#world-lighting

4 messages · Page 16 of 1

haughty owl
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I was using a client that simply lets me go into third person

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im not sure if another player would see the same thing

sharp robin
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thats not a world issue

haughty owl
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oh ok

haughty owl
sharp robin
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@haughty owl On the cameras you added you need to do the same thing

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uncheck the playerlocal layer from the culling mask

haughty owl
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right thats what I did

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and it didnt do anythin

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does it have to be static or something? dont know if that matters

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i dont think it does

sharp robin
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Then I can only assume its not working because of your game being modded

haughty owl
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okay so on the mirror its layer is set to water Lol so I put the camera on the water layer and it stopped glitching

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but the main camera with my post processing I think is set to post processing layer?

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You know what I think I got it covered

remote loom
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Is there a hard limit to the amount baked lighting?

sharp robin
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no

remote loom
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would you happen to know why my baked lights aren't showing up when i load the world in vrc?

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they are all set to baked

green vault
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are tgey acc baked in unity?

remote loom
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hmm i think you're right

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i changed the lighting since baking

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so i would have to rebake then reupload

green vault
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ummm, is everything static irst?

remote loom
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that was probably my issue

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i'll be back after rebake and reupload

green vault
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k

remote loom
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here i am 3 hours later

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what are the best settings you all have found for baking ?

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I am watching the tutorial in pinned btw

green vault
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hmm. padding 7, if your textures are like 2048, lightmap res should be in the 20s

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if you use enlighten, probs mess with the sampling as well, use bouncing if blending is needed, but bouncing may also do the opposite

remote loom
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the video says to use progressive cpu , we'll see how this looks , if it looks terrible with these recommended settings I will play with enlighten

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ty :3

green vault
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np, and gl

opal cove
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is there a good video explaning all the different light bake stuffs, indirect,shadowmask, bakery, mixed etc ? been using it all for a bit and looking things up but i stil dont REALLY get what im doing

modest vapor
mint cipher
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using the same Bakery settings as on a couple other maps but getting an error:

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might someone have seen this before and know what might be causing it?

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it was adjusting padding on everything for an age before hitting this error consistently on bake

modest vapor
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Try not using xatlas for UV uwnrapping

opal cove
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even with the lighting video its still complicated :c suddenly everything is black and white for me

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rewatching the video in case i missed something

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ah main camera was set to deferred

mint cipher
modest vapor
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Did you generate lightmap UVs for those meshes ?

mint cipher
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i disabled it for a bunch of them but still borked

modest vapor
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it shouldn't be disabled

mint cipher
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well it was enabled before wew

modest vapor
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yeah but you were using Xatlas

formal turret
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Why won't my trees cast shadows when I bake lighting?

amber temple
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why are my reflection probes black

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when i bake them ?

modest vapor
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Are your objects reflection probe static ?

amber temple
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O!

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that probably xD

silent coral
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Do you guys know if there's a way to make the VRC AP video screen emmit light based on the video that's playing?

green vault
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like reflection probes? or thru bloom?

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or just straight emmis @silent coral

proven locust
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prob talking about realtime GI from probes

formal turret
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Can any lighting pro tell me why my large, texture-atlassed meshes don't react to lighting?

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it was at 512 before

charred steeple
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What you're trying to do first?

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Normaly in the object you made lightmap static there is a "Lightmap scale" try to get it to 0.2 or 0.5

formal turret
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@charred steeple I'm trying to get my trees to be affected by lighting and cast shadows

spare aurora
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Hey, what are the recommended methods to reduce total lightmap size? (outside of just reducing quality)

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I'd like to increase texel count, but it balloons up to over a Gb with 30 texels

proven locust
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set individual mesh scale in lightmap based on the level of detail needed etc

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will save so much unused space

spare aurora
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Ah, excellent, thank you

supple loom
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These also help to fit more into less lightmaps

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Though using xatlas as unwrapper can choke on bake with certain kind of assets just fyi

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But xatlas as packer doesn't have that problem

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@spare aurora

spare aurora
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Fantastic, thank you so much for the tips

fluid mirage
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I did this before but i seem to have forgotten now, I have a snowy ground surface on my map, which when i bake lights in bakery, reflects a lot of it, making the shadows light instead of the dark i want them to be. How do i fix this? something about indirect light i recall?

fluid mirage
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anyone?

green vault
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@fluid mirage turn bounces off and see if difference

jade aurora
silent coral
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How do I make a spotlight emit the light from a texture?

green vault
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what do you mean?

trail void
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@silent coral emmisive textures or lightmaps?

silent coral
silent coral
trail void
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that's what I'm asking you

green vault
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@silent coral so you cant do that with a spot light unless its a scripted one, but the work around you can do is make a circle plane in blender or pro building, change the material to the video render texture, and make a cone with a gradient texture facing the circle with the bideo render texture

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thats what ive seen others do, what you can also do is with the specular shader, and flip a soft rebder texture for the cone. make sure its transparent as well to make it seem as such

rapid burrow
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anyone good at making worlds? i need help with general set up, every time in the past my worlds break and my new one wont update correctly when i make a test

lunar narwhal
# silent coral So I have this spotlight in my world, and I want it to turn the same color as a ...

A few things.
Turning it as the same colour as a video screen is a bit ambiguous. Do you mean something like the dominant colour of what is going on in the video? an average of colours in the video?
If you've seen this in some maps in vrchat, they're most likely doing some tricks such as a video track that has a portion of the video dedicated to lighting colours thats mapped to their emissive materials.
As for having video emissions there are several things you need to do.

  1. You need to have baked lighting with precomputed real time global illumination, and this requires using enlighten baker, for the realtime gi pass, or bakery experimental can do an enlighten pass for this first before its own baked gi pass
  2. Your emissive materials (ie spotlight) needs to have the video render texture uv mapped to the lighting bits
  3. Your emissive materials need to have the vrc_customrendererbehavior script

Alternatively for step 2, you could also use a shader that will out put the emission based on some function such as average colour, dominant colour etc.
If this is for an udon world, you do mostly the same but instead of vrc_customrendererbehavior, you need to use the RendererExtensions.UpdateGIMaterials function and update at an appropriate rate for the emissions. Alternatively, you might be able to do it with a spotlight in udon, as you can use the .readpixels function to read the output of the render texture and use that to change the colour of your spotlight. It might be expensive though and have more overhead than an emissive material with UpdateGIMaterials.

green vault
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@rapid burrow this is world lighting, i also cant really help if its a general thesis

rapid burrow
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so my issue is world lighting?

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my lights are baked, my issue is when i build and test the world doesnt update

green vault
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ah, so not a lighting issue unless when you unbake it works, however - thats obviously something you dont want to do

rapid burrow
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no

green vault
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i suggest reading out the console errors/ sending a screen shot

rapid burrow
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ok

green vault
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hmm, this is sdk2 correct? try clearing the pipeline and reuploading

rapid burrow
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oh its not

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there isnt sdk2 anymore

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nvm

lunar narwhal
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thats clearly sdk3 lol

rapid burrow
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its sdk3 lol

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i just realized im trying to get help in world lighting lol

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i meant to get help somewhere else 😂

green vault
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omg lmfo

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i asked that at the very begining

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yea lets go to udon

toxic viper
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when i tried to bake the lighting, I can't use progressive CPU nor GPU. It always crashes no matter what I do. I can only use enlighten for now.

green vault
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@toxic viper what is the architecture of the cpu and gpu? because cpu should work if enlighten works

green vault
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hmm. has it done this before? and what does your gi cache look like if i may ask?

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also, is it bsod or white screen, or unity closing itself?

toxic viper
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unity closing itself without any bug report pop up

green vault
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click on edit in the top left, go to “pereference” and in that window, find “gi cache” and see if its full or not

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if it is. try clearing it and adding more space, if its not full, do the same anyway just incase it still needs extra

lunar narwhal
toxic viper
green vault
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ok, but temporal made some good points, what were the setting for you lightmap exactly? I know 🤥 the gtx 1080 can basically handle anything “normal” but once you go into the “crazy zone”, you want at lest 64 gb of memory

lunar narwhal
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if you're using progressive gpu, it will use vram, where as if you're baking with progressive cpu, you will be using system ram, by default if you try to run progressive gpu and it detects you have insufficient vram, it will fallback to cpu

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depending on your scene and resolution, even the 8gb vram on the 1080 is not enough, and i have experienced that myself

toxic viper
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it seems that it doesnt crash, after I clear the cache. Thanks for that. But I have to crank up the res again to make it look good.

lunar narwhal
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But is there a reason for you to use progressive over enlighten?

toxic viper
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i usually set it to lower res to preview the world

supple loom
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Progressive gpu needs more than 12 gb of vram to work at 4k (in unity 2018)

toxic viper
supple loom
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Progressive is still pretty unstable for large scenes in 2018 as well so that's always a possible crash cause

lunar narwhal
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yeah, not a fan of progressive. its okay to quickly preview scenes at a lower resolution i suppose

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I hear bakery has a nice preview mode that takes advantage of rtx, but i dont have a rtx capable card vrcSad

supple loom
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It doesn't require rtx

lunar narwhal
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oh?

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I need to look into that

green vault
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who just said it required rtx?

supple loom
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I'm the first person who had access to the realtime preview extension and I have a gtx 1080

lunar narwhal
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ah, i saw ray tracing and just assumed it would require an rtx card lol

green vault
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you mean performance?

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like the prediction calc (nct)?

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also ive never seen the default unity baking presets (progressive 1 & 2) ever use vram or graphicals unless determined

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only in blender and maya

toxic viper
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ah damn it. It crashed again when using progressive cpu and changed the res. Cleared the cache and crashed again. Well, imma head out (use enlighten)

supple loom
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Enlighten is good just takes a lot longer than progressive

green vault
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and even then, you can set up a drive and set a ram cap for the engine so its in a commited page file

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what i want to kno, is why progressive is crashing, and enlighten isnt

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usually its the otherway around

toxic viper
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let's see,
Ryzen 2700
16GB 3200Mhz RAM
GTX 1080
latest windows, latest gpu drivers, etc.
im not sure what other info i can give you

green vault
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may i see your settings for lightmap? still havnt seen them

toxic viper
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does having discord and msi afterburner at the background does anything to the crash? because i have tried doing the progressive with nothing running the background, still crashed.

lunar narwhal
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progressive is just not stable, i'd just use it to get a preview on lower resolution and stick with enlighten

green vault
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omfg, afterburner yes

lunar narwhal
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its still a preview, for unity 2018 at least

green vault
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im pretty surr afterburner literally has a warning

toxic viper
supple loom
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CPU can be unstable as well

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GPU is just straight up broken in 2018

toxic viper
green vault
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tell after burner to stop its processes completely, it will continue doing what it needs to do

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no matter what you do. and should never be on while baking or rendering/calculating

supple loom
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What would afterburner change if they are using cpu progressive

green vault
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the speeds and ratios can get knocked out of the correct frame, can cause issues

supple loom
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For something that uses only cpu?

green vault
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it effects ram/memory

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unless ahmad didnt mess with the memory part of the settings

toxic viper
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well, it's probing the unity.exe with overlay, that's for sure, but i have that disabled

lunar narwhal
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msi afterburner is for vram settings.. not system ram

green vault
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other wise, afterburner can cause a but or “annoyance” or whatever it is in english

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afterburner does both

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unless you have redefined what “system ram” is

supple loom
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After burner is only for clocking gpu

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I don't think you can even overclock your normal ram outside of bios

lunar narwhal
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yeah you can't lol

toxic viper
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this is for preview settings. But it tooks quite a while. the lightmap res is 10 because my friend said, 500 is taking forever.

supple loom
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500 is massive though

toxic viper
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yeah 500 is the default unity value

supple loom
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I guess I really haven't been using the built in lightmappers in a while then

lunar narwhal
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isnt the default 20 or 40?

supple loom
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That's what I thought

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500 is way too high

toxic viper
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could be that this project used to be the legacy unity 5.x, until i migrate it to latest unity version

supple loom
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Made a new project in 2018

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Were you baking with 500 in progressive?

toxic viper
supple loom
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That's just the defaults

toxic viper
supple loom
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But like generally I would stay around 10 to 50 lightmap resolution depending on scene size

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I usually default to using 20

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And then adjusting invidual object lightmap sizes

toxic viper
supple loom
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Your lightmap size is set to 256

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So most things will look bad

toxic viper
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ahh damnit i forgot to exclude non prefab to bake. Well, im gonna try again tomorrow.

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this trial and error method is taking it's toll

supple loom
toxic viper
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is that going to take forever? even that default unity settings was taking 5-10 minutes.

supple loom
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5-10 is a pretty reasonable light bake time

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One of my worlds takes 2 hours for final bake with bakery

green vault
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thats pretty fast

supple loom
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But if your lightmap size is 256 that's the max size the lightmaps will be and that doesn't fit much esp with built in lightmappers

mystic quest
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Does anyone have a good skybox for a rural town
?

full mica
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I'm getting this weird artifacting when doing my final bake, I believe it's from ambient occlusion. I've read that increasing the scale of the floor mesh in the lightmap can help fix this but I was wondering if anyone else had any recommendations before I spend forever rebaking just to fix this

mystic quest
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I need help having good lighting in this small room, as i can't get it right

green vault
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looks like theres just one direct light

mystic quest
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yeah, i know, but what kind of lighting would be best for this

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as i'm not good with lighting stuff

full mica
mystic quest
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okay

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i just need a simple lighting setup, nothing fancy

green vault
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@mystic quest i mean if its a room, yould want like a few point lights, but I have no idea what structure type im looking at, so id try to bake when bounces set to at least 3 so the shadows arent as strong

mystic quest
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what

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i can show you a picture of the room

green vault
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or if you want to go cheap, get 3 direct lights, set them to bake, and set them to face in each direction, have 2 of them be set to 0.2 intensity and no shadows, and one have 0.5 intense and hard shadows

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oh ok

mystic quest
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this is from a game, and i can show a reference of what i would like it to look like

green vault
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i mean, might take a bit of effort to get it to that level. unity 2018 isnt the best for that baking style imo

mystic quest
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alright

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if not, i just need something that lights the entire room

green vault
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but yea, if its a toom, use point lights. as sinply put

mystic quest
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?

full mica
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Increase the intensity, but you're also going to need to bake your lights

mystic quest
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okay

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how much increase

full mica
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Play around with it

mystic quest
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do i need to move the light

full mica
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What are you trying to do?

mystic quest
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light up the room as if the lights were turned on

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but some areas are kinda darker

full mica
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Ya

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Consider how a light is placed normally in a space, the best way to get lighting to look natural is to place lights where they naturally would be

mystic quest
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oh, so on the ceiling?

full mica
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Try baking your lights

mystic quest
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how do i bake them

full mica
mystic quest
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this is really complex

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i don't get much of it

full mica
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The only section you really need to worry about is "baking the goods" you can probably just copy their settings and hit "bake"

mystic quest
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the thing is that the room they are doing is in complete contrast to mine

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mine is going to be lit up light, while their room is dark

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could you just walk me through it

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?

full mica
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I'd really recommend going through the guide and playing around in unity to understand how lights work and what baking is

mystic quest
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please

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the guide is kinda long and confusing

full mica
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open your lighting settings panel (Window > Rendering > Lighting Settings) and then copy their initial (not final) lightmapping settings and then hit "Generate Lighting"

mystic quest
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okay

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but i have a skybox

full mica
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That's fine

mystic quest
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but now it is all dark

full mica
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Oh, make sure all your objects are marked static and your light is set to baked

mystic quest
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how do i do that

full mica
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You should really read that guide

green vault
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@mystic quest select everything, and at top right most of inspector, therell be a thing for static

mystic quest
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okay

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then what

full mica
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Rebake

mystic quest
#

k

full mica
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And make sure that light is set for bake mode

mystic quest
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i'm toasting the buns

green vault
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make sure light is set to bake

mystic quest
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where

green vault
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also baking will make erdang black first, then starts adding stuff

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on the light

mystic quest
green vault
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ok its set to bake, you just gotta wait for the baking stage to firgure itself

mystic quest
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i did generate lighting but its still balck

green vault
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what does the objects/meshes say for their statics? need to be check marked

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(the room)

mystic quest
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i checked everything to static

green vault
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hmm, what does you lightmap settings look like?

mystic quest
full mica
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Try setting indirect intensity to 1?

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Also change ambient color to gray not black

mystic quest
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okay

full mica
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With probably an intensity of 1

mystic quest
#

baking it again

full mica
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If you want to understand lighting I'd really recommend creating a unity project to just mess around with different objects and lights

mystic quest
full mica
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Is that light IN the ceiling or outside the ceiling?

mystic quest
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in i think

full mica
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Try putting it under the ceiling, just barely

mystic quest
#

k

green vault
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golden

full mica
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Try upping the intensity

mystic quest
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of what

#

the light?

full mica
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ya

mystic quest
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tindirect intensity?

full mica
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Also post-processing will probably come in handy for that kind of style

mystic quest
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or the light

full mica
green vault
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i think you should be able to bake in that way, but using pp would definately be easier

mystic quest
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it is still dark

green vault
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what was the range again?

mystic quest
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1000

green vault
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range might be a bit too high. aka its probably spreading the light out a bit too far to see any differences

mystic quest
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k

green vault
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whats that white wall from?

mystic quest
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i added a wall to a part of it

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what should the range be?

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?

full mica
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You should be able to see the outside of the range while adjusting it, if you can't it's probably because it's so big you can't see the edge

green vault
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thats what im saying

full mica
mystic quest
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all of them are set as static

green vault
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thats the light thats selected

mystic quest
#

?

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so what should i do

green vault
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hmm, turn shadows on, and see if the shadows bake or not. if not, something is wrong. if the shadows are wrong, the uvs may be messed up, if they bake correctly, then you may want to mess woth the materials a bit or change intense

mystic quest
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where do i turn on shadows

green vault
full mica
mystic quest
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hard or soft?

green vault
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@full mica elab

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@mystic quest go hard

mystic quest
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k

full mica
mystic quest
green vault
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@full mica is it pixely, missing, not landing right, folding

full mica
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I'm thinking it might be coming from the trees above and enlighten not calculating the AO correctly

green vault
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@mystic quest is that with it baked?

mystic quest
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yeah

green vault
#

@full mica ss?

full mica
green vault
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@mystic quest looks like none of your objects created shadows, which is a bit odd, unless you made them not receive shadows

mystic quest
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huh

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i don't think i set them to not recieve

green vault
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@full mica ah i see, adding some more lightmap static (not correct terms) should help, but if it act more weird, could try adding more indirect samples

mystic quest
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it might be that only the cubes i made are doing it, as everything else is a mesh

green vault
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@mystic quest yea make sure the the object do shadows and both receive

mystic quest
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how do i do that

green vault
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@mystic quest select an object. for examp: select the tabel, and see if its recieving and producing shadows

mystic quest
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all of the polygons appear to be recieving shadows

green vault
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@full mica may i ask how the floor was made?

mystic quest
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i don't know what is going on

green vault
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@mystic quest do they produce as well (i can’t remember what its called in unity but there shpuld be a producing type as well for object)

mystic quest
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where is that?

green vault
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above the “receive shadows” check box

mystic quest
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yes, they say cast shadows

green vault
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hmm, move the light in the middle of the room closer to the center of a wall

full mica
mystic quest
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like on the ceiling or the wall

green vault
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@full mica yes, if it was extruded. great. if it was stretched or morphed, you may need to regen lightmaps

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@mystic quest a wall, to see if the light source follows where it is, make the range 1 and intensity 25

green vault
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@full mica regen lightnap uvs

mystic quest
green vault
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same thing with importing using legacy sometimes, the uvs can be a little mixed

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@mystic quest make sure its not in the wall, but next to it

mystic quest
full mica
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Ya, I unpacked the prefab, I can't figure out a way to regenerate the light UV on the asset and apply it to the object in the scene after doing that

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I tried doing that for a different issue (that I eventually resolved) earlier

mystic quest
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why isn't it working

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?

supple loom
#

Did you actually set the walls as static? Since you've only showed pictures of the lights themselves selected.

green vault
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about to say, i think youre confusing everything as just the lights

supple loom
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Setting a light as static doesn't do anything anyways

mystic quest
#

the room is one object with multiple polygons

green vault
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@full mica do you have a rewritible mesh? that sounds a bit odd

mystic quest
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i set everything as static

supple loom
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Show me

green vault
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send ss

mystic quest
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me?

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the light is the only nonstatic thing

supple loom
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Show me the settings on any of the meshes in the scene

mystic quest
supple loom
#

That gameobject doesn't have any meshes in it

mystic quest
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then what do i do

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add mesh renderer?

supple loom
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You select any of the walls inside the room game object

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And show me a picture of that

mystic quest
supple loom
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Did you actually bake your lighting at any point?

mystic quest
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yes, i clicked generate lighting

supple loom
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There should be a lightmap visible there

mystic quest
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okay

supple loom
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Can you show the lightmaps tab in the lighting window

mystic quest
green vault
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not that

mystic quest
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then where do i find it

supple loom
#

A picture of the tab

green vault
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the lightmap window/tab son

mystic quest
supple loom
mystic quest
supple loom
#

Well that isn't much of a lightmap

mystic quest
#

i don't know what is going on

supple loom
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What's your lighting settings

mystic quest
supple loom
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Oh wait

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I just saw it

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You made your building a skinned mesh renderer

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Those don't support lightmapping

mystic quest
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so what do i do then

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?

supple loom
#

Show me the import settings on the mesh you have in the rig tab

mystic quest
#

should i set it to none?

supple loom
#

Yes you should

mystic quest
#

kk

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then what do i do

supple loom
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Then most likely delete the one you have currently and drag out a new one

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The components on it should be just mesh renderers now

mystic quest
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okay

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so set it to none on each?

supple loom
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Each of the meshes yeah

mystic quest
#

k

#

so set each to none?

#

do mesh colliders work on mesh renderers?

supple loom
#

Mesh collider and mesh renderer are separate unity components and don't need either or to work or not to work

mystic quest
#

but how come they don't show the green outline on with mesh renderer?

#

does that mean they aren't active?

supple loom
#

Show me?

mystic quest
supple loom
#

That's not really supposed to have any green outlines

mystic quest
#

oh

#

like with the polygons

supple loom
#

If you set it to be convex then yeah

mystic quest
#

oh, does it need to be need to in the parent?

supple loom
#

Need to be what?

mystic quest
#

the colldier thing

supple loom
#

No

#

When you have the mesh collider with the mesh itself there's no need for it to draw the outlines since it's the same as the mesh

mystic quest
#

ah

#

just just place them in the mesh and then it will set itself?

supple loom
#

Yeah

mystic quest
#

k

#

okay, now what should i do about the lighting?

green vault
#

change range to 20

mystic quest
#

and place light in room?

#

what about intensity?

green vault
#

in the middle, intensity could go down a bit

mystic quest
#

okay

green vault
#

i mean its a small scene to bake, so you can mess around with whatever

#

turn bouncing off if any are present

mystic quest
#

how do i do that

green vault
#

lifhtmap settings

mystic quest
supple loom
#

You could up lightmap size to 2k

mystic quest
#

?

supple loom
#

The setting in your picture titled lightmap size change it to 2k

#

Lightmap resolution to maybe 10-20

mystic quest
#

picture titled lightmate size?

supple loom
#

Yes

mystic quest
#

where is that

supple loom
mystic quest
#

k

#

what about the glitched texture

supple loom
#

Show me the mesh import settings from the first tab you have

mystic quest
supple loom
#

Enable the last checkbox and apply

mystic quest
#

then bake?

supple loom
#

Yeah

mystic quest
#

will it fix the messed up texture

supple loom
#

If that's the object with the messed up look yeah it should

mystic quest
#

okay, it fixed it

supple loom
#

Well what causes places to be dark usually?

mystic quest
#

no light

#

can i add some directional lights there?

supple loom
#

Directional light is the same as the sun you don't have a sun inside a house

#

Point lights would be preferable as you already have one

mystic quest
#

ah

full mica
#

Is there a way to prevent post processing from affecting the UI or video players?

green vault
#

i mean, not really, since its for the camera layer, but if you make those components not appear in the post process lauer. it might not appear, however ive never see that work

full mica
#

I swear I've been in worlds with post processing where the video player and vrc menu aren't affected, maybe not

green vault
#

low bloom setting, high emissives

#

area baking too

full mica
#

The bloom isn't too bad, it's specifically the contrast

green vault
#

how effected is the components you dont want effected (keep in mind vr user eyes)

supple loom
#

Post processing gets applied after the whole frame has been drawn so it's hard to exclude stuff from it

full mica
full mica
supple loom
#

Yeah I can agree I bet vrc themselves would also want to exclude their menus from post processing

full mica
#

Tbh if that is the case it would be rad to have a second "reference" camera for things you don't want post processed

#

in the VRCWorld prefab

green vault
#

thatd be interesting... for vr I guess 🤔?

supple loom
#

There might be problems applying that to vr

full mica
#

Ah, true

austere timber
#

So i've had alot of weird issues with lighting in my world and one of them is one i haven't been able to figure out, there's these weird spots outside where the lightsource is and it could be due to the light mapper im using but im not sure exactly?

green vault
#

may need to regen your lightmap uvs

austere timber
#

I have plenty of times and i still get the issue for some reason

#

I use Progressive GPU for my lightmapper so that might be why, i might use bakery though but last time i tried to i got a bunch of errors in my project

green vault
#

could make the size bigger, and the res too

austere timber
#

Oh?

green vault
#

bakery usually does a better job since its prediction based, I don’t know what kind of errors youd get

austere timber
#

Lemmie try it again real quick

#

How do you open the bakery window btw? I can't seem to find it

modest vapor
#

Top menu bar next to vrchat sdk

austere timber
green vault
#

did you import it yet?

austere timber
#

Yea i did

modest vapor
#

Check your console

austere timber
supple loom
austere timber
#

Ahhh okayy

#

Should i reimport then?

#

Or just reload the project and when the popup comes up press that?

modest vapor
#

I don't think reloading the project would do it, reimporting bakery should

supple loom
#

Yeah just reopen the project

modest vapor
#

that's enough ? TIL

supple loom
#

I mean unity is always unity but you know

#

There's also the button in the UI to run that but that also doesn't work half the time

#

Also for your ground you most likely just don't have this ticked in the mesh import settings

austere timber
#

It's not a custom mesh though it's just a probuilder mesh

supple loom
#

Ugh

austere timber
#

So i don't have that option i don't think

modest vapor
#

Is that a flat plane ?

supple loom
#

Probuilder should do it automatically if you have it enabled

modest vapor
#

If you can remake it with Unity primitives, it's better

supple loom
#

But probuilder is very bad at doing it automatically

austere timber
#

How would i do it manually?

supple loom
#

Well there really isn't a way with probuilder 😅

green vault
#

i mean? could you export then, then reimport? lol

green vault
#

idk if thatd even work

austere timber
#

Well i don't think pro builder is the issue because the rest of the world is fine,

supple loom
#

It's probuilders job to make the lightmap uv

#

And so far from what I have seen from people it usually doesn't

austere timber
#

Oh?

supple loom
#

Check the link I linked and check that

green vault
#

as someone who doesnt exactly know how probuilder works, take everything i say as nct

austere timber
#

I mean it's just a basic sidewalk, I could just make it with a normal unity cube or plane. Or maybe trying using a new probuilder object would fix it

modest vapor
#

That would be better done with unity cubes

supple loom
#

Yeah a lot of solutions here really as long as you get a proper lightmap uv in the end

austere timber
#

Oh damn my bakery is working!

green vault
#

make sure your lights have the bakery light scripts

austere timber
#

Ah okay thank you i forgot about that

#

Can i disable the normal light script on the object or no?

green vault
#

on the lights, yes that is recommended when using bakery

#

use them as like a guide
but turn them off so when it bakes, its not double light

austere timber
#

Okay that makes sense

#

So the issue with the spots is gone after i did my first lightmap with bakery

green vault
#

thats good

rapid burrow
#

@austere timber where did you get the bakery tab? i need that to fix my baked lights :0

austere timber
#

it should just be there if you imported bakery properly

rapid burrow
#

how do i import bakery though

austere timber
#

From the unity asset store

rapid burrow
#

ok thanks

toxic viper
#

this was done using the default unity setting. and soft shadow for the directional lighting.

modest vapor
#

What are you trying to make look better exactly ?

toxic viper
#

that black spot under the bridge

modest vapor
#

I don't think that's the lightmap RuuuThunk

toxic viper
#

Well it doesnt look like that before baking

modest vapor
#

Check the console for overlapping UVs warning in that case

toxic viper
#

i see. Thanks, I will check back when i rebake. Since i already closed unity.

mystic quest
#

can someone help set up lighting for my world?

green vault
#

what you hav so far son?

mystic quest
#

nothing i think, just added a point light

green vault
#

what is the scene exact?

mystic quest
#

A theater room

green vault
#

so youd probably want to figure out where the light fictures are and add spot lights with dimmed intensity

#

ah so sea blue

#

yea thos look like spot lights with light probes and bouncing added

mystic quest
#

so what should i do first?

green vault
#

add spot lights

mystic quest
#

4 to be exact, right?

green vault
#

looks like 6, and add 2 more bigger spot lights that are white in the back

mystic quest
#

ah

green vault
#

it appears your scene has something baked already

mystic quest
#

yeah

#

i could just leave it as is

#

and just have the one point light

green vault
#

make the point lifht slightly blue tho

mystic quest
green vault
#

perfect

mystic quest
#

now what

green vault
#

bake and see how it turns out, remember to set objects to static

mystic quest
#

now what

green vault
#

hmm, could try a bit whiter, is that screen going to be a video player?

mystic quest
#

yeah

#

i just haven't added the screen yet, i might need help with that

green vault
#

this sdk2

#

?

mystic quest
#

yes

green vault
#

i got you

#

@mystic quest try making the range a bit higher

mystic quest
#

okay

#

what range

#

the light?

green vault
#

yea

#

change it to 15

mystic quest
#

k

green vault
#

and intensity to 7

mystic quest
#

does it look good

green vault
#

i think so, you make the final call tho

mystic quest
#

thanks

mint cipher
#

anyone got an idea what could cause some objects to not be calculated into the baked lightmap? like the kitchentable. Even though it is set to static, it's still not getting calculated

lunar narwhal
#

do you have generate lightmap uv's on the kitchen table import settings?

mint cipher
#

guess ima have to do a different approach then since the kitchen table is part of the whole apartment mesh. Do you recommend having every interior/furniture item as its own object?

lunar narwhal
#

is it? I see a kitchen table mesh in the mesh filter

#

can see it in your project files too lol

mint cipher
#

can't generate lightmap UV's only for the table tho. It's combining it all to one whole lightmap i think

lunar narwhal
#

its part of import settings and every model you import into unity has its own

#

check the ones on that table

mint cipher
#

checked it, but it doesn't seem to generate lightmap uv's for the table. All the other meshes work except for the table lol. And i can't select only the table to generate uv's for it since it's still part of the of the main mesh

lunar narwhal
#

yeah but your table is a seperate model is it not

mint cipher
#

no xd

#

that's why i asked if i should rather make every furniture item a seperate model

lunar narwhal
#

but it is?

mint cipher
#

part of the main apartment model

#

not as seperate

#

has it's own mesh but isn't its own exported model

lunar narwhal
#

when you click the mesh in the mesh filter component, does it point to the one in your joined mesh or the one thats seperate there

#

just making sure

mint cipher
#

to the joined mesh

#

ima just try exporting only the table as a whole different model and then place it in the scene and see if it gets calculated

lunar narwhal
#

weird

mint cipher
#

oh the screenshot you references was a different one, guess i must've sent a wrong one

lunar narwhal
#

does the table have doubles

mint cipher
#

because at first i had it as part of the main mesh

#

and that didn't work

#

now ima try it again as a single mesh

#

guess ima have to make every furniture item as it's own model since now it seems to work.

#

just tried to combine as much of the bigger meshes as possible to have only a few textures

#

but i guess ima have to scrap that idea

#

thank you!

lunar narwhal
#

whether you want to join all the meshes depends on a lot of things

#

keeping them seperate makes sense if they are relatively high poly so occlusion culling can do its work

mint cipher
#

yup, really wanted to keep the filesize somewhat low by combining the textures of many different objects

lunar narwhal
#

but regardless, if you keep their texture's atlased, unity can do static batching which will reduce draw call overhead

mint cipher
#

will try, thank you!

haughty owl
#

what type of lighting fixes this harsh lighting?

#

I have reflection probes and light probes on

#

Im also using point lights with mixed lighting

lunar narwhal
#

can you be more specific? do you mean the shading on your avatar's face?

haughty owl
#

yes

lunar narwhal
#

that's more so the settings of the shader

#

you'll want to looking at settings like toon ramp, shadow ramp etc

haughty owl
#

the avatars shader?

lunar narwhal
#

yeah

haughty owl
#

dammit

lunar narwhal
#

also if you have real time lights, such as mixed point lights, the lighting does not show in the mirror correctly unless you uncheck disable pixel lights in the mirror settings, but do note this will make your mirrors more performance heavy

haughty owl
#

okay

grave tartan
#

I needed to update my home world, but now when I'm building and testing it, the indirect lighting doesn't seem to be carrying over to in-game. Is there a setting I'm missing?

#

Nevermind, it seems like there was some kind of issue with the "Build and Test" function, cause the lighting loaded correctly when I actually uploaded it.

austere timber
#

How do you get emissive materials to emit light? I'm haveing a bit of trouble to get it to work

modest vapor
#

Try with the bakery standard shader

light phoenix
#

can anyone help me making my lights darker, Im terrible with lighting

green vault
#

arent you able to lower the intensity of the lights?

light phoenix
#

yeah a handful are of different variables tho

#

whats a normal intensity for a sleepy / cozy type world

green vault
#

uh show ss of the scene, usually youd want dark, darkish blues, warm area lights, stuff like that

light phoenix
#

its actually just the mirror lighting

#

mirrors make my avatar completely white

#

well on the skin and hair

green vault
#

is pixel lighting turned off?

#

also, is it just the mirror? or is it actually effecting you avatar?

light phoenix
green vault
#

hmm, did you set up light probes? also it still maybe pixel lighting for the mirror

light phoenix
#

i dont believe i did setup light probes

#

would probably help

#

i usually have friends help w lighting

green vault
#

i mean, if its the actually abatar, and if its effecting other avatars, it might be lights that are over powering on the player layer

light phoenix
#

nah its just this world

#

idk how to setup the light probes

green vault
#

ah, yea they a bit complicated

#

id suggest finding youtube if youre able to absorb from youube

light phoenix
#

yea will do

green vault
#

however, it could be something else, cus if everything is baked in already, you should be able to shut off the lights so nothing is reacting with leftover non static meshes (avatars)

#

cus to me, it looks like your avatar to absorbing a lot of light that its not supposed to

full mica
#

Does anyone know of a way to bake JUST the light probes?

green vault
#

so with bakery, you can tell it to bake the lightprobes, but the light probes shouldve been baked when you did the first main bake of the scene

#

did you decide you wanted more?

#

im also very certain this version of unity does not allow you to bake light probe seperaately. just reflect probe

full mica
#

Bluuuh that's dumb lol. The world lighting is fine however I accidentally turned the indirect multiplier up on a few lights and it's making some craaazy hot spots on avatars

#

My bake times are......... Large so I'd like to not have to do a full rebake if I don't have to

austere timber
# light phoenix dont think this is normal LOL

Make sure you're light probes are right, Also depending on the type of light you're using changing the intensity can fix that issue but you have to fight with it for a bit it's kinda odd though

abstract sand
#

can anyone point to to a good tutorial to get started in setting up baked lighting for a world

#

I have a realtime direction light and switching it to baked makes the entire map really dark XD

green vault
#

@abstract sand did you set the environment to static?

#

#1 mistake in baking is not setting everything to static

abstract sand
#

hmm, a quick look at some settings and I'm not sure where to set that @green vault

green vault
#

not in settings my friend

#

select a mesh, and in the i spector, look at the top right

#

and do that for everything in the scenen

abstract sand
#

even for things like directional lights themselves?

#

or stuff that moves?

#

is that setting different from what occlusion culling uses?

green vault
#

stuff that moves should t be static

#

wait, what are you baking? it looks like were talking 2 different things

abstract sand
#

lighting for a map

green vault
#

yes

#

im sure any lighting tutorial will tell you “make sure you set everything to static” because that tells the baking program what to bake

#

but im not sure what tutorial youre using tho

abstract sand
#

none, I've just been messing around with bits and pieces

green vault
#

oki

faint geyser
#

Hello

#

So my shaders in unity work properly but in game they are broken. Any ideas ?

modest vapor
#

Broken as in ? What kind of shaders ?

faint geyser
#

Standard

#

In unity it's proper

modest vapor
#

Can you show your materials ?

mystic escarp
#

yo can anyone help me out by any chance?
im making a world and i think i have fully baked my lighting but the only problem is that
when i look at different angles light start to glitch out at some places. like it changes betweens the different lights i have in the world and some objects in my world are just pure black altho the texture isnt and the lights are just messing things up

faint geyser
#

Sure, I can.

mystic escarp
#

nice

faint geyser
#

OH shit, sorry, dude. I was reply to Ruubick

mystic escarp
#

bruh XD

faint geyser
#

i know right.

modest vapor
#

@mystic escarp Can you show your scene ?

#

And are you sure it's actually baked or did you just set the lights to Baked

mystic escarp
#

i followed some tutorial and the person told me to have a light probe ane reflection probe and place some light probes around my scene and change some settings in my lighting. and i also set the lights to baked. and yes i'll show my scene i need to wait for my world to finish uploading xD (worst time to upload)

faint geyser
mystic escarp
#

all my lights started going crazy when my friend told me to add a second scene cuz thats how VRChat worlds was suppose to be made

faint geyser
modest vapor
#

@mystic escarp Ok so you didn't bake anything yet

#

Also no, you don't need a second scene

mystic escarp
#

that exact tutorial i followed

modest vapor
#

never heard of that one before

#

And you're sure you baked the lights ?

#

It's only supposed to change around if its realtime lighting

mystic escarp
#

i pressed bake on the reflectiong probe

#

im not sure anymore tbh

modest vapor
#

yes so you baked the reflection probe, but not lights

#

@faint geyser And that's all with realtime lights ?

faint geyser
#

Nope, it's all Baked

#

Area Lighting

modest vapor
#

Check your lightmaps in the folder and the console

faint geyser
#

Also this

mystic escarp
#

so if i just baked the reflections, how do i bake the lights?

green vault
#

go to lighting settings right, and then click "generate lightmap"

mystic escarp
#

I see Generate lighting but not lightmap

modest vapor
#

you should follow the video tutorial above

faint geyser
#

@modest vapor Apparently Direction Light in Baked setting was overriding the Area Lights inside the building and causing these problems

#

That is Direction Light was set to Baked

#

I set it to Mixed and it was fixed but that broke the reflections and other Area lights

#

Now i just removed DL entirely and redoing it

full mica
#

Does anyone know if it's possible to rebake ambient occlusion without completely rebaking the lighting?

modest vapor
#

nope

full mica
#

??

green vault
#

@full mica do you mean normal occulsion or the ambient occulsion in lightmapping?

full mica
#

ambient occlusion. I forgot to turn off static for some fog and the AO is all messed up now

#

Also, that ?? Was to the bot saying I was spamming lol, not to you Ruubick, sorry

#

Honestly, the light probes are also super messed up in that area anyways so I'd have to rebake no matter what. Goooooood that was a waste of time

modest vapor
#

You'd have to rebake

#

it's part of your lightmap

full mica
#

According to the logs my graphics card driver crashed during the last bake lmao. Guess I'll just wait until tomorrow

green vault
#

@full mica was that mid bake?

steel oasis
#

just started using bakery

#

and imtesting things

#

and i keep getting these on my objects

#

that shitty colour near the seam

green vault
#

@steel oasis whatre your settings? and where did these meshes come from/how they made?

steel oasis
#

Theyre pro builder cubes

#

and im just using default bakery

#

and the preset

green vault
#

whatre the settings tho bro

steel oasis
green vault
#

so id lower the texels a bit

steel oasis
#

down to

green vault
#

like 40 if you need that many, and turn bounces to 0 and see if it clears up on that coloring

steel oasis
#

looks worse

lunar narwhal
#

what gpu are you using?

steel oasis
#

1060

lunar narwhal
#

use optix 5 denoiser

#

7 is for 3xxx series 5 is better on 1xxx

steel oasis
#

someone told me to use 7 in dms

#

k

#

lemme try

#

slight fix on SOME colouring

#

still some weird spots

lunar narwhal
#

well its a start

steel oasis
#

yeah i found this tho

#

xd

#

regardless, if its for 10 series im down for it

lunar narwhal
#

still, i would run the auto detect thing for bakery to decide which works best

steel oasis
#

how

lunar narwhal
#

wait why do you have 20000 texels per unit O_O

steel oasis
#

i see i see

#

again dms

#

i asked advice of someone who made a world i liked

lunar narwhal
#

change it to something reasonable like 20-50

#
Approximate amount of lightmap texels per world unit. Affects the amount and resolution of generated lightmaps.

Example values to get you started:

    Large outdoor area (a city): 1 - 5
    Medium outdoor area (a few alleys): 10-20
    High quality interior: 100
steel oasis
#

i did

lunar narwhal
#

jesus

steel oasis
#

its 40 now

#

okay im using the recommended settings

#

same thing

lunar narwhal
#

whats the settings on your bakery lights?

steel oasis
#

one sec

#

just baked again

#

and it looks etter but not perfect heres the light settings

lunar narwhal
#

oh i mean yeah you need to rebake to see changes lol

steel oasis
#

yeah

#

i did

#

each time xd

#

i just did it again for funzies

lunar narwhal
#

ah so it was the recommended settings then perhaps

steel oasis
#

possibly

lunar narwhal
#

if you haven't you can disable the original light components

steel oasis
#

i have

#

Tis all bakery

lunar narwhal
#

hm, i don't really use probuilder, does it have any options for lightmap uv's?

green vault
#

if iirc from 1, probuilder has a default setting somewhere thats supposed tofigure out the uvs

steel oasis
#

yeah you can lightmap uvs

inland lotus
#

Anybody have any advice on trying to get volumetric lighting in a world?

lunar narwhal
inland lotus
#

Ah I see, thanks a ton! I will look into it!

crimson verge
#

ok so once again i'm still having this issue on the wall back there

#

the scene isnt baked but the result would be the same if it was, that wall to the left is darker than the one on the right for some reason even though they're being hit by the same exact shadow

#

im not sure if its some material issue (i'm using standard still) or if its a light issue, cus when the directional world light is off then they both look the same color

#

ive been experimenting with light settings and right now i'm baking with directional mode set to non-directional and it looks like it might work so this whole post could just be useless for me right now

#

there this is the first time i've baked and the shadows on both walls are the same color

crimson verge
#

nevermind i moved a single rock and everything broke on the next bake

#

i'm not sure what the hell is going on

#

it looks like my entire lightmap is shifted downwards?

#

realtime GI is off and baked GI is on

#

i understand theres a shader error for xiexe in the console, nothing is using it atm, i tested it to see if it would fix my first lighting issue

#

alright looks like switching the lightmap size to 2048 and back up to 4096 did the trick, unity must have shit itself or something

crimson verge
#

ok so last weird issue i'm having, after baking the lights here in the scene, the shadows dont bake onto the terrain underneath that tree correctly, despite the rest of the tree shadow looking fine

#

in fact nearly everything on the terrain looks just finely baked except for both of the trees on the map's bases

faint geyser
#

Any ideas what makes this happen ?

#

Shader - Standard

#

No Skybox

#

No Sun

upbeat tendon
faint geyser
#

So Standard shader will not be properly rendered but pro builder Vertex shader will be properly rendered

#

No idea what is even happening in that

green vault
#

@faint geyser what do you see my son? im not what the problem is

faint geyser
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Pardon ?

green vault
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im not sure whats the matter, is it the reflections? shader behavior? water?

faint geyser
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I have no idea

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This is what it looks like in unity after baking everything

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This is the test map for figuring this out

green vault
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well does it look correct after baking tho?

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interesting (im not a probuilder user, but cool)

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but what is happening for you that troubles you?

faint geyser
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Okay, so the mansion one is baked and in Unity

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The 2nd one is in Game

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I guess the fact that everything related to lighting is screwed ?

green vault
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hmm, got reflection probes in each room?

faint geyser
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Yup

green vault
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hmm, well im not sure what your lighting style is, from my standpoint: it appears fine

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is it the shinyness?

faint geyser
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Are you sure about that ?

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Top is Unity

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Bottom is In-game

green vault
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ahhhh i see. so its diffrernt in game is what youre saying

faint geyser
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I've been saying that for a while - yes

green vault
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thats odd, are the walls parented/childed weirdly

faint geyser
green vault
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what probe is in that room? also:is auto generate turned on (sometimes that messes it up)

faint geyser
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Reflection probe

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Auto gen off

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Cleared BData before gen

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Actually

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Going to change from Albedo to Metallic Alpha

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For the mats

green vault
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well the thing is is that it should change the lighting in game, the only thing i can really suggest is tomove the children out of the parent in the hierarchy

faint geyser
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If that is the leading cause of this bug then - wtf

green vault
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agreed

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i have a world that glitches from parents whenever you change an avatar

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gotta love games that are hierarchy sensitive

faint geyser
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If this works - I am drinking

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Calling this test world "Anti-Parent"

green vault
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if it doesnt, then something in the sdk is acting funkier than usual

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actually yea, what is the sdk you using right now lad?

faint geyser
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newest

green vault
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which

faint geyser
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SDK3

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Did nothing

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I am going to sleep

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Can't be bothered

green vault
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sorry to hear that

lunar narwhal
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@faint geyser when you wake up i would check to see if your previous builds were actually successful, from the screenshots its not just lighting but completely different builds. You might have failed builds in which case the last successful build gets uploaded to the same id sometimes, and you're just viewing an outdated version. Check console for errors, etc. Install 1's vrworldtoolkit if you havent.

Also make sure you're on the latest version of probuilder from the package manager, not the asset store. Make sure you hit generate uv2 on probuilder models before baking

faint geyser
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@lunar narwhal On latest build from package, no errors, Worldtoolkit debug didnt give me any errors

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just basic corrections like directory

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Atleast now my textures are Pink

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So it's a shader issue

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but the shader is Standard

lunar narwhal
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huh, something would have to be really wrong for standard to show up as pink

lunar narwhal
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you didnt switch the render pipeline to anything but the default right?

supple loom
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Yeah could be easily caused by trying to upload with hdrp

faint geyser
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It shouldn't be

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Is there a way to check ?

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@lunar narwhal

lunar narwhal
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edit > project settings > graphics

faint geyser
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it has None

lunar narwhal
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its not that then.

faint geyser
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Hold a sec

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VRchat uses 2018.4.20f1

lunar narwhal
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yeah

faint geyser
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And we are to use that version

lunar narwhal
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yeah

faint geyser
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Okay, then no problem there

lunar narwhal
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console errors? if your standard is showing up as pink there must be some errors presumably

faint geyser
lunar narwhal
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install cinemachine from package manager

faint geyser
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Even if i have it fresh from the sdk ?

lunar narwhal
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it looks like its missing, check package manager and install it if its not already

faint geyser
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Weird

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This makes the least amount of sense to me

lunar narwhal
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did you install cinemachine? are the errors still present?

faint geyser
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Yes. But I have an idea now

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I think I might get to the bottom of this in a second

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A completely fresh project

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Only thing that will be brought over - scene, materials

faint geyser
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And good news

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It works now

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Something was seriously janked

wary sonnet
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Bakery has gone bugged for me

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i'm getting extreme overbrightness and weird coloration on some rooms

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before it was only sometimes but now it's all the time

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any advice how to solve this?

faint geyser
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Is this an area light ?

faint geyser
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@peak nimbus

peak nimbus
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no area lights at all in world

faint geyser
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Are you using Compression LMaps ? and is the light object by chance inside a mesh ?

proven locust
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need to generate lightmap UVs

peak nimbus
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why does this happen on planes only when I turn on bounces in lightmapping settings 😦

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already generated maps and tried compressed and uncompressed

modest vapor
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What else is going on around the world ?

peak nimbus
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rest of the world looks fine actually

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it's weird bc it does this even if I remove the lights from that room

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no matter what though unless I set bounces to none it does this but bounces at none looks darker and worse :/

modest vapor
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world doesn't seem fine since the ground isn't receiving shadows

peak nimbus
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oh in the pic?

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ground isn't static currently

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as well as chairs

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I was trying to fix the wall issue first :/

sharp robin
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@peak nimbus Cpu or Gpu progressive?

peak nimbus
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both

sharp robin
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To fix it for both you can create a new lightmap parameter and set backface tolerance to 0

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Or lower that value until it stops occurring

full mica
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Would this sort of thing be caused by seam stitching not working correctly?

viscid furnace
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Is it possible the create a neon effect without relying on the post processing stack?

crimson verge
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depends how neon you want it?

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i made some sort of glowy stick things using baked emmission on blocks, turn the item emmission to the color you want it to glow, then make the item albedo a much whiter shade of the emmission color, and it'll appear like its glowing @viscid furnace

wary sonnet
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im stuck for days now because Bakery causes random overbrightness in certain rooms for no reason i can understand. When i bake the light for just that room it works fine but as soon as all the world is enabled there is extreme overbrightness in a handful of rooms. If somone could please help me that would be great, i am at the absolute end of my wits

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@modest vapor do you have any idea?

modest vapor
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any pictures/settings ?