#world-lighting
4 messages · Page 16 of 1
thats not a world issue
oh ok
It is a world issue I put cameras and its still showing the same thing. Ugh I only know that light probes fix player lighting but nothin much other than that
@haughty owl On the cameras you added you need to do the same thing
uncheck the playerlocal layer from the culling mask
right thats what I did
and it didnt do anythin
does it have to be static or something? dont know if that matters
i dont think it does
Then I can only assume its not working because of your game being modded
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
but the main camera with my post processing I think is set to post processing layer?
You know what I think I got it covered
Is there a hard limit to the amount baked lighting?
no
would you happen to know why my baked lights aren't showing up when i load the world in vrc?
they are all set to baked
are tgey acc baked in unity?
hmm i think you're right
i changed the lighting since baking
so i would have to rebake then reupload
ummm, is everything static irst?
k
here i am 3 hours later
what are the best settings you all have found for baking ?
I am watching the tutorial in pinned btw
hmm. padding 7, if your textures are like 2048, lightmap res should be in the 20s
if you use enlighten, probs mess with the sampling as well, use bouncing if blending is needed, but bouncing may also do the opposite
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
ty :3
np, and gl
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
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
using the same Bakery settings as on a couple other maps but getting an error:
might someone have seen this before and know what might be causing it?
it was adjusting padding on everything for an age before hitting this error consistently on bake
Try not using xatlas for UV uwnrapping
even with the lighting video its still complicated :c suddenly everything is black and white for me
rewatching the video in case i missed something
like some color is there
ah main camera was set to deferred
@modest vapor no such luck 😦
Did you generate lightmap UVs for those meshes ?
i disabled it for a bunch of them but still borked
it shouldn't be disabled
well it was enabled before wew
yeah but you were using Xatlas
Are your objects reflection probe static ?
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?
prob talking about realtime GI from probes
Can any lighting pro tell me why my large, texture-atlassed meshes don't react to lighting?
is this option going to help at all?
it was at 512 before
What you're trying to do first?
Normaly in the object you made lightmap static there is a "Lightmap scale" try to get it to 0.2 or 0.5
@charred steeple I'm trying to get my trees to be affected by lighting and cast shadows
Hey, what are the recommended methods to reduce total lightmap size? (outside of just reducing quality)
Current bakery settings:
I'd like to increase texel count, but it balloons up to over a Gb with 30 texels
set individual mesh scale in lightmap based on the level of detail needed etc
will save so much unused space
Ah, excellent, thank you
These also help to fit more into less lightmaps
Though using xatlas as unwrapper can choke on bake with certain kind of assets just fyi
But xatlas as packer doesn't have that problem
@spare aurora
Fantastic, thank you so much for the tips
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?
anyone?
@fluid mirage turn bounces off and see if difference
Hey! To change the post process volume - Auto exposure, Which should I select? its a slider
How do I make a spotlight emit the light from a texture?
what do you mean?
@silent coral emmisive textures or lightmaps?
So I have this spotlight in my world, and I want it to turn the same color as a videoscreen
What do you mean?
that's what I'm asking you
@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
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
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
this is what i currently have :/
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.
- 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
- Your emissive materials (ie spotlight) needs to have the video render texture uv mapped to the lighting bits
- 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.
@rapid burrow this is world lighting, i also cant really help if its a general thesis
so my issue is world lighting?
my lights are baked, my issue is when i build and test the world doesnt update
ah, so not a lighting issue unless when you unbake it works, however - thats obviously something you dont want to do
no
i suggest reading out the console errors/ sending a screen shot
hmm, this is sdk2 correct? try clearing the pipeline and reuploading
thats clearly sdk3 lol
its sdk3 lol
i just realized im trying to get help in world lighting lol
i meant to get help somewhere else 😂
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.
@toxic viper what is the architecture of the cpu and gpu? because cpu should work if enlighten works
AMD Ryzen 2700 with GTX 1080
hmm. has it done this before? and what does your gi cache look like if i may ask?
also, is it bsod or white screen, or unity closing itself?
unity closing itself without any bug report pop up
where's the GI cache located?
click on edit in the top left, go to “pereference” and in that window, find “gi cache” and see if its full or not
if it is. try clearing it and adding more space, if its not full, do the same anyway just incase it still needs extra
I wouldnt recommend using progressive at this point anyway, but have you tried running it at a lower resolution first? progressive tends to use a lot of memory, and you might be crashing because of that. Bakery is a really good alternative lightmapper with gpu support. I myself use it with a gtx 1080.
it's not full, but im gonna clean the cache anyway.
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
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
depending on your scene and resolution, even the 8gb vram on the 1080 is not enough, and i have experienced that myself
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.
But is there a reason for you to use progressive over enlighten?
i usually set it to lower res to preview the world
Progressive gpu needs more than 12 gb of vram to work at 4k (in unity 2018)
it seems that using progressive CPU is faster than enlighten. I need to do more experimentation and testing
Progressive is still pretty unstable for large scenes in 2018 as well so that's always a possible crash cause
yeah, not a fan of progressive. its okay to quickly preview scenes at a lower resolution i suppose
I hear bakery has a nice preview mode that takes advantage of rtx, but i dont have a rtx capable card 
It doesn't require rtx
who just said it required rtx?
I'm the first person who had access to the realtime preview extension and I have a gtx 1080
ah, i saw ray tracing and just assumed it would require an rtx card lol
you mean performance?
like the prediction calc (nct)?
also ive never seen the default unity baking presets (progressive 1 & 2) ever use vram or graphicals unless determined
only in blender and maya
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)
Enlighten is good just takes a lot longer than progressive
and even then, you can set up a drive and set a ram cap for the engine so its in a commited page file
what i want to kno, is why progressive is crashing, and enlighten isnt
usually its the otherway around
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
may i see your settings for lightmap? still havnt seen them
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.
progressive is just not stable, i'd just use it to get a preview on lower resolution and stick with enlighten
omfg, afterburner yes
its still a preview, for unity 2018 at least
im pretty surr afterburner literally has a warning
it says preview on the gpu but not on the cpu
i close msi afterburner, still crashed
tell after burner to stop its processes completely, it will continue doing what it needs to do
no matter what you do. and should never be on while baking or rendering/calculating
What would afterburner change if they are using cpu progressive
the speeds and ratios can get knocked out of the correct frame, can cause issues
For something that uses only cpu?
well, it's probing the unity.exe with overlay, that's for sure, but i have that disabled
msi afterburner is for vram settings.. not system ram
other wise, afterburner can cause a but or “annoyance” or whatever it is in english
afterburner does both
unless you have redefined what “system ram” is
After burner is only for clocking gpu
I don't think you can even overclock your normal ram outside of bios
yeah you can't lol
this is for preview settings. But it tooks quite a while. the lightmap res is 10 because my friend said, 500 is taking forever.
500 is massive though
yeah 500 is the default unity value
I guess I really haven't been using the built in lightmappers in a while then
isnt the default 20 or 40?
could be that this project used to be the legacy unity 5.x, until i migrate it to latest unity version
is this the most optimized for soft shadow?
That's just the defaults
no
But like generally I would stay around 10 to 50 lightmap resolution depending on scene size
I usually default to using 20
And then adjusting invidual object lightmap sizes
i tried this setting and it looked ugly so im rebaking with the one you just posted
ahh damnit i forgot to exclude non prefab to bake. Well, im gonna try again tomorrow.
this trial and error method is taking it's toll
Make sure to up your lightmap size to 2k or 4k when you do
is that going to take forever? even that default unity settings was taking 5-10 minutes.
5-10 is a pretty reasonable light bake time
One of my worlds takes 2 hours for final bake with bakery
thats pretty fast
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
Does anyone have a good skybox for a rural town
?
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
I need help having good lighting in this small room, as i can't get it right
looks like theres just one direct light
yeah, i know, but what kind of lighting would be best for this
as i'm not good with lighting stuff
@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
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
oh ok
this is from a game, and i can show a reference of what i would like it to look like
i mean, might take a bit of effort to get it to that level. unity 2018 isnt the best for that baking style imo
but yea, if its a toom, use point lights. as sinply put
Increase the intensity, but you're also going to need to bake your lights
Play around with it
What are you trying to do?
light up the room as if the lights were turned on
this is looking better
but some areas are kinda darker
Ya
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
oh, so on the ceiling?
Try baking your lights
how do i bake them
It explains it in a section in this
The only section you really need to worry about is "baking the goods" you can probably just copy their settings and hit "bake"
the thing is that the room they are doing is in complete contrast to mine
mine is going to be lit up light, while their room is dark
could you just walk me through it
?
I'd really recommend going through the guide and playing around in unity to understand how lights work and what baking is
open your lighting settings panel (Window > Rendering > Lighting Settings) and then copy their initial (not final) lightmapping settings and then hit "Generate Lighting"
That's fine
Oh, make sure all your objects are marked static and your light is set to baked
how do i do that
You should really read that guide
@mystic quest select everything, and at top right most of inspector, therell be a thing for static
Rebake
k
And make sure that light is set for bake mode
make sure light is set to bake
where
ok its set to bake, you just gotta wait for the baking stage to firgure itself
i did generate lighting but its still balck
what does the objects/meshes say for their statics? need to be check marked
(the room)
i checked everything to static
hmm, what does you lightmap settings look like?
okay
With probably an intensity of 1
baking it again
If you want to understand lighting I'd really recommend creating a unity project to just mess around with different objects and lights
Is that light IN the ceiling or outside the ceiling?
in i think
Try putting it under the ceiling, just barely
golden
Try upping the intensity
ya
tindirect intensity?
Also post-processing will probably come in handy for that kind of style
or the light
Try setting the intensity here to like 5
i think you should be able to bake in that way, but using pp would definately be easier
what was the range again?
1000
range might be a bit too high. aka its probably spreading the light out a bit too far to see any differences
k
whats that white wall from?
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
thats what im saying
Make sure you set that wall to static
thats the light thats selected
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
where do i turn on shadows
Just so it doesn't get lost. Anyone have any ideas here? I'm going to start rebaking in a bit with the scale changed but not confident it will fix this problem
hard or soft?
k
Curious if anyone's seen artifacting like this before and have any ideas on how to fix it other than increasing the scale of the floor in the lightmap
@full mica is it pixely, missing, not landing right, folding
I'm thinking it might be coming from the trees above and enlighten not calculating the AO correctly
@mystic quest is that with it baked?
yeah
@full mica ss?
There's one up there but let me take another further out to show
@mystic quest looks like none of your objects created shadows, which is a bit odd, unless you made them not receive shadows
@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
it might be that only the cubes i made are doing it, as everything else is a mesh
@mystic quest yea make sure the the object do shadows and both receive
how do i do that
Rad, thanks! I'll work on it
@mystic quest select an object. for examp: select the tabel, and see if its recieving and producing shadows
all of the polygons appear to be recieving shadows
@full mica may i ask how the floor was made?
i don't know what is going on
@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)
where is that?
above the “receive shadows” check box
yes, they say cast shadows
hmm, move the light in the middle of the room closer to the center of a wall
Like the mesh?
like on the ceiling or the wall
@full mica yes, if it was extruded. great. if it was stretched or morphed, you may need to regen lightmaps
@mystic quest a wall, to see if the light source follows where it is, make the range 1 and intensity 25
Hmmm, I'll try that as well
@full mica regen lightnap uvs
same thing with importing using legacy sometimes, the uvs can be a little mixed
@mystic quest make sure its not in the wall, but next to it
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
I tried doing that for a different issue (that I eventually resolved) earlier
Did you actually set the walls as static? Since you've only showed pictures of the lights themselves selected.
about to say, i think youre confusing everything as just the lights
Setting a light as static doesn't do anything anyways
the room is one object with multiple polygons
@full mica do you have a rewritible mesh? that sounds a bit odd
i set everything as static
Show me
send ss
Show me the settings on any of the meshes in the scene
That gameobject doesn't have any meshes in it
You select any of the walls inside the room game object
And show me a picture of that
Did you actually bake your lighting at any point?
yes, i clicked generate lighting
There should be a lightmap visible there
okay
Can you show the lightmaps tab in the lighting window
not that
A picture of the tab
the lightmap window/tab son
Like this
Well that isn't much of a lightmap
i don't know what is going on
What's your lighting settings
Oh wait
I just saw it
You made your building a skinned mesh renderer
Those don't support lightmapping
Show me the import settings on the mesh you have in the rig tab
Yes you should
Then most likely delete the one you have currently and drag out a new one
The components on it should be just mesh renderers now
Each of the meshes yeah
Mesh collider and mesh renderer are separate unity components and don't need either or to work or not to work
but how come they don't show the green outline on with mesh renderer?
does that mean they aren't active?
Show me?
That's not really supposed to have any green outlines
If you set it to be convex then yeah
oh, does it need to be need to in the parent?
Need to be what?
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
Yeah
change range to 20
in the middle, intensity could go down a bit
i mean its a small scene to bake, so you can mess around with whatever
turn bouncing off if any are present
how do i do that
lifhtmap settings
?
You could up lightmap size to 2k
?
The setting in your picture titled lightmap size change it to 2k
Lightmap resolution to maybe 10-20
picture titled lightmate size?
Yes
where is that
Show me the mesh import settings from the first tab you have
Enable the last checkbox and apply
then bake?
Yeah
will it fix the messed up texture
If that's the object with the messed up look yeah it should
Well what causes places to be dark usually?
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
Is there a way to prevent post processing from affecting the UI or video players?
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
I swear I've been in worlds with post processing where the video player and vrc menu aren't affected, maybe not
The bloom isn't too bad, it's specifically the contrast
how effected is the components you dont want effected (keep in mind vr user eyes)
Post processing gets applied after the whole frame has been drawn so it's hard to exclude stuff from it
Pretty bad. Honestly though on second look the contrast I'm adding isn't doing that much to the actual world, I'll probably just bump it down
Yaaa, it makes sense just frustrating lol
Yeah I can agree I bet vrc themselves would also want to exclude their menus from post processing
I read some people suggesting it can be done with two cameras, it's probably doable on VRC's side
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
thatd be interesting... for vr I guess 🤔?
There might be problems applying that to vr
Ah, true
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?
may need to regen your lightmap uvs
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
could make the size bigger, and the res too
Oh?
bakery usually does a better job since its prediction based, I don’t know what kind of errors youd get
Lemmie try it again real quick
How do you open the bakery window btw? I can't seem to find it
Top menu bar next to vrchat sdk
I don't see it?
did you import it yet?
Yea i did
Check your console
These are the errors i get
You need to run this when you import bakery
Ahhh okayy
Should i reimport then?
Or just reload the project and when the popup comes up press that?
I don't think reloading the project would do it, reimporting bakery should
Yeah just reopen the project
that's enough ? TIL
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
It's not a custom mesh though it's just a probuilder mesh
Ugh
So i don't have that option i don't think
Is that a flat plane ?
Probuilder should do it automatically if you have it enabled
If you can remake it with Unity primitives, it's better
But probuilder is very bad at doing it automatically
How would i do it manually?
Well there really isn't a way with probuilder 😅
i mean? could you export then, then reimport? lol
idk if thatd even work
Well i don't think pro builder is the issue because the rest of the world is fine,
It's probuilders job to make the lightmap uv
And so far from what I have seen from people it usually doesn't
Oh?
Check the link I linked and check that
as someone who doesnt exactly know how probuilder works, take everything i say as nct
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
That would be better done with unity cubes
Yeah a lot of solutions here really as long as you get a proper lightmap uv in the end
make sure your lights have the bakery light scripts
Ah okay thank you i forgot about that
Can i disable the normal light script on the object or no?
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
Okay that makes sense
So the issue with the spots is gone after i did my first lightmap with bakery
thats good
https://vrchat.com/home/world/wrld_cb27ddde-d49e-410e-aed9-5c23a3b159e7 let me know how lighting is, im trying to tweek it a bunch and make it good
@austere timber where did you get the bakery tab? i need that to fix my baked lights :0
it should just be there if you imported bakery properly
how do i import bakery though
From the unity asset store
ok thanks
what kind of baking settings to make those looks better
this was done using the default unity setting. and soft shadow for the directional lighting.
What are you trying to make look better exactly ?
that black spot under the bridge
I don't think that's the lightmap 
Well it doesnt look like that before baking
Check the console for overlapping UVs warning in that case
i see. Thanks, I will check back when i rebake. Since i already closed unity.
can someone help set up lighting for my world?
what you hav so far son?
nothing i think, just added a point light
what is the scene exact?
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
so what should i do first?
add spot lights
4 to be exact, right?
looks like 6, and add 2 more bigger spot lights that are white in the back
ah
it appears your scene has something baked already
make the point lifht slightly blue tho
perfect
now what
bake and see how it turns out, remember to set objects to static
hmm, could try a bit whiter, is that screen going to be a video player?
yes
k
and intensity to 7
i think so, you make the final call tho
thanks
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
do you have generate lightmap uv's on the kitchen table import settings?
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?
is it? I see a kitchen table mesh in the mesh filter
can see it in your project files too lol
can't generate lightmap UV's only for the table tho. It's combining it all to one whole lightmap i think
its part of import settings and every model you import into unity has its own
check the ones on that table
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
yeah but your table is a seperate model is it not
no xd
that's why i asked if i should rather make every furniture item a seperate model
part of the main apartment model
not as seperate
has it's own mesh but isn't its own exported model
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
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
weird
oh the screenshot you references was a different one, guess i must've sent a wrong one
does the table have doubles
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!
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
yup, really wanted to keep the filesize somewhat low by combining the textures of many different objects
but regardless, if you keep their texture's atlased, unity can do static batching which will reduce draw call overhead
will try, thank you!
what type of lighting fixes this harsh lighting?
I have reflection probes and light probes on
Im also using point lights with mixed lighting
can you be more specific? do you mean the shading on your avatar's face?
yes
that's more so the settings of the shader
you'll want to looking at settings like toon ramp, shadow ramp etc
the avatars shader?
yeah
dammit
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
okay
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.
How do you get emissive materials to emit light? I'm haveing a bit of trouble to get it to work
Try with the bakery standard shader
can anyone help me making my lights darker, Im terrible with lighting
arent you able to lower the intensity of the lights?
yeah a handful are of different variables tho
whats a normal intensity for a sleepy / cozy type world
uh show ss of the scene, usually youd want dark, darkish blues, warm area lights, stuff like that
its actually just the mirror lighting
mirrors make my avatar completely white
well on the skin and hair
is pixel lighting turned off?
also, is it just the mirror? or is it actually effecting you avatar?
hmm, did you set up light probes? also it still maybe pixel lighting for the mirror
i dont believe i did setup light probes
would probably help
i usually have friends help w lighting
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
ah, yea they a bit complicated
id suggest finding youtube if youre able to absorb from youube
yea will do
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
Does anyone know of a way to bake JUST the light probes?
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
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
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
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
@abstract sand did you set the environment to static?
#1 mistake in baking is not setting everything to static
hmm, a quick look at some settings and I'm not sure where to set that @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
even for things like directional lights themselves?
or stuff that moves?
is that setting different from what occlusion culling uses?
stuff that moves should t be static
wait, what are you baking? it looks like were talking 2 different things
lighting for a map
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
none, I've just been messing around with bits and pieces
oki
Hello
So my shaders in unity work properly but in game they are broken. Any ideas ?
Broken as in ? What kind of shaders ?
Can you show your materials ?
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
Sure, I can.
nice
OH shit, sorry, dude. I was reply to Ruubick
bruh XD
i know right.
@mystic escarp Can you show your scene ?
And are you sure it's actually baked or did you just set the lights to Baked
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)
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
@mystic escarp Ok so you didn't bake anything yet
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
Also no, you don't need a second scene
that exact tutorial i followed
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
yes so you baked the reflection probe, but not lights
@faint geyser And that's all with realtime lights ?
Check your lightmaps in the folder and the console
go to lighting settings right, and then click "generate lightmap"
I see Generate lighting but not lightmap
you should follow the video tutorial above
@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
Does anyone know if it's possible to rebake ambient occlusion without completely rebaking the lighting?
nope
??
@full mica do you mean normal occulsion or the ambient occulsion in lightmapping?
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
According to the logs my graphics card driver crashed during the last bake lmao. Guess I'll just wait until tomorrow
@full mica was that mid bake?
just started using bakery
and imtesting things
and i keep getting these on my objects
that shitty colour near the seam
@steel oasis whatre your settings? and where did these meshes come from/how they made?
whatre the settings tho bro
so id lower the texels a bit
down to
like 40 if you need that many, and turn bounces to 0 and see if it clears up on that coloring
what gpu are you using?
1060
someone told me to use 7 in dms
k
lemme try
slight fix on SOME colouring
still some weird spots
well its a start
still, i would run the auto detect thing for bakery to decide which works best
how
wait why do you have 20000 texels per unit O_O
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
i did
jesus
whats the settings on your bakery lights?
one sec
just baked again
and it looks etter but not perfect heres the light settings
oh i mean yeah you need to rebake to see changes lol
ah so it was the recommended settings then perhaps
possibly
if you haven't you can disable the original light components
hm, i don't really use probuilder, does it have any options for lightmap uv's?
if iirc from 1, probuilder has a default setting somewhere thats supposed tofigure out the uvs
yeah you can lightmap uvs
Anybody have any advice on trying to get volumetric lighting in a world?
there isn't any built in support for them for our version of unity in the standard pipeline. theres more than a couple of assets in the unity store for this, but they likely require scripts that are not white listed for vrchat.
You'll will have to fake your volumetric lights using shader based solutions such as
https://gitlab.com/vridiot/unity-prefabs/-/tree/master/lightrays
https://gitlab.com/s-ilent/XSVolumetrics
https://noriben.booth.pm/items/1637978
Ah I see, thanks a ton! I will look into it!
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
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
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
For those of you who want to block out Direction Lighting in certain spots of your world, use this method I just found out about
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
@faint geyser what do you see my son? im not what the problem is
Pardon ?
im not sure whats the matter, is it the reflections? shader behavior? water?
I have no idea
This is what it looks like in unity after baking everything
This is the test map for figuring this out
well does it look correct after baking tho?
interesting (im not a probuilder user, but cool)
but what is happening for you that troubles you?
Okay, so the mansion one is baked and in Unity
The 2nd one is in Game
I guess the fact that everything related to lighting is screwed ?
hmm, got reflection probes in each room?
Yup
hmm, well im not sure what your lighting style is, from my standpoint: it appears fine
is it the shinyness?
ahhhh i see. so its diffrernt in game is what youre saying
I've been saying that for a while - yes
thats odd, are the walls parented/childed weirdly
what probe is in that room? also:is auto generate turned on (sometimes that messes it up)
Reflection probe
Auto gen off
Cleared BData before gen
Actually
Going to change from Albedo to Metallic Alpha
For the mats
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
If that is the leading cause of this bug then - wtf
agreed
i have a world that glitches from parents whenever you change an avatar
gotta love games that are hierarchy sensitive
if it doesnt, then something in the sdk is acting funkier than usual
actually yea, what is the sdk you using right now lad?
newest
which
sorry to hear that
@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
@lunar narwhal On latest build from package, no errors, Worldtoolkit debug didnt give me any errors
just basic corrections like directory
Atleast now my textures are Pink
So it's a shader issue
but the shader is Standard
huh, something would have to be really wrong for standard to show up as pink
you didnt switch the render pipeline to anything but the default right?
Yeah could be easily caused by trying to upload with hdrp
edit > project settings > graphics
it has None
its not that then.
yeah
And we are to use that version
yeah
Okay, then no problem there
console errors? if your standard is showing up as pink there must be some errors presumably
install cinemachine from package manager
Even if i have it fresh from the sdk ?
it looks like its missing, check package manager and install it if its not already
did you install cinemachine? are the errors still present?
Yes. But I have an idea now
I think I might get to the bottom of this in a second
A completely fresh project
Only thing that will be brought over - scene, materials
Bakery has gone bugged for me
i'm getting extreme overbrightness and weird coloration on some rooms
before it was only sometimes but now it's all the time
any advice how to solve this?
Is this an area light ?
@peak nimbus
no area lights at all in world
Are you using Compression LMaps ? and is the light object by chance inside a mesh ?
need to generate lightmap UVs
why does this happen on planes only when I turn on bounces in lightmapping settings 😦
already generated maps and tried compressed and uncompressed
What else is going on around the world ?
rest of the world looks fine actually
it's weird bc it does this even if I remove the lights from that room
no matter what though unless I set bounces to none it does this but bounces at none looks darker and worse :/
world doesn't seem fine since the ground isn't receiving shadows
oh in the pic?
ground isn't static currently
as well as chairs
I was trying to fix the wall issue first :/
@peak nimbus Cpu or Gpu progressive?
both
To fix it for both you can create a new lightmap parameter and set backface tolerance to 0
Or lower that value until it stops occurring
Would this sort of thing be caused by seam stitching not working correctly?
Is it possible the create a neon effect without relying on the post processing stack?
depends how neon you want it?
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
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
@modest vapor do you have any idea?
any pictures/settings ?