#world-lighting

4 messages · Page 14 of 1

steel hatch
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wha should i change it to

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it was pretty low

proven locust
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UP

steel hatch
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i turned it to 20...

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in the baking bar it just sits there witht he word baking... in it instead of all the numbers

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ive left it to bake over night before and it still shows the word baking instead of all the numbers i dont get it. ive gone though all thesettinsg to make it not do that

proven locust
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progressive lightmapper is kind of a nightmare

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jump on the bakery train ASAP

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most my worlds lighting is between 60-120; but those are interior scenes that need fine detail

steel hatch
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so is it normal to just set a baking..

mint cipher
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I set my settings so much high that my baking ETA is 2:30 hours

steel hatch
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only 2 in a half hours?

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mine takes over night or 2 days idk what im doing wrog

mint cipher
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But my world is a 14x14ft room

steel hatch
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i dont have stuff turned up high either

mint cipher
mint cipher
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And here I am 2 hours later with a even more ugly lighting. I hate lighting in unity more than anything in my life.

modest vapor
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Did you follow any guide/tutorial ?

mint cipher
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No

modest vapor
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Why not

mint cipher
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Recommend me any guide / tutorial that is good

modest vapor
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It's literally pinned in this channel

mint cipher
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Of course you guys pinned a 35 $ asset

modest vapor
proven locust
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@mint cipher i understand

mint cipher
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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
@mint cipher this one

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where can i find the lighting settings

flint path
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Window/Rendering/Lighting Settings

mint cipher
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thank uuu

flint path
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👍

tired trail
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I've seen rooms where you can locally adjust the brightness (the light) like that, but I can't find anything on youtube on how I could make that. Does anyone know of a tutorial on how to do just that? I don't like the idea of just having a button for day and night mode to decide (which was the only option I found in a tutorial) 😅

haughty bough
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You use UI sliders to control settings form the Post Processing.

tired trail
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Thx

tired trail
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I managed to put a slider in and to make it change the light intensity in unity. Starting a test build or clicking play in unity, I can move the slider, but the light brightness stays the same (Layer is on Default now, not UI as shown)

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Am I missing something that it doesn't work?

haughty bough
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If you manually change the light settings, do you see changes?

tired trail
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Yes, but the light still stays the same when I change it on the slider when clicking play or doing this in test build

haughty bough
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so light works, did you check your main camera that it is referencing it in the canvas?

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Oh wait, if you have not done that, you would not be able to move the slider in game, which you can hmm

tired trail
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Might there be a script I need to add for it to work? I don't have any idea on how I could solve this. But thanks for trying anyway @haughty bough ;-;

haughty bough
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@tired trail No scripts. I just made a quick test and it works for me. canvas, world space, reference camera added, VRC_UI Shape, Slider: On value change - Light.intensity (dynamic float) I am able to both move the slider and see their changes on both Unity´s "GAME" tab and on game (build and test) (moving slider on inspector and scene view will not work) i dont know what your problem might be. Is the light being controlled by an animation? Or something else?

tired trail
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Let me see

tired trail
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I cleared the baked data and now it seems like I can change it. Not as dark as I would like, but I can change it :)

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Now I just need to find out how to make it darker, as it's not dark enough when I lower the brightness to 0

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Do I maybe I need to change something in the mesh renderer?

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I think I found it. Changed Light Probes in Mesh Renderer to custom provided
It works! 😆

crimson verge
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any idea why after baking lights, all of my lights in the world bake white instead of orange?

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supposed to look like this

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but they become white after baking?

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the lights are set to bake, if i set them to realtime they seem ok but then they arent baking

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here are my settings if that helps

modest vapor
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@crimson verge Unity 2018 doesn't let you bake light you bake light temperature

crimson verge
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ah ok thank you

modest vapor
crimson verge
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ooooo

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i just changed them all to similar colors myself but thanks anyway

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didnt know that was a thing i

mint cipher
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@modest vapor I concluded that the best thing to do was to completely remodel the bed and the lamp with better UVs. I followed Xiexe's lighting tutorial. Skipping only the post-processing part and rendering priorities. Using the settings he says to use for lighting his worlds, my lighting improved and worsened at the same time. It looks more realistic but at the same time of very low quality. What do I do?

modest vapor
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Can you show your lighting bake settings ?

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I also assume you generated lightmap UVs

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@mint cipher

mint cipher
modest vapor
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Disable realtime global illumination, raise lightmap size to 4k, also you have no skybox or sun ? Is the room fully enclosed ? Not sure why the ambient mode for environment lighting is set to realtime

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Did you generate lightmap UVs ?

mint cipher
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I don't know either, unless I missed something, Xiexe's doesn't show this part of the menu. But 4k will triple the size of my world. No skymap or sun. Not only is my room a single mesh completely enclosed, it is also 5.5 inches thick. If generating lightmap UVs is something inside Unity, no. But all my objects have a layer2 with a UV that fits inside the tile.

mint cipher
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I set to 4k, it hasn't changed much, maybe it got worse

modest vapor
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yeah sadly xiexe's tutorial missed the uv lightmap part

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You need to select your mesh assets and enable that in the model's options

steel hatch
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what would be causig my baking to do this

edgy forum
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Generated lightmap UVs?

steel hatch
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ya i did

edgy forum
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Hm, you using Enlighten or Progressive Lightmapper?

steel hatch
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ive tried all but this time im doign progressive lightmapper

edgy forum
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CPU or GPU mode?

steel hatch
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cpu this go around

edgy forum
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Hmm, that is odd. GPU mode is broken in 2018 btw, gives artifacts just like that

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Try clearing all baked data, then clearing the GI cache (edit→preferences→GI)

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Maybe restart unity for fun

steel hatch
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ive been doing that to

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uuuugh haha

edgy forum
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And you're absolutely certain that it has valid lightmap UVs? I know I once had this problem and spent about half an hour trying to figure it out only to find the lightmap UVs hadn't stayed ticked for some daft reason.

steel hatch
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look at this stupid shit haha

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how can i tell if it has valid lightmaps

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uuuuuhhh

edgy forum
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Easiest way is to tick generate lightmap UVs in the model's view in the inspector

steel hatch
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that means no lightmaps huh

edgy forum
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Yeah probably

steel hatch
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mother f*cker

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welp

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ok!!

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so its just a pile of poop then i cant do nothign with it... no way i can have this room in vrc with real time lighting

modest vapor
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"tick generate lightmap UVs in the model's view in the inspector"

edgy forum
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Nah, select the fbx and in the inspector tick generate lightmap UVs (right down at the bottom) and possibly wait a while, then bake light again and you'll be good.

steel hatch
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is this not right?

edgy forum
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That looks okay to me

steel hatch
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thats the settings i had when i baked

supple loom
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Honestly with that model I can see unity just not generating the lightmap uvs properly

steel hatch
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just to big?

edgy forum
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That is also possible, in which case you'd need to run it through blender or something and have that generate some valid lightmap UVs.

steel hatch
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no idea how to do that

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oh well

edgy forum
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Slam it into blender, select everything, space bar, search for lightmap pack.
Selection: Selected Mesh Object
Share tex space: disabled
New UV Map: enabled
New Image: doesn't matter

Press okay and wait quite a while. Maybe go have dinner or contemplate the meaning of lobsters or something.
When it's done export as an fbx or whatever and see how that goes.

crimson verge
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i wanted to try using AO because it looks really nice in many parts of this map, but for only these two parts of my world, the walls and the sand, the edges of the mesh get these dark shadow edges after baking

modest vapor
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Disable realtime GI and set environment lighting to baked

crimson verge
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from what i can gather online, i'm kinda hecced unless i do a higher resolution lightmap?

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o lemme try that

modest vapor
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lighmap size to 4k

crimson verge
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you mean environment ambient mode to baked?

modest vapor
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yep

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You should use color instead of skybox as well

crimson verge
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ok switching the ambient mode made shadows in my map pitch black

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any way to not have them be that dark?

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wait i should rebake it might just be for the moment

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ok before i rebake it i have another issue

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rock is bright as hecc

modest vapor
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Does everything have generated lightmap UVs and is static ?

crimson verge
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they are static, where do i check generate lightmap uv's

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i swear i saw it earlier

modest vapor
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on the asset itself, model settings

crimson verge
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it's a prefab does that matter?

modest vapor
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yep

crimson verge
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uhhhhhhhhhh

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i cant find the model options panel it just lets me go to prefab and its not there either

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i think it may be a material issue

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ok it was

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and for the lightmap res to 4k wont that drastically increase filesize?

proven locust
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no

modest vapor
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Depends how many lightmaps your originally had

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if you can fit it all in 2K that's good

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but doubtful

crimson verge
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i was just trying to keep the filesize down under 100mb overall

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this is gonna take a bit to bake i'll let you know if it fixed issues

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i do have a unity question i want to ask, is there a place in this discord to do that?

modest vapor
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you can ask here

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Did you crunch compress your textures ?

crimson verge
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the textures for the wall are not crunched no

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should they be?

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what does that do actually

modest vapor
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Use that tool and compress all with 2K limit

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crunch compression is an algorithm that reduced the texture file size while keeping the same quality

crimson verge
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should i cancel baking process?

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or can this be done after?

modest vapor
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can be done after

crimson verge
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alright 5 minutes left

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also, for this tool, it will raise every texture in my project back to 2k if i do it that way?

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because right now everything imaginable is 512 res

modest vapor
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No it sets the max to 2K

crimson verge
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ah ok

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but it will crunch everything else as well?

modest vapor
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yep, everything used in your scene

crimson verge
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gotcha

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ok the baking is done, that side of the map looks much much better, the shadow edges are gone

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but theres new ones now?

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they werent there before i'm confused lol

modest vapor
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Are these pieces not joined ?

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Could be your AO

crimson verge
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they're all vertex snapped together

modest vapor
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🤢

crimson verge
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other parts of the same sand area look fine

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yeah i know it's not together in one mesh, it was a kit

modest vapor
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not merging vertices is asking for artifacts

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Could easily export to blender and fix

crimson verge
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i suppose i could

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if i got time another day i'll try that

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for now only option is to turn off AO?

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also i'm just now somehow noticing the map overall is way brighter than it was before

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any way to get this back to a darker setup?

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it may just be the terrain that isnt darkenning up properly

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i'm not sure how to describe it

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no that's not it because the shadows in sand are lighter too

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figured it ou

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i never changed ambient color after changing it to the source for enviro lighting

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ok thank you for the help i'll be back sometime tomorrow trying to figure out how to do another easy thing in udon that i cant figure out for some reason

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next time it's grabbing items lol

mint cipher
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You need to select your mesh assets and enable that in the model's options
@modest vapor Done, there was a worsening in more than one object

modest vapor
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I have no clue in that case, i don't know where the assets are from taurishrug

mint cipher
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I modeled them lol

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What do you need to know?

modest vapor
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Where the seams on the meshes are, if there's any doubles

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Did you try making custom lightmap UVs in blender at first ?

mint cipher
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Did you try making custom lightmap UVs in blender at first ?
@modest vapor All the objects in my scene have lightmaps UVs

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You can see "Map channel 2" in the right/bottom corner

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I don't use blender at all, I use wonderful software called RizomUV and 3DS Max

modest vapor
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@mint cipher If the UVs overlap then it'll break

fluid mirage
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any idea why a map will have post processing work just fine in unity, but not work in game?

mint cipher
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@mint cipher If the UVs overlap then it'll break
@modest vapor But they don't '-'

modest vapor
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Where's the other side of the pillow ?

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@fluid mirage Did you assign the reference camera in your vrc world ?

fluid mirage
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I figured it out.

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yeah

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that was it

mint cipher
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Where's the other side of the pillow ?
@modest vapor you are looking at both sides

modest vapor
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In that case i don't know, Maya and co have their own weird export workflow and it's inconsistent

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blender works out of the box so taurishrug

quasi hedge
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Almost looks like it's ignoring your lightmap UV, and doing it's own thing because it doesn't even look like the seam is where you have seam shadows. Does 3DS Max count 0 as a UV channel so "Map Channel: 2" would actually mean the third UV set?

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@astral stratus - ^^ didn't we have a similar issue with an asset before? I think it ended up being some weird bug that happened during round-tripping between Maya and Rizom, but you'd remember it better than me

modest vapor
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"In my somewhat limited experience with this, I've found that - in max - your material has to have a texture assigned to each channel when exporting, even though the FBX exporter only seems to export the texture from one channel.

It seems as though if you don't do this, the FBX exporter deems the 2nd channel UVs to be irrelevant, and doesn't include them in the export.

Next, once you've successfully got the models into Unity with both UV coord layers intact, you need to use a shader which supports mapping the lightmap textures to the 2nd layer of UVs. There's a family of "Lightmapped" shaders built in to unity, so select whichever best suits your requirements:"

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relevant ?

quasi hedge
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that does sound like some legacy bug Autodesk would never fix so I wouldn't doubt if that was the case 😎

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Although, wouldn't make sense if they're exporting their final mesh from Rizom

modest vapor
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if it's also 0,1,2 it could be discarded in unity ?

quasi hedge
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Yea, Unity would read channel 1 as the LM UV if channel 0 existed

mint cipher
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Although, wouldn't make sense if they're exporting their final mesh from Rizom
@quasi hedge The thing is that I hate Unity, I only work on Unity as little as necessary. So I model my meshs, export each one separately, do my UVs on Rizom, import back to 3DS max, add everything I need, even empty objects and lights. And then I import into Unity as a single .fbx Depending on the necessary change, all I need to do is reimport the .fbx, without suffering from Unity's endless difficulties.

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And I don’t use blender because I’ve been using 3DS max since I’ve known myself, it doesn’t make sense to switch.

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relevant ?
@modest vapor Maybe, i have to try

quasi hedge
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I meant the Autodesk exporter bug that Ruuu mentioned wouldn't apply if you were exporting final geo from Rizom, not that it was a bad idea or anything!

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having a love-hate relationship with Unity is probably a de facto prerequisite of working in it at this point, but it'd definitely save you time doing stuff like blockouts + lighting in the engine

astral stratus
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When I had this issue with the asset previously I think changing the UV sets around was what ended up fixing it. Unity was reading an accidental secondary UV set as the one for the lightmaps. In Rizom you can check the uv sets and swap between them to see if there is one with UVs that sort of match up to the issue you’re having. It should be down at the right bottom corner if you havent messed around with the UI

crimson verge
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new strange lighting issue here

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for some reason the wall on the right seems to be getting shadows but not AO, the wall on the left is getting shadows and AO, makes the sides by the rock look funny

modest vapor
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are you sure it's baked RuuuThunk

crimson verge
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yeah it is

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i'm not sure what is goin on lol

modest vapor
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can you check the lightmap it's on and look for where the AO should be

crimson verge
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oh hecc wait i started baking again give me a bit

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ok it finished baking and its still there

modest vapor
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then check the lightmap manually

crimson verge
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i'm not really sure what i should be looking for here

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oh you know what i think it's definitely there

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on the bottom left of the yellow highlights, the one with a bit of green, it's that wall sideways, and i can see theres a large shadow on it

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ah i see what happened i switched the world light to realtime to try and get shadows on the terrain, because having them baked in was like half a gigabyte

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switching back to baked fixes

steel hatch
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im still having issues baking.. this is a whole new model and its still baking like this.. all the squares on the walls and floor idk if its my settings or what but i need help!

modest vapor
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Did you generate lightmap UVs yet

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We've suggested it a few times

steel hatch
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yes.... im literally doing everything you guys say

modest vapor
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Nothing in your console ?

steel hatch
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just this

modest vapor
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Do you have any lightmaps created when you check the lightmap window in Lighting menu ?

steel hatch
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everytime i try and bake now it shuts unity down , it closes it self and theres no red errors

spare aurora
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@steel hatch Same thing happens to me, but I'm 99% sure it has to do with a specific model in my scene that is causing the light bake process to crash. If you've added any rando assets into your world recently, try removing some to see if that fixes it. I haven't figure out what on the asset causes the crash, but, I know it's an asset!

proven locust
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its my reference camera

spare aurora
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Is the PP Volume set to the PostProcessing layer?

proven locust
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yeah

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its global aswell

spare aurora
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Hmm, not sure then. I only know the basics, we'll need someone more experienced to take a look

meager ferry
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what do you mean it's good . just go in to the game view. you cant see postprosses in the Cemera preview if thats what your talking about

proven locust
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will it populate render textures? using for stream camera

steel hatch
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still crashing when i go to bake the world... help!!!

spare aurora
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@slate crystal I got mine working by switching the lightmapper to Enlighten

steel hatch
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ive baked it several times before even yesterday but now it just closes when i bake no matter what

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oh wait... i just switched it and its actually doing something

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it hasnt crashed yet....

modest vapor
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Try going to Edit > Preferences > Clear GI Cache

steel hatch
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ive cleared the gi cahce idk how many times

spare aurora
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I'm playing around with my lighting in a new map to try and get it down, been following a couple guides specifically for VRC, but even after baking I'm seeing my FPS cut in half by having a single light on

steel hatch
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ya this house im doing ive been playing around too.. like like turned all items off of staic and adding certain models one by one and baking as i go and see how it goes and see what i can get away with not baking to

steel hatch
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it worked thanks @spare aurora

sudden canyon
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I'm playing around with my lighting in a new map to try and get it down, been following a couple guides specifically for VRC, but even after baking I'm seeing my FPS cut in half by having a single light on
I'm having the same problem since days and I don't know what to do.
I'm not good with the baking and stuff and my world FPS goes too much down only with 1 mixed directional light

fallow lark
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well for one do you have your light set to where it only affects players Shadows? as that's about the only thing the mixed-light should be doing as light probes would be handling the players lighting

sudden canyon
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I set the directional light (sun) as baked and every shadow is gone form my scene even if the fps are very good

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my world is a low poly simple forest, and I want that the trees have shadows, how should I set the directional light?

fallow lark
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make sure all of your map is set to static so it can be baked

sudden canyon
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yeah it is, maybe I need the Lightporbes, but I'm too rookie and I don'yt know hwo to make them right

spare aurora
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I ended up fixing mine by setting it to baked instead of mixed. It seems like it never actually baked when set to mixed, and was running 100% real time

fallow lark
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you would definitely want light probes for your Dynamic objects but that's not going to help with the tree Shadows

spare aurora
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When 100% baked = 20Mb lightmap, when set to mixed, it was like.. 700 Kb. Seemed to ignore that everything was set to static

sudden canyon
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I see, but how can I make make my forest with baked light to have shadows on my static objects?

fallow lark
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setting your light sources to bake and make sure you generate light map uvs

sudden canyon
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I've already seen that guide but I'm have hard times to make the things like the guide says, I'll try again

fallow lark
sudden canyon
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I'll give it a try, thanks

fallow lark
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I might suggest for figuring out how it works starting with a small separate scene that's like one tree and the floor so that it runs faster so you can figure out what all the buttons do and then get around to lighting your proper scene

spare aurora
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^

sudden canyon
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Yeah nice idea

spare aurora
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Also, make sure you actually go build and test to check your lighting, I've had issues where the editor and main camera just don't show the lighting properly

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I'm sure there's a fix for that, but I haven't bothered yet, haha

tame crater
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The rectangle in the middle is a license plate. It is a 1x1 quad scaled down to .35 x .175.
My lightmap resolution is 8 texels per unit.
I have set the scale in lightmap for the quad to 3.
Now first of all, if I were to assume the checkers on the screen represent texels in the lightmap, it ought to have plenty of resolution. But that doesn't seem to be the case.
And second, 8 texels per unit * a scale of 3 * the quad's width of .35 = 8.4 texels. So I would assume that quad should be covering about 8x4 texels in the lightmap. But it's covering ONE texel in the lightmap.
I also note it is square in the lightmap. So perhaps it does not even take into account the scaling of the object. However in that case, I would expect it to have a resolution of 24x24 texels. Clearly that is not the case either.
So what's going on here?

safe ridge
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Perhaps Unity prioritize making other objects the size you want first and when its turn for your licence plate to be placed on lightmap UV there is no space left for it so it makes it very small? Try to scale some other objects on the lightmap down, that should eventually leave some space for the plate @tame crater

mint cipher
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How do I get Emissive Materials to work in Bakery?

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I'm also still getting messy results on some things using Bakery

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which is why i've given up on Bakery in the past but it sure would be nice to fix the issues this time around

proven locust
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what's your emissive material settings?

mint cipher
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so just the scuffed shading on the walls

proven locust
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heh

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use bakery standard for everything, saves future headaches especially with rnm/sh directional fun

mint cipher
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the mesh has 'Generate Lightmap UVs' as shown on the right

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it looks a lot better in Unity's Enlighten

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pic above shows that it's not an issue caused by the mesh

quasi hedge
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You could try increasing the GI samples at the cost of bake time, but this may also be a use case where Bakery's light mesh would produce better results

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use bakery standard for everything, saves future headaches especially with rnm/sh directional fun
RNM + SH unfortunately won't work natively so you'd have to use a community-made tool to make that show in the client (if you weren't already aware). Dominant direction should work fine though

modest vapor
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16 samples is very low ^

mint cipher
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higher sample count seems to have fixed it, thanks

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it looks like shit even on 32

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why is bakery like this

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Enlighten can spit out a result super quick on low settings and have none of this scuff

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with like a 2mb result

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ok i still have a problem

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wait it's still shit on 64 samples

modest vapor
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you have a single bounce as well

mint cipher
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is that going to make it look like shit though?

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i thought bounces just made the result more nuanced rather than being related to messy results

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i would rather use Bakery too since it handles the emission lighting better on the walls

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where it basically doesn't exist on Enlighten

modest vapor
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well, nuance is what you want since currently what you have is shadow blobs

mint cipher
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when i say nuance, i mean accuracy to real lighting

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rather than blotchy shit

modest vapor
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yes, light bounces more than once in real life

mint cipher
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i can try turning bounces up

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the point is that it's not the accuracy to real world lighting that's the issue

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it's more like the resolution is fucked

modest vapor
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How many lightmaps do you get as a result of your bakes ?

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Also, does probuilder generate lightmap UVs

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and do your meshes have lightmap UVs

mint cipher
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just rendering again with 5 bounces/ 64 samples, taking its time

modest vapor
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Can you check the corresponding lightmaps

mint cipher
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where more than one light source is contributing

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sure

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wonder if it's this area light

modest vapor
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So much empty space oof

mint cipher
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ye i just started on this map

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many backfaces to delete

modest vapor
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You should enable experimental in bakery

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for hole packing

quasi hedge
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I'm curious if the texel density / scale in lightmap of the areas showing bad artifacting is significantly lower

mint cipher
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i'm worried too since this is literally the first room

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and there will be many many more

modest vapor
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Unless you manually changed it

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it should be 1

mint cipher
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what should i be checking?

modest vapor
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the mesh renderer component

mint cipher
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just doing another render with the area light disabled

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again taking a while brrr

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1 in lightmap

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for the floor

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same for each of the wall sections

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and RTX mode is on, so no idea why it's not using it

#

this wall section with good lighting shares lightmap with one of the bad lighting ones

supple loom
#

Just a tip not maxing your tile size will make the render slower

mint cipher
#

just trying to figure out how to fix the issues rn

#

max settings removes doubt

supple loom
#

This will just affect the speed of the bake

mint cipher
#

oh you're saying to max it wew

#

sure ty

modest vapor
#

@supple loom Are the options only in the git version ?

quasi hedge
#

It should pop up when you select xatlas (under the 'atlas packer' dropdown)

supple loom
#

That

mint cipher
#

i'll try this

#

ty

#

it's on both the walls and the probuilder floor so it's not probuilder's fault

#

not sure why the unity gods refuse to let me use Bakery

#

way more than enough in terms of filesize

#

it's basically what i was talking about earlier

#

Bakery is giving a more accurate result

#

but is very scuffed

#

Enlighten has no scuff

#

but is inaccurate

supple loom
#

I would do 5 bounces and 64 samples as a minimum

modest vapor
#

It has no scuff because it does nothing

mint cipher
#

bro that's the maximum settings :bap:

supple loom
#

It's not you can go over

#

I usually do 5 bounces 128 samples for main bake

mint cipher
#

it's the max on the sliders

quasi hedge
#

yeah - and fwiw Bakery doesn't always like handling (or denoising) small + bright emissives unless you crank samples egregiously, so if all else fails this be a case where it's better to use a light mesh

mint cipher
#

i mean the real issue here is where two light sources are lighting things

#

it looks great away from the elevator

#

and it looks great inside the elevator

#

but the area outside the elevator is scuffed

supple loom
#

I usually prefer no denoising and up samples enough since it gives better results on stuff that AI fails on

#

Are those emissive surfaces just emissive materials?

mint cipher
#

yes

#

all lighting is emissive materials atm

#

also i'm concerned that the only solution is to crank everything way up and i can't just have a gigantic lightmap filesize (if that's the result)

supple loom
#

You can also enable the bicubic lightmap shader tweak from the bakery settings for standard which gives much better accuracy

#

Usually that's a must for me

#

The blotching looks mainly the fault of the denoiser 🤔

quasi hedge
#

Smaller bright emissives contributing light at far ranges makes the denoiser go brr - but cranking the samples shouldn't add size, it'd just take longer to bake.

supple loom
#

Yeah

#

I usually always do 20 for lightmap texel size to save on space

#

This as well

#

Bakery is great for them once you get it shined properly

quasi hedge
#

I'm curious if a culprit for this type of thing could still be texel density then (in the absence of samples not being an issue). If Bakery denoises post-packing, maybe the islands aren't resolute enough to get a decent denoise in cases like this where it maybe isn't packing efficiently?

#

I remember your world had crazy efficient lightmaps

supple loom
#

I uv my stuff in blender

#

Like this one is for the bottom world I posted

quasi hedge
#

Lightmap art

#

👌

supple loom
#

But you do need to run your unity in administrator mode to apply

mint cipher
#

i'll try that, thanks

#

i'ma go shopping now but could you possibly send your setting over so i can just copy them and see what the result is like?

supple loom
#

The settings will also depend on your world to some degree but I can show what I usually run

#

Do keep in mind I also do preparations in blender for them

#

Xatlas as an unwrapper is great but can choke up depending on your scene

#

Also I only have a gtx 1080 so no rtx for me

mint cipher
#

thanks man

#

i'll try it out now with the bicubic setting

#

looks even worse :aaa:

#

a lot of black lightmaps though 👀

#

i'll try turning emission intensity down to 1 on the two emissive materials

#

looks fine elsewhere

modest vapor
#

What else is there in that area ?

mint cipher
#

clicking bake on the reflection probe caused unity enlighten to bake, one mo

#

@modest vapor just this elevator

quasi hedge
#

I'm assuming the area with artifacts is getting some vry noisy far contribution from that cyan emissive and it's making the denoiser fail in that area

mint cipher
#

how do i avoid that

quasi hedge
#

I think you'll probably have to submit to trying the light mesh route here. If your emissives are on their own mesh, it should be a straight forward move. Otherwise, you could create proxy light meshes that are editor only just for the bakes.

mint cipher
#

(why is it noisy and what do people do to avoid this in general)

#

light mesh vrcThinking

quasi hedge
#

Light meshes have a near and far sample range per light, and the far range basically generates a cloud of point lights to try and deal w/ these sort of issues

#

Yeah, it's a bakery component! It should detail it better than I could in the docs/manual

#

I'm pretty sure it was created in part to deal with area lights, but also for situations like this

mint cipher
quasi hedge
#

(which are arguably area lights)

mint cipher
#

docs aren't too clear either

quasi hedge
#

If you click area light, it should have a template light mesh

mint cipher
#

so it's just an emissive quad?

#

and you would otherwise add the Bakery Light Mesh script to any mesh you want to be emissive (instead of applying a material with emission)?

quasi hedge
#

The area light template is, yeah - but you can pretty much use any geo. I believe you can even shove your emissive map into the texture slot of the component if you need to, but I usually just make proxy light meshes

#

Yeah, that

mint cipher
#

emissive map

#

not entirely sure what you mean

quasi hedge
#

The geo you're using for emissives is it's own geo with just straight color then, yeah?

mint cipher
#

the probuilder ones have multiple materials

#

one of which is the emissive one

#

same for the walls

#

do i just add the bakery script and a copy of the bakery material in place of the old emissive material on each of these?

#

(and tweak the colors for each one)

#

(and the values on the script)

quasi hedge
#

Hmm, I'm not sure how you manage light mesh geo that have multiple materials that you don't want to emit light tbh

mint cipher
#

i could stick a bunch of quads down everywhere wew

quasi hedge
#

You could split it out by the material or just stretch out some cubes / planes to just use as proxy light meshes + put them where your emissive are if you wanna get a bit dirtier with it.

mint cipher
#

why planes rather than quads?

quasi hedge
#

also, don't forget to make sure your emissives don't contribute to baked lighting when you try the light meshes 🥴

#

(quads are fine, I think that's what the template uses anyway for area lights)

mint cipher
#

wait what

#

the original emissives will be replaced

#

if that's what you mean?

quasi hedge
#

Ah okay, I didn't know if you were keeping the OG emissive geo there for bloom + adding light proxies on top for the bake or just replacing them for light meshes. I suppose the Bakery Light shader handles bloom anyway. vrcLike

mint cipher
#

i'll give it a shot tomorrow, many thanks :kannabear:

long glade
modest vapor
#

generate lightmap UVs on your meshes

long glade
#

It's a probuilder mesh

modest vapor
long glade
#

hmm

modest vapor
#

then i guess a lot more samples

long glade
#

Guess i'll crank it up more

#

its odd because its only on the ceiling

modest vapor
#

don't use progressive

#

causes a lot of artifacting for most

long glade
#

Hm

#

Enlighten takes forever/gets stuck on clustering

#

so i probably should reduce samples then

#

if i use enlighten then huh

lavish furnace
#

with VRCSDK 3, does shader graph even work? is it useable

#

i suppose i should prob ask this in shaders

supple loom
#

To anyone checking here. No, shader graph can't be used for VRChat

wary sonnet
#

placing light probes and getting this, is it normal? That little box there is a full size room with high ceiling

supple loom
#

Depending on if you wanted those probes in the void

wary sonnet
#

what does that mean?

#

i tried moving the probes by selecting and dragging them

#

is that not enough?

dapper hatch
#

hey guys quick question, how do i apply lightmaps to dynamic objects like the player and props?

#

right now my avatar is completely dark alongside anything else that i didnt check to bake the lightmap for

supple loom
#

You use light probes

#

@wary sonnet I mean do you have something out there outside of the room where you have those extra light probes? If not remove them.

wary sonnet
#

@supple loom what extra light probes do you mean? There only are lightprobes inside the room

supple loom
#

Hard to say without any other info I'm just saying what I see in the picture. You sure you don't have other probe groups laying around by accident?

wary sonnet
#

it was my first time doing lightprobes, and that picture was taken when editing a prefab

#

Somone managed to explain me how it works, those were the light probes in the other rooms

#

all fine and dandy, sorry for the misunderstanding

supple loom
#

Ah yeah that makes sense

#

All good then 👌

#

This isn't really a lighting question you want #udon-general for anything udon

wary sonnet
#

oh shit forgot i wasnt in that channel my bad

#

long day of world editing lol

supple loom
#

No worries 😄

mint cipher
#

so i switched to Bakery Light Meshes and it's surprisingly still not great

#

weirdly inconsistent lighting in the elevator

#

(light mesh is one mesh, elevator mesh is another mesh)

#

and the lighting scuff is still present outside the elevator, but toned down as the overall emission seems to be reduced

#

scuffed here

#

hm

#

i added this thing and it looks less scuffed

#

but there's still scuff on some of the walls

#

weirdly the corner wall pieces look the best and they still use a regular emissive material

supple loom
#

I prefer emissives over light meshes honestly

#

What settings are you doing on those light meshes?

mint cipher
#

but i had the scuff problems :yamero:

supple loom
#
Middle: Samples Near = 0, Samples Far = 128.
Right: Samples Near = 16, Samples Far = 128.
Note how the lighting appearance is similar, yet less combined samples are used.```
#

Though actually looking at your settings you most likely looked at this already

#

But I would try the samples near 0 and samples far 4096 route to see how it looks

mint cipher
#

i left them as default wew

#

i'll try thanks

supple loom
#

If you keep getting dirty/noisy results, try setting Samples Near to 0. Then only the VPL algorithm is used. It is also useful for very simple lights where precision is not important (e.g. window lights on a building).

mint cipher
#

noticed some scuff in the elevator but it shouldn't be causing this issue

mint cipher
#

aight fingers crossed

#

holy shit it's still bad

#

i would really like to get on with making the map

#

but i can't do it until i have the lighting shit figured out

supple loom
#

My main suggestion would be to honestly go back to just using pure emissive 🤷

#

Can you send me the fbx you are using for this?

#

@mint cipher if you don't mind I can have a look in blender ^^

mint cipher
#

the light mesh is a quad that i placed where the emissive material used to be

#

but

#

there's still scuff besides

#

the doorway shows heavy banding

#

added a bakery area light and very messy result

#

will try with updated sample counts

supple loom
#

Can you try replacing the walls with this? Did some quick edits to see what would happen. Just turn off generating lightmaps in the import settings.

#

Also use the emissive instead of light mesh

#

And xatlas unwrapper

mint cipher
#

sure, gimme a mo

#

ty

quasi hedge
#

it's strange that light mesh with high far samples caused the same artifacts, it was basically made to deal with that specific issue w/ emissives 😩

mint cipher
supple loom
#

You aren't using denoiser right?

mint cipher
#

no

supple loom
#

What's the color value on that emission in the material?

mint cipher
supple loom
#

What if you bump it to 1.5?

#

The intensity

mint cipher
#

we're back to this point tho

#

where it's the elevator that's fucking things

supple loom
#

😔

mint cipher
supple loom
#

It always feel harder to do lighting like this because I'm usually used to doing all the small things from intuition so it's harder to "teach" them

mint cipher
#

i'm more surprised that it's seemingly impossible to get bakery to 'just werk' even after switching to bakery's own solution to the emissive material problem

supple loom
#

Honestly I don't usually have luck with the light meshes so I stick to just emissive

mint cipher
#

but emissive is what is causing problems :sleep:

supple loom
#

Yeah 😅

mint cipher
#

it's kinda hard to tell just how bad the banding is since my monitor bands like fuck wew

#

i get this error message which is a little strange

#

maybe denoise might help

#

actually it still looks like shit in this test scene wtf

#

using bakery light meshes

#

still looks like shit after changing the near/far values

#

pls help

#

i have simplified this to a basic probuilder room and a few emissive squares

#

this shouldn't be a challenge vrpill

supple loom
#

I don't trust probuilder lul

#

But don't know if that could cause an issue anyway since I've never used it 😅

mint cipher
#

😦

#

thanks for your attention and efforts anyway

#

i'll probably try updating probuilder and then throw in the towel on bakery

supple loom
#

Shame but you gotta do what you gotta do

#

I can't really manage stuff with the built in light mappers at all

mint cipher
#

no idea how enlighten works wew

#

i don't know why it's so red down here but nowhere else

#

the ceiling appears to be fucked, probably by the probuilder upgrade

rugged harness
#

The test scene with the red being on the floor and ceiling but not the wall I believe is caused by the reflection probe, not the baking

#

Changing the reflection probe to use the square projection I believe would make that problem less noticeable, or you could adjust the bounds of the reflection probe until it disappears

#

And the banding thing is going to be an issue regardless of if you use enlighten or not. I used enlighten in an older world of mine and got horrible banding, Bakery I haven't gotten it as bad.

#

And I had used rediculously high settings for that bake in the world with banding because the world was purely lit by one emissive wall, so I'm 75% sure it wasn't just not having the appropriate settings

vital marsh
#

Alright so I'm having problems with my world with lighting, I looked up tutorials and I'm not even sure if I'm doing it right.. But it doesn't seem to work with me it's making some avatars look like there in the dark or light, or really ugly shading...

spare aurora
#

Not lighting specific, but is there a fix for needing to click "Generate Lightmap UVs" on probuilder objects every time you load a project?

supple loom
#

Haven't heard that happening before 🤔

spare aurora
#

Yeah, my google fu didn't help at all, happens on all my probuilder objects marked as static

supple loom
#

Didn't probuilder also have it's own inside button to turn it on?

spare aurora
#

I've only been able to find it per object, which resets on reload:

supple loom
#

I've never actually used pro builder so I can't say much

mint cipher
spare aurora
#

Thank you my dude, that's probably it

spare aurora
#

Narrator: It wasn't

#

That's ok, I have a ghetto solution that makes it basically a non-issue

crimson verge
#

anyone know why my world (an old one from about a month ago) is now taking forever to bake lights? when i first made it in September the baking process took like... 13-15 minutes average when i baked it, but i wanted to update the lights since in game i found a few misplaced light probes. But now when rebaking it's taking up to 2 hours

#

im fairly certain i didnt change any settings from last time, and the only thing i changed since last time was a few light probe locations

modest vapor
#

What are your settings ?

mint cipher
#

What's it getting stuck on? Might have to clear the Unity cache, sometimes it get's stuck.

crimson verge
#

I'll check settings tomorrow but it wasn't getting stuck on anything in particular I don't think, it was just extremely slow?

#

Oh right the settings are default but lightmap changed to 4k

#

And AO turned on default settings

#

I tried it with realtime GI on and off and it was still extremely long

#

The world isn't that complicated, it literally consists of about like 40-50 unity cubes shaped differently to form a tall cube and a staircase outside it

#

Then a plane as the floor, everything in scene using standard

#

There are two small point lights inside the structure (about 6 meters wide range) and one realtime baked light

#

Baking it last month everything took about 15 minutes total each bake, I remember you helping me with it and it wasn't that bad, but now it takes forever. I don't believe it's my computer because my other more recent world (and about 50x more complex) bakes in about 20-30 minutes

modest vapor
#

@crimson verge Having screenshots of your lighting settings/scene/console etc would help

crimson verge
#

right forgot i said i'd send in the morning

modest vapor
#

@crimson verge You should disable realtime GI and set your ambient mode to baked/none

mint cipher
#

Does anyone here use Bakery and could possibly help me?

#

For some reason spot lights that use cookies just dont bake for me

modest vapor
#

Does it work in preview ?

#

"Bakery includes the original Unity’s Spot Light texture (named ftUnitySpotTexture) that you can use to mimic it"

mint cipher
#

hmm

#

There's no preview

#

Or perhaps you're referring to the other bakery asset you can buy

modest vapor
#

yes

mint cipher
#

Maybe that implies I have to use that texture and make a variation of it with my own cookie

#

Okay

#

@modest vapor You were right

#

so for anyone else who might have this issue

#

When making a light cookie, you typically set your settings to something like this

#

for bakery, you HAVE to use the default texture type

#

like that

#

it baked just fine

modest vapor
#

Glad that worked !

crimson verge
#

still taking forever i'm not sure

#

enviro lighting source to color because i need the pitch black room shadows

#

that's how it was setup previously

#

huh i guess switching it to 512 res fixes it

#

i'm not sure why 4k was taking so long in this world compared to the other one

#

guess i just needed to mess around a bit more

modest vapor
#

256mb of lightmap

crimson verge
#

512 res was 32mb

wary sonnet
#

I keep getting warnings in my meshes "Lightmap UVs are Missing, please generate lightmap UVs" with a button to generate below it. When i click the button, and focus on another prefab, and come back, the warning is back again.

Does anyone know if this is a serious problem and what the solution might be?

wary sonnet
spare aurora
#

@wary sonnet I literally just named all of my probuilder objects the same unique name (with a number after it for ones that share a folder), so on load I could search the unique name, select all, then click the button and 15 seconds later I'm ready to go. 99% sure it's possible to script this, but, I'm a hardware guy not a programmer, haha

wary sonnet
#

Ah so the solution is still using the probuilder button?

spare aurora
#

Unfortunately, I haven't spent TOO much time troubleshooting it, but that's the only way to get it so far

#

I also recently got Bakery, and I found after doing a bake it'll reset the UV maps and you have to set them again. It's a pain, but a 15 second workaround is good enough for now

wary sonnet
#

When i go into prefabs and use the probuilder generate UV map thing, it still doesn't really work for me

steel oasis
#

lights are baked in unity but non existent in the world, why?

modest vapor
#

How are they baked ? What do the lightmaps look like and check the console

steel oasis
#

how can i show you

#

console just talks about vrsdk dependencies

modest vapor
#

any errors

#

and taking a screenshot of your screen

steel oasis
#

yeah but when you say lightmaps

modest vapor
#

lighting window, at the top you have lightmaps

steel oasis
#

aight

#

its just one wall

modest vapor
#

Did you check the console ?

#

We can improve the lightmap stuff later

steel oasis
modest vapor
#

I assume you generated lightmap UVs for all the objects ?

steel oasis
#

its one wall

#

just the wall here

modest vapor
#

Well, it's all your static objects

steel oasis
#

wdym

modest vapor
#

You're lightmapping all those objects

steel oasis
#

i am?

#

i guess that would make sense

#

that doesnt explain why the wall isnt getting baked lighting

modest vapor
#

oh

#

you're using legacy shaders

#

that doesn't work

steel oasis
#

ohk

#

swapped to standard, lets see

#

@modest vapor thank you, i have been trying to make worlds for like a year and not once has lighting worked

mint cipher
modest vapor
#

Did you generate lightmap UVs ?

mint cipher
#

Yes

modest vapor
#

Check the console i guess

mint cipher
#

Z-fighting i think, seems to be a layer underneath.

green vault
#

anyone know of any ways to speed baking times?

modest vapor
#

if you have an nvidia GPu then you could buy bakery

#

If not then reduce texels

green vault
#

im locked using intregated graphics

modest vapor
#

ouch

green vault
#

im mainly trying to test abd see what the bakes look like and hoping they dont look too far off from the realtime stuff

modest vapor
#

well, it should look much better than realtime if it's baked

green vault
#

yea I know 🤥, but i made the rt stuff look the way i wanted it but then baking just seemed to make everything brighter or a brandnew color

modest vapor
#

were you using light temperature ?

green vault
#

yes

modest vapor
#

this is necessary in 2018

green vault
#

wait, does that mean the baking has been reseting the color temps?

#

and where does that file go?

modest vapor
#

assets, it's just a script

green vault
#

ok, i just remember that c# scripts would get exported into the project folder

#

ty 👌🏻

green vault
#

how do you fix the "preparing bake" bit for when it gets stuck and doesnt progress

steel hatch
#

so i made a wall in my world just made out a plane... but the baking wont bake it ... and idk how to select generate light map on a plane for it to bake with the room...?

modest vapor
#

which shader is used for it ?

steel hatch
#

just a normal shader like nothing special with it

#

just a color

#

same shader used on the walls already in the scene

modest vapor
#

If it's a unity primitive it already has lightmap UVs

#

is it static too ?

#

screenshots would help a lot

steel hatch
#

some one mentioned maybe the walls are facing away from the directional light thats why they baked that way. and i have one wall i made that actually baked facing the directional light. the otheres arent facing the sun and didnt bake... so idk how to fix that because when you turn the plane around that side is invisible

modest vapor
#

You tried baking a cube of the same shape rather than a plane ?

steel hatch
#

it is a plane..

#

2 planes right here

#

thats just how the walls need to be shaped

modest vapor
#

yeah, cubes and planes are different objects though

abstract quarry
#

Does anyone know how to stop the lights from going through the walls I want one completely dark room but the lights from the other room is bleeding through the wall

green vault
#

@abstract quarry sometimes if you set the cast shadow mode to “two sided” it fixes the bleeding, but if that doesnt work, send a ss of it

abstract quarry
#

@green vault
Sorry I’m still new at this light thing where will I find the “ Cast Shadow Mode “

green vault
#

if you tell the mode to be baked instead of realtime

#

it should appear

#

oh wait, no. select the object

#

the wall you want light to not bleed

#

also for it to be 100% effective, the box should have its own planes/quads instead of sharing the same plane between rooms

#

at least, thats what ive found is the best way in my time using unity’s annoying lighting system

abstract quarry
#

@green vault Well I put the wall to bake but nothing happened

green vault
#

which room is supposed to be dark?

#

and is it the floor plane yhat is getting the bleed?

abstract quarry
#

The room with the yellow chair is supposed to be the dark room

#

I did forget to mention that wall has separate mirrors on both sides

green vault
#

i would suggest making another floor plane for that room, and make the static set to a single layer, and then whatever lights that need to shine and dont have opronating statics

#

with a new floor plane, the lights should see it as a new field as well

abstract quarry
#

Alright thank you so much I’ll keep trying

green vault
#

np

green vault
#

ok, now I have a problem. I accidentally used an area light and baked it and when I cleared the lightmaps and stuff. the area was still baked by the area light. I disabled every light source and deleted the area light entirely and the scene object are no longer turning black or lightless. the only error that im getting to lights is the "X amount of objects have overlapping UVs"

#

however, when i start rebaking the scene, everything starts black as normal. but when it finishes, everything is brighter than it should be

#

snipping tool is also being weird so im only really able to describe my settings if anyone wants to kno

modest vapor
#

Install sharex and get good screenshots

green vault
#

my computer officially became kaput about 3 hours ago so that might be why snipping wasnt working and stuff was bugging out more and more. I guess 🤔 ill come back with this whenever i get a new machine

#

thanks for responding tho

jade aurora
#

Whenever I try to bake my world lightning, this happens, help xD

green vault
#

@jade aurora wdym? what does the finish product look like?

#

is all the lights you want set to bake and every object you want baked set to static?

pine trench
#

I think their unity is crashing

green vault
#

oh, I know 🤥 whats happening then. your memory is being pushed out of its “intials” limit

#

ik my computer when this happens, it just bluescreens, but yours just crash so it might be a memory issue, but thats usually what happens when i bake and theres not enough predetermined memory

#

^might not be an issue with memory

jade aurora
#

Cant be the memory, I got 32 gb ram and 11 gb vram, But I found the issue, I lowered the indirect samples to much when editing the settings, now when I increased the number, it worked fine again

#

Remaking the whole lightning in the world since I have been using mixed and most people say baked is better, So I did and its so much better in optimaztion It seems 😄

green vault
#

??? how did indirect samples correlate to that?

jade aurora
#

Well no idea, the issue was solved after increasing the number lol

#

I learned lightning in depth yesterday, I have only known how postprocessing works, But not lightning until now

green vault
#

i see, it is suggested to set youre lighting to “enlighten” for most optimization in game, but it usually takes a lot longer than gpu and cpu

jade aurora
#

Oh really? Will check that out then.

#

what you think?

#

The lightning

green vault
#

it looks like the brick floor you have should not be that smooth

jade aurora
#

Its suppose to be wood floor

green vault
#

it looks good if that is what youre looking for, but you can mess woth the texture and how to reflects to produce rather realistic lighting

#

oh, the floor looked like bricks to me

#

you can also add some height/normal maps to your textures/materials to make them look better. in my opinion

jade aurora
#

I appricate the words! This is a world I made a few months ago, My biggest project so far, I am really satisfyed with everything, its just the lightning and the textures I have to mess with a little

green vault
#

i see, well just remember to make sure the lighting isnt set to realtime, as that can cause alot of lag in game

jade aurora
#

Had it in realtime/mixed until now, A friend of mine suggested to change to baked and I did, Went pretty quick, Ofcourse had some bugs along the way, random crashes, didnt get the lights to work, temperature color didnt work etc

#

But I guess realtime is only for great looking realistic worlds and games?

#

Like raytracing

green vault
#

theres a file/program that is supposed to make warm light be baked sonce unity isnt set to auto bake warm lighting for some reason, but i never got it to work

jade aurora
#

My friend suggested that addon, but it costs like 50€

green vault
#

no, realtime is just for worlds that lowend/midend users cant join

jade aurora
#

ah gotcha

green vault
#

yea dont pay for that stuff

jade aurora
#

ikr

green vault
#

its all a lie lol

jade aurora
#

yeah I wouldnt spend that much on an addon. IF its not something I could reallly really get used of

green vault
#

i would send you the file and see if yoy have luck, but my computer went kaput yesterday and cant access files

jade aurora
#

Bakery?

green vault
#

well what i did to fix warm lighting is just change the light color and not the temp

jade aurora
#

Its fine mate, ty anyway. my friend gave me a link so I can match the hex codes colors with the temperature numbers

green vault
#

ith i have the bakery package on my phone acc

jade aurora
#

yeah same

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nice

green vault
#

thats a good idea

jade aurora
#

yeah want the link?

green vault
#

bakery also only works on nvidia

jade aurora
#

rip amd users lmao

green vault
#

no im good, i dont have a computer right now so i wouldnt have a use for it

jade aurora
#

ah what happend to it?

green vault
#

amd just sucks in general for some reason

#

my computer just desided that it wasnt going to work

jade aurora
#

Yup, idc about this master race tbh but I prefer nvidia and intel over everything.

green vault
#

like i was baking, my computer eventually crashed and couldnt boot

jade aurora
#

Oh shit. Check if any component is fryed

green vault
#

dude, master race or any of their software doesnt even work

jade aurora
#

or reset your mobo settings

green vault
#

i did

jade aurora
#

2x rip amd xD

green vault
#

rn im pulling out my drives and backup like 3 TB of stuff

jade aurora
#

Gotcha, There is pins on the motherboard that you can poke with a metal screwdriver or something that resets your mobo settings

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see if it works (?)

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I think its called Jumpers

green vault
#

im not putting metal on a motherboard, that can severely damage it cus static and junk

jade aurora
#

Alright

green vault
#

jumping a motherboard like that sounds super dangerous

#

im just going to get a new computer, this one sucked at everything

jade aurora
#

When the power is off with the cables not in it, I did it when I OC'd my pc to much, it reset and worked fine after

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Alright mate

#

when I oc'd my monitor got like a bunch of green dots lmao

green vault
#

yea amd likes to also stay overclocked... when it shouldnt, so thats probably what made it eventually die

jade aurora
#

ahh you got amd right now?

#

Try to grab one of the 3080's

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Should be a great card

green vault
#

im never using amd again

jade aurora
#

I feel ya, My gf is using a amd. 480x I think?

green vault
#

the cpu and integrated nonsence is all a lie and the passive power control is stupid

#

mines like r11 graphics

jade aurora
#

ahh

green vault
#

im probs gonna get at least a gpu this time

#

and ddr4 memory

jade aurora
#

Yeah get a good one from Nvidia, you wont be disappointed

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my specs btw

green vault
#

yea thos look way better than my specs

#

and your system is far more cooler temperature wise

jade aurora
#

Yeah but it was shit expensive

green vault
#

ive never gotten anything below 41 C

jade aurora
#

well 8 fans and liqiud cooling lmao

#

oh

green vault
#

oh lol, that might be why then lol

#

how much was it?

jade aurora
#

yeah

#

In total, like 2300€

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xDD

green vault
#

holy cow

jade aurora
#

I have upgraded some parts in the years, recently upgraded to 32 gb ram

#

yeah

#

I like to multitask, I jump from unity, photoshop and game warzone from time to time

green vault
#

i had to steal ram from an old laptop to help my computer hang in when i needed more intial ram lol

jade aurora
#

Luckily ram prices have decreased alot now, in sweden atleast

green vault
#

yea i also like to have like 4 tabs in each corner like a weirdo

jade aurora
#

yeah

green vault
#

ith ddr3 ram has gotten cheaper here, but ddr4 is probably still at that stupidly highish range

jade aurora
#

really? damn

#

ddr4 has gotten cheap here

#

whewre you from man+

green vault
#

america/us

jade aurora
#

ahh

green vault
#

im thinking of just using a 1080p moniter with not touch points, i was thinking to get a 4k touch moniter but holy moly are moniter here insane with prices

jade aurora
#

touch monitor?

green vault
#

like my old computer has a 1080p 60hz touch moniter so im used to touching the screen sometimes to move object or click options faster

jade aurora
#

I honestly recommend a 1440p monitor, Since 4k is eating the performance so damn much in gaming, but its great for creative stuff. But 1440p is a great touch without losing to much fps in games

green vault
#

but the cheapest touch moniter is like $399 and its 720p

jade aurora
#

ahh cool

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wtf xD

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720p

green vault
#

yep lol

#

well i also need a huge moniter, i already got like “old man glasses” so i my first priority is a big moniter that doesnt make stuff look small like a 1440 or 4k would

jade aurora
#

You can increase the size of stuff in windows settings

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I like small things. Kappa

green vault
#

i already had my stuff set to 150% lol, but it kept making the window bits at the top of windows obnoxiously huge and i didnt want that

jade aurora
#

Damn I see

green vault
#

and my mouse cursor is at like 3x of a normal cursor

#

my main thing is is that i need to focus more on the pc and less on the accessories so the stuff i need to work works

jade aurora
#

Yeah I dont really give much attention to rgb. its nice but I rather spend 100€ less on a product without the rgb

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If thats what you mean

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brb

green vault
#

i mean like spending more on a monitor or mouse/keyboard

#

nice effect

jade aurora
#

Ah gotcha, Ty!

#

got the effect from a huge vfx package with 20gb, But I usually create my own FX from the bottom, its more fun

green vault
#

i havent learned how to do fx like that in unity yet. ive mainly stuck to doing those kinds of fx in autodesk which is the software I know best

#

but maybe ill try to learn, my next project im trying to do for a world is going to be like a “hub” but instead of portals, there will be doors that teleport players into different rooms ive built in autodesk already so that there is less lag because the player wont have to load in all of the rooms next toeachother. only problem is I don’t know if vrchat has a render distence to make this truly work and I don’t know the teleport player scripts

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one of the rooms are going to a be a pool, so maybe i might recreate the effects you are using

pine trench
#

You can set the render distance on the camera btw

green vault
#

I know 🤥 but does that actually correlate into the game?

#

i thought as its imported it defaults to something else

pine trench
#

Yup :)

green vault
#

holy cow thank you lol

#

ig all i need then is a teleport script

pine trench
#

It works, Ive worked on some huge worlds and adjusting that on the main camera definitely works ingame

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Are you gonna use sdk 2 or 3? Really easy to do in sdk2. Dont have any experience with 3 yet though

green vault
#

ive already private published the world in sdk3...

#

ill probably ask this in udon questions when i get a new computer

jade aurora
#

@green vault check dm 🙂

jade aurora
frozen crypt
#

does anyone know how to have unity load a project that crashed after baking ?

#

its just like infinite loading

jade aurora
#

@frozen crypt Still wont work?

#

Make sure all your lightning is baked and check if there is settings in the lightning tab that you can adjust

#

You can try bake through Enlighten or CPU Progressive in the lightning tab, Enlighten will take longer but its best performnance vice

frozen crypt
#

It doesn't load my project anymore

#

It stays blank like the image above and then eventually just says unity has stopped working

#

@jade aurora

jade aurora
#

You made a backup to a previous point of the projectr?

#

Welcome to Unity btw, Full of errors sadly, I had a bunch of crashes and errors over the years with Unity, I gave up a few times, But it should be a workaround for this

frozen crypt
#

Yes i saved before the bake i remember @jade aurora

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Can you help me please, ive been stressed and upset since last night about this :(

jade aurora
#

Yes i saved before the bake i remember @jade aurora
@frozen crypt Then load that save :)

Im kinda busy right now sorry :/ I might be able to help soon!

frozen crypt
#

How do i load the save?

jade aurora
#

Idk tbh,google is your best friend in this situation

#

You had to bake the lights either way, Since the lights wouldnt load in game if you dont generate the lightnings

twilit lily
#

i figured out there is mixed lighting, but so far it seems that only the realtime part is working

modest vapor
#

That would be baked

#

I doubt the batches are due to the light

#

Are you occluding stuff ?

twilit lily
#

i am

#

at least i was

#

had to optimize my world (was at over 900DC before)

#

if i turn out every lightsource, i get 57DC

modest vapor
#

I guess it's affecting a lot of objects

#

You're using enlighten ?

twilit lily
#

in the lightmapper?

modest vapor
#

yep

twilit lily
#

progressive GPU right now

modest vapor
#

yeah use enlighten

#

gpu progressive can cause many artifacts

twilit lily
#

and the resolution stuff and padding? should i keep it default?

modest vapor
#

No you'd need to adjust most of it

#

also making sure your meshes are static

#

using a shader that supports lightmapping

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and that they have generated lightmap uvs

twilit lily
#

any tips on what values i should use? all my meshes are set to static, have UV generating enabled and use the Autodesk Interactive shader

modest vapor
#

Since it's a closed environment, 40 texels would be good

#

use 10 for testing though

#

then disable realtime GI, adjust the environment lighting color, remove sun/skybox if they don't shine inside the world

#

compress lightmap
AO
Final gather
all on ^

twilit lily
modest vapor
#

lightmap size can do 2K for now

twilit lily
#

well, nothing really changed. still 315DC and 58 when all lightsources are disabled

modest vapor
#

mixed is still realtime

twilit lily
#

then i guess im pretty much at the bottom in terms of drawcalls and optimization

modest vapor
#

If you need it realtime for some reason then yes most likely

twilit lily
#

its mostly because of the reflections. when i use baked, its just a diffuse texture

spare aurora
#

Using Silent's Fake Glass shader with bakery - no light passes through the glass after baking. Is this a known issue/incompatibility, or a config issue?