#world-lighting

4 messages ยท Page 15 of 1

green vault
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if the texture isnt classified as transparent in any way, it will produce shadows

graceful tartan
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Does anyone that uses Bakery know what causes these patchy bright spots along an emissive material against something?

frozen crypt
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How many texels would be good for a big environment? (Not enclosed)

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And after doing a bake am i allowed to do another bake ontop of the lightmaps it generated already? (Sorry new to this)

modest vapor
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10-20

frozen crypt
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Thank you

twilit lily
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i have a feeling its caused by the occlusion culling, but im not sure about that

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in unity its fine however

modest vapor
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Bake your lights

twilit lily
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i have realtime lights since baked doesnt support specular stuff

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everything else is baked

modest vapor
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Get Bakery or use less realtime lights taurishrug

twilit lily
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but still, i dont think its a baking problem

supple loom
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Realtime lights have a hard limit of how many you can have close by and rendering at the same time

twilit lily
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i have like 9, u think thats already too much?

supple loom
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Yes

twilit lily
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ok, ill try it

modest vapor
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Max 4

sterile fog
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I didn't realize that merging all the meshes would cause this absolute hellscape

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Is this gonna cause any major issues with lighting in the long-run?

twilit lily
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looks interesting though

sterile fog
supple loom
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If you merged everything you also need proper lightmaps for everything

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Either make some in blender on uv2 or tick the generate lightmaps button on the mesh importer in unity

sterile fog
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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

supple loom
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By default lightmaps use uv1 if uv2 doesn't exist

sterile fog
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I got it

twilit lily
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@supple loom i think im too stupid to get the script you sent earlier to work

supple loom
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Should be enough to just add it to a probe and then use the render buttons

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Other than that I haven't used it personally so I can't instruct much

twilit lily
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well, i guess it doesnt work with Unity 2018.4 ;-;

supple loom
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It should ๐Ÿค”

twilit lily
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ill try tomorrow again, im pretty tired

sonic marsh
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It works fine

sterile fog
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i call it: spaghetti hell"

sterile fog
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Okay, so this is what it looks like in-game, is this an issue with VRChat or did I do something odd?

twilit lily
green vault
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@sterile fog are the furniture set to static?

sterile fog
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@green vault yes.

green vault
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actually, i looked a bit closer, it looks like your uv map/frame is reseting when it uploads

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@sterile fog you made sure it is not future proofing it right?

twilit lily
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does future proofing even work?

green vault
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I donโ€™t know what it does, i usually have it checked off since it take extra time to do stuff that you cant really notice

sterile fog
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I'll have to check

sterile fog
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Yeah futureproofing is off

royal dirge
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Does anyone know how to prevent weird spots like this with baked lighting?

modest vapor
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You have UV lightmaps for everything ?

royal dirge
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I have them generated in Unity.

modest vapor
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what are the light settings and baking settings ?

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and mesh render component

royal dirge
modest vapor
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Ambient color black by choice ?

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Also filtering options changed on purpose ?

royal dirge
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Yep

modest vapor
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womp womp

royal dirge
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Heck, but it is enabled. Maybe re-import it?

modest vapor
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have to apply

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if it fails then might wanna make your own in blender

royal dirge
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I have applied it, I'll try re-doing it

dense elbow
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anyone know how to make terrain trees have shadows when lighting is baked

green vault
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make them cast shadows two-sides

dense elbow
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they are by default that way

green vault
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then they should work, is the object that recieves the shadows set to static?

dense elbow
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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

modest vapor
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On unity terrain ?

supple loom
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Terrain trees have no shadows by design

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Though which you can bypass by using bakery which has an option for baking them with shadows

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Or just don't use terrain trees

dense elbow
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I tried using that but it its exporting alpha buffer and it starts throwing out errors

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first error is cant create vertex buffer and i google the error and get nothing helpful

sterile fog
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does anyone know why my lights lose their intensity and temperature when baked?
(before bake)

modest vapor
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required in 2018

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Not sure about intensity though

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Doesn't look baked

sterile fog
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honestly i have no idea anymore

modest vapor
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apologies if you've done this before but can you post screenshots of your mesh component and light + lighting settings

sterile fog
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Everything is also using standard shaders

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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.

modest vapor
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Not sure how that one would work

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also disable realtime GI

sterile fog
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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

modest vapor
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What are the complete lighting settings ?

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Make sure you enable shadows btw

sterile fog
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It doesn't seem to matter either way if I have shadows on or off on the point light.

modest vapor
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The grey ambient color might cause this

sterile fog
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What should I change it to in that case?

modest vapor
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completely white

sterile fog
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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.

sonic marsh
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Hmmm

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Is this using Progressive or Enlighten?

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Ah, Enlighten...

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Try Progressive. Enlighten might be causing the issue, it has a softer light falloff than realtime lighting does IIRC.

twilit lily
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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)

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if i would delete bakery, i wont be able to upload it anymore due to missing scripts

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the lights are set to mixed currently, but it also happened when i set them to realtime

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maybe im just missing something

safe ridge
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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?

twilit lily
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i cleared all the caches (unity, bakery and the GI cache) and my lights are only the default unity light component as shown above

proven locust
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you need to use bakery lights

twilit lily
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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

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well, i cleared everything again and now it seems to work again

green vault
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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

edgy forum
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A realtime reflection probe, yes absolutely will hit framerate.

Regular baked reflection probes, no.

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Only use realtime if you really really really need it. 99% of the time you don't.

green vault
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ok, then my reflection probes must not be baking in

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ty

green vault
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how do you set up a directional light to bake onto players but not on the objects?

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i just want the players to have brighter avatars on this world when viewing a mirror

sterile fog
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I have done it, I have surpassed my monkey 3 am brain and BEAT lightmapping

modest vapor
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What fixed it ?

frozen crypt
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does anyone know why my world has this blur going on and hard soft shadows all of a sudden?

modest vapor
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Post processing ?

frozen crypt
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what makes it do that in post processing?

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in unity it looks fine

supple loom
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Ambient occlusion

sterile fog
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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

frozen crypt
supple loom
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That definitely looks like post processing as well

frozen crypt
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yeah it was...just disabled bloom

supple loom
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If it's something affecting the vrc ui most of the time it's safe to say it's post processing

frozen crypt
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ah

sterile fog
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Yeah turn down the bloom a bit

sonic marsh
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Turn off SSAO

shadow trail
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More of a general unity question rather than vrchat, but is there a way to check the count of light probes in a group?

tough edge
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@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

supple loom
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@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

shadow trail
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hmm ill try it out, is this sdk2 compatible?

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i'm holding off on upgrading to sdk3 until I get this big update out

supple loom
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Works with SDK2 and SDK3 as long as you aren't on an ancient version of either

shadow trail
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lets hope 2020.05.06.12.14 isnt ancient lol

supple loom
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If you get errors in the console that will tell you

shadow trail
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guess it is ancient lol

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i'll definitely use this once I upgrade

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also on my newer projects

supple loom
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Alternatively you can delete the two files depending on newer sdk functions

shadow trail
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noted

plain badger
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Does anyone know if vrchat does anything with/modify directional lights at runtime?

edgy forum
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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

sinful totem
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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

whole sail
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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)

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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

modest vapor
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you want to bake your lighting

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realtime lighting usually looks bad

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There's a couple tutorials pinned in this channel

whole sail
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ill take a look later, thanks

fallow lark
neon panther
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@twilit lily oh my god that alleyway lighting looks absolutely beautiful

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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?

frozen crypt
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Hi all , whats the Lowest GPU Bakery can handle with? its far as I know one needs an NVidia GPU for Bakery

twilit lily
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didnt it say 600 series and up?

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so GTX650 i assume

frozen crypt
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so would a nVidia,Quadro FX 4600,768MB dual DVI, Graphics Card work?

twilit lily
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i think thats too old

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the card came out in 2007

frozen crypt
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darn

supple loom
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Needs to be atleast kepler architecture which came out after 2010 sometime

whole sail
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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!

spare aurora
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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)

whole sail
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I deleted the directional light I had in the scene and they're still there

twilit lily
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you could try reducing the scale in the lightmap

modest vapor
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@whole sail Did you generate lightmap UVs on that mesh ?

whole sail
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I cant recall if I did when importing this mesh originally. Am I still able to generate lightmap UVs once the asset is imported?

twilit lily
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yep

whole sail
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how exactly can i do that?

modest vapor
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click the mesh in your asset, it's at the bottom of its options

vernal notch
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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?

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This for example

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In Unity.

modest vapor
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Are you sure it's baking correctly ?

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Do you have any console errors ?

vernal notch
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no console errors aside from some produced from some post processing issues

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It's appearingly baked correctly though, as all of my lights are baked with bakery

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Sorry about the late response

whole sail
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@modest vapor turned out I never had UV lightmaps. Thanks for the help. My world looks 100% better now!

modest vapor
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@vernal notch Make sure the lightmaps are in the BakeryLightmaps folders, and that they can be seen on the meshes too

vernal notch
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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

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Like I can see the lightmaps are there, but when I press the arrow on lightmaps nothing shows up under object settings

modest vapor
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Are there any warnings in the console that mention UV issues ?

vernal notch
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Only is RenderingCommandBuffer error.

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But it doesn't have anything to do with UVs, I don't think at least.

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Could it be because I'm using legacy shaders?

vernal notch
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Looking into it, and bakery doesn't seem to be transferring the baked lightmaps to the mesh.

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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.

vernal notch
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Figured it out!

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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.

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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.

supple loom
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I use almost only emissive lighting with bakery ๐Ÿค”

modest vapor
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@vernal notch What is the "Emissive lightmapping" you're talking about ?

vernal notch
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Oh F

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brain

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I meant Enlighten, lightmapper.

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I don't know why, but when I select enlighten all of the lightmaps disappear on everything.

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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.

rocky linden
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Can someone teach me basic lighting

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why does my lighting look so ass in unity

green vault
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anyone know how to fix this? my lighting wont finish baking unless this is solved and im not sure whats causing it

safe ridge
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Could be that some of your materials have no albedo texture

mint cipher
green vault
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@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

safe ridge
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@green vault Dunno other then searching for materials in your project and checking each one

green vault
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theyre all standard and dont have any missing images for the albedo, im not sure whats wrong

mint cipher
sinful totem
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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? ๐Ÿ™‚

sharp robin
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Make sure the camera reference is set on the VRCWorld descriptor

fluid mirage
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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

small dock
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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
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maybe a memory issue?

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like size too big or something?

edgy forum
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@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.

fluid mirage
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but is there any way to imitate that kind of lighting and shading in unity

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specifically, there doesnt seem to be any easy way to imitate that sort of ambient light

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that is common

sharp robin
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@fluid mirage Directional light with no shadows attached to the players viewpoint may work somewhat for that style

fluid mirage
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||but how do i attach it to the player viewpoint||

sharp robin
fluid mirage
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would that do it? figured that would only attach to head

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like the "world owner" thing

sharp robin
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It follows players viewpoints

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Its local for each player

fervent quiver
fervent quiver
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I need to show just a small light on these squares in the background

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But the objects don't show the light

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The surrounding metallic objects seem to recognize the light just fine

fervent quiver
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What do I have to do to make a simple spotlight?

green vault
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make spotlight, spin it, range it, and then bake it

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remember, not all lights are equal, you must make sure theyre equal to show up and that there is no fighting against light pixels

fervent quiver
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Light pixels?

green vault
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yes

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by default, unity sets it to like 1 or 4 for some weird reason

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i suggest something like 34-158

fervent quiver
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What are those? I have directional lights in the level, but my spot light is far more intense than any of them

green vault
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also, make sure your surfaces are set to static

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whyre you making them intense?

fervent quiver
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I thought that was the problem

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Which setting makes the surfaces static?

green vault
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yes

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click on the surface, and on the top right, click the staticure

fervent quiver
green vault
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yep

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make tat das a check mark

fervent quiver
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Tat das?

green vault
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yes

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because it is a dash

fervent quiver
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I don't see that

green vault
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top right

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says "staic"

fervent quiver
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Oh

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The light still isn't working

green vault
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click on edit, go to setinngs and changes the light pixels to 38

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theyre probably set too low as i have already done did saying

fervent quiver
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Where are the light pixels?

green vault
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in the settings under quality

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did it work maam?

fervent quiver
green vault
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hyre you taking 4k photos? i cant see anything

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it appears your range is bit too low

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was there a reason you set it so?

fervent quiver
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So it wouldn't interfere with nearby lighting

green vault
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but idk, the imagerte is a bit too big

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i suggest messing with the range a tiny bit, as i think the light isnt actually hitting the object bluly

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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

fervent quiver
green vault
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yes maam

fervent quiver
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Now I just have one problem

green vault
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yes

fervent quiver
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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

green vault
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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

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you can also mess with the smoothness and metal, but ith you are dealing with vanta

fervent quiver
green vault
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you can technically also use a black image and change the light eating via tha

fervent quiver
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tha what?

green vault
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yes

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anything else?

fervent quiver
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via the what?

green vault
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via tha

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t.h.a

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icr what it stands for

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but it basically makes lights appear over surfaces slight;y better
as in:technique/styler

fervent quiver
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I'd try that if I knew what you were referring to

green vault
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using a black image instead of the base albedo

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or any imagary

fervent quiver
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The texture?
That didn't work

green vault
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interesting, well. it works now correctly?

fervent quiver
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It does, thank you so very much

green vault
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yes

fluid mirage
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so here's an odd question
is it possible
to make post processing affect the environment but not the player

modest vapor
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no

fluid mirage
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shame

green vault
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wait, i thought the default post process always defaults to just the environment?

rugged harness
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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

green vault
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well then im using post processing wrong lol

stoic sedge
stoic sedge
split torrent
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how to switch lights on and off?

green vault
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what do you mean?

arctic sinew
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people looking to get bakery, %50 off bakery and rt preview right now

sleek ravine
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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?

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i am on quest but people on pc told me they see the same thing

supple loom
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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

sleek ravine
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i tried but it still dose it and i cant seem to find meny vids that go in to baking

supple loom
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Just setting it in baked mode doesn't actually bake it without you doing the actual bake

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There should be dozens of videos showing how to bake lights in unity

sleek ravine
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I sware i looked and all where a year or older , i must be tiered then i thought . thanks for your help

supple loom
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The baking process hasn't changed much since forever so even older tutorials would apply

sleek ravine
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Ooh cool , i dint know cuse people say the thing changed but yeah i will look in to it more

normal rivet
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Is this a good spot to look for help with UDON Lighting questions?

modest vapor
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what;s Udon lighting ?

green vault
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you mean reflections?

noble current
sharp robin
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@noble current Very low texel resolution?

noble current
sharp robin
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Yeah that is very low resolution

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Do you have lightmap uvs set to generate for those meshes?

noble current
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I do not, how would i go about that?

sharp robin
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Do it for all your meshes

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On top of that you may want to increase the lightmap size and resolution in the lighting panel

noble current
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@sharp robin ty that fixed it

quasi hatch
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how do you add post-processing / bloom to your world? iโ€™ve had problems trying to figure it out

supple loom
wary sonnet
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Is it a good idea to bake light map with high settings and then compressing the lightmap "textures" like you can with ordinary textures?

wary sonnet
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i mean something like crunch compression btw

sharp robin
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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

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If your world has fairly noisy textures it can be almost unnoticeable though

wary sonnet
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any other ways i might get the filesize down?

sharp robin
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Depends what your world is comprised of

wary sonnet
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my main problem with generating the lightmap is visible artifacting like bright edges and little colored dots here and there

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so far the only option i have seems to increase the texels per unit

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as it reduces the amount of visible artifacts, but this is increasing the filesize a lot

sharp robin
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I would guess that you have emission materials in your world that are causing that

wary sonnet
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not super visible but there are a blue and a yellow line there

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if it wasn't for this, the lightmap would be perfect at like 16 texels per unit

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I don't really have any of those @sharp robin and i've had this problem since day 1

sharp robin
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yeah thats different to what I was thinking

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Thats lightmap bleeding

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You could try increase the lightmap padding in the lighting panel to see if it helps with that issue

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It's supposed to

wary sonnet
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ahhhh i had neglected to experiment with that setting completely

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thanks a lot i will try it

sharp robin
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alternatively increasing the overall lightmap resolution helps with that too

wary sonnet
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seems like, since my main concern is filesize, that padding thing really did the trick

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i'm able to crank down the texel per unit setting by a ton now without the artifacts reoccuring or noticably losing quality

green vault
sharp robin
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@green vault Does that always occur or just in your current scene

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If its just the current scene presumably there's a weird mesh or something in the scene causing it

green vault
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its all one massive scene

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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

sharp robin
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If the console doesnt give any pointers as to whats causing it you could try disable gameobjects until you find what causes the error

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Could start by disabling everything in the scene to see if that stops the error

green vault
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i have 8 errors it looks like

sharp robin
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What do they say?

green vault
sharp robin
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ah lods

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What are your bakery settings

green vault
sharp robin
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Only thing I can think to recommend is to disable any lod groups you have in the scene before baking

green vault
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wdym by that?

sharp robin
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If you click on the errors in console does it highlight anything in the scene?

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or when you click on one what extra details show

green vault
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it didnt highlight anything but it did give a little extra detail

sharp robin
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Can you try set your texels per unit from 20 to 1 and see if it bakes

green vault
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k

#

nope, still gave me 5510

sharp robin
#

Disable everything in the scene and re-enable things until you encounter the error then I guess

green vault
#

such as meshes or lights?

sharp robin
#

yeah

green vault
#

@sharp robin it appears that the error is coming from my spot lights, what should i do?

green vault
#

anyone got like a library of skyboxes i can use?

upbeat tendon
#

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)

green vault
#

thats a bit of sitting, was there a problem when adding lighting?

upbeat tendon
green vault
#

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?

proven locust
#

try baking at very low texel sizes, also adjust different object's scale in the lightmap

upbeat tendon
#

My GPU is AMD

green vault
#

sad, but yea, try rendering with the res and texels set lower so it renders fasters

upbeat tendon
#

Iโ€™ll try that

stiff holly
normal rivet
#

How would I go about lighting all sides of a avatar in a dimmly lit world?

green vault
#

@normal rivet set 4-5 direction lights to player, player local, and mirror reflect

normal rivet
#

Would that cause any lag? Having multiple lights like that ontop others

green vault
#

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

normal rivet
#

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

green vault
#

set shadows to none

#

and set intense to how you aee fit

normal rivet
#

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

green vault
#

ok

modest vapor
#

Another idea that isn't terrible would be to bake the lighting and use lightprobes

green vault
#

@stiff holly it may be the uv map size not being the same

modest vapor
#

And directional lights look bad

green vault
#

light probes would work

normal rivet
#

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

modest vapor
normal rivet
#

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

modest vapor
#

That would be realtime global illumination

normal rivet
#

I have triggers in every room though that shuts off lights in other unused rooms locally to save as much frames as I can

wary sonnet
#

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

modest vapor
#

baked ?

wary sonnet
#

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

modest vapor
#

it's on the mesh renderer

#

"scale in lightmap"

sonic marsh
#

You can avoid avoid it by unwrapping a seperate set of UVs for lightmaps

wary sonnet
#

@modest vapor what kind of setting is desirable? It is currently set to 1

#

think i should go up, right?

modest vapor
#

just making sure, you did generate lightmap UVs for the meshes right ?

wary sonnet
#

yes

modest vapor
#

Then raise the lightmap scale to 5 and try again

wary sonnet
#

thanks!

wary sonnet
#

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 ๐Ÿ˜„ if it wasnt for this channel wouldve never found out how to do that

#

and relatively small filesize too ๐Ÿ˜Ž

stiff holly
#

@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

green vault
#

thats very odd then

open hemlock
#

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. iris

modest vapor
#

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

open hemlock
#

How can I make sure it has a lightmap UV?

modest vapor
#

it's a checkbox on the meshes settings

open hemlock
#

Ah, yes, okay. I think it's enabled. I'll try rendering the lightmapping with the settings you gave me first

modest vapor
#

also 200 texels is overkill

#

interior space should be 50-100 max

open hemlock
#

Ah, okay. Got most of the settings from a youtube tutorial.

modest vapor
#

Are you using emission there ?

#

Are the pieces stuck in the walls ?

open hemlock
#

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

modest vapor
#

How are your emissions done ?

open hemlock
modest vapor
#

what shader is used on the frames ?

#

and can you check the console for warnings about potential overlapping uvs

open hemlock
#

All shaders are standard

#

No warnings about overlapping UVs, but I have a ton with "Mesh xx possibly has incorrect UVs"

modest vapor
#

Yeah those are the ones

#

that'd easily cause artifacts

open hemlock
#

hmm

#

How can I fix those?

#

Bought the scene on sketchfab, I didn't make it

modest vapor
#

Try changing the values of the lightmap uv generation per the unity documentation, but that's kind of the issue with premade assets

open hemlock
#

Will try it out, thanks for the help. :)

green vault
#

anyone know what would cause bakery lights to do this? i only put one and it immediately made the whole map bright

modest vapor
#

try resetting skybox probe

green vault
#

ok

#

that worked somehow, ty

wary sonnet
#

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

#

its happening on other objects too

modest vapor
#

Use Dominant direction and don't use Xatlas as the unwrapper

wary sonnet
#

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 ?

modest vapor
wary sonnet
#

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?

modest vapor
#

might wanna try with the denoise bright edges disabled, could cause issues, if not there might be warnings about lightmap UVs overlapping

crisp hemlock
#

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?

shadow trail
#

are they real time lights? unity can only render a certain amount of real time lights at once before certain ones are culled

green vault
#

why is the sdk rebaking the lightmap i made?

spare aurora
#

The SDK doesn't bake lights, Unity (or an addin like Bakery) bakes your lights

green vault
#

it deleted my original baked lightmap tho, whats happpening?

#

everything has shadows now... when was this a thing?

spare aurora
#

Huh... I've never seen that before

#

What version of the SDK are you running?

green vault
#

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

supple loom
#

If the sdk says it's enabled it's enabled there isn't much room for error there

green vault
#

i just checked, its still off

spare aurora
#

Turn it on, save and exit

#

Then re-open and turn it off

green vault
#

ok

#

it ticks in back on when i click build and publish

#

should i try the older sdk?

scenic island
#

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.

green vault
#

rt lights will flicker

#

if its crashing, you may need more gi cache

scenic island
#

hmmm, i expanded the gi cache but still no success

green vault
#

lower all settings

scenic island
#

still didn't work aaa

green vault
#

thats odd, turn off all lights and see if that works

timid forge
#

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?

green vault
#

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

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

green vault
#

thats not what i said to do, but if it worked, gj

#

why preferably?

#

well if its possible, set the lights to use percentiles

frozen crypt
#

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?

green vault
#

@frozen crypt lower the white emissive or if possible, remove the emissive gather, and you could use area lights to point the lights down

frozen crypt
#

what about the green lights and the one orange area light that did not bake?

green vault
#

it looks like the range did not hit the surface

#

so the orange light never aked anything

frozen crypt
#

how can I make it hit surface?

green vault
#

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

amber falcon
#

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?

modest vapor
#

Does the boat have lightmap UVs ?

amber falcon
#

I ticked generate lightmap uv's on the import

modest vapor
#

Make sure to check the console for any warning

amber falcon
#

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

modest vapor
#

yeah only the UV matters

stark surge
#

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?

amber falcon
#

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?

modest vapor
#

Worth trying in blender

#

Unless you're using Bakery, in which case you should try Xatlas

amber falcon
#

Nah I'm not using bakery

amber falcon
#

wat?

carmine aurora
#

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?

sharp robin
#

@carmine aurora Generate lightmap uvs?

carmine aurora
#

I am doing it now, hopefuly it works

#

but I'll keep updated

carmine aurora
#

it fixed almost all of the issues I had! but I still have this small issue

sharp robin
#

@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

carmine aurora
#

I see, I'll look into it

wary sonnet
#

should every object have its own group or should multiple objects still be on the same group if they are similar in size?

wary sonnet
#

i think i have an answer for the above question, but how do i know what resolution i should set on a lightmap group ?

green vault
#

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

wary sonnet
#

@green vault are you using occlusion culling?

green vault
#

no

green vault
#

@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

upbeat tendon
scenic island
#

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?

green vault
#

@scenic island what lights were you using before?

scenic island
#

I was using a directional light and a few point lights

modest vapor
#

Cleared your GI cache and deleted your previous lightmaps ?

scenic island
#

yes, same issue

modest vapor
#

what are your settings and what does your world look like ?

twilit lily
#

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

scenic island
#

@modest vapor what settings do you need to see?

modest vapor
#

lightbaking

spare aurora
#

@twilit lily That reflection probe, is it sphere or box projection? if it's sphere, it'll distort your reflections like that

twilit lily
#

i tried disabling box projection already, but it made no difference. Also it really is only on a few lights

spare aurora
#

I have to ask, you rebaked the probe after switching it on/off?

twilit lily
#

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?

spare aurora
#

Nope, only thing I've noted is you need to manually click the 'Bake reflection probes' in bakery after doing your lightmap bake

twilit lily
#

nothing changed

#

even after a fresh full rebake and reflection render

spare aurora
#

Is that light streak static on the wall, or does it move/distort as you look at it from different angles?

twilit lily
#

it only disorts when im lower than the lightsource

modest vapor
#

if the light is inside the lamp then it looks accurate to me

#

the walls are above 50% metallic/rough ?

twilit lily
#

metallic is at 1 (100%)

modest vapor
twilit lily
modest vapor
#

what else is there on the material

twilit lily
modest vapor
#

oh lord

twilit lily
modest vapor
#

i mean, it's still circular

#

just less intensity

twilit lily
#

but isnt there any way to make it more straight?

#

should i change to non-linear?

modest vapor
#

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

twilit lily
#

huh, seem like the bounces were the problem

#

thanks a lot guys!

twilit lily
modest vapor
#

are you using bakery ?

twilit lily
#

yep

#

when i set bounces to something greater than 0, i dont get these bright spots, but the lights bend again

modest vapor
#

If you're in experimental, are you using denoise: fix bright edges ?

twilit lily
#

im in simple

#

and fix bright edges is (or rather was) disabled

slow verge
#

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?

modest vapor
#

Clear baked data next to bake in lighting menu

slow verge
#

Thank you!

twilit lily
modest vapor
#

Are you using SH mode ?

twilit lily
#

yep

modest vapor
#

Are you using Merlin's SH converter

twilit lily
#

never heared of that

#

ill try that

twilit lily
#

seems like that was the problem, thanks again!

arctic portal
#

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?

modest vapor
#

Screenspace shader animation for opacity

arctic portal
#

Where I can find that?

modest vapor
tacit oak
#

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

dreamy dove
#

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?

sharp robin
#

@dreamy dove If you have a decent Nvidia GPU then Bakery absolutely, else your only reasonable option is the built in unity lightmapper

dreamy dove
#

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.

mossy jasper
#

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?

latent loom
#

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
#

home come I can't see my bakery point light in unity?

mossy jasper
#

oh! I do have occlusion baked in, but my occlusion map is like

#

6mb or so

green vault
#

@scenic island bake?

scenic island
#

I did and nothinh

green vault
#

static

scenic island
#

the house is static

mossy jasper
#

is there any way to see how many triangles are in view?

prisma radish
fading prawn
#

Does anyone know why area lights dont show up in unity?

green vault
#

what is range set on area light?

fading prawn
#

I tried maxing it and it just doesnt display any light i didnt know if there was a common bug

green vault
#

what are the settings?

fading prawn
#

Im not at my computer so i dont know off the top of my head. Ill have to look when im not at work

green vault
#

ok

fluid mirage
#

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

green vault
#

what kind of blocky?

fluid mirage
#

I should specify actually, it only happens when using the GPU lightmapper. the regular one works just fine

#

thats what i dont get

green vault
#

different calculations bro

fluid mirage
#

thing is it looks fine inside the cabin

green vault
#

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

fluid mirage
sharp robin
#

Temperature doesn't work for baked lights

fluid mirage
#

color still should though, right?

sharp robin
#

Yeah

fluid mirage
#

gotcha

sharp robin
#

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

fluid mirage
#

where would I go to make that parameter?

sharp robin
fluid mirage
#

oh right

#

oops

sharp robin
#

May not need to set it all the way to zero but having it at zero will prevent the blocky artifacts

fluid mirage
#

i'll give it a shot

modest vapor
#

You need this tool for 2018

fluid mirage
#

handy

#

thanks

#

should I just drop it in the scripts folder?

modest vapor
#

assets

#

then you'll get a tool in your taskbar

fading prawn
modest vapor
#

Did you bake it ?

fading prawn
#

i have no clue how to do that as i am basically learning on the fly. im sorry for being a bit dumb

native dome
fading prawn
#

ok im stupid, thank you. i was just confused as to why it was the only light option that didnt display lighting

jade aurora
#

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?

modest vapor
#

Are you baking that emission ?

alpine cairn
#

bake dem lights

somber tartan
#

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?

latent loom
#

^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.

jade aurora
#

Fixed it.

spare aurora
#

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

latent loom
#

๐Ÿฅฒ interesting

mossy jasper
#

@fading prawn you aren't stupid! you're learning like all of us :) keep up the work! :)

lusty peak
#

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?

stark surge
#

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

modest vapor
#

@lusty peak Nope, that's how lightbaking works

lusty peak
#

alright thanks

supple loom
# stark surge

Checking VRWorld Toolkit > World Debugger under Lighting should give you your answer

#

If it's not clear enough I can improve the messaging

stark surge
#

Thanks lol nvm I got it I see my own problem now lol

mint cipher
#

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 ๐Ÿ›Œ

#

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?

modest vapor
#

You have options for UV padding, but otherwise yes, it'll do that everytime you make adjustments, since everything moves

mint cipher
#

๐Ÿ‘

#

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?

modest vapor
#

Once the padding is done, imo it doesn't make much difference, it's pretty consistent, depends how many lights and bounces

fading prawn
#

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?

jade aurora
#

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

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.

fringe stump
#

are projectors from the standard unity assets allowed? i want to create optimized blob shadows underneath the player in my world.

fading prawn
#

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?

fringe stump
#

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?

modest vapor
#

what is your ambient lighting set to

fringe stump
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where do i find this option?

modest vapor
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lighting menu, at the top

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environment lighting

fringe stump
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well i have it quite dark

modest vapor
#

Try using color instead ?

fringe stump
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color seem to have no effect on the shadows

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however it did change the brightness of a test cube i threw in the player layer

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messing around with the env lighting seem to give unsatisfactory results because it makes avatars appear too dark/bright compared to the world

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but didnt affect shadows

modest vapor
fringe stump
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and here is darkest

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the cube is set to be not a static object and in the player layer

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which i use as a baseline to see how bright players would look in the world

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as you can see here it doesnt have any effect on the shadow it casted

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the only setting that affects how bright the shadow looks is intensity, however this have a negative effect of making players too dark

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my culling mask is set to player, playerlocal and mirrorreflection

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and also the ground

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so that shadows can be casted onto the ground

modest vapor
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Do you need realtime for everything or just player shadows on the ground ?

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You could still bake and use light probes and then just have a light for players

fringe stump
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that is exactly what i did

jade aurora
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This is when Bakery comes in handy, Its a great asset for handling lightning

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Generating the lights at realtime/mixed in the lightning tab is pretty dull for performance, Your best shot is baked lightning

fringe stump
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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!

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is there benefits in additon to baking time?

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because i have plenty of time to play around and test lighting setup

jade aurora
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Black friday sale just ended tho so it costs round 50โ‚ฌ

fringe stump
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i see

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ill keep a look out

prisma lotus
safe ridge
#

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

mint cipher
#

@prisma lotus shadows, I believe hard shadows have the least light leak

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Imma change my name to bake_your_lights

mint cipher
#

What's up with the bake time for progressive CPU? It only takes about half an hour to an hour on enlighten mode.

mint cipher
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19 hours.

sharp robin
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@mint cipher Whats Unity's ram usage for you when trying to bake with progressive?

mint cipher
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5GB of 8GB RAM.

sharp robin
#

Any errors in the unity console?

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If not I would just suggest to disable things in your scene until the bake time comes down to a sane number

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I would guess its something specific in your scene causing it to take much longer than it should

mint cipher
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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.

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Tried deleting the material and replacing it but still comes up with errors.

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oh wait, i've just found a vrc_water script on one of the objects, not even sure how i missed that.

sharp robin
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I don't imagine that would cause the progressive lightmapper to take forever though

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Though now you can clear those errors and see if there are others still

mint cipher
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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.

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It's a big world though.

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It's just dropped to 7:38:12

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Well, thank you, fixing that error has brought the time down by alot. ๐Ÿ™‚

sharp robin
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If Enlighten was faster why switch to progressive?

mint cipher
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The world debugger suggested it.

sharp robin
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In your case I would suggest continuing to use enlighten or keep investigating why progressive takes so long

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I would guess that 1 has his tool suggest progressive because it usually is much faster

supple loom
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@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.

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Here's if you want to read more on where the decision came from

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The commit just haven't made it into a release yet

mint cipher
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kk thanks.

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Great tool too.

supple loom
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Thank you

prisma lotus
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@mint cipher How will I get real-time shadows on my player character if everything is baked?

mint cipher
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it just do

supple loom
hidden orchid
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I made a world in blender. Is there a way for me to light it in unity?

neon panther
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hi ๐Ÿ™‚ 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!

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Also, a very similar question: my post processing works in my build and test, but not in my published world. vrcThinking

sonic marsh
#

Do you have the Reference Camera in the Scene Descriptor set?

sly prism
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Does anyone use Bakery GPU Lightmapper? Why does my normal maps not show much. It looks different when I baked it in substance painter.

spare aurora
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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

sly prism
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Ok thanks!

arctic sinew
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Also check the directional mode of Bakery

modest vapor
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SH/Directionality are required

spare aurora
#

Does SH work natively with VRC?

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Or is that the one that needs the workaround?

modest vapor
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It's the one that needs Merlin's SH converter

spare aurora
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Perfect, good to know. This has been on my list to tackle

spare aurora
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Why did I wait so long to do this, jesus, it's so much better

pastel mantle
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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.

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Any idea on what might be going wrong there? >:

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This is all baked btw

crisp basin
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AYOOOOOOO

pastel mantle
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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?

supple loom
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Realtime pixel lights are terrible for performance, so yes that's intended

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You use baked lighting to avoid it

pastel mantle
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How would I go about that? I thought it's all baked, but mh.

supple loom
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Just setting the light to baked doesn't make it so if you don't actually bake it

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Plenty of pins in this channel to learn baked lighting

pastel mantle
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Oh fair enough, I'll look through those.

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Yeah.. first pin, I need to learn to assume that my simple "issue" is also a very common issue. Thanks a lot!

supple loom
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Good luck in learning

spare aurora
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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?

fluid mirage
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actually, it's interfering with anything bakery related

modest vapor
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Did you generate lightmap UVs on those meshes ?

fluid mirage
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yes

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its all part of the same big mesh

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all i can figure- because it worked fine before, was I had it in blender, and I removed doubles on some sections

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though not the parts it's complaining about

modest vapor
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Try making the lightmap in blender in that case

silk lichen
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Hi, Im trying to get this cube with a png for a skin lit up. Any advice please?

fluid mirage
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make the lightmap in blender, augh, you mean the lightmap pack function?

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@silk lichen use the emission on the material

silk lichen
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Thanks

fluid mirage
modest vapor
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Try updating bakery if not a recent install

thick light
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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?

green vault
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beem trying to figure that out to, think its because the lightmaps gets upscaled when uploaded but im not sure

latent loom
crimson verge
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was hoping i could figure this out but i cant

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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

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and switching to baked lightmap view shows that it is supposed to have darker shading from AO back there

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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

graceful jetty
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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.

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Looks fine, no issues at all

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My guess is that the auto-generated UVs are overlapping between this wall and the other object, is there any way to avoid that?

sharp robin
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So that occurs even with generated UVs?

graceful jetty
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Everything is using auto-generated UVs

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I should point out that I've tried manually creating UVs too, but it had the same issue.

sharp robin
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Whats the mesh that when enabled causes that?

graceful jetty
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It's a small room, basically just a cube with inverted normals and textures on the walls

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I'll get a screenshot, but I'm just baking the lighting again real quick just to double check

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It has no effect on anything else, just this one wall of this garden.

sharp robin
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If you haven't I would suggest doing all lightmap UV's manually anyway as auto generate is pretty bad imo

graceful jetty
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I used blender's lightmap pack for everything in the scene, and the results look pretty similar

sharp robin
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@graceful jetty With custom lightmap UVs make sure to disable generate lightmap UV's in the mesh import settings

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If its not that my only guess is that the mesh has bad geometry or something

graceful jetty
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the mesh is identical on the other side, and that's fine

sharp robin
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I mean the mesh that when enabled causes that

graceful jetty
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ohhh

sharp robin
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And you disabled generate lightmap UVs?

graceful jetty
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yeah

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I'm going to try just remaking that particular wall

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maybe if I copy the other one and just turn it around, that'll work

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easiest solution etc etc

sharp robin
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If that doesnt work you could try move the wall away from that spot

graceful jetty
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It doesn't seem to be affected by location

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I've moved this thing hundreds of units way just to be sure

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whoa, I fixed it

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I just needed to up the tile size

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The minimum tile size was 64, so it was trying to make them as small as possible and it was messing up

sharp robin
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Ah that makes sense, would have been changing the lightmap scale to fit things when you enabled more objects

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The lightmap scale on that wall must have been super low for that to happen though

graceful jetty
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yeah, it was probably at the minimum

whole sail
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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

mossy haven
#

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)?

lunar narwhal
#

is it a real time light?

mint cipher
mossy haven
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@lunar narwhal They are all "Mixed"

lunar narwhal
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though its gonna cost you fps lol

sweet flint
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How do I add a light source to a room?

green vault
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@sweet flint go to game object, go to light, and click point light and move it into room

peak willow
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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.

sharp robin
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@peak willow Increase bloom threshold

peak willow
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The thing is that lowers its intensity and makes it less bright

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I've seen other worlds who know how to utilize the glow to make it so that it doesnt affect the player at all

sharp robin
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Yes you increase the threshold and increase the emission on your materials too

peak willow
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Oh ok

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I'll try that

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@sharp robin Thank you that worked :)

mint cipher
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PostProcessing conflicts with the UI menu and the players as well

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is there any method to solve this problem?

green vault
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@mint cipher not 100% if this works but make sure the layers beijg used for post process isnt set to ui

supple loom
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You can't really exclude layers from post processing

green vault
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ok the nvm, that idea wont ever work

spare aurora
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Yeah, post-processing applies to the player's camera, so everything they see is affected

mint cipher
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There is a method to create a script in C # to remedy this error

latent loom
#

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.

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@mint cipher

mint cipher
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@latent loom thanks you โค๏ธ

latent loom
#

np

pastel mantle
#

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?

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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 :/

green vault
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@pastel mantle is plight set to baked or mixed?

pastel mantle
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They're on baked

green vault
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id go mixed, I donโ€™t 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

pastel mantle
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Hm. I can try that!

green vault
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or if that doesnt work, change the hue/color of the particles

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that way itd be slightly more optimized

pastel mantle
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Oh they already have their respective colours attached, that's why I'm so confused.

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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..

green vault
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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

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try changing the color of the particles then

pastel mantle
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I think I'll just try entirely recreating them from the campfire next

verbal ice
#

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)

modest vapor
#

Bake it and use light probes

restive lark
#

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?

proven locust
#

its static? has lightmap uvs generated?

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there should be a preflight style checklist for people new to baking lol

green vault
#

that would help everyone, i always fg to set stuff static lol

blissful apex
#

I just finished baked lighting for my world would like opinions of the before and after

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before

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after (baked lighting)

green vault
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pretty good

haughty owl
#

very good

mint cipher
#

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)

green vault
#

what exactly is wrong? the gradient blending off?

mint cipher
green vault
#

yea, unity loves having the worst baking in the universe

sharp robin
#

@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

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Uncheck PlayerLocal from the culling mask list on the camera

green vault
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@mint cipher i would rebake with 0 bouncing

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i think that is your best bet if the main lighting looks good

haughty owl
#

okay

mint cipher
sharp robin
#

@haughty owl Yes

haughty owl
#

okie dokie

mint cipher
#

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...)

haughty owl
sharp robin
#

@haughty owl What camera were you looking at yourself with in the example you posted?