#

My post processing works in Unity but when I play the world in VRChat it does not.

supple loom
#

Make sure you actually set the reference camera in your scene descriptor

hushed coral
#

Right. I made a new VRCWorld

#

thanks lol

supple loom
#

Yeah that would do it 😄

topaz bobcat
#

Hey I'm trying to light up this map but when i use baked lighting it makes this prop have black lines all over it.... what am i doing wrong (i checked my UV's in blender and nothing is wrong with them)

supple loom
#

What about lightmap uvs? If your albedo uvs are overlapping that's gonna happen. You can enable generation of lightmap uvs in the models import settings.

topaz bobcat
supple loom
#

How does the albedo uvs look like then?

topaz bobcat
#

is this it

supple loom
#

Just the uv for that object in blender

topaz bobcat
supple loom
#

Well yeah that's why you should enable the lightmap uv generation in unity

topaz bobcat
#

i did

#

still causes problems

supple loom
topaz bobcat
supple loom
#

Okay good was just making sure we were on the same page

#

Oh looking back

#

Your lightmaps are all 128x128

#

With a lot of stuff on all of them

#

That would easily cause stuff to bleed over like that

topaz bobcat
#

i tryed putting everything together in blender with the unwrap option but that stretched the textures

supple loom
#

What are your lighting settings set at

topaz bobcat
supple loom
#

Well first of all turn your lightmap size to 2k or 4k

topaz bobcat
#

ok

#

still nothing

supple loom
#

Maybe up your lightmap resolution to around 20 as well

topaz bobcat
#

ok

#

nope still nothing

supple loom
#

Select the problem mesh and show it's location on the baked lightmap

topaz bobcat
supple loom
#

🤔

topaz bobcat
#

i dont know if i can post the obj file into discord

supple loom
#

You can dm it to me if you want

modest vapor
#

Have a mesh around it that blocks the light

deft moat
#

is there a tutorial on how to make bloom lighting in your world?

modest vapor
#

You can look at Silent's post processing tutorial

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@deft moat

deft moat
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thank you~

hexed portal
#

Ok I'm not sure if this is possible but I have a point light I'm using to fake bounced light for a flashlight. Thing is, even with a very low intensity, it still creates some kind of specular highlight on reflective surfaces, which I don't wand and would like to get rid of if possible... Any ideas? (all the lights mentioned here are realtime)

dark rain
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How can I ensure that my lighting is not baked in to my world, because I want to have players equip candles

proven fractal
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go into the lighting panel and disable auto-baking light

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then just, don't bake

proven locust
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u can bake lighting and parent realtime point lights to a candle @dark rain

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dont have no lighting, thats just gay

dark rain
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It won't bake point lights in?

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or I have to set them to realtime

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nvm, they are already set that way\

proven locust
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yea

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and do it, realtime lights in excess kills frames and makes me sad

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my little gpu requests it vrcPerfVeryPoor

dark rain
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The world is going to be pretty optimized otherwise but it's going to have several candles so, alot of realtime lighting

modest vapor
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lots of realtime lights = not optimized

dark rain
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Well, about how many candles/spot lights can I put in without seeing much/any lag

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The first time I made the world, it had a candle spawner on it and people spawned like 50 candles and it seemed to work fine

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This time round I want a set limit to how many can exist at once

rugged harness
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Whether or not they cast shadows and what kind will affect their performance. Ultimately it'll depend on the world and what you do with them. I wouldn't push 15 though tbh.

modest vapor
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@dark rain Why can't you bake the candles ?

dark rain
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@modest vapor I want players to be able to walk around with them

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sorry I probably should not have @

modest vapor
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nah it's fine

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well if all players see all other candles that's pretty bad

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Unless the rest of the world is extremely well optimized

dark rain
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I'll probably want all players to see all candles, as many as 5 might be enough, it's a small world

modest vapor
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press play and show the stats menu

dark rain
modest vapor
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yeah that's a lot

dark rain
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damn

modest vapor
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If you can't reach above 60FPS in desktop then you can guess what it can be like in VR

dark rain
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It's been super fast in vr for me

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Unless I turn on the high def mirror

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but I should probably optimize that more, I just don't know what I should do to it

modest vapor
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Do you have static realtime lights ?

dark rain
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I honestly don't know what static realtime lights are

modest vapor
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lights that aren't moving in the scene

dark rain
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currently the candles do not move, because I haven't looked into how to make moveable objects in udon but I fully intend to do that, otherwise The directional light is baked (I think?)

modest vapor
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Set to baked or did you go through the whole process of light baking ?

dark rain
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set it

modest vapor
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yeah so it's not baked

dark rain
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ok so I need to look into how to bake lighting

#

so can a world be effected by both baked and realtime lighting?

modest vapor
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Yes

dark rain
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I have a gate that opens upon joining the world, should that not be baked?

modest vapor
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if it's moving usually it shouldn't be baked with the rest of the environment

dark rain
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What layer are point lights on? Is there a way to make the lighting in my Low quality mirror work while keeping it more optimized? because the level of normal lighting in the world just makes the mirror dark as heck

modest vapor
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everything is on default layer by default

dark rain
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should I move them to another layer and then show that layer

supple loom
#

Sounds like some missing light probes

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If you are doing baked lighting like ideally you should

dark rain
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I don;t know anything about light probes

supple loom
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Are you doing baked lighting?

dark rain
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my world will have both baked and realtime lighting

supple loom
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Baked lighting can't cast light onto dynamic objects without having light probes

dark rain
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I baked it last night but idk wtf I'm doing so idk if it worked

#

I'm pretty lost

supple loom
#

There's a guide to baked lighting pinned in this channel

dark rain
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I've watched several guides

supple loom
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VRWorld Toolkit > World Debugger after importing it

dark rain
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Thanks!

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I'll use this and read/watch all the pinned before I ask anymore questions

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"your lighting data asset takes up 30.16 MB of your worlds size" Last build size: 35.16

supple loom
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Do you have realtime gi on or something?

dark rain
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lol idk

supple loom
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Unless you actually need it turn it off

dark rain
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If I have player moveable point lights (candles) do I need it on

supple loom
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Nope that's not realtime gi

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Most cases if you need to ask what it is you don't need it on 😄

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Since it needs a proper setup to be used

terse hazel
#

so im having an issue with my lighting
i've been migrating a world from sdk2 to sdk3 in order to use UDON
but basically despite everything being identical to the project i migrated from my mixed lighting will not work
i can have either all baked lights or all realtime but not mixed as its supposed to

has anyone bumped into this issue before?
because i cannot find any similar cases on google
either way im stuck and would seriously appreciate any help i can get

astral badge
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so my scene is baked, but it isnt showing the lightmaps in the mesh renderer. is this a bug?

modest vapor
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They're probably not baked then

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check the console

astral badge
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they were, for some reason one of my objects I had disabled before baking caused it

peak mirage
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Why is my lighting like this? I've tried several variations, and this is at least better but I cant get the build to match the editor in Unity even remotely really

modest vapor
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@peak mirage Fog disabled ?

peak mirage
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@modest vapor yup

supple loom
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@peak mirage can you show the settings on your main camera?

peak mirage
supple loom
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Do you have the editor running in deferred?

peak mirage
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Uhh, is that an explicit setting? Im not sure where you'd do that

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Im going to assume, no

thick cloud
#

I thought the editor is forced into Forward rendering cause the SDK package sets the editor to VR mode.

supple loom
#

It doesn't stop you from running deferred stuff if you really want to there's even some people using it for world mechanics

#

Not just that usable for normal cases

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I was just thinking since that would be one thing that could explain that difference

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I gott hop out though hope you figure it out

modest vapor
#

@peak mirage I think the realtime light is being reflected off of your surfaces somehow, do you have specific materials ?

peak mirage
#

Specific mats in what way?

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I mean literally everything in the scene has a material applied to it of some kind. Nothing uses the standard one

modest vapor
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smoothness power to 0 ?

peak mirage
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I guess I can try that, seems odd but Im pulling straws at this point as it is

#

Should I rebake that?

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Im assuming yes, for brevity, running that

modest vapor
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Do you really need such a complex shader ? Can you try with the standard shader with the textures you can use and look at the difference ?

#

If you're using the A channel of your RGA textures, then i can see why it'd look odd

slim crescent
peak mirage
#

I can try a diff shader, its w/e already came with the asset pack. Its certainly possible it uses the A channel.

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Actually, that wouldnt make sense now that i think about it because the demo for the pack I was able to build & test and it looks fine. Only difference is that it's using realtime lighting instead of baked lights

peak mirage
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Must be something wonky with that scene, I moved everything to a new one and with realtime lighting it looks the same. Altho it seems that postprocessing isnt working??

modest vapor
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@slim crescent Unity culls lights when too many realtime are affecting the same object

slim crescent
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Never happens when im alone, so Shaders/Materials from Avatars of other people must be affecting it too which makes it very hard to test/stresstest.
Is there any general fix for this?

modest vapor
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I doubt people's shaders are doing this, unless you're running out of shader keywords and it's somehow causing those issues but I don't think that's the case

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Looks like Unity's culling to me

slim crescent
#

So is the only way to avoid this culling by removing the lights until im left with only one?
I tested it for over 8hours and tried realtime and mixed lights

rugged harness
#

You can bake the lighting and use light probes. The lights won't cast shadows then but if you have them not casting shadows then it won't matter anyways. It's generally less "realistic" than using realtime lights but then you save a lot of performance overhead as well.

#

If you really want realtime lights, you can duplicate the lights, make those realtime, disable them and then use a switch or something to toggle them on locally for yourself.

modest vapor
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@slim crescent Use one at a time if you need to, but if those lights are static they should really just be baked

slim crescent
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yeah thats the thing, im offering the users a UI to change light color, temperature, intensity etc. so changing to baked is not an option sadly

sterile arrow
#

My world seating targetable area changes after I bake lighting into the world.. any idea why? If I make the chairs and don't render the lighting, when you target the chair it correctly outlines just the chair. After I bake lighting the target area becomes a large cube around the chair... Examples below. 1st image no light rendering, 2nd is an example of the cube target area that would show up around each chair after baking lighting.

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so that tiny stool would have the large cube around it post rendering/baking light

ancient ravine
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@sterile arrow put a box collider set as trigger(so players dont collide with it but can interact) and edit the bound sizes on the main root of the vrc chair prefab

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It'll outline to what size you set

dense elbow
#

how do you make it so lighting shows in mirrows

modest vapor
#

you have pixel lights setting on your mirror ?

dense elbow
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lemme check

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no i dont do i need that enabled

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oh snice

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thx

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now i just need to figure out the mirror toggle thing

crisp marlin
#

Sooo, it's been well over a year since Bakery dev informed me VRChat devs contacted him regarding including Bakery scripts in the game to enable use of RNS and SH lightmaps without the use of Merlin's VRC Bakery adapter. Still no word on that from VRC devs, though? Really would like to know when Bakery integration will make it to VRChat to make world creators' lives easier.

modest vapor
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Nothing planned for now, but you can use SH with Merlin's tool

crisp marlin
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Good to know, thanks.

dense elbow
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so is there a way to bake my lightd easily with out spending 55$ on a asset im only gonna use a handful of times

modest vapor
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Sure, set it up correctly, press generate lighting and wait for hours

weak glade
#

Baking lights can take hours... i am glad bakey exists lol

dense elbow
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any good tutorials of how to do it

modest vapor
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yes it's pinned

dense elbow
hearty fulcrum
#

has anyone ever done like a multiple UV sets thingy in unity? im like trying to get my masks to work with my first uv set and then texel density with my second UV set and I like want my lightmaps to be generated in like the 3rd UV channel but I dont see anything that would let me tell unity to generate lightmaps uvs from my first channel and then place them in the 3rd channel

rare umbra
#

someone know how to change baking device on the gpu lightmapper? the device its using is not the preferred one and i want it to use my gtx 1060

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also is lightmapping with gpu even ideal for vrchat worlds? 2018.4.20f1 in general?

edgy forum
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@rare umbra The builtin GPU lightmapper in 2018.4.20 is broken, sadly. Lightmaps have weird artifacting on them.

rare umbra
#

sadddd

rustic fern
#

Hiii, i'd like to know how to fix this, i want a uniform lighting, i tried baking the lights but my unity just keeps crashing every time, so i want to know if there's another way to do it because some avatars look really bad like this one

acoustic loom
#

Is there a way to make realtime GI materials effect avatars via light probes and not just geometry?

odd anchor
#

I'm baking my lights and my pots are shaded weirdly, any hints/tips where this can come from ?

glad fox
#

i have that same problem with my world so if anyone knows how to fix it that would be amazing

acoustic loom
#

From what I understand that is due to a hard seam in your lightmap

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Frankly my understanding of lightmapping and uvmapping is still terrible, but what I gather is that unity sees that as a hard 'edge' where a shadow would be cast

#

I'm sure this can be solved by proper lightmapping which someone else might be able to elaborate on, but clicking "stitch seams" on that object in unity might help you

#

I believe you'll have to re-bake after toggling that option to see the result

dense elbow
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sorry for music but i need help fixing what ever is causing this and none of my friends know what could be causing it and the glass isnt reflecting correctly either

modest vapor
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There's a limit to how many realtime lights can affect something in Unity before they get culled

mint cipher
#

There's a setting in quality settings that increases the pixel light count if that's what it is. Or you can just try not to overlap too many realtime lights.

supple loom
#

Changing the setting yourself won't help when it's a setting set by vrchat

cloud mango
#

I hit generate lighting in my world so I could bake it but now the lights are just pitch black. any help?

modest vapor
#

Can you show any of your setting/components ?

cloud mango
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yes one second

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I have 2 directional lights with a toggle but only one works

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and my point/spotlights dont work

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@modest vapor

mint cipher
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If to many real-time lights they can get culled

cloud mango
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They're all baked

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and they worked before

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but then I clicked generate lighting

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and it just went crazy

mint cipher
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Had this bug a while ago don’t remember how I fixed but wish you luck

cloud mango
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Thank you I appreciate it lol

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do you know how to clear baked lights?

mint cipher
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Hold up

cloud mango
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I think t's because I don't have auto generate on so I have to

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clear and rebake them

mint cipher
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The sun source is it directional

cloud mango
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yes it is

mint cipher
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Can we see the light component

cloud mango
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yep one second

mint cipher
#

K

cloud mango
mint cipher
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The color is very darkish

cloud mango
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yeah but it showed fine before

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now its PITCH black

mint cipher
#

Does this only happen with this one

cloud mango
#

yeah and my point lights aren't working either

mint cipher
#

Does the day work fine

cloud mango
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the day one does work

mint cipher
#

That makes sense

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Hm

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I know you can

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How about post prossing to increase brightness

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It’s not a fix but could work

cloud mango
#

let me try that

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is that under the light rendering

#

?

mint cipher
#

Post ev is what would recommend

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Click windows packages manger then type post and install

cloud mango
#

got it

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doing that right now

mint cipher
#

I can help you in 10 min via screen share we just got back from camping

cloud mango
#

that would be amazing honestly

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thank you so much!!

mint cipher
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Ya no problem dude