#world-lighting
4 messages ยท Page 15 of 1
Does anyone that uses Bakery know what causes these patchy bright spots along an emissive material against something?
How many texels would be good for a big environment? (Not enclosed)
And after doing a bake am i allowed to do another bake ontop of the lightmaps it generated already? (Sorry new to this)
10-20
Thank you
anyone knows what can cause these dark spots in my world?
https://www.youtube.com/watch?v=Z4yYjAe2Iso&feature=youtu.be
i have a feeling its caused by the occlusion culling, but im not sure about that
in unity its fine however
Bake your lights
i have realtime lights since baked doesnt support specular stuff
everything else is baked
Get Bakery or use less realtime lights 
but still, i dont think its a baking problem
https://github.com/zulubo/SpecularProbes
You can explore stuff like this for "fake" baked specular
Realtime lights have a hard limit of how many you can have close by and rendering at the same time
i have like 9, u think thats already too much?
Yes
ok, ill try it
Max 4
This is my first time doing light mapping. god help me
I didn't realize that merging all the meshes would cause this absolute hellscape
Is this gonna cause any major issues with lighting in the long-run?
looks interesting though
yeah... fuck
If you merged everything you also need proper lightmaps for everything
Either make some in blender on uv2 or tick the generate lightmaps button on the mesh importer in unity
Okay so I can just make my own in Blender by making a second UVmap from what I'm understanding? In that case, absoLUT-ELY
By default lightmaps use uv1 if uv2 doesn't exist
I got it
@supple loom i think im too stupid to get the script you sent earlier to work
Should be enough to just add it to a probe and then use the render buttons
Other than that I haven't used it personally so I can't instruct much
well, i guess it doesnt work with Unity 2018.4 ;-;
It should ๐ค
ill try tomorrow again, im pretty tired
It works fine
Okay, so this is what it looks like in-game, is this an issue with VRChat or did I do something odd?
in unity
@sonic marsh weird, for me it doesnt (here on a test scene)
with realtime lights it should look like this
@sterile fog are the furniture set to static?
@green vault yes.
actually, i looked a bit closer, it looks like your uv map/frame is reseting when it uploads
@sterile fog you made sure it is not future proofing it right?
does future proofing even work?
I donโt know what it does, i usually have it checked off since it take extra time to do stuff that you cant really notice
I'll have to check
Yeah futureproofing is off
You have UV lightmaps for everything ?
I have them generated in Unity.
Yep
Heck, but it is enabled. Maybe re-import it?
I have applied it, I'll try re-doing it
anyone know how to make terrain trees have shadows when lighting is baked
make them cast shadows two-sides
they are by default that way
then they should work, is the object that recieves the shadows set to static?
i have the terrain as static which in turn should make the trees connect to it also static but i honestly dont know cuz u cant select the trees only the terrain
On unity terrain ?
Terrain trees have no shadows by design
Though which you can bypass by using bakery which has an option for baking them with shadows
Or just don't use terrain trees
I tried using that but it its exporting alpha buffer and it starts throwing out errors
first error is cant create vertex buffer and i google the error and get nothing helpful
does anyone know why my lights lose their intensity and temperature when baked?
(before bake)
(after)
honestly i have no idea anymore
This is my setup right now, I based it off Silent's wiki guide thing
apologies if you've done this before but can you post screenshots of your mesh component and light + lighting settings
assuming you're referring to these
Everything is also using standard shaders
This is my first time doing anything like this and google really isn't being very helpful with my issues so it's just been a massive pain rn.
Messed around with all that. The problem looks like that whatever the hell unity does when it bakes the lights causes the intensity to go down a ton
I turned the intensity up to 100 and this is what it ends up resulting in
(baked)
It doesn't seem to matter either way if I have shadows on or off on the point light.
The grey ambient color might cause this
What should I change it to in that case?
completely white
Not even that seems to work. I'm just gonna head to bed and figure it out later It's 4 AM and I've got a headache from Unity's BS lmao.
Hmmm
Is this using Progressive or Enlighten?
Ah, Enlighten...
Try Progressive. Enlighten might be causing the issue, it has a softer light falloff than realtime lighting does IIRC.
sooo, i got myself bakery and tried baking it, however it didnt work that well, so i decided to use realtime again, but how come that this after baking normally (i have a few emmissive lights in my scene)
turn into this when i hit play?
if i would delete bakery, i wont be able to upload it anymore due to missing scripts
the lights are set to mixed currently, but it also happened when i set them to realtime
these are my lights currently
and my lighting settings
maybe im just missing something
You tried baking lights with bakery, didn't like the result and now you baked with Unitys Enlighten lightmapper, is that correct? Did you clear cache, clear Bakery baked data and changed lights from ones with Bakery script to standard Unity lights?
i cleared all the caches (unity, bakery and the GI cache) and my lights are only the default unity light component as shown above
you need to use bakery lights
yea, but i dont even use bakery, i was told to use it, but it didnt work out as expected. currently im using the default enlighten lightmapper from unity
well, i cleared everything again and now it seems to work again
does using a reflection probe cause extra lag? i added one to a world i to make it look nicerish and i was getting around 40 fps before the reflection probe, but now it got down to about 20 fps with a reflection probe baked in
A realtime reflection probe, yes absolutely will hit framerate.
Regular baked reflection probes, no.
Only use realtime if you really really really need it. 99% of the time you don't.
how do you set up a directional light to bake onto players but not on the objects?
i just want the players to have brighter avatars on this world when viewing a mirror
I have done it, I have surpassed my monkey 3 am brain and BEAT lightmapping
its beautiful now, i could cry
What fixed it ?
does anyone know why my world has this blur going on and hard soft shadows all of a sudden?
After
Before
Post processing ?
Ambient occlusion
What fixed it ?
The first was the script you gave me, i didn't realize you had to click a button to make it work lol.
The second was that I changed shadowmask to subtractive which kinda helped, and then I just bumped the intensity of all the lights in the scene by x2
This is the cause of post processing to? its so weird how it shows up all of a sudden when i didnt touch or edit my post processing
That definitely looks like post processing as well
yeah it was...just disabled bloom
If it's something affecting the vrc ui most of the time it's safe to say it's post processing
ah
Yeah turn down the bloom a bit
Turn off SSAO
More of a general unity question rather than vrchat, but is there a way to check the count of light probes in a group?
@frozen crypt you can setup post processing on layers so it does not effect some things also the vrc menu isn't effected by PP in any way
@shadow trail you could check out my world tools the world debugger in it has a message which shows the amount of currently baked probes vs total enabled probes found in a scene. No invidual group numbers though at least not yet.
https://github.com/oneVR/VRWorldToolkit/releases
hmm ill try it out, is this sdk2 compatible?
i'm holding off on upgrading to sdk3 until I get this big update out
Works with SDK2 and SDK3 as long as you aren't on an ancient version of either
lets hope 2020.05.06.12.14 isnt ancient lol
If you get errors in the console that will tell you
guess it is ancient lol
i'll definitely use this once I upgrade
also on my newer projects
Alternatively you can delete the two files depending on newer sdk functions
noted
Does anyone know if vrchat does anything with/modify directional lights at runtime?
Their exact behaviour may get slightly altered based on the quality settings the user uses, what they are should be available in the pinned messages in #development-advanced
anyone who knows how to use mkglow? I really need help, and if someone can watch my screenshare and tell me what I do wrong, I have tried for weeks with no success.... Just want it to be shiny thats all
Hello all! I was hoping to get some pointers on how to fix the lighting in my world on Vrchat. I am pretty new to Unity so I am not sure how to fix this. This first photo is the original render in Maya (please forgive the awkward quality of the photo, I lost the digital render so I had to photo the physical copy)
This second photo is how it looks in vrchat
If need be I can look into re-rendering the original Maya file later if yall want a better quality photo of the original render
you want to bake your lighting
realtime lighting usually looks bad
There's a couple tutorials pinned in this channel
ill take a look later, thanks
@twilit lily oh my god that alleyway lighting looks absolutely beautiful
I have a question y'all! So I have this mosaic wall, with a ton of tiles on it. It's just a flat surface with a normal map to create the depth. And I have a light hitting it at an angle, so all the tiles look super 3D and have a gleam to them on one side. In unity it looks great, but in VRC the entire wall is like, GLITTERING intensely. Just so much visual noise. Anyone know the cause? it looks like maybe an aliasing thing? Is it avoidable?
Hi all , whats the Lowest GPU Bakery can handle with? its far as I know one needs an NVidia GPU for Bakery
so would a nVidia,Quadro FX 4600,768MB dual DVI, Graphics Card work?
darn
Needs to be atleast kepler architecture which came out after 2010 sometime
So I've been playing around with baked lighting. For some reason the shadows on the table get all goofy and I am not sure why. And these strips of light pouring into the room shouldn't be happening. Anyone know how I can fix these issues? Thanks!
Since your room is fully sealed in, I'd turn off the directional light, if you haven't already. (the light strips are probably from that)
I deleted the directional light I had in the scene and they're still there
you could try reducing the scale in the lightmap
@whole sail Did you generate lightmap UVs on that mesh ?
I cant recall if I did when importing this mesh originally. Am I still able to generate lightmap UVs once the asset is imported?
yep
how exactly can i do that?
click the mesh in your asset, it's at the bottom of its options
I've been working on a map and when I do baked lighting, it appears in unity. But doesn't appear when I'm in VRChat doing a test world, anyone know why it might do that?
This for example
https://prnt.sc/via7hz In VRChat
In Unity.
no console errors aside from some produced from some post processing issues
It's appearingly baked correctly though, as all of my lights are baked with bakery
Sorry about the late response
@modest vapor turned out I never had UV lightmaps. Thanks for the help. My world looks 100% better now!
@vernal notch Make sure the lightmaps are in the BakeryLightmaps folders, and that they can be seen on the meshes too
I can't see the lightmaps on the materials/model section. But I do see the lightmaps in BakeryLightMaps, and can also see them visually
Like I can see the lightmaps are there, but when I press the arrow on lightmaps nothing shows up under object settings
Are there any warnings in the console that mention UV issues ?
Only is RenderingCommandBuffer error.
But it doesn't have anything to do with UVs, I don't think at least.
Could it be because I'm using legacy shaders?
Looking into it, and bakery doesn't seem to be transferring the baked lightmaps to the mesh.
But it does appear as though it is, I think when it exports because it's not actually there it doesn't export with the map.
Figured it out!
For those having my issue, if you're using Bakery GPU lightmapper. You cannot have Enlighten lightmapping enabled in your lighting settings, it removes the lightmapping section completely.
So, you just stop using enlighten lighting because it interferes with your bakery settings, turn on CPU or GPU lighting run a test lightmap then lightmap using bakery after.
I use almost only emissive lighting with bakery ๐ค
@vernal notch What is the "Emissive lightmapping" you're talking about ?
Oh F
brain
I meant Enlighten, lightmapper.
I don't know why, but when I select enlighten all of the lightmaps disappear on everything.
Could be just a setting I flipped that messed things up, but wouldn't know what. I'm using bakery now though with that off, so it's working.
anyone know how to fix this? my lighting wont finish baking unless this is solved and im not sure whats causing it
Could be that some of your materials have no albedo texture
why cylinder look like this how to fix please?
@safe ridge how do i make sure a material has an albedo texture? i have a lot of materials to go through and no idea what i should look for
@green vault Dunno other then searching for materials in your project and checking each one
theyre all standard and dont have any missing images for the albedo, im not sure whats wrong
how to remove these Circle from ever object i click at
The bloom effect I can see in unity when I am creating, but it doesnt take effect when I upload the world, also not in Build & Test I cannot see the blooming effect in VR, no glowing, is there something I need to enable for VR to be able to see it in VR? ๐
Make sure the camera reference is set on the VRCWorld descriptor
you know how when you have a map with broken lighting, it often takes the form of this yellowish tint on everything, with odd shadowing and stuff
how can i do that on purpose, or at least, imitate it
tldr, im trying to imitate the weird sort of render lighting of a 1980's cg
When trying to bake my world whether it is Lighting or Reflection Probes it crashes and I don't know why it is crashing my unity
Yet I can upload it without problem
@fluid mirage I'd say a large part of what gets that 'old CG' look is a lack of shadow casting and very simple shading, often lacking in specular highlights, and overall using the most basic of shading models like pure lambertian diffuse and maybe phong specular in some cases.
That and it's also pretty low res and when scaled up is a bit blurry.
I do wonder about the colouration though, since you're right that older media often has somewhat distinct subtleties to the overall colouration that can sometimes really pin down when they were made.
but is there any way to imitate that kind of lighting and shading in unity
specifically, there doesnt seem to be any easy way to imitate that sort of ambient light
that is common
@fluid mirage Directional light with no shadows attached to the players viewpoint may work somewhat for that style
||but how do i attach it to the player viewpoint||
https://www.dropbox.com/s/k0hui254bx4ozzv/VRCPrefabToyboxV2.0.unitypackage?dl=0 You want the player tracker prefab from this
would that do it? figured that would only attach to head
like the "world owner" thing
I'm trying to create some blue spotlights but they don't seem to be showing up. What am I doing wrong?
I need to show just a small light on these squares in the background
But the objects don't show the light
The surrounding metallic objects seem to recognize the light just fine
What do I have to do to make a simple spotlight?
make spotlight, spin it, range it, and then bake it
remember, not all lights are equal, you must make sure theyre equal to show up and that there is no fighting against light pixels
Light pixels?
yes
by default, unity sets it to like 1 or 4 for some weird reason
i suggest something like 34-158
What are those? I have directional lights in the level, but my spot light is far more intense than any of them
Tat das?
I don't see that
click on edit, go to setinngs and changes the light pixels to 38
theyre probably set too low as i have already done did saying
Where are the light pixels?
Changed the light pixels but no change in lighting
hyre you taking 4k photos? i cant see anything
it appears your range is bit too low
was there a reason you set it so?
So it wouldn't interfere with nearby lighting
but idk, the imagerte is a bit too big
i suggest messing with the range a tiny bit, as i think the light isnt actually hitting the object bluly
i you donot want it interact with other meshes, you may be able to render the light in a different culling layer, hower: ive never done that, so it may not work the best
Ohhhh okay the light actually has to go through the square
yes maam
Now I just have one problem
yes
The square's material isn't supposed to have specular reflections (it's supposed to blend in with the background) and when I disable specular, the light can't be seen
hmm, try messing with the albedo, if you make the coloreuture to complete, it shall actlike it is vanta and eat all the lighmap you put over, i suggest dark grey
you can also mess with the smoothness and metal, but ith you are dealing with vanta
Aaaaaa thank you
you can technically also use a black image and change the light eating via tha
tha what?
via the what?
via tha
t.h.a
icr what it stands for
but it basically makes lights appear over surfaces slight;y better
as in:technique/styler
I'd try that if I knew what you were referring to
The texture?
That didn't work
interesting, well. it works now correctly?
It does, thank you so very much
yes
so here's an odd question
is it possible
to make post processing affect the environment but not the player
no
shame
wait, i thought the default post process always defaults to just the environment?
Since post process affects the camera of the player by default anything that gets shown in the camera has the post processing applied to it
well then im using post processing wrong lol
Greetings everyone! I hope that someone can help with this one. Getting bakery error, don't understand why,
how to switch lights on and off?
what do you mean?
people looking to get bakery, %50 off bakery and rt preview right now
might be the wrong channel but i am on sdk 3 and i am having an odd thing where the light is only on when i look at it in just the right spot . can anyone help me?
i am on quest but people on pc told me they see the same thing
The amount of pixel lights that can be rendered close to each other is limited and you should really be baking your lights for quest
i tried but it still dose it and i cant seem to find meny vids that go in to baking
Just setting it in baked mode doesn't actually bake it without you doing the actual bake
There should be dozens of videos showing how to bake lights in unity
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 genera...
I sware i looked and all where a year or older , i must be tiered then i thought . thanks for your help
The baking process hasn't changed much since forever so even older tutorials would apply
Ooh cool , i dint know cuse people say the thing changed but yeah i will look in to it more
Is this a good spot to look for help with UDON Lighting questions?
what;s Udon lighting ?
you mean reflections?
@noble current Very low texel resolution?
If you change your scene view to this what does it look like
Yeah that is very low resolution
Do you have lightmap uvs set to generate for those meshes?
I do not, how would i go about that?
Go to the imported mesh file and under the settings check the highlighted box
Do it for all your meshes
On top of that you may want to increase the lightmap size and resolution in the lighting panel
@sharp robin ty that fixed it
how do you add post-processing / bloom to your world? iโve had problems trying to figure it out
https://github.com/oneVR/VRWorldToolkit/releases/tag/V1.9.0
Import this and check VRWorld Toolkit from the top World Debugger shows any problems with your post processing setup and VRWorld Toolkit > Post Processing > Set Up sets it up for you
Is it a good idea to bake light map with high settings and then compressing the lightmap "textures" like you can with ordinary textures?
i mean something like crunch compression btw
Yeah if you are really trying to get the filesize down you can do it, though you will see some pretty harsh artifacting from the compression
If your world has fairly noisy textures it can be almost unnoticeable though
any other ways i might get the filesize down?
Depends what your world is comprised of
my main problem with generating the lightmap is visible artifacting like bright edges and little colored dots here and there
so far the only option i have seems to increase the texels per unit
as it reduces the amount of visible artifacts, but this is increasing the filesize a lot
I would guess that you have emission materials in your world that are causing that
not super visible but there are a blue and a yellow line there
if it wasn't for this, the lightmap would be perfect at like 16 texels per unit
I don't really have any of those @sharp robin and i've had this problem since day 1
yeah thats different to what I was thinking
Thats lightmap bleeding
You could try increase the lightmap padding in the lighting panel to see if it helps with that issue
It's supposed to
ahhhh i had neglected to experiment with that setting completely
thanks a lot i will try it
alternatively increasing the overall lightmap resolution helps with that too
seems like, since my main concern is filesize, that padding thing really did the trick
i'm able to crank down the texel per unit setting by a ton now without the artifacts reoccuring or noticably losing quality
anyone with bakery get this error before?
@green vault Does that always occur or just in your current scene
If its just the current scene presumably there's a weird mesh or something in the scene causing it
its all one massive scene
i was replacing all my normal unity lights with bakery ones, the first few i replaced, it worked, but then i got closer to finishing one of my buildings, this error occured
If the console doesnt give any pointers as to whats causing it you could try disable gameobjects until you find what causes the error
Could start by disabling everything in the scene to see if that stops the error
i have 8 errors it looks like
What do they say?
Only thing I can think to recommend is to disable any lod groups you have in the scene before baking
wdym by that?
If you click on the errors in console does it highlight anything in the scene?
or when you click on one what extra details show
Can you try set your texels per unit from 20 to 1 and see if it bakes
Disable everything in the scene and re-enable things until you encounter the error then I guess
such as meshes or lights?
yeah
@sharp robin it appears that the error is coming from my spot lights, what should i do?
anyone got like a library of skyboxes i can use?
I recreated an exact replica of Sears, but the lighting is terrible, I'm not sure how to set up the lighting properly, would anyone have about 45mins to sit down and walk me through setting up the lighting for that map please? (Bakery does not work with my GPU)
thats a bit of sitting, was there a problem when adding lighting?
ummm... thats an agressive amount of area lights. have you baked them yet?
oh nvm, i see the death time on the bottom right
is your gpu amd or non-existnent?
try baking at very low texel sizes, also adjust different object's scale in the lightmap
My GPU is AMD
sad, but yea, try rendering with the res and texels set lower so it renders fasters
Iโll try that
why is it like this? its the same mesh shouldnt it be like, the same size across the entire thing?
How would I go about lighting all sides of a avatar in a dimmly lit world?
@normal rivet set 4-5 direction lights to player, player local, and mirror reflect
Would that cause any lag? Having multiple lights like that ontop others
if you want to reduce lag, i suggest using one direct light from above, point down, and set accordingly
or, yoi can use a reflection light group culling area, but thT takes quite a bit to work
Should i adjust the intensity to reduce the amount of shadow it casts on the player then?
Or I imagine that would make the avatars a bit to bright
Thank you for the help I will try that all now except the reflection stuff since I do not think I am that advanced yet
ok
Another idea that isn't terrible would be to bake the lighting and use lightprobes
@stiff holly it may be the uv map size not being the same
And directional lights look bad
light probes would work
I actually am fairly new to world making so I do not know how to use light probes yet. So far I am using realtime lighting but it is inside a house so the lights in the other rooms all shut off if you are not in them
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
The only problem I have with using baked lighting is I have multiple rooms (most the rooms) with a toggleable video player in it so I need to adjust the lighting on the fly. I read up a little on a few tutorials though about using a special version of baked lighting (maybe it was mixed lighting?) that anticipates lighting changes? But I need to learn how to make that adjustable with a slider
That would be realtime global illumination
This is my overview of using VRChat SDK2 and SyncVideoPlayer to create The Vantage. It covers: Surround Sound Screen Glow 3D Video properties that work well Link: I plan to update it for video players in VRCSDK3 once they are available (Update 9/14/20: This will be a while. But generally everything still applies. You just need to write yo...
I have triggers in every room though that shuts off lights in other unused rooms locally to save as much frames as I can
why do i keep having these weirdly blurry shadows on my little notice board objects?
No other object causes/has this kind of blurry weird shadow
baked ?
yes @modest vapor
sombody told me to look at the lightmap resolution for the specific object but i couldnt find anything like that
supposedly it was in the lighting settings of an object, but like i said, nothing i foudn there that seemed like that
You can avoid avoid it by unwrapping a seperate set of UVs for lightmaps
@modest vapor what kind of setting is desirable? It is currently set to 1
think i should go up, right?
just making sure, you did generate lightmap UVs for the meshes right ?
yes
Then raise the lightmap scale to 5 and try again
thanks!
very happy about all the tips from the last days, thanks a lot guys! have very nice baked lighting now, done in 10 minutes, for a large world and also quest ๐ if it wasnt for this channel wouldve never found out how to do that
and relatively small filesize too ๐
@green vault idk how that would be, I made modular wall segments and just combined them together so it's the same uv across the board
thats very odd then
Hiya,
I'm very new to unity and 3D modeling and such, so please bear with me. I'm having these three problems and I can't seem to find the issue in order to fix it.
I'm using bakery for lightmapping. Any help will be greatly appreciated. 
Use experimental mode, set a minimum resolution of at least 512, 5 bounces, tile size to max
and obviously make sure that everything has lightmap UVs generated
How can I make sure it has a lightmap UV?
it's a checkbox on the meshes settings
Ah, yes, okay. I think it's enabled. I'll try rendering the lightmapping with the settings you gave me first
Ah, okay. Got most of the settings from a youtube tutorial.
It got worse.
(other issues weren't fixed either with change in settings)
No emission on the frames
I'll try to render a lightmap with frames further away
No juice
Still having the same issue, frames are not in the wall
Like this
what shader is used on the frames ?
and can you check the console for warnings about potential overlapping uvs
All shaders are standard
No warnings about overlapping UVs, but I have a ton with "Mesh xx possibly has incorrect UVs"
Try changing the values of the lightmap uv generation per the unity documentation, but that's kind of the issue with premade assets
Will try it out, thanks for the help. :)
anyone know what would cause bakery lights to do this? i only put one and it immediately made the whole map bright
try resetting skybox probe
I was using a bad quality model as light. It was multiple objects,
- the frame and
- the lighting sufrace (this was on both sides for some reason, causing a big blob of light on the ceiling)
because of the high polycount and the problem described above i replaced them with blocks and light surface (plane) of identical size and settings.
Now after light baking, furniture prefabs are showing strange seams as can be seen in the following picture
these are the settings im using
its happening on other objects too
Use Dominant direction and don't use Xatlas as the unwrapper
i will try it, thanks @modest vapor. Just curious, no worries if its too long to explain, but, why would changing the light model cause this ?
ive looked at those options several times and thought i made an educated guess
so its the dependancy on lightmap resolution?
perfect results now, thanks @modest vapor
one more question , its kind of an issue i had given up on trying to fix but here goes nothing
i seem to be getting these odd colored artifacts in/near shadows
any tips for that?
might wanna try with the denoise bright edges disabled, could cause issues, if not there might be warnings about lightmap UVs overlapping
Hi, I have a question about lighting, I have a row of spotlights in a relatively large room, the problem is that for the ones that are far away, they just don't appear. Is there a setting somewhere to increase the viewing distance?
are they real time lights? unity can only render a certain amount of real time lights at once before certain ones are culled
why is the sdk rebaking the lightmap i made?
The SDK doesn't bake lights, Unity (or an addin like Bakery) bakes your lights
it deleted my original baked lightmap tho, whats happpening?
everything has shadows now... when was this a thing?
this sucks lol. im running sdk3 from 11.16.12.43
i was using 09.25.00.08, but i wanted to use the audio controller somehow with this map
it also says "automatic lightmap generation is enabled
and im like 100% sure its not
If the sdk says it's enabled it's enabled there isn't much room for error there
i just checked, its still off
I figured this might be a good place to ask; how come my floor / walls are flickering when I set them to Static in game?
I'm using realtime lighting, haven't baked yet. Is that an issue?
also, i'm crashing when I try to bake my lighting.
hmmm, i expanded the gi cache but still no success
lower all settings
still didn't work aaa
thats odd, turn off all lights and see if that works
Hey I've got a problem with the size of my world, I made it really huge compared to the ingame player scale and I tried shrinking it but the lights size settings don't correspond, Meaning the lights now had a huge radius.
Any fixes for this?
if im understanding correctly, in order to keep your lights in their original spots, make them all children and then shrink the map, and also bake @timid forge
I tried making everything a child of a random game object and shrunk em on it but the ranges for things like point lights and spotlights stayed equally as wide
Meaning a lamp would be lighting up a massive amount
And I wanted the lights to preferably be realtime if I can
thats not what i said to do, but if it worked, gj
why preferably?
well if its possible, set the lights to use percentiles
Does anyone know how i can fix the green lights I have as they shine on top rather then just below it and also how can i get the white emissive light strip to not shine to bright on the wall? , Also there is an area light that did not bake at all how can I fix that?
@frozen crypt lower the white emissive or if possible, remove the emissive gather, and you could use area lights to point the lights down
what about the green lights and the one orange area light that did not bake?
it looks like the range did not hit the surface
so the orange light never aked anything
how can I make it hit surface?
i cant remember exactly how with area lights, there should be a slider but i could be wrong and its a pulley of some kind
Alright so I'm struggling a little with the lighting on one of my worlds, for some reason the shadows on the sails are all wrong, and the texels on some of them never get validated, is there any way I could fix or reduce this?
Does the boat have lightmap UVs ?
I ticked generate lightmap uv's on the import
Make sure to check the console for any warning
It does give me a warning that the uv's are somehow overlapping, but when I look at it in the viewport, it only looks at the actual uv, and not the lightmap uv
plus the sails are clearly not overlapping in that sense
yeah only the UV matters
hey does anybody have a tutorial on how to make objects glow?
any tutorials I can watch or quick info?
I want this entire object to glow any tutorials anybody can share with me?
on your material there should be an option named "emission", check that out
I've actually had this issue with the texels not validating properly multiple times now
and I never understand what's causing it
Should I manually make a lightmap uv?
Worth trying in blender
Unless you're using Bakery, in which case you should try Xatlas
Nah I'm not using bakery
wat?
So I have this problem here that with the lights being global illumination everything looks great but when I try to bake my lights it turns out like this... anyone knows how to resolve it?
@carmine aurora Generate lightmap uvs?
@carmine aurora If you have generate lightmap uvs enabled for that mesh too and its doing that you may need to make the lightmap uvs in blender for that mesh
I see, I'll look into it
I also have those dark spots on a unity default cube, any way to fix that?
what is the proper strategy for https://geom.io/bakery/wiki/index.php?title=Manual#Bakery_Lightmap_Group_Selector ?
should every object have its own group or should multiple objects still be on the same group if they are similar in size?
i think i have an answer for the above question, but how do i know what resolution i should set on a lightmap group ?
anyone experience like the world going black? i made a light map and everything for my world but when i load in. it has 3 seconds where the lighting is fine and then everything goes black except for some UI and my video player
ive tried deleting my post processes from the scene to see if it would make a difference, but everything still swaps to black in game after the 3 seconds
@green vault are you using occlusion culling?
no
@wary sonnet i was able to fix it, ig theres a size limit for RT reflect probes and it goes haywire when it breaks the limit
Would anyone know how to fix this lighting issue? The Baked Lighting comes up as squares on the walls
So i'm having an issue where my lights won't bake; unity crashes whenever I try.
However, I deleted all other lights besides one and it was fine.
Does that mean I'm just stuck with my one light?
@scenic island what lights were you using before?
I was using a directional light and a few point lights
Cleared your GI cache and deleted your previous lightmaps ?
yes, same issue
what are your settings and what does your world look like ?
anyone know what may cause these bent lights with Bakery? I used the correct shader for the objects and lightsource is a bakery pointlight
its not on all lights, just 2 or 3
@modest vapor what settings do you need to see?
lightbaking
@twilit lily That reflection probe, is it sphere or box projection? if it's sphere, it'll distort your reflections like that
i tried disabling box projection already, but it made no difference. Also it really is only on a few lights
I have to ask, you rebaked the probe after switching it on/off?
yup
im trying again, but with box projection enabled now
just to not feel like a total retard: there is nothing i have to change on the reflection probe to make them work properly with Bakery, right?
Nope, only thing I've noted is you need to manually click the 'Bake reflection probes' in bakery after doing your lightmap bake
Is that light streak static on the wall, or does it move/distort as you look at it from different angles?
it only disorts when im lower than the lightsource
around the corner, both walls look different too
and above lightsource it looks fine
if the light is inside the lamp then it looks accurate to me
the walls are above 50% metallic/rough ?
metallic is at 1 (100%)

problem is the light making a weird turn on the wall
what else is there on the material
oh lord
here it looks fine though (same material, same mesh, different place)
Set bounce to 0 maybe
you're trying to achieve something that isn't realistic, so you'd need to fuck around with the settings
ok, now with bounces set to 0, i get these weird light bugs on random objects....
here without post processing
are you using bakery ?
yep
when i set bounces to something greater than 0, i dont get these bright spots, but the lights bend again
If you're in experimental, are you using denoise: fix bright edges ?
Baked a reflection probe and want to change the lights around it but when i delete/disable the spotlight its still baked on. How do I fix this?
Clear baked data next to bake in lighting menu
Thank you!
@modest vapor so, in unity in play mode my baked lights look like this, which is pretty much exactly how it is supposed to look like
however once uploaded the specular lights just disappear completely
Are you using SH mode ?
yep
Are you using Merlin's SH converter
seems like that was the problem, thanks again!
I don't know if my problem goes here, but I'm going to ask:
I would like to make a transition that when crossing a teleport, the view turns completely black and that the view returns when you are at the other point. How could it be done?
Screenspace shader animation for opacity
Where I can find that?
I got a guestions, when i bake my lights it looks good and when i test in vr chat the baked lights dont work, This is my first time making worlds
Ping if got a answer.
Thanks
BASIC BAKERY QUESTION: I'm just starting to learn Unity, with the goal of creating a specific interior space, outdoor patio and lighted walkway by an evening waterfront. Bakery and Bakery Preview are on sale this week; can anyone advise me if I should go buy them for future use on this project - or will I be learning about better alternatives as I develop?
@dreamy dove If you have a decent Nvidia GPU then Bakery absolutely, else your only reasonable option is the built in unity lightmapper
Thanks, I appreciate that, especially the definitive "absolutely". Currently I have a 2070 and since I've read that Bakery takes advantage of RTX, I think that means it's for me.
Yeah, I mean, I have a 2070
but Bakery always stops processing at 28%
i let it go overnight but the same thing happened
so i had to uninstall it :(
it took a long time, too.
i did run into an issue where i tried to switch back to cpu lighting but it wasnt showing shadows from every mesh like it usually did
so hopefully i can fix all of those issues
i compressed textures down in my world, and i got rid of a real time light on a campfire i didnt realize i had, but is there anything else i can do to optimize it other than cutting out geometry?
baking occlusion into your map. Though for outdoors where there's less walls, occlusion won't help as much. It still can make a difference.
@scenic island bake?
I did and nothinh
static
the house is static
is there any way to see how many triangles are in view?
Does anyone know why area lights dont show up in unity?
what is range set on area light?
I tried maxing it and it just doesnt display any light i didnt know if there was a common bug
what are the settings?
Im not at my computer so i dont know off the top of my head. Ill have to look when im not at work
ok
so ive got a map that utilizes that unity terrain generation thing.
but what happens when I bake lights is that shadows on the generated terrain end up all blocky and nasty, any way to fix that? kind of difficult to just select the mesh and change lightmapping settings/uv settings on that
what kind of blocky?
I should specify actually, it only happens when using the GPU lightmapper. the regular one works just fine
thats what i dont get
different calculations bro
hmm, ive never used the terrain tool in unity before, but its a bit odd that unity's lightmapping is doing that in the first place
different question. I have a temperature tint on my directional light, but when I bake lights, it gets ignored, how do I avoid that?
https://media.discordapp.net/attachments/676922803781500938/783825664000000040/Untitled.png
Top is unbaked, bottom is baked
Temperature doesn't work for baked lights
color still should though, right?
Yeah
gotcha
And to fix the blocky terrain lighting if you are using cpu progressive you can check the double sided global illumination on the material
or if using gpu progressive make a custom lightmap parameter and set backface tolerance to 0
where would I go to make that parameter?
May not need to set it all the way to zero but having it at zero will prevent the blocky artifacts
i'll give it a shot
so im still having the issue of area lights not emitting any light. any ideas why this is?
Did you bake it ?
i have no clue how to do that as i am basically learning on the fly. im sorry for being a bit dumb
Here is a tutorial on lightbaking https://www.youtube.com/watch?v=CcxQb1j-ygY
You can join my discord at https://discord.gg/u4SNU3eRrd
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive materials
6:15 the lighting tab
7:49 lightmapper settings
9:28 texel summary and quest settings
10:30 baking the scene
11:45 ...
ok im stupid, thank you. i was just confused as to why it was the only light option that didnt display lighting
Hey, So Im using bakery to bake all my lights, and the bakery component for the emission objects, They lit up in Unity but not vrchat. Suggestions?
Should I try to remove the bakery component to the emission meshes and use baked emission instead?
Are you baking that emission ?
bake dem lights
So Im using pro builder to make this wall and I baked the lights and for some reason I get this black crusty pattern on my wall. Does anyone know of a way to fix this?
^also curious about that. Usually we just make sure we generate Lightmap UVs for the model to solve that, however probuilder meshes don't seem to have that option and the meshes exist "in the scene" and not as some separate object/mesh that has "generate lightmap UV" option in the inspector. I always had to export the mesh as an obj and reimport that into unity and generate lightmap UVs for it, but i found that to be a sketchy way of doing it. Im sure there's some probuilder feature I'm not aware of.
Fixed it.
Probuilder has a Generate Lightmap UV option that is on by default, but it's buggy AF. I have one world where every time I launch it, I need to manually generate the UVs, another world with probably 100x the number of probuilder meshes, they all generate automatically, flawlessly
๐ฅฒ interesting
@fading prawn you aren't stupid! you're learning like all of us :) keep up the work! :)
Hey guys, I have a switch for my world to turn on/off lights but when i turn off the lights, the bake map i think? remains. is there any way to fix this?
Hey im getting a wierd lighting issue where my world is having these weird shadows
The world is supposed not look like that
its supposed to look like this
@lusty peak Nope, that's how lightbaking works
alright thanks
Checking VRWorld Toolkit > World Debugger under Lighting should give you your answer
If it's not clear enough I can improve the messaging
Thanks lol nvm I got it I see my own problem now lol
Is there any way I can avoid this? It's been about 3 minutes so far and it's yet to actually start baking
I didn't have this issue before
it's still adjusting UV padding for things and is is not quick ๐
idk why it's now doing this
is it a result of changing the texel number? Does it need to perform this every time you change it?
You have options for UV padding, but otherwise yes, it'll do that everytime you make adjustments, since everything moves
๐
also i thought making the texel number bigger would result in a longer bake but it's taking a long time even with it at 20 rather than 40 - does it affect bake times or just filesize?
Once the padding is done, imo it doesn't make much difference, it's pretty consistent, depends how many lights and bounces
Ok so I'm still very new and i keep having issues with lighting. i had to pretty much restart my unity side of my project due to a problem with the sdk and now on the new project (center) i cant get the area light to project past a foot and a half. I've checked and all light settings are identical per light and my probe coverage is basically the same as well. Why are my light maps so drastically different?
When you bake/Generate lightning it bakes into the texture and you have to have seperate lights for each room, Im also using a directional light and post processing volume to make the colors and lightning more crisp for the view.
@fading prawn
@jade aurora i have lights for separate rooms these are 2 different projects that i pulled up side by side the one on the right is the old one with the messed up sdk and the one on the right is the new one with the working sdk. everything else is the same but the lighting on the new one is broken for some reason even after double checking every setting is the same between both projects. the lights are still emitting but they dont light up past a certain point and dont illuminate the room the same way for some reason.
are projectors from the standard unity assets allowed? i want to create optimized blob shadows underneath the player in my world.
wait does the vrcsdk automatically apply a world shader that would affect the lighting to where the broken sdk i had on the other project didnt apply those shaders?
hi guys i've got a question for ya.
when we use realtime/mixed light to get players to cast shadows, i ran into this issue where even when realtime shadow strength is set to 1 and shadow color is fully black, this is the best I can get for the darkness of shadows.
left side of the screen is some shadows from the lightmap i made which corresponds to a tree
right side u can coming out from my avatar's feet a very faint shadow
how do i increase its darkness when shadow strength is already 1?
what is your ambient lighting set to
where do i find this option?
Try using color instead ?
color seem to have no effect on the shadows
however it did change the brightness of a test cube i threw in the player layer
messing around with the env lighting seem to give unsatisfactory results because it makes avatars appear too dark/bright compared to the world
but didnt affect shadows

here's brightest ambient color
and here is darkest
the cube is set to be not a static object and in the player layer
which i use as a baseline to see how bright players would look in the world
as you can see here it doesnt have any effect on the shadow it casted
there is only 1 light in the scene and it is directional
the only setting that affects how bright the shadow looks is intensity, however this have a negative effect of making players too dark
my culling mask is set to player, playerlocal and mirrorreflection
and also the ground
so that shadows can be casted onto the ground
Do you need realtime for everything or just player shadows on the ground ?
You could still bake and use light probes and then just have a light for players
that is exactly what i did
This is when Bakery comes in handy, Its a great asset for handling lightning
Generating the lights at realtime/mixed in the lightning tab is pretty dull for performance, Your best shot is baked lightning
ill take a look but i am not ready to invest in more assets yet
cyberpunk, medal of honor and full body trackers aint gonna pay for themselves!
is there benefits in additon to baking time?
because i have plenty of time to play around and test lighting setup
Yeah its much faster and better built in lightning
Black friday sale just ended tho so it costs round 50โฌ
Don't remember what was the reason for realtime light to behave like that but you can reduce this effect by changing bias, normal bias and near plane values in light options or better bake your lights and not use realtime light at all @prisma lotus
@prisma lotus shadows, I believe hard shadows have the least light leak
Imma change my name to bake_your_lights
What's up with the bake time for progressive CPU? It only takes about half an hour to an hour on enlighten mode.
19 hours.
@mint cipher Whats Unity's ram usage for you when trying to bake with progressive?
5GB of 8GB RAM.
Any errors in the unity console?
If not I would just suggest to disable things in your scene until the bake time comes down to a sane number
I would guess its something specific in your scene causing it to take much longer than it should
No errors other than 'Material doesn't have a float or range property '_wavescale'. Which points to VRC_water which isn't even in the scene.
Just keeps on going in play mode.
Tried deleting the material and replacing it but still comes up with errors.
oh wait, i've just found a vrc_water script on one of the objects, not even sure how i missed that.
I don't imagine that would cause the progressive lightmapper to take forever though
Though now you can clear those errors and see if there are others still
No errors, it is now showing 9:30:52, perhaps the errors were slowing the bake time down. 9 still seems like a lot though.
It's a big world though.
It's just dropped to 7:38:12
Well, thank you, fixing that error has brought the time down by alot. ๐
If Enlighten was faster why switch to progressive?
The world debugger suggested it.
In your case I would suggest continuing to use enlighten or keep investigating why progressive takes so long
I would guess that 1 has his tool suggest progressive because it usually is much faster
@mint cipher @sharp robin I actually made the decision to remove that particular message, because after some feedback and thinking honestly it's too case dependant to suggest it always. Since in some cases enlighten can be faster and higher quality and in some cases completely the other way around.
I find Progressive CPU Lightmapper to be quite a bit slower than Enlighten and as such, I still use Enlighten. While I agree Progressive can have better quality, it is not necessarily faster. Addit...
Here's if you want to read more on where the decision came from
The commit just haven't made it into a release yet
Thank you
@mint cipher How will I get real-time shadows on my player character if everything is baked?
it just do
Most worlds just don't do playershadows since it's mostly just a huge performance draw, best way would be to learn how to do blob shadows with playertracking if you really want performant player shadows.
I made a world in blender. Is there a way for me to light it in unity?
hi ๐ so I have a lens flare on my sun. It works perfectly in game when I do a VRchat build and test. However, when I actually build and publish, it no longer appears. I'm pretty sure I have seen lens flares in VR chat before. Any idea why this would be the case? thanks!
Also, a very similar question: my post processing works in my build and test, but not in my published world. 
Do you have the Reference Camera in the Scene Descriptor set?
Does anyone use Bakery GPU Lightmapper? Why does my normal maps not show much. It looks different when I baked it in substance painter.
You need to use the specific bakery shader to get them to look their best, I haven't dived into that process yet, but apparently there's some workarounds you need to do to get it to work with VRC
Ok thanks!
Also check the directional mode of Bakery
SH/Directionality are required
It's the one that needs Merlin's SH converter
Perfect, good to know. This has been on my list to tackle
Why did I wait so long to do this, jesus, it's so much better
Anybody around who'd be willing to do some noob helping? First time I'm trying to work with a terrain object - I'm getting fairly weird squares, that seem to occur along the seams/repetitions of my ground texture intervals. Specifically point lights make those painfully obvious.
Any idea on what might be going wrong there? >:
This is all baked btw
AYOOOOOOO
So I tracked it down to a quality setting - Light Pixel Amount, although while raising that in unity itself fixes it, VRC seems to have that setting either fixed or somewhere else. Can I affect that somehow or is it meant to be this low?
Realtime pixel lights are terrible for performance, so yes that's intended
You use baked lighting to avoid it
How would I go about that? I thought it's all baked, but mh.
Just setting the light to baked doesn't make it so if you don't actually bake it
Plenty of pins in this channel to learn baked lighting
I'm being misled then haha
Oh fair enough, I'll look through those.
Yeah.. first pin, I need to learn to assume that my simple "issue" is also a very common issue. Thanks a lot!
Good luck in learning
Is it recommended to do any sort of crunch compression or what-not on bakery lightmaps after baking? Or is the go-to to reduce texels/resolution at bake-time to reduce size?
I'm getting these errors that are preventing my Bakery from baking lights.
what does this mean exactly?
https://media.discordapp.net/attachments/676922803781500938/786368863712968704/Untitled_2.png
actually, it's interfering with anything bakery related
Did you generate lightmap UVs on those meshes ?
yes
its all part of the same big mesh
all i can figure- because it worked fine before, was I had it in blender, and I removed doubles on some sections
though not the parts it's complaining about
Try making the lightmap in blender in that case
Hi, Im trying to get this cube with a png for a skin lit up. Any advice please?
make the lightmap in blender, augh, you mean the lightmap pack function?
@silk lichen use the emission on the material
Thanks
yep
ok so i fixed my uv errors, but I now have this one, which throws me for a loop
Try updating bakery if not a recent install
i have a problem that started out of no where the other day. when i bake my lights, its for example 26mb in size. when i upload the world, lightmap suddenly changes to over 100+mb. anyone here have an idea why that could be?
beem trying to figure that out to, think its because the lightmaps gets upscaled when uploaded but im not sure
try disabling realtime global illumination. I remember peeps on the VRCPrefab discord having that discussion. Apparently it increases the size of lighting data by huge amounts. Maybe someone with more knowledge can confirm.
was hoping i could figure this out but i cant
for some reason it seems like one side of this wall isnt being baked properly, or so it looks like, because it shows up right in the lightmap preview
and switching to baked lightmap view shows that it is supposed to have darker shading from AO back there
i should add that this whole scene was baking fine yesterday, the only thing i changed from then to now was the world music, changing shader on a some trees, and deleting a tree controller that came with them because something was making them solid black when in game
I'm having a weird issue where baked lighting on part of my world goes wrong if a certain object is active. I assume it's some kind of UV issue, but I don't know how to fix it.
This is with the object hidden
Looks fine, no issues at all
This is with the object enabled.
My guess is that the auto-generated UVs are overlapping between this wall and the other object, is there any way to avoid that?
So that occurs even with generated UVs?
Everything is using auto-generated UVs
I should point out that I've tried manually creating UVs too, but it had the same issue.
Whats the mesh that when enabled causes that?
It's a small room, basically just a cube with inverted normals and textures on the walls
I'll get a screenshot, but I'm just baking the lighting again real quick just to double check
It has no effect on anything else, just this one wall of this garden.
If you haven't I would suggest doing all lightmap UV's manually anyway as auto generate is pretty bad imo
I used blender's lightmap pack for everything in the scene, and the results look pretty similar
@graceful jetty With custom lightmap UVs make sure to disable generate lightmap UV's in the mesh import settings
If its not that my only guess is that the mesh has bad geometry or something
That's the weird part though
the mesh is identical on the other side, and that's fine
I mean the mesh that when enabled causes that
ohhh
And you disabled generate lightmap UVs?
yeah
I'm going to try just remaking that particular wall
maybe if I copy the other one and just turn it around, that'll work
easiest solution etc etc
If that doesnt work you could try move the wall away from that spot
It doesn't seem to be affected by location
I've moved this thing hundreds of units way just to be sure
whoa, I fixed it
I just needed to up the tile size
The minimum tile size was 64, so it was trying to make them as small as possible and it was messing up
Ah that makes sense, would have been changing the lightmap scale to fit things when you enabled more objects
The lightmap scale on that wall must have been super low for that to happen though
yeah, it was probably at the minimum
So when i added a new room to my world, the wall connected to that room is pitch black when I bake the lighting. Am I going to have to actually connected to two meshes? Or is there another work around
Most players appear completely black in the mirrors of my world, how do I fix this (without putting just another light infront of the mirror, as I'm happy with the current lighting other-than the mirror issue)?
is it a real time light?
i love playing with lighting
@lunar narwhal They are all "Mixed"
https://nyanpa.su/i/nA7a1WDP.png try unchecking this box
though its gonna cost you fps lol
How do I add a light source to a room?
@sweet flint go to game object, go to light, and click point light and move it into room
Do any of you know how to work post processing? If so does any of you know how to make it so that it does not affect avatars or other people because I put it to a high bloom on my glow and lighting but when ever I locally test it, my avatars are affected by the post processing and it results in being blinding because of the shaders on other avatars and how they have high emission.
@peak willow Increase bloom threshold
The thing is that lowers its intensity and makes it less bright
I've seen other worlds who know how to utilize the glow to make it so that it doesnt affect the player at all
Yes you increase the threshold and increase the emission on your materials too
Pls help me
PostProcessing conflicts with the UI menu and the players as well
is there any method to solve this problem?
@mint cipher not 100% if this works but make sure the layers beijg used for post process isnt set to ui
You can't really exclude layers from post processing
ok the nvm, that idea wont ever work
Yeah, post-processing applies to the player's camera, so everything they see is affected
There is a method to create a script in C # to remedy this error
I think your post process settings are wrong. that's why. You may have set the threshold too high I think. Follow the settings here:
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing#bloom
keep the threshold at 0 but the intensity you can mess around with. the things that you want to glow should have high emission values before they start glowing. Otherwise u get that blown out effect on everything like you are seeing.
@mint cipher
@latent loom thanks you โค๏ธ
np
I have a small problem with my particles, and I think it's a lighting related issue >: anybody mind if I snatched some attention for that?
like I have this little flame with a light attached to it, and while it's nice and pink here how it should be, every single particle in this is showing up as just white in vrc itself. The point light colour is still correct, however. Can ambient lighting cause that or am I missing some kind of vrc-related method ban here?
I'm using the same particle system in another place as a campfire, and that one is orange as intended :/
@pastel mantle is plight set to baked or mixed?
They're on baked
id go mixed, I donโt know much about particle systems, but i do kno if something isnt static/it is moving, youre better using a mixed light so that light can congregate onto the moving objects/particles
Hm. I can try that!
or if that doesnt work, change the hue/color of the particles
that way itd be slightly more optimized
Oh they already have their respective colours attached, that's why I'm so confused.
I also went and tried deattaching the point lights from the particle system parent objects for now. (That's how I have it set up for the campfire) - would still confuse me if that's how it breaks however hm..
Nope :/
oh yea, I for got that glitch exists, i had it happen to me twice where the parent just murders the children in the hierarchy when uploading to vrc, but im pretty sure thats not whats happening
try changing the color of the particles then
I think I'll just try entirely recreating them from the campfire next
I'm having problems where most models have lighting like this in my world. How can i fix it to where every side is lighted? (I'm using a directional light)
Bake it and use light probes
I'm stuck. My lighting which is on mixed doesn't show properly on the roof of my building. Tried a lot but other than cranking the intensity up to above 50+ nothing seems to work. Anyone got an idea?
its static? has lightmap uvs generated?
there should be a preflight style checklist for people new to baking lol
that would help everyone, i always fg to set stuff static lol
I just finished baked lighting for my world would like opinions of the before and after
before
after (baked lighting)
pretty good
very good
Anyone got any idea on how's this even possible when in Unreal Engine it was just fine?
(Lights baked and HQ 2048x2048 Lightmap if anyone is asking)
what exactly is wrong? the gradient blending off?
I mean,yeah,the baking just doesn't seem to go well
yea, unity loves having the worst baking in the universe
@haughty owl You are looking at yourself with a camera that has both MirrorReflection and PlayerLocal set to be visible in the camera culling mask
Uncheck PlayerLocal from the culling mask list on the camera
@mint cipher i would rebake with 0 bouncing
i think that is your best bet if the main lighting looks good
I see,thanks for the suggestion,i will indeed try.
@haughty owl Yes
okie dokie
Damn,seems like the baking really ain't working correctly for some reason.
(Tried with no bounces but to no avail it seems.
Really don't know what's wrong with this though...)
So yeah the lighting was broken but its fine in the mirror. I unchecked Player Local and im still getting the same result
@haughty owl What camera were you looking at yourself with in the example you posted?