#world-lighting

4 messages ยท Page 13 of 1

modest vapor
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@cloud mango Did you generate lightmap UVs on your meshes and made sure the shader supports lightmapping ?

proven locust
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hey any vrc devs, do bakery RNM maps not work in vrchat at all? unity previews and whats actually in the game are vastly different

supple loom
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You need to use this

proven locust
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you are an incredible human being and i love you

weak glade
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So question, does anyone know why my lightmaps are not properly baking from point lights, but only bakes from the skybox light? I would send a screenshot but i am at work. Just curious if anyone has an idea of what can be causing this.

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My light probes bake fine and anything thats not static is properly lit

remote loom
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I'm having kind of the same issue

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i have around 8 lights in the scene and only one is shown in game

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I followed Xerxies tutorial on lighting to make sure i had things setup correctly

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yet only one light is enabled and all of my textures disappear in game

modest vapor
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Did you actually bake then ?

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@weak glade can't say until we see how you set it up

weak glade
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I will show you in a few hours once i get off

weak glade
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So.... I may have found the problem.... Could it be that there is no reflection probes in my scene?

modest vapor
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nope

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Unless the broken stuff is specifically metallic

weak glade
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So the black wall is what is being baked when using Lightmap Static. The surrounding walls are not set to static and use the light probes as a reference of light.

supple loom
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If you press the open preview how does it actually look like on the lightmap?

weak glade
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This is what it shows in the preview. Id presume the yellow boxes is what the object is UV mapped to

supple loom
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Oh wait I just noticed

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Is there a reason you are using poiyomi as an shader for that wall?

weak glade
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I used it from my old version and never changed it. You think that could be the issue?

supple loom
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Shaders need to support lightmapping to actually display the lightmaps. With poiyomi it only supports lightmaps if you set the lighting to standardish. But unless you have an actual reason for using poiyomi you should be using standard.

weak glade
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Got it ill switch it over and see if it changes something. I figured from previous talks about shaders causing similar issues but I figured id ask

weak glade
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Yep everything seems to look better now with the lighting as well as work properly. Just have to reinstall Bakery so i dont spend a few hours staring at a loading bar

weak glade
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Never mind. Crisis adverted

weak glade
slim crescent
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Need some guidance with Lighting and Poiyomi Materials, seems like Unity Lights dont illuminate/cast shadows on those materials
Anyone got experience with that? DM please ๐Ÿ™‚

dark sapphire
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which one looks better? The first one is without post, the second is with post. I want to know if it is necessary to implement.

modest vapor
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@slim crescent Try not using an avatar shader for a world ?

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@dark sapphire What kind of post processing ?

dark sapphire
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The unity one. Does it have a massive effect on performance as well?

supple loom
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@slim crescent if you actually need lightmapping on poiyomi it needs to be set to standardish lighting otherwise it doesn't use lightmaps. But if you don't have a reason to using poiyomi for world materials use standard.

slim crescent
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@supple loom im trynna get the Fur shader going, is there maybe another fur shader which supports that?

modest vapor
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@dark sapphire I meant what effects of post processing

dark sapphire
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Ambient Occlusion
Vignette
Bloom

modest vapor
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Yeah don't use AO or vignette

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They suck ass in VR, baked AO is good enough

supple loom
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@slim crescent I wonder how you got that fur shader without being in poi's discord ๐Ÿค” but I wouldn't really use a fur shader in a world tbf so not sure which would support lightmapping

dark sapphire
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Im using both the bakes AO and the post AO. The post AO gives the golf balls a shadow.

modest vapor
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Yeah but that's an awful idea

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You can just add a quad with a simple particle texture under the ball root instead

dark sapphire
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Hmm, Ill look into that.

modest vapor
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Or use a realtime light just for the layer on the golf balls

dark sapphire
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Oh I could do that

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Thank you!

weak glade
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@slim crescent If you look a bit up, 1 helped me with using that shader. Switching to the standard shader made everything look much better.

dense elbow
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Is there a good video for adding a slider or something to adjust light brightness or is there any easier way of doing so

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i want to add the option before i put it into community labs

hybrid rapids
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Can i import custom light bakes?
I'd like to avoid unity light baking...
i would like to use my own rendering engine (in my instance - blender cycles) to create lightbakes
But for that to work i'd need a second set of UVs
that way i avoid using 4k textures, but can utilize tiled 512x512 textures & a low res shadow map

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or do i have to write a custom shader for that?

modest vapor
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Custom shader but yeah that's doable

hybrid rapids
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๐Ÿ‘

supple loom
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Don't buy it though if you don't have the base bakery package

acoustic loom
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Hello friends, how might one go about removing seams like this in a lightmap? I'm assuming it's because I have a seam in my mesh in that spot - is there any way to set a flag or something that tells unity/blender this is not in fact a hard angle for shadows?

modest vapor
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Seams shouldn't be causing those issues, unless there's two edges

acoustic loom
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That is very likely - i'm assuming the way to get rid of it is to remove the double edge?

modest vapor
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ye

round bobcat
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This is more of a avatar lighting question, but does anyone know how I could fake volumetric lighting?

meager ferry
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unity post processing nullreferenceexception object reference not set to an instance of an object
any one know this error ?
post processing dosnt work cus of that ?

mint cipher
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how would i have one light source effect the entire map

graceful isle
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Any reason why my reflection probe isn't active once the world is uploaded?

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is there a common reason why this happens?

mint cipher
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is it baked @graceful isle

graceful isle
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This was just a real time test for a small world for personal use. I didn't bake it, but that never made a different in past worlds

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difference*

mint cipher
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thats why bake it then try it

graceful isle
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Why would baking change it?

mint cipher
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unity 2018 has diffrent lighting then 2017 did

graceful isle
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oof

mint cipher
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try it and post here if worked

graceful isle
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one more thing,

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its fine even in play mode until it loaded into vrc

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its only after I enter the world in game the probe is gone

gleaming mica
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is it still recommended to use the enlighten engine for lighting?

quasi hedge
gleaming mica
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Bakery? is that actually something because enlighten in a little buggy

quasi hedge
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Yeah, Bakery is the best - but it costs money and doesn't work on AMD cards (might be on sale rn tho because the asset store has a bunch of sales).

gleaming mica
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damn I have an amd card

rugged harness
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Since I'm basically stalking Bakery to get it while it's on sale to save a penny or two, I can tell you it's not currently on sale. However, its previewer is if you check the pinned messages

gleaming mica
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well hopefully I will be getting a 2000 series card

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because nvidia destroyed their own competition with the new 3000 series

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mates selling his 2080 Ti for 200$

modest vapor
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that's a steal

gleaming mica
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also I just installed the post processing stack and I have been getting these errors

modest vapor
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make sure your camera in your scene is its own object

gleaming mica
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fixed it, camera was being a sped and decided to whine about PP layer settings

gleaming mica
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should show up in game

supple loom
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Just setting it to baked without baking lights again just has it acting as a real time light

gleaming mica
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actually he's right sos

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brain fart

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if you want

supple loom
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Don't need to

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If you baked it you baked it

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But basically every light has saved whether it's baked or not and if it's not it's just gonna emit realtime light

urban light
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Super simple - setting a light to;

  • Dynamic: Is a real time light. Non-static world objects and avatars will receive its light and cast shadows.
  • Baked: Static objects will have the light and shadow from it hard baked into a lightmap texture. Non-static objects and avatars will not receive any light or cast shadows.
  • Mixed: A mixture of the above. Static objects will have light information baked into a texture map. Non-static and avatars will also receive light and cast shadows.
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If you're creating an environmental light like a spotlight pointing up at the ceiling that you don't expect anyone to walk through - set it to baked and bake it.
If you expect things to move around through the light, set it to mixed and also bake it.

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Best way: Set all lights to baked, bake them. Also set up light and reflection probes so that non-static things receive baked and reflected light. This has the lowest GPU hit - everything is mostly precalculated and doesn't need to calculate light every frame.

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There's no reason to set a light to baked and then not bake it though.

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This is my understanding on lights anyway. I haven't been using Unity very long, but have successfully used all of these methods in worlds.

supple loom
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A lot of people who are just starting out don't know you actually need to bake lights to have them not act as realtime even if set to baked

urban light
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I would have thought lights set to baked and not baked wouldn't do anything. ๐Ÿค”

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Like... they wouldn't produce light in world at all.

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Dunno though, I've never tried.

supple loom
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That was the main point of the previous conversation that unbaked baked lights act as real time ๐Ÿ˜…

urban light
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Yeah, was just kinda confused by why anywould would set lights to baked and not bake them.
Like, if you're learning from tutorials, they should have told you why you're doing that and the rest of the process. ๐Ÿ˜„

modest vapor
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Because the mode is called baked

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There should be a warning on the component the same way there is in 1's tool

thorny zenith
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what bakery component should i choose for light projectors and Spot lights?

modest vapor
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bakery spotlights

thorny zenith
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there is no such option

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only points, directional, light mesh...etc

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but no spot light

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but no spot light

quasi hedge
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Bakery spotlights are point lights with a spotlight cookie (should be called ftUnitySpotTexture)

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If you make a normal Unity spotlight, add a Bakery point light component. and then click the button to match it - it should automatically set that up for you too

thorny zenith
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what about light and shadow projectors?

quasi hedge
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I don't believe you can do any projection in Bakery besides making your own projection masks like cookies or using IES

thorny zenith
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oh, ok, thank u

quasi hedge
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I suppose you could try projecting a cubemap from Bakery depending on what you're going for, but I haven't tried!

zenith cedar
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uh hello, i have a problem, i was messing around trying to get baked lighting to work and stuff, but kinda sucked ass at it, so after that i went to a previous scene i had that i didnt do any baked lighting in but for somereason the light just completely doesnt work anymore

left wyvern
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Hey folks! I've got a big and really annoying issue with the map I'm putting together right now - I've got quite a few mixed lights and it seems sometimes they don't appear correctly from certain angles or up close, but then appear correctly at a distance or from other angles - any idea what's up here?

zenith cedar
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Basically theres a limit on how many realtime lights can be on, so thats why you gotta use baked lights

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theres alot of tutorials on how to bake and such, i cant help you much since you see the problem above : ^)

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@left wyvern

left wyvern
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Truuue, I suppose I've made my own bed there, mixed lights are still realtime lights to a certain extent

coarse moth
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Mixed lights is only casting shadows while the textures are baked

gleaming mica
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what settings do people use for the bakery gpu lightmapper

modest vapor
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kinda depends on your world and what the filesize should be

gleaming mica
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fair, does it render highly emissive objects light?

modest vapor
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yep

gleaming mica
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awesome

gleaming mica
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doesn't seem to be working

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nvm fixed it

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objects weren't using the shader

gleaming mica
modest vapor
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None

gleaming mica
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sweet as

gleaming mica
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nvm I think it's something with samples in the GI being to high

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nvm it was the lightmap res being too high

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I tried rendering it at 40 Texels but I think I don't have enough cuda cores for that

gleaming mica
modest vapor
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Higher texel taurishrug

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You can also enable the other advanced modes to enable denoising

gleaming mica
gleaming mica
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my reflection probes don't seem to be applying to objects?

mystic gust
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everything else in the scene looks fine

acoustic loom
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Are there any comparisons of bakery vs progressive out there I can peep? Debating building a second rig with an nvidia card to use bakery

modest vapor
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In terms of time it takes or just how it looks ?

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I'd do a comparison but unity crashes when trying progressive

acoustic loom
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visual comparison really

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Bake times certainly suck but I can always let it run over night

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I'm curious if bakery alleviates any of the artificating that I get on progressive occasionally

modest vapor
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bakery has multiple layers of denoising, fixing bright spots, and its unwrapping with xatlas creates a lot less artifacts

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there's no reason to not use bakery unless you don't have the necessary hardware

acoustic loom
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And the problem for me is I don't ๐Ÿคฃ I'm lucky enough to be able to grab the secondary hardware without much thought but I'm curious if the investment is remotely worth it

modest vapor
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If you value your time, yes most likely

supple loom
acoustic loom
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My knowledge is still pretty sub-par, would bakery help alleviate some of the shadow and filtering issues i'm seeing here?

supple loom
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That is with just emission right?

acoustic loom
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yup

supple loom
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I can at least manage nice light cubes with bakery

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Though I don't use denoiser and instead pump up samples way high because denoiser can cause issues with stuff like these

acoustic loom
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yeah i've been tempted to run a ridiculously high sample without denoiser to see if it helps tbh

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that's @ 2k right now with it set to auto and it takes a couple hours to go through

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so the time factor really does come into play ๐Ÿคฃ

supple loom
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My main bake takes 3 hours with Bakery and I don't even want to think how long CPU Progressive would take

acoustic loom
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interesting, how many samples does that take for three hours? Even on cpu @ 2k mine is only taking a couple

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and I have a boatload of emissives

supple loom
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And the world is 1.5kmx1.5kmx1.5km

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If I wasn't stuck on gtx 1080 it would most likely be much faster

acoustic loom
supple loom
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๐Ÿ˜„

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Bakery also gives you the advantage of doing any amount of bounces you want instead of 4

acoustic loom
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almost allll my lighting is emissive though so those bounces are important

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my only light source is barely at .05

supple loom
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Same this world is just emissive light

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I don't even have that ๐Ÿ˜„

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Except for couple indoor rooms

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This world also wouldn't be possible without bakery

modest vapor
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Half of good looking lit worlds in vrc ^

acoustic loom
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ack see that to me just has an indescribable bit of refinement to it

supple loom
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Gonna be a good opportunity to get in on Nvidia with the new cards coming as well

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You can get that RTX Bakery experience

acoustic loom
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yeah that's sort of what I was thinking tbh just snag a 3080 and throw it in a baking rig

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assuming I even have the luck to get one before they're sold out

supple loom
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Yeah ๐Ÿ˜…

gleaming mica
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Hey @supple loom is that silents clear water shader?

supple loom
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That is silents water yes

gleaming mica
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damn, in my scene it doesn't seem to pick up any reflections at all

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nothing does

modest vapor
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are they set to reflection static ?

gleaming mica
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yeah

modest vapor
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what's the material like ?

gleaming mica
modest vapor
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that's completely black

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also it's smooth not metallic

gleaming mica
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this use to work with the progressive cpu lightmapper

modest vapor
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What changed in your process then ?

gleaming mica
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I starting using bakery

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ยฏ_(ใƒ„)_/ยฏ

modest vapor
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Did you bake your reflection probes ?

gleaming mica
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yes

modest vapor
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how ?

gleaming mica
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render reflection probes button in bakery

modest vapor
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Can you check how they look ?

gleaming mica
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yes

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lighting broke in the scene that's fine I can render it again

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wait

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I just needed to turn up the probes weight past 1

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now I can see them

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ffs xD

gleaming mica
steel oasis
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when i bake my spots they just dont look nearly as good

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any help is appreciated

modest vapor
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You'd a need specific baking mode

steel oasis
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can you elaborate?

modest vapor
steel oasis
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thanks another question, in my lighting tab it says 144mb for a lightmap, does that add 144 mb to the world size? ;-;

supple loom
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It's gonna be compressed for the download but that will still be a bunch

steel oasis
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fuck

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kms

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where?

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lightmap res?

modest vapor
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texls per units

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Also reducing scale on lightmap of non important objects

steel oasis
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okay

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ill have a play around thanks homies

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wait, if i generate lighting on mixed lights will it bake them?

modest vapor
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Yes, but do you need realtime too ?

steel oasis
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only for my global

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i want those decoration lights baked

modest vapor
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then just baked

fast cypress
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can anyone tell me how to make screen space reflections work in worlds? i know that you can activate it via post process stack v2, but once you start vrchat it doesn't work anymore. meanwhile i have seen a few worlds where it is possible. hope someone can help me here <3

hexed portal
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Pretty sure it's not a good idea in vr

proven locust
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does anyone have any good solutions for volumetric lighting?

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i just havent seen any really impressive stuff in vrc before in terms of volumetrics, is it because traditional methods arent compatible with vr?

modest vapor
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real volumetrics are expensive as fuck

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you can fake it though

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look at xsvolumetrics

proven locust
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yeayeyea thats what i was lookin for!! its tough bc ive got a scene that has a spotlight shining down an alleyway, and proper volumetrics would just be the greatest, problem i see with a lot of these methods is they really look horrid when you get into the center of the spotlight or whatever

steel oasis
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any ideas why an object is pitch black ingame when it looks fine in unity

modest vapor
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Did you make sure it baked ? Check which lightmap the object is on

steel oasis
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yeah it baked, i hid the lights and it baked

modest vapor
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hid the lights ?

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Can you show your lightmaps

steel oasis
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is that the blue and black thing

modest vapor
steel oasis
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brain go brr

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this is what im seeing

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wait

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i think i did a small brain

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yeah i think i know what ive done imma try something

steel oasis
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wasnt what i thought, how do i show you light maps ?

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thats the cube

modest vapor
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What are its settings ?

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Does it have generated lightmap UVs ?

steel oasis
modest vapor
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You baked realtime GI ?

steel oasis
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i did?

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i did

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now it says i have no lightmaps

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i hade like 150 before

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what confuses me is why in game it fucks ;-; because it looks fine in the scene

mint cipher
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Can I use external lightmaps? If so, how?It's just a simple room, it shouldn't be long. But cooking lightmaps inside Unity is really bad, I feel like I have no control over what I'm doing. The lightmap is dark and of poor quality no matter what settings I use. While the V-ray lightmap looks perfect in 3 clicks. I would like to know if I can cook using V-ray and import into Unity, and if that is possible, how do I do it? because I looked at the software and found nowhere to drag an external lightmap.

steel oasis
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anyone able to help with that stuff?

weak glade
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I think your uvs are overlapping

modest vapor
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@steel oasis Try rebaking ?

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@earnest pine Generate lightmap UVs ?

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Then it's a physical edge that you'd need to fix

mint cipher
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Are there any fail-safe settings for baking?

modest vapor
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Did you generate lightmap UVs ?

mint cipher
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yes

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For over a year I have been trying to make worlds for VRchat. I have improved over time but have never been successful. I think there is nothing in this world that I hate more than Unity. It's a simple world, I just want to make a cozy room to watch movies. But the lighting is so hard to bake. ๐Ÿคฌ

modest vapor
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Can you show your settings ?

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This is easily achievable in unity

mint cipher
modest vapor
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16 samples is looow

mint cipher
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It is more than the tutorial I followed, and the result achieved there was better lol

supple loom
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How much did the tutorial have? ๐Ÿ˜…

modest vapor
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Still looks way too low

mint cipher
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I'm not sure now but i think it was 12

modest vapor
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Should be in the hundreds

supple loom
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^

mint cipher
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I set the direct samples at 2048 and indirect in 4096. The noise has decreased but the room is still extremely dark.

modest vapor
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Increase intensity of emission ?

supple loom
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Also disable realtime global illumination unless you are using it

mint cipher
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Do you mean the slider, next to the color in the material?I've seen it in videos but it never appeared to me on unity. I don't know why I don't have this.

modest vapor
mint cipher
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I'm talking about the intensity of emission

supple loom
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1.5 is my sweetspot

mint cipher
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Oh, so that's where the intensity is hidden. Thank you very much.

steel oasis
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i have rebaked like 12 times @modest vapor ;-;

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different settings each time

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same result, if not in that spot than in another, tempted to do it all again

modest vapor
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Oh i noticed something

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your lightmap size is set to 64

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set that to 4096

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and disable realtime GI

steel oasis
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okay, ill do that

modest vapor
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and reduce texel to 20 for testing

steel oasis
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alright lemme try

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how much bigger will that make the file? alot?

modest vapor
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Maybe, but at least it'll work and enable lightmap compression

steel oasis
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true, i think if this doesnt work imma try to redo the lighting entirely

steel oasis
modest vapor
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Make sure the items that are not moving are set to static !

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your ground doesn't have any shadows or AO from other objects it seems

thorn cape
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could someone point me in the right direction of how I should approach lighting in my world? I've never done this before.

rugged harness
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Check pins and find Xiexe's baked lighting tutorial. Great pointers.

thorn cape
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I read the whole thing and probably will have to try to walk through that myself. The thing is my world is a whole building (on some terrain) so I was wondering how one would apply that tutorial to that. You'd go room by room I suppose. What about outdoor?

rugged harness
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Ah. Outdoors easiest thing is to use a directional light pointed in the direction you want the light to be facing. It should light up everything outside as if it was lit from the sun-ish. You'll still want to bake it though for performance reasons.

thorn cape
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ok. thanks.

thorn cape
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when I click on Generate (the lighting) does it normally show some kind of a progress or something? I just see 'Cancel' button and that's it.

modest vapor
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Depends on the baking mode you're using

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progressive, yes, the others, no

thorn cape
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I'll wait and see what happens then...

thorn cape
modest vapor
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Did you generate lightmap UVs for your meshes ?

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it's sadly one of the steps overlooked in xiexe's tutorial

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also 5 texels is very low

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check ambient occlusion too

thorn cape
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no. I didn't...hm.

modest vapor
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and disable realtime global illumination

thorn cape
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I have no idea what good values are. currently just wanted to see if it would have any kind of effect. could I ask about the placement of the probes? what is something that one is supposed to actually achieve with the placement?

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I have no idea for the reflection probes. and for the light probes I suppose where there is more light there should be a more condensed grid. I'd place more points around the actually lights and less where it should be dark?

thorn cape
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how does this look to you? any feedback? I'd be happy for any kind of help. What to look for, what to fix...

modest vapor
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Looks like some meshes aren't correctly unwrapped, also make sure you don't use smoothness on your walls/floors

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The shadows also look very blobby

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i'd need to see your light settings

thorn cape
modest vapor
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You can try progressive GPU

thorn cape
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I turned down the smoothness to zero for walls and floors.

modest vapor
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and 4k lightmap size

thorn cape
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I suppose all the lights and probes should be set to static?

modest vapor
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Yep

supple loom
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Setting lights and light probes to static doesn't really do anything

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Except ofc if you have some components on the same gameobject that do have use when set to static but that isn't really a good idea

modest vapor
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I thought that was necessary for lights with Unity's lightmapper RuuuThunk

supple loom
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Lightmap static is only for receiving GI

thorn cape
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how come that these two lights that have the very same settings show up differently?

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when the other one shows some glow the other just stops emitting light. I'm quite puzzled about this...

thorn cape
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1 as far as I know.

thorn cape
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seems I was wrong. they are set to mixed.

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and I had realtime GI checked. I supposed that's not what I should use. ๐Ÿ˜•

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it somehow looks fine in vrchat though. ok, honestly I don't understand this. anyway...should I set all lights to baked? or just not having the realtime GI checked is something that does the job?

supple loom
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You shouldn't have realtime GI checked unless you are actually using it which doesn't seem to be the case

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And you should just set the light to baked

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I mean how would that light the wall when it seems to be completely aimed away from it ๐Ÿ˜„

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Yeah it does

thorn cape
#

so far I'm glad that there are some lights. but I would need someone to tell me what to do with all the lights everywhere. if by a chance someone would be willing to criticize my world I'd be happy to hear that.

#

it is a test world pretty much. I'm trying to figure out how to do things and how do they work. but obviously I have paid much attention to how lighting actually works in real world.

quasi hedge
#

It's in the package manager now (Window>Package Manager)

#

I think it's just that Package Manager is more integrated so it allows different packages to be updated / fixed easier

proven locust
#

are there any guides on how to use precomputed realms GI?

#

like the realtime emissive gamma texture

#

shader sorry

modest vapor
#

@real arrow Alpha source to none ?

#

check the alpha of your texture then maybe ?

#

someone suggested "Click on the material, go to Alpha Source and change to - From Grayscale"

#

and "I don't know of this helps anyone, but I just came on with the same question. If you click on the terrain gear icon and click on "Material" and set it to "custom" that took away the glossy shine for me."

#

light angle shouldn't matter tbh

#

it's just that you can't notice it

mint cipher
#

I need tips to get rid of lightmap bleeding. Preferably a tip not saying that I should remodel the entire room since I just did that.๐Ÿ˜ฅ

gleaming mica
#

I would recommend checking if the uv's are overlapping

mint cipher
proven locust
#

use bakery lol

mint cipher
#

i think i found the problem but i don't know how to fix this

mint cipher
#

Creating a world for vrchat is very frustrating, I'm about to give up

modest vapor
#

If those aren't your UV2, what are they ?

waxen moon
#

where are the voice ?

#

channle

modest vapor
#

There aren't any

quasi hedge
#

Unity sometimes refers to UV1 and UV2 as UV0 and UV1 respectively - just in case you're seeing something like that and it's causing confusion.

#

But if that's your lightmap, it's either going to be using your main UV or the secondary UV if you created one (manually or by auto generating lightmap UVs in Unity)

gleaming mica
#

If you are using probuilder I would recommend changing the pack margin to 40 in the preferances and have the lightmap texel resolution above 16 to avoid light leaking

#

Seems like your uv's aren't overlapping so that's all good

#

If you aren't using probuilder it's all good

#

It's free, you can download it from the package manager in the window tab at the top

#

And convert your objects to probuilder objects

#

I can explain better later but I'm on my phone during a seminar at college

crimson verge
#

so i'm trying to make my world light similar to that of the Avatar Testing! world, what i mean is the world will have an area that is pitch black for emmission testing, and an outside area where the avatar brightness is neutral (well lit, no shadows)
i've been trying to accomplish this using directional lights but i cant get some avatars to work right, poiyomi shader doesnt get dark in the dark room, xiexe shader does get dark but has shadows on it. But in the avatar testing world none of that happens. Can someone walk me through what i should be doing here? after about 2 or 3 hours of testing different lights and positions and mixed and baked and realtime combos, i cant get it right at all

#

i'm just trying to figure out how the avatar testing world got their lights to work so perfectly really

mint cipher
#

Are there any restrictions for objects with faces occupying the same place? Will this cause a lighting problem? do I need to move my objects away by 1 millimeter or something?

modest vapor
#

@mint cipher yes, move them very slighting away from each other

#

@crimson verge You mean in the closed room below the igloo ?

crimson verge
#

Yeah that one

#

How it's able to make your avatar blacked out and the room itself is dark too, I can't replicate that

#

@modest vapor

#

More specifically I can't replicate it while keeping the outside area well lit

modest vapor
#

Is your lighting baked ?

#

@crimson verge

crimson verge
#

From the one directional light I was using, I tested it with baked setting and it didn't give me the result I wanted

modest vapor
#

All lighting is baked in avatar testing afaik, which gives a lot more control

crimson verge
#

I was told by another friend to use baked lighting too but it still didn't let some shaders get dark in that area, only one that worked was xiexes shader

modest vapor
#

You'd need to bake lightprobes too

crimson verge
#

Oh hecc what exactly is that 0-0

modest vapor
#

But using toon lit shaders is probably an issue on its own

#

lightprobe is what a mesh takes baked lighting information from

crimson verge
#

Well that's the thing I just don't understand how it's an issue if it works just fine in the avatar testingg world and so many others xD

crimson verge
#

What sort of wizardry

modest vapor
#

then you were missing those

crimson verge
#

So then that basically tells the game to turn an avatars mesh darker in a specified area?

#

Like fake lighting?

modest vapor
#

not really, baking lights is half of the work

#

but the lighting info is on lightmaps for static meshes

#

but nowhere for non static objects

#

thats where lightprobes come in

crimson verge
#

Ok I don't really understand half of that but what I'm getting is that if I place some lightprobes and have them set up to make avatars darker in an area that has baked shadows in it, then I should get an effect like walking into a dark room?

crude verge
#

This is my world lighting settings which I suspect is causing my mirror to be all black.

supple loom
#

Did you add light probes?

crude verge
#

No.

#

What's that?

modest vapor
#

Same discussion as above ^

#

literally lulw

crude verge
#

Oh lol.

supple loom
#

Proper baked lighting needs light probes

crimson verge
#

Well I guess I'll look into some of that then

crude verge
#

I only used emission materials for lighting.

crimson verge
#

Oh god

modest vapor
#

if you use simple light probe placer, please delete it once you're done using the addon

supple loom
#

Nothing wrong with only emissions

#

Just add light probes

crimson verge
#

Wait what rubrick? Like delete from the project or scene?

modest vapor
#

project

#

or it'll cause errors that prevent upload

crimson verge
#

alright i'll try and see if i can do this

#

expect me to be back shortly

#

oh quick question

#

i do have a small spot light in the black room, meant to test shadow with spot lights, would that be affected by this light probe thing?, like if that area is going to make everyones avatar black appropriately, will that spot light be able to light them back up?

modest vapor
#

if you bake light probes there, yes

crude verge
#

I added probe light and the mirror is still black.

modest vapor
#

Did you bake them ?

#

rebake your lighting completely

crude verge
#

Yup.

supple loom
#

Can you show some pictures so we can actually see what's going on?

modest vapor
#

clear the previous one too

crude verge
#

Clear?

modest vapor
#

button right next to it

crude verge
#

I did that still same issue. I noticed a file called reflection probe. Is part of the issue.

crimson verge
#

ok so on my end after baking, is a 85mb file normal?

#

and will that account for world download size as well?

modest vapor
#

Depends on the world

#

Are they compressed ?

#

@crude verge Did you bake the reflection probe ? A screenshot of your scene would be good

crimson verge
#

how do i check that?

crude verge
#

Yup.

modest vapor
#

@crimson verge part of the lightmapping settings

crude verge
#

It loads really fast but I only have one mirror so I guess it's supposed to be fast.

crimson verge
#

i placed poiyomi on this cube to the right and its still not getting dark appropriately ;-;

#

one on left is standard

modest vapor
#

what are the shader settings

supple loom
#

Where are your light probes?

crimson verge
#

default like most everyone else will have it to

#

the probes are there they're hidden when i'm not selecting an object

calm forge
#

is that area shadowed by a real time light?

#

@crimson verge

modest vapor
#

yeah but default poiyomi might be set lit

crimson verge
#

only one light in the scene atm, directional lighting set to mixed for the baked lighting and light probe

modest vapor
#

it's a toon shader so

calm forge
#

because it's shadowed

#

it's not getting shadows cast on it

#

the vast majority of users hated having shadows cast by default

#

so it's off

modest vapor
#

mixed = realtime btw

calm forge
#

under lighting you can set receive casted shadows on

#

unity's shadows are super chunky most of the time and the majority of worlds are baked

#

so it's just off by default to avoid one million people complaining to me about bad low res unity shadows

crimson verge
#

ok but if its off by default then what i'm trying to figure out is how the whole avatar overall can still be affected by light and dark areas like in the avatar testing world

calm forge
#

baked lighting

#

it's not shadows

crimson verge
#

when i go there with a poiyomi shader i get dark in the dark area even if shadows arent casted

calm forge
#

it's just baked dark areas

#

no shadows involved

crimson verge
#

that's what i'm trying to set up here i thought?

modest vapor
#

Not with your current settings

crimson verge
#

then how do ;-;

modest vapor
#

poiyomi literally just told you how

crimson verge
#

you mean this lighting tab?

calm forge
#

you need to learn how to bake lighting

crimson verge
#

i had just watched a video on how to do it, it looked simple, did exactly what it told me, got this result that works perfectly with literally everything else

#

these two object are blending into the darkness just fine, they're light outside, but smooth transition into dark inside just like they're supposed to

modest vapor
#

don't use mixed, use baked

#

that'll avoid issues to begin with

crimson verge
#

alright rebaking

#

there got it now

tame crater
#

Anyone have any idea why the leaves on the ground and the leaves on the stump don't match in brightness? I'm sure it could be a dozen different things, but maybe its a common problem with a known solution. My current guesses are either the normals on the terrain and the normals on the stump don't match, or maybe the materials are different somehow, or this part of the terrain is being blended with another texture that's brighter.

#

Hm, unfortunately the leaves on the stump are being applied with some kinda "snow" shader to add them over the grass that's normally there, so perhaps that's why they're so much darker.

#

Hm again... Trying to change those materials has no effect on the terrain, suggesting its using a different material and shader somewhere.

#

So that seems to be the regular Unity terrain shader, but changing smoothness has no effect on reducing this "glare" I'm getting, and the two textures being blended there are fairly dark leaves and dirt.

tame crater
#

This is how it looks after I set the alpha channel of the diffuse texture to 0 for the two layers affecting that region:

#

Which looks a whole lot to me like the smoothness was turned down, but the smoothness slider of course, does nothing.

#

I think perhaps the issue here is the documentation and shader were updated to support HDRP but fail to mention that with the standard pipeline (URP?) the smoothness is taken from the diffuse texture.

#

Hm... I wonder if these settings will have any effect.

#

Either diffuse or specular gives the desired result. Though this may be because I set the alpha channel to 0 and diffuse may be the one I want.

#

Do you mean smoothness using the alpha channel? You should be able to use the legacy specular for that. I just set all the alpha to 0 so it doesn't show up now but I'm gonna reset that and see what changes.

#

So in my screenshot above, I set both of the ground textures at that location to be the same, because the blend just looked bad and I wanted to make sure the leaves themselves were blending right. But in those test images the leaves texture now has the alpha channel back to normal which is about 50% gray with some variation, and you can see the diffuse and specular both look good and different, but the new standard shader just looks bad. I'm not sure if that might have something to do with reflection probes in the scene however, since that shader made all those probes appear below the shader selection.

#

"if you set it to specular setup it disregards textures that shouldn't have specularity" --- I don't know what you mean here.

#

That's not the case though. The leaves in my scene don't look shiny with specular on.

#

Correct.

#

That is because no alpha channel = 1.0 alpha.

#

So the fix is to give it an alpha channel with 0 in it.

#

Normally, yes. But not on terrains.

#

Not neccesarily.

#

Exporting alpha in Photoshop is finicky.

#

There's like three or four ways to have alpha and only one gets exported right.

#

Well, still, I can't say for sure your PNG actually has an alpha channel that is set up right.

#

The path looks pretty matte to me. Same as right side.

#

Anyway, with TGA in photoshop at least, which is what these assets use, an alpha CHANNEL works. Though with PNG export... it might have to be the channel mask which has the alpha? I forget.

#

Just for anyone else who comes along and uses photoshop.

steel oasis
latent loom
#

maybe increase the lightmap resolution

#

im not too sure

#

also incrae the size

#

from 1024

#

to somethign higher

#

i see al these posts about light probes

#

tf is a lightprobe

rugged harness
#

More than likely it's that Lightmap Resolution. 20 Texels is pretty low. That's moreso if you're still trying to block out the light and not giving it a proper, final bake

tame crater
#

@latent loom A light probe is a point you place within your world. A single probe looks like a yellow sphere in the editor. A world will have many such probes, often laid out in a grid, though it is best to have them at sharp transitions of light and dark, like where the edges of shadows are. Unity samples the lighting surrounding each probe, and when it comes time to light players and objects as they move through the world, Unity interpolates the nearest probes to determine how bright or dark and what color the light is that is hitting your avatar from every direction. This is much faster than trying to calculate all the light that might be hitting the player by doing everything that's done when the probe is initially baked. There's also something called a reflection probe, which is basically the same concept, except these take spherical panoramas as each point and these are interpolated between to make your metallics reflect the world. If you have ever had something metal look black in a VRChat world, its probably because they didn't bake any reflection probes.

latent loom
#

Ah, I see. I've used reflection probes before, but never lightprobes. I heard about it once and never looked into it, just stuck to using baked lights and real time lights sparingly for specularity and dynamic objects. I see the pins have some good links . I might give them a read and switch over some of the lighting in my world to probes.

tame crater
#

Will trees on terrains bake with the built in lightmapper, or will I have to use something like bakery to get the job done there? I have bakery, I just wanted to do a quick test without setting that up to see what my framerate is with baked lightmaps vs one directional light casting shadows.

modest vapor
thick cloud
#

That shape looks awfully familiar...

tame crater
#

Can anyone show me what settings I need to use to bake shadows from trees onto my terrain? Nothing I do is working. I need to know what settings should be applied to the meshes in the prefab, what settings need to be set on the directional light, and what settings need to be set in the lightmapper. For now I only want baked lighting, no realtime lights. I would like to use shadowmasks eventually, but first I'm just trying to bake shadows because nothing I do aside from using a single directional real time light seems to work with my terrain.

thick adder
modest vapor
#

Show all your settings

supple loom
#

I would guess that the fireplace having a really emissive material doubling with the light itself when baked has a lot to do with it

proven locust
#

@tame crater set your trees as lightmap static

round moon
#

@earnest pine can we see what it looks like from an angle? Is that a 3d shape or 2d?

round moon
#

Mary is the whole rear hexagon emissive, or just the face?

#

If the whole thing is emissive I'm stumped, maybe the sides are too thin to shine enough light laterally to be visible.

round moon
#

If just the face is emissive then you need to add the emissive material to the sides as the wall is behind the face so it won't receive any light

round moon
#

Double check that the wall is static? (the #1 lighting culprit) ๐Ÿ˜‹

#

Well try making it thicker, if that works then it's the thinness, which maybe hopefully can be fixed by increasing the lighting cluster resolution on the wall ( copypaste on where to find:" called "lightmap Parameters" and you can find it here:ย Object -> Mesh Renderer -> Lightmap Settings (Right below "Prioritize Illumination").ย "

tame crater
#

So it turns out the reason I wasn't getting any lightmapping on my terrain was because I'd failed to do the most obvious thing, which is check "Lightmap Static" within the terrain settings. In my defense, this is only the second environment I've lightmapped, and the last was a year ago, and it didn't have terrains, so I didn't even realize that option even existed for terrains.

#

I suspect it has something to do with the light probes, but I'm not sure why it would get so bright, even if a probe were underground, unless perhaps it's seeing the sky under there...

#

Hm, no obviously underground light probes in that region. But I suppose it would be outside the light probe volume if that close to the ground...

#

Not sure why it wouldn't be using the nearest light probe in that case however.

#

The only option I see on the probe blending is use proxy volume. Maybe outside the light probe group it blends with the skybox probe that I think exists? Or maybe that's a reflection probe. Disabling reflection probes has no effect as I haven't calculated them.

little crescent
#

yo i just didnt give a crap about lighting

#

is there a way to make this look better that doesnt require rocket science

tame crater
#

Simply reducing the amount of ambient light would help a lot. You have almost no contrast between light and shadow. You don't need fancy baked lighting to make your lighting look good. In fact real time lighting can look better, but it's less performant.

tame crater
#

So in regards to my issue with the leaves above, one way of dealing with the issue I've found is not to use proxy volumes... Those are intended for big objects that cross multiple probes, but instead to use the "Anchor Override" on the mesh component, and create an empty game object above the leaves which they then reference for light. But there's gotta be a way to fix these light probes without trying to manually position them all nearly flush with the ground. I just gotta find it.

tame crater
#

I think I found the cause of my lighting issue... Turns out you can visualize which probes are affecting a given object... And when it's up off the ground and dark as it should be:

#

I'm not sure if that sphere on the object itself represents another probe that's moving with it, or what. Also, since this is a static object, you'd think there would be a way to give it its own probe to maximize the quality of the placement, and I'd swear I saw something about doing just that somewhere for trees automatically, but this is not a terrain object.

sour sentinel
#

So... I'm working on my first world and I'm habing a lot of problems with lighting. I turned the enviroment light to black to make it more moody and it also turns all the avatars black. Any way to have a world that isn't SUPER bright without making the avatars turn black?

modest vapor
#

Is it baked lighting ?

sour sentinel
#

I'll be honest, no clue. I don't think I put that in yet

crimson verge
#

quick little thing about baked lighting, after baking the lighting in a world, does anything happen if i turn the directional light it came from off? i'm just curious and will probably just leave it on

rugged harness
#

When you bake the lighting the lights themselves become irrelevant until you bake the lighting again. So disabling it after you've baked it will not change the appearance of the lighting.

crimson verge
#

ah that makes sense

#

also, when i bake my lights, all the platforms are smooth shadows but for some reason the one at the bottom there is the only one that seems super rough?

#

i think it has something to do with how this right here is a different block? same material though

#

oh hecc now my world in vrc makes the floor solid black huh

#

might it have something to do with the material? it uses legacy/ parallax specular

#

i'll convert to standard instead since i took off the specular anyway

crimson verge
#

Ok that fixed it

random oxide
#

@crimson verge Yeah the lighting is probably because it's a different block that is scaled differently and has therefore different lightmap resolution.

You can switch to Baked Lightmap view in the Scene Viewport to verify that. It shows the lightmap together with a checkerboard texture which gives you an idea how the resolution of the lightmap is.
It can probably be fixed/tweaked by adjusting the "Scale in Lightmap" Property of the Mesh Renderer.

drowsy violet
#

How does global illumination with video players work (I am using hangout player)?
I have everything set up, the player and the world.

sour sentinel
#

Guys. How do I make my world darker? Like, at default unity is quite bright. Is there no way to do that without changing ambient light? If so, is there any way to make light also light up characters?

tame crater
#

@rugged harness "When you bake the lighting the lights themselves become irrelevant until you bake the lighting again."

That's not entirely true. If you have mixed lighting enabled so you can have real time shadows cast from moving objects like your players, while the rest of the light is baked, you still need that directional light enabled.

#

@sour sentinel Your question doesn't make a lot of sense. If your world is bright it's because your lights, be them your directional light, or your ambient light, are bright. If you want to darken your world without changing the contrast between light and shadow, you can reduce the intensity of both. Will your players get darker as well? Sure. That's how light is supposed to work. If your players turn completely black when you remove all ambient light however, that means they're not being lit. Which means either you have no realtime lights enabled, or you have baked or mixed lighting, and no light probes.

#

Another option, if you don't want to change the brightness of all your lights for some reason, is to use post processing. Post processing can adjust the exposure.

#

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drowsy violet
rugged harness
#

@tame crater thats true, im just used to using entirely baked lighting for performance reasons. I forget theres multiple ways to set it up

tame crater
#

@drowsy violet What's the material settings for the car itself?

sour sentinel
#

I am quite sure I put on Real-time lighting and yet, this still happens.

supple loom
#

Mirrors have real time lighting disabled by default because of how expensive it is

#

You need to enable pixel lights on them if you want to see it on them

sour sentinel
#

Now it all makes sense! Thanks!

#

To think the fix was so easy...

cold crystal
#

so every time i bake this one material just doesnโ€™t have proper lighting at all.. itโ€™s just a plain white material nothing special, tried with or without tbe normal map, i have no idea what could be going wrong

modest vapor
#

You need to generate lightmap UVs

cold crystal
#

for that material or?

#

cause whatโ€™s what iโ€™m doing

#

and itโ€™s doing that

rugged harness
#

For the object. It's under the import settings.

#

On a similar note, does anyone know why generating lightmap UV's is giving me these super weird artifacts (big black pointy shape in the map)

modest vapor
#

@cold crystal For the mesh

#

lightmaps are for meshes

spare aurora
#

Not sure if this is the right channel for this, but I'm trying to get fog to apply globally. Currently it's only affecting some object, but not terrain/world/most objects. Any tip/trick to get it to work? Running SDK3 + 2018.4.20f1

modest vapor
#

@spare aurora What are the shaders on these objects ?

spare aurora
#

Looks like a mix. Legacy Shaders/Bumped Diffuse all seems to apply, while object with Standard (Specular) does not

modest vapor
#

legacy = not supported

spare aurora
#

Weird, those are the ones that are working, there must be something I missed to make it so fog isn't being applied to the standard shaders

modest vapor
#

if it's unity's fog then it should work by default

spare aurora
#

It is, and it's not, haha, unfortunately

#

Works in-editor, but not in VRC test

modest vapor
#

i'd need to see your entire scene

spare aurora
#

I'm very new, let me poke around some more, try with a brand new scene, all that. Thanks!

little crescent
#

does anyone know how to have many lights without them acting improperly?

modest vapor
#

you need to bake them

little crescent
#

can somone walk me through light baking

#

please

modest vapor
#

there is a tutorial pinned in this channel

little crescent
#

thanks for the video but it seems no matter what I do my lights never behave correctly

little crescent
#

especially because its such a massive map that testing such operations tends to take agonizingly long amounts of time

little crescent
modest vapor
#

environment lighting is probably black

#

also need 5 bounces

little crescent
#

wait

#

its just incredibly slow

modest vapor
#

buy Bakery gpu lightmapper lulw

little crescent
#

i mean this pain could probably be fine if I went through the trouble of neatly grouping the meshes of the city

#

but i just went with separating by material

modest vapor
#

it wouldn't make any difference

little crescent
#

I thought lightmaps depend on the uvs, and since they are overlapping wouldnt it be screwing it up?

#

is there a free version of gpu lightmapper

modest vapor
#

nope

#

but this pays for itself immediately

little crescent
#

but I have like, no income

#

and im probably going to use this thing like 1 tim

modest vapor
#

ah then unity lightmapper it is

#

reduce texels

#

and reduce scale on lightmap of mesh renderers

little crescent
#

will this significantly increase map loading times?

modest vapor
#

it will reduce lightmap size and number so yes

#

but enable lightmap compression @little crescent

little crescent
#

I have achieved an instance of bakery

#

so this should be faster correct/

#

?

modest vapor
#

not sure what that means

little crescent
#

does bakery bake super fast and with higher quality

#

Honestly Im not sure exactly what this does because although the description is pretty straightforward, unity has proven to be much more unpredictable than ue4 in my experience

#

I followed the basic wiki instructions and im expecting to see a baked as frick result

modest vapor
#

Yes, it bakes dozens of times faster and looks much better

little crescent
#

well fric

#

just waited an hour and a half for a barely lit scene

#

maaan

#

should have known a modern lighting plugin wouldnt work on a map for a completely different engine

#

now im super bummed out

modest vapor
#

It works the same way, you generate lightmap UVs, and then you change the settings of the bake, what did you chose ?

supple loom
#

You sure those unity lights aren't running on real time now since you baked with bakery?

#

Could explain random light leaks easily if that's the case

modest vapor
#

also wew that's a lot of lights, why do you need brown lights for ?

little crescent
#

im pretty sure the brown light was the directional light, when it rendered it appeared as a warmish color

modest vapor
weak jewel
#

So, do vrchat worlds only support forward rendering?

#

The reference camera is set to deferred, but it doesn't seem to keep that way ingame, at least in desktop mode.

tame crater
#

Is it possible to change the distance out to which dynamic shadows render, or is that out of our hands because we can't change the Unity Player settings?

modest vapor
#

@weak jewel nope

weak jewel
#

Aw... really sucks for my reflection probes lol

#

thanks for the response~

#

Now I know my limitations better

haughty wagon
#

@little crescent, I am not sure if you fixed this issue yet, but I have an advice for you.

#

Go to your Directional Light, set mode to Mixed, make objects that are supposed to stand in place static, decrease Shadow Strength on your Directional Light properties and use Enlighten baking if your map is big itself or uses high-scaled objects.

#

If you won't use Directional Light, you will keep ending up with such shadows.

cold crystal
#

so with bakery my light maps are huuuuge, is there a good way to compress them so i donโ€™t take up such a crazy amount of space ?

#

crunching seemed to do nothing

modest vapor
#

How many 4K lightmaps ?

#

Do you reduce scale on lightmaps on your mesh renderers ?

#

How many texels

cold crystal
#

i wouldnโ€™t know how many 4k, but each one is taking up maybe 15 mb. prob less now that i reduces texels in this past bake, this last one used 150 texels, i do not reduce scale but now that i know thatโ€™s a thing i will

#

iโ€™d lyk how many 4k if i wasnโ€™t away from the pc

modest vapor
#

That's way too much lmao

#

Interior scene should be about 40

#

Outdoor is 10-20 max

cold crystal
#

oh LOL

#

welp

#

thereโ€™s my problem

modest vapor
#

That's one for sure

cold crystal
modest vapor
#

I'm sure it's crisp as hell

#

But super overkill lulw

cold crystal
#

my build test was like

#

150 mb

#

and like 10mb of that is the model+textures

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LOL

drowsy violet
#

I'm trying to get Global Realtime Illumination (Realtime GI) to work, have the scene with baked lighting set up and a video plane with RealtimeEmissive Shading on the plane but it wont work no matter how bright i set it. Objects that should be lit are entirely set to static and have UV maps generated in import settings. Also the video plane is not set to be static, so they are considered dynamic.

supple loom
#
drowsy violet
#

I do

#

First picture is a static object that should receive Realtime GI, second picture is the video plane that is behind the actual video plane (that is set to not cast shadows)

supple loom
#

"This script needs to be attached to the GameObject that has the Renderer component which you want to apply effects to."

#

I haven't really used the component myself before but this sounds like you have it the other way around

drowsy violet
#

doing it the other way around doesnt seem to have an effect

#

the script was attached to the video player by default in the prefab, so the creator of the video player (hangout player) did it before, so it seems to be the right way

supple loom
#

Yeah that's true not sure then sadly I don't use realtime gi much

drowsy violet
#

i see

tame crater
#

@drowsy violet I see an error there: "Object's size in lightmap has reached max atlas size." I believe this error means that it can't generate a lightmap for that object, which you say is the object that should be receiving the light.

In your lighting settings, or in Bakery, there's a "lightmap resolution" or "texels per unit" setting, which specifies how many texels per meter you have on your objects, and a "lightmap size" or "max resolution" setting which defines the largest lightmap you can have, which is 4096. If the texels per unit and the size of the object combine to make a lightmap larger than your resolution, then you've got a problem. For example, a 512x512 terrain with a texels per unit of 8 would try to generate a lightmap which is 4096x4096 but if your max lightmap size is 2048, it won't fit.

So if the first image with the error is the object that is supposed to receive the lighting, and you do not want to lower your "texels per unit" for everything in the world by changing it in the lightmapping settings, you can try one of two things. Either make sure your max resolution for the lightmaps is 4096 and see if your object's lightmaps fit in that, OR, you can adjust "scale in lightmap" downward to reduce the number of texels per unit for that particular object, proportionally. Once that error is gone, try re-baking your lighting (for that one object if you can, I don't know if that's possible), and see if it now picks up the light like its supposed to. It could be the object is currently being mapped with older lightmapping you had before the error. Or maybe something else is going on.

drowsy violet
#

@tame crater first of all - i didnt notice that errors so thx xD
for me scaling down the lightmap helps to get rid of that error however it doesnt change the situation

#

i knew about the scaling feature but that isnt the issue

#

theres a car and the video plane, the cars lightmap scaling is now for every part set to be very low, the video emissive is super close and huge to see if it will do something (changing the size and closeness of the video emissive didnt help either yet)

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(its also ultra bright)

tame crater
#

Okay. Well, that's the limit of my knowledge regarding this. Hopefully someone knows what's going on. Perhaps @prisma radish might have a clue?

#

@drowsy violet Uh... have you tried setting the car's body to something other than black?

drowsy violet
#

yes

#

the only time it actually seems to be taking effect is whenever i put for example another white object next to it and use an actual realtime light source somewhere

tame crater
#

Okay, well I'd set it to like 50% gray if you're not sure if black or white will show the lighting if you get it working.

drowsy violet
#

its also not entirely black thats just because theres no light

#

x)

tame crater
#

No I mean in the material. The albedo is black.

drowsy violet
#

not entirely though

tame crater
#

Okay, but it could be dark enough that you don't see the effect if it's subtle for some reason. ๐Ÿ™‚

drowsy violet
#

i tried

#

placing down a realtime light source reveals that it would be working in general, its just more about the realtime emissive surface of the video screen not affecting it, using the standard materials for the video screen doesnt work either

frigid ibex
#

Does anyone know why my brightness in worlds is much brighter in destop than in Vr? When I test my world in desktop, it looks just like how it does in unity. But when in vr, the brightness is much higher. Is this something I need to fix in Unity or is it a setting within the game/my headset?

modest vapor
#

any screenshot of the difference ?

frigid ibex
#

Well here's the odd thing. In game it looks bright but when I take a screenshot it looks "normal" as in its no longer brighter than it should

spare aurora
#

Are you using fog? I fog looks 100% in editor, but once you're in VR it only applies to objects using the legacy shader (so, not much)

frigid ibex
#

No, I dont use fog. I do have post processing though

normal idol
#

Is there a quick way to fix my lights getting lighter or darker when avatars turn their head? I swear it's like a light show in some areas controlled by my neck.

rugged harness
#

Are you using Udon or sdk2. If you're using Udon you could check if the user is in VR and just adjust the post processing's exposure down a little. If you're using sdk2 then you're kinda stuck with what you have. The displays in headsets are much more vivid than your typical monitors so there will usually be differences.

frigid ibex
#

hmm, ok. This world is sdk2

#

Im not sure if its just me because a friend if mine said it was dark (like its supposed to be) but I dont see it as such

rugged harness
#

rip. What headset does you and your friend have? I used to have a CV1 and when I was testing out my dark af world I could see just fine because the headset handled darks very well thanks to the OLEDs

frigid ibex
#

I have a Cv1 and he has an index

rugged harness
#

Now with a Rift S it's a bit darker but it's still brighter than on my monitor.

frigid ibex
#

So it might be the headset

#

Yeah thats weird. I think it may have to be caused by the headset display. Cuz its fine on desktop

rugged harness
#

Yeah that's just a difference in displays you may have to overlook. That or you can try darkening the world even further or using something like eye adaption/auto exposure to bring a nice balance in.

frigid ibex
#

I did try darkening it, but the changes werent that visable in VR and on desktop is was way too dark lol

#

Guess it will just stay as it is

rugged harness
#

Shame, looks pretty when it's dark

normal idol
#

Is there something I should be looking for to deal with the lighting changing based on the rotation of the player or is that just a quirk of VRChat? It doesn't really show up in well-lit areas but it tends to happen in darker spots.

modest vapor
#

@frigid ibex Which post processing effects are you using ?

#

@normal idol light baking

frigid ibex
#

Im updating the world rn so I will post a screenshot when its done

normal idol
#

So should I enable Baked Global Illumination? The tutorial I was looking at seemed to say to disable it but that looked old. I baked a reflection probe but there seems to be a lot of different contexts for baking so is there a resource that covers all of the things that need to be baked?

#

Hitting the generate lighting button gave me a light map but now the world is dark so I don't know if that is progress.

frigid ibex
modest vapor
#

Make sure to follow some of the guidelines

frigid ibex
#

okay

proven locust
#

@frigid ibex Do you have a Rift? OLED displays make darks much clearer; a nightmare for making good universal post profiles

frigid ibex
#

Yes. I have the original rift, Cv1

proven locust
#

thats just the nature of it then, you can make different world post profiles based on which headset people have with udon, otherwise its hard to be satisfied with overbrightened dark areas ๐Ÿ˜›

tame crater
#

How come in this view of lightmap indices, one of my detail objects, the grass, is visible? There's lots of other grass and flowers on the terrain which do not show up in this view which makes me think these are being lightmapped but they don't seem to be set that way.

graceful tartan
modest vapor
#

@graceful tartan use auto filtering, 4k lightmap size, compress, more bounces

#

also why do you need 10 padding ?

graceful tartan
#

I dont know if i do. i was just changing stuff around to see if anything would fix it.

tame crater
#

So I have these rocks on my terrain. I want them to cast shadows on the terrain's lightmap, but not be lightmapped themsevles.

#

If I hover over the Lightmap Static checkbox it says with it checked the object "will be present in lightmapping calculations". And I want it to be present... For the purposes of casting shadows, but not for the purposes of being lit. In addition, there is a Cast Shadows checkbox. And there is a Scale in lightmap parameter when I check Lightmap Static.

#

So am I understanding things right, that for it to cast shadows on the terrain, BOTH cast shadows AND lightmap static have to be checked?

#

Futhermore, to prevent it from being lightmapped, do I just set the lightmap scale to 0?

#

Finally, if all that is true, what is the purpose of Lightmap Static under the static checkbox up top in the inspector?

graceful tartan
#

@modest vapor that lightmap size 4k has help, thanks!

normal idol
#

What might be causing this effect with my lightmap? My walls are made up of a bunch of panels that fit together cleanly but the vertices aren't welded, is that what is leading to all this weird noise? The floor and outer walls look fine.

#

The panels are mapped and materials tile cleanly but the lightmap UVs are a mess.

normal idol
edgy forum
#

@normal idol Looks like overlapping lightmap UVs to me

normal idol
#

Thanks, welding the vertices seems to have fixed it. Now it gives me an error for overlapping UVs (presumably because all of my panel UVs got merged when I joined the models and merged vertices) but it looks fine and seems to have resolved the lightmap issue so I guess I won't question it.

#

New problem: The walls look perfectly fine inside of Unity but are completely black inside of VRChat. Any thoughts on that one?

#

Even the walls that didn't have the UV issues are black. I assume I should be able to disable my lights after the bake? That seems to work fine in Unity, anyway.

tame crater
#

@normal idol When you import a model there is a checkbox to generate lightmap UV's. You may want to check that even if it seems like your fix worked. I don't know what's causing the lights not to work at all in the game though.

normal idol
#

I have generate lightmap UVs enabled for all my statics. Is it possible that VRChat doesn't support some of the settings I have enabled like the global illumination?

normal idol
#

Now when I went to open up Unity after changing nothing with a bake that looked fine (at least in Unity) and my scene is pure white where most of my lights are. I guess I'll clear the bake and try again.

#

Might it have something to do with reflection probes? I baked one of those but I didn't really know what I was doing there.

midnight ruin
#

How should I go about adding light probes to an open-air map? I don't particularly care about how the environment looks, but I want dynamic objects and players to look right.

normal idol
#

I would just make a grid but that's probably not the optimal solution.

#

So with some help, I finally managed to get the lightmapping looking good in my world but now I'd really like to be able to turn off the lights. Is there any way to accomplish this on Quest? I was thinking about just using post-processing but that isn't supported and I don't know if the other techniques I've seen are either.

normal idol
#

I got it done by using two different versions of the world stacked on top of each other with a script to toggle visibility. Now everything looks great except avatars tend to go pure black in the darker areas, even though they're still far from being in complete darkness. Any tips for setting up my light probe group or whatever else might fix this? Do avatars just tend to go matte black whenever the light levels go below a certain level?

midnight ruin
#

and now my mirror is completely borked, how should I fix this? in game it just does the stacking thing like there's nothing to display there.

#

i seem to have so many problems with this world...

astral pawn
#

So i'm trying to do these area lights to span these red bars

#

But when I build and test, this is all that happens

#

๐Ÿ˜•

#

Tips?

rugged harness
#

Are you baking the lighting? Area lights aren't realtime if I remember correctly. So if you didn't bake them then they wouldn't show up at all.

astral pawn
#

Yeah these are Baked only

rugged harness
#

Oh well I guess they wouldn't show up at all even in the viewport if you didn't bake them. Do you have any console errors?

astral pawn
#

Nope

#

The lights are showing up when I hit play if thats what you mean by viewport though

rugged harness
#

Sorta. But if you hit play and they're still there then it should be working. Try saving the project and reopening Unity if you haven't already, then building and testing again.

#

If that doesn't do anything then manually clearing your cache may force it to apply the update.

astral pawn
#

Yeah that didnt do anything

#

hm

modest vapor
#

@astral pawn what do your lightmaps look like

astral pawn
#

the settings?

modest vapor
#

the actual lightmaps

astral pawn
modest vapor
#

Do you use realtime GI ?

astral pawn
#

Like the ambient mode?

#

Sorry, brand new to this ๐Ÿ˜…

modest vapor
#

in your lightmapping settings

#

better not enable stuff you don't use

supple loom
#

It's enabled by default usually

astral pawn
#

ahh yes its enabled

modest vapor
#

Unity defaults sweat

astral pawn
#

Disable it then and see what happens?

supple loom
#

@midnight ruin if that mirror is a custom mesh it needs to be setup in a specific way otherwise it won't render properly easier to just use a default quad

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You could though not sure if it'll make a difference

astral pawn
#

Didn't

#

F

midnight ruin
#

It's just a generic unity plane, i'll try a quad

supple loom
#

Plane should work as well though quad is much better

midnight ruin
#

That fixed it!

#

thank you so much

supple loom
#

Hmm I thought plane would work as well interesting and good to know

midnight ruin
#

It clips the bottom half and freaks out

supple loom
#

Oh yeah I see why

#

The axis are wrong for it to work

midnight ruin
#

that makes sense

supple loom
#

The same issue as I mentioned above with custom meshes

#

@astral pawn can you show the gameobject of the mesh that goes black

astral pawn
#

Its not exactly going black, there's just no lighting hitting it which makes it dark, but yeah

supple loom
#

What if you try using CPU Lightmapper?

astral pawn
#

Currently using GPU but i can swtich

supple loom
#

Yeah that's why I was asking

astral pawn
#

ok lemme build

#

still no light ingame

modest vapor
supple loom
#

Oh

#

Yeah that doesn't support lightmapping from what I remember

#

Good catch Ruuubick

modest vapor
#

that's usually my third question after settings and console errors lulw

supple loom
#

I had that problem when I was baking my lights for first time ever ๐Ÿ˜…

astral pawn
#

So I should change that tooooo

supple loom
#

To Standard

astral pawn
#

did and tested that too

#

no dice

supple loom
#

It's a move to the correct direction though

astral pawn
#

๐Ÿ‘ hm

supple loom
#

Unless you have a specific use case for using a legacy shader you should just use standard or the one's that vrchat offers with the sdk

modest vapor
#

Is there really nothing in the unity console ?

astral pawn
#

ayee it fixed it

#

There was

#

did something inbetween that make a ton of errors

#

yall are G's

#

โค๏ธ

shadow trail
#

what layer are the white tracker balls under?

#

Their not affected by my avatar brightness slider

karmic marten
#

I really need help understanding what I am doing wrong with lighting. I wanted to use Bakery so I got it, but the world I want to use it in isn't working. No light is showing anywhere. I'm pretty smart at understanding how things work and I am completely lost here. I have even made test scenes and got the lighting to work beautify. I just need someone with understanding to help me figure out why I can't get it working in my original scene

modest vapor
#

You've got an nvidia GPU right ?

karmic marten
#

Yes GTX 1080

modest vapor
#

ok, post a few screenshots of your scene, bakery settings and console

modest vapor
#

the first error is most likely due to having two pipeline managers

#

fix that so you can upload

karmic marten
#

Okay!

modest vapor
#

Also switch Bakery to experimental

#

Use Xatlas for UV unwrapper

#

turn down texels to 40, min resolution to 1024, 5 bounces, 64 samples, turn on AO since it's pretty nice

#

and you can disable terrain optimization and increase tile size to max

karmic marten
#

Okay I set that. ^-^

#

Testing now, Does it matter that I I have custom shaders like Poiyomi? I was wondering this and the first thing I tried was changing main ground to the standard shader

modest vapor
#

uh yes, don't use avatar shaders

karmic marten
#

Ahhh, didn't run into any issues using normal unity lighting. But I switched the shader back to test, also I'm trying to enter objects into the other working scene. Unfortunately after a long render the map was still dark.

modest vapor
#

render time should not be that long

#

Can you show the results ?

#

you can reduce texels to 10 and bounces to 1 for now, and change it back when we know it works

karmic marten
#

Hmm, I might of found the issue. The shader may have changed but I might of had a slight light emission on some objects that might be causing the issue. Testing now with the shader set correctly on everything.

karmic marten
normal idol
#

What might be causing my avatars to turn into black silhouettes in certain areas? These areas tend to have lower light but they aren't exceptionally dark and my light probe grid is pretty dense in these areas. I thought it might be the avatar material because some avatars light up under any conditions (I assume they have some sort of emission) but while switching from the diffuse shader to standard light with some smoothness does cause their contours to be visible, they appear grey like their albedo has been completely washed out.

modest vapor
#

You can check individual probes in areas by creating a new cube and moving it around

normal idol
#

So it might be too many probes in the wrong areas that's causing it? I sort of assumed the more points I was giving it, the better.

modest vapor
#

really depends on the scene

#

i can't make many guesses without seeing it

normal idol
#

Would a screenshot of the room where I'm having the trouble suffice?

modest vapor
#

Sure

normal idol
#

There's a spot near the wall with the mirror where they're lit and then they quickly transition to pure black outside of that area.

#

Not immediately but over the course of maybe 3 feet

modest vapor
#

what do the light probes in the area look like ?

#

You can see them all by going all the way down in lighting menu > debug settings and enable all cells

normal idol
modest vapor
#

don't select the light probe group though

#

otherwise it doesn't show their light information

normal idol
modest vapor
#

correct

normal idol
#

So just move them around until they aren't like that?

modest vapor
#

well, check the console in case there's something about it

#

otherwise yeah you can move them closer inside the room to see if it helps

#

if not they might be occluded by something

normal idol
#

So it's not possible to see their light information while editing them? You have to leave that view to update the lighting info?

modest vapor
#

well i don't know it works with progressive but i'm pretty sure it's all done at the end of the bake regardless

#

with bakery they could be baked on their own though

normal idol
#

Oh, okay, so I would have to bake and then check. That's tedious but good to know. Thanks!

modest vapor
#

You can bake at a much lower quality to speed it up a lot, then check if there's any difference

normal idol
#

I think I see the issue. I've been baking 2 different lightmaps by parenting the entire world to 2 different empties and then moving them to different points in space for the bake. It seems like I have another version of light probes at the position I do the bake that has the correct data but I can't seem to select those probes or find them in the hierarchy.

#

And they don't seem to inherit the position of the empty even though they're parented to it.

modest vapor
#

Can't move the light probe group either ?

normal idol
#

Can't even select it. It doesn't seem to exist according to the hierarchy.

#

Is there any way to make them truly separate? I have 3 different groups but they all seem connected. I don't know if that actually affects anything. I can remake the light probes, I just don't understand this problem.

modest vapor
#

Why do you need to move the pieces away ?

#

I'd get it if they had to be far away, but then you're reconnecting them after so I'm confused

normal idol
#

I need two bakes, one bright light and one low light so if I baked them both at the same position, then the one bake would overwrite the other. Also that's what I took from the tutorial I was using. I guess it might work if I disabled the visibility of one of my variants while doing the bake so long as I could also turn off the visibility of the associated light probes. Should I try that?

modest vapor
#

I'm not sure what you mean by two bakes

#

The light intensity is determined by your lights in the scene

normal idol
#

So I need low light and bright lights. If I set the lights to be bright and bake, that will bake in bright lights. If I then turn off those bright lights and bake with low lights, then the low lights will be baked in. I don't know how to simultaneously bake two sets of lighting on two different models at the same position in the same bake. Maybe I should explain my approach, basically I'm simulating a lighting change by swapping out the visibility of a duplicate world baked under different lights. Sorry if I didn't make that clear initially, my understanding is that's how you handle this problem.

#

So what I've done is duplicate the model with the different lighting conditions, put a cube between them so the bakes won't interfere and then put them back in the same position so they can be toggled with a button

modest vapor
#

Oh, I see, I that case it'd be better to teleport the player rather than the world

#

Just have a duplicate of the entire world somewhere else that you enable and disable at will when you teleport

#

Less headache inducing

normal idol
#

But how can I ensure the player is teleported to exactly the right point in space relative to where they started? Just having a trigger that would send them to some point in the other world wouldn't really be very seamless. It actually works quite well aside from the light probe issue.

modest vapor
#

There's systems for seamless teleporting, and I'm certain there's a way in SDK to keep track of the player and copy it at another spot, but I'm not aware of how. I just think that light probes can't be moved at runtime at least

#

But I've never seen anyone attempt what you're doing before

#

So there's not really any precedent

normal idol
#

Well I'm not moving them at runtime, I'm parenting them to the duplicate version of my world that has been moved, baking, and then trying to move them back, but it seems as though they may not be able to be moved after baking. Worst case scenario I guess I can use an emissive avatar that would ignore the light probe data but that would be unfortunate for a horror experience.

#

It's kind of surprising that no one has attempted this, dropping the lights is pretty important in a lot of horror experiences.

#

And it works pretty well, minus the avatars. One option might just be to put some dim lights in the area that I'll be swapping out when I do the bake at the origin, then bake the other world down below and just let it use the light probes from the other bake that I didn't move. Not sure if that makes sense, it's late and I've been working on this too long but it makes sense in my head. I'll try it and report back.

normal idol
#

That more or less worked, basically just used the light probes from the bake with all the lights on and used the statics from the version with the lights off when a button is pressed. The one major trade off is now the avatars are too bright when it transitions from light to dark but they don't spend long in that area and that's preferable to the avatars being completely black when it gets dark. This strategy wouldn't work so well in open worlds but this is a linear theatrical experience I'm working on.

stiff holly
#

So im trying to bake the lighting in my world but its ending up like this, can anyone help with this?

safe ridge
#

Perhaps the wall divided into squares that overlap on the UV so when light is baked it looks like it repeats? Did you tick "Generate Lightmap UVs" in model import settings @stiff holly ?

proven locust
#

this ^

mint cipher
#

can somebody help me with a vrc world very quick simple question: When i wanted to upload it i pressed the automatic ligh thingy but i dont want it where do i turn it off or like where are the options for it? ayaka

#

i mean lighting settings

#

@ me

stiff holly
#

@safe ridge I just exported it strait from blender into the assets file of the project, were would I find this to make sure if its checked or not?

safe ridge
#

@stiff holly In Unity->Asset folder->select asset->Inspector(on the right of the screen by default I believe)->model->Generate Lightmap UVs

stiff holly
#

@safe ridge I checked and it is not checked, will try turning it on

safe ridge
#

Checking it on will make Unity generate different UV map. You shouldn't have any overlapping parts in it but you may need to change some settings to make lightmap look good like changing texels per unit, light bounces or changing scale of individual objects they will be taking on the lightmap for best results

stiff holly
#

Ah thank you very much! it did help out a lot just need to mess with some of the settings but again thank you so much!

steel hatch
#

ugh i still need baking help

#

suppose to look like this first pic.. second pic is before i bake

#

what it looks like after i bake

proven locust
#

increase lightmap resolution

steel hatch
#

i need the walls to actually be white and not grey

proven locust
#

i can see each texel rn, you have like 30x30 pixels of lightmap in that screenshot lol