#world-lighting

4 messages ยท Page 17 of 1

wary sonnet
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currently baking again i will post as soon as i can

wary sonnet
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@modest vapor this is the bugged result

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extremely bright and everything is yellow

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mind you the settings on the light are identical in both pictures

modest vapor
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Did you check the console after bake ?

wary sonnet
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i didnt even know thats a thing

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what should i look for?

modest vapor
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Any warning usually

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Also before you bake again, clean baked data both in bakery and lighting menu, then delete everything left in the Bakery Lightmap folder, go to Edit > Preferences > clear the GI Cache and then restart Unity

wary sonnet
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thanks @modest vapor ill try this in the morning

wary sonnet
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@modest vapor it has not resolved the issue. It's differnt rooms now, but the overbrightness is still there

modest vapor
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Do you have a lot of static objects with transparent shaders ?

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or non standard

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Also Mesh pb_Mesh-129252 on object Barkruk possibly has incorrect UVs (UV2: no, U: -0.41, V: 0)

wary sonnet
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there are some @modest vapor but they all use Standard unity shader

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stuff like windows, or these boards, which are a glass panel with a png with transperancy

modest vapor
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you should only keep things that need to be baked to static

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If you have a lot of transparent objects static i feel like it'd cause issues

wary sonnet
modest vapor
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What's the intensity of those lights btw ?

wary sonnet
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are you suggesting i put the windows to non lightmap static?

modest vapor
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Well, i don't think glass should cast or receive shadows

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or take lightmap space

wary sonnet
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thats good to know, thanks for the suggestion

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which lights do you want to know the intensity of?

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Lets see how the baking is now with all glass non-static

wary sonnet
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you are a true magician @modest vapor

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any time you've answered my question it was 100% spot on solution in less than 100 characters

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i am continually amazed

modest vapor
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All it takes is failing enough times that you try every single possible things to find the cause KEKW

wary sonnet
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thanks for the sage wisdom again

wary sonnet
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i still keep getting problems @modest vapor for some reason the first bake after your suggestion was 100% clean

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now the second one i have overbrightness and weird yellowness in some rooms again

noble current
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All objects in my world with blendshapes appear unaffected by lighting and remain lit in all environments

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How do i fix this?

supple loom
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My guess would they are currently skinned mesh renderers which are unable to have light baked into them but also sounds like you are missing light probes or something to that effect

noble current
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how would i make them not skinned mesh renderers? or is there no way around that?

green vault
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do "add component" and then find "mesh renderer"

lunar narwhal
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if you want to have static skinned mesh objects in your world its best if you export them as a static mesh with their pose/blendshapes fixed

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theres a tool for baking skinned mesh renders https://esa-pages.io/p/sharing/13401/posts/122/e483f746a3ebdd901efb.html
but I havent used it before so i have no idea how well it works

esa-pages.io

SkinnedMeshBaker(ใ‚ขใƒใ‚ฟใƒผใƒใƒผใ‚บๅ›บๅฎšใ™ใ‚‹ใ‚„ใค)

What is it ?

SkinnedMeshRenderer ใ‚’ใ€ใƒใƒผใ‚บไฟๆŒใ—ใŸใพใพ MeshRenderer ใซๅค‰ๆ›ใ™ใ‚‹ใƒ„ใƒผใƒซใงใ™ใ€‚
MeshRenderer ใฎใปใ†ใŒๆ็”ป่ฒ ่ทใŒๅœงๅ€’็š„ใซ่ปฝใ„ใŸใ‚ใ€ใƒœใƒผใƒณใงใ‚ขใƒ‹ใƒกใƒผใ‚ทใƒงใƒณใ—ใชใ„ใƒกใƒƒใ‚ทใƒฅใงใ‚ใ‚Œใฐใ€ใ“ใฎใ‚ˆใ†ใชใƒ„ใƒผใƒซใง MeshRenderer ใธใจๅค‰ๆ›ใ™ใ‚‹ใ“ใจใ‚’ๆŽจๅฅจ...

lunar narwhal
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but oh yeah what 1 said is probably easier, using light probes to light them.
you generally don't want to bake lights on highly detailed meshes, especially if they are something like a character model

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but still for optimization sake a mesh renderer is still preferred, if the model in question is going to be static and you're not going to be changing its pose or blend shapes dynamically, may as well have them baked to pose etc in blender, remove bones and other shape keys and import it as a non-skinned mesh.

haughty owl
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So I was modeling my world in blender and I export it and bring it into unity and texture it and try to do some baked lighting and it messed up so badly. I feel like this is because I was doing edgeloops and extrusions. Is there a way to fix this? or is it gonna stay broken

modest vapor
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Did you generate lightmap UVs ?

haughty owl
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uhhhh how do you do that again?

modest vapor
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mesh option at the bottom

haughty owl
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uunity or blend

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is this in blender?

modest vapor
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unity

haughty owl
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if ur talking about this then yeaa

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its still super messed up

modest vapor
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that is lightmapping settings

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your objects in asset have their settings

haughty owl
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is this what u meant

modest vapor
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That's the object in your hierarchy

haughty owl
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lol uhh

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yes it is

modest vapor
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Assets are where the files are at the bottom of your screen

haughty owl
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yeah I have my blender model here

modest vapor
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That's the one

haughty owl
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what should I do

modest vapor
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click on it

haughty owl
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Is there supposed to be a UV option here

modest vapor
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Yep, at the bottom like i pointed out above

haughty owl
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Ok sir

wary sonnet
modest vapor
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You tried the same steps again ?

wary sonnet
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yup

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i think what may have "fixed" it is that by deleting the content of the bakery folder you also reset the baking settings

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and the bake i did was with default settings

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but it keeps giving me this problem with the custom settings that i want to use

modest vapor
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what custom settings are those ?

wary sonnet
modest vapor
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that's bakery, i need to see the light

haughty owl
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What helps baked lighting look less grainy?

green vault
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resolution

languid fable
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You can cheat too by finding your lightmap files, opening them in photoshop and applying a surface blur. Just be mindful of intersections between planes because you can end up with some weird line artifacts between surfaces.

wary sonnet
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didn't mean to leave you hangin @modest vapor it was very late and went to bed. I feel like i should do the lights from scratch and make sure i have everything 100% correct before i lean on your sage wisdom any more.

rigid warren
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why does my avatar show up almost black in this mirror? the three lights are Important so should be pixel lights, and the chair model is lit up well

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is it something to do with the udon prefab mirror that i copied ?

supple loom
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Pixel lights are disabled by default in the mirrors
The proper thing to do would be to bake your lighting properly with light probes
But you could also just enable them in the mirror

rigid warren
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thanks i will pixel light for now and bake them properly when i sort my lights out later on :)

wary sonnet
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@modest vapor i've made sure the lights are properly set up to the best of my understanding but still the problem persists

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you mentioned wanting to take a look at the lights, i assume the component and material settings ?

modest vapor
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yep

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i won't be able to help for a while but i'll take a look once i can

wary sonnet
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just at the tail end of baking now will post soon

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thx

wary sonnet
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theres many other types, how many do you want to see?

modest vapor
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you should be using standard shader with emission at 2 tbh

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80 is a lot

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also bakery preview is helpful

wary sonnet
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ahaaaaa

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so not using bakery light material ?

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but @modest vapor i feel like it doesn't explain why everything was looking just perfect

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and then recently everything went wrong

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when the light setup has been this way for months

modest vapor
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AkkoShrug Unity

wary sonnet
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@modest vapor ive done as you suggested, and the rooms look perfect when baking with a limited amount of rooms enabled

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but the problem reoccurs when i bake all lights again. Pretty much the same as it was before

noble current
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I'm finding that a lot of rounder/smoother models have weird light artifacts(?) regardless of whether lightmap uv generation is present, or whether or not normals are calculated or imported (in the case of a bed it's worse with caculated)

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Are there certain parameters i should be using with lightmap uv generation or am i missing something

sharp robin
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@noble current You likely need to make the UV2 manually

noble current
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know any good guides for that?

sharp robin
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unfortunately no

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Though if its just that one mesh giving you problems I don't mind taking 2 minutes to do it

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Otherwise you can google and its mostly just the same as unwrapping UV's normally

noble current
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it'd be nice if you could fix up the one mesh, should i send it to you through dm?

sharp robin
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sure

modest vapor
wary sonnet
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could it have anything to do with the raytracing checkbox ?

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and thx will do

sharp robin
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@wary sonnet One thing I noticed in your settings was you had directional set to dominant direction which i could imagine being the cause if you haven't tried setting that to none already

wary sonnet
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many thanks for the tip @sharp robin

haughty owl
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is this where you increase the resolution of baked lighting?

sharp robin
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Option is further down

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Is called lightmap resolution

haughty owl
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ahh found it

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thanks

unborn mountain
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Hi all, just a quick question, does it hurt performance if you deselect static lightmap on an object, but do use baked lighting?

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The question is because I have some assets that came with pre baked shadows on the textures, and it looks a bit weird when i let unity bake it's shadows on top of them

sharp robin
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For that you could just keep it as lightmap static but set its lightmap scale to 0 on the mesh renderer

unborn mountain
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O

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I didn't thought of that

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I will try it out, thank you

wary sonnet
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@modest vapor i'm back yet again. At Bakery discord the moderator (im assuming the creator) said it was not a bakery bug but something to do possibly with misplaced light or Unity settings. With this information does that ring any new bells for you?

modest vapor
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where are the lights physically ?

wary sonnet
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the map is kind of like a university building so there are various lights, but they mainly come in 3 varieties: spot lights, area lights and very dim point lights

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i have made sure that for each, whatever is giving off the light is not clipping inside any other object. They are a Probuilder mesh as shape with a mesh for the actual lamp/lighting surface

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they are usually placed up high, either on or near ceilings

modest vapor
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yeah but the exact spot is important

wary sonnet
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do you want screenshots? i can make some @modest vapor

modest vapor
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i mean yeah it'd help lol

wary sonnet
modest vapor
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you might want to make a less weirdly shaped light, if it bounces on itself it could cause issues

wary sonnet
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hadnt thought of that

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thx again

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oOoooooo i fixed it @modest vapor

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in the root of my game object tree there is one branch for every hallway and room, i added a bakery lightmap group component to each of these

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the result looks very good

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i'll add you to the thank you plaque in the lobby of my world ๐Ÿ˜„ thanks so much for the persistent help

peak nimbus
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is anyone familiar with bakery? kinda new to it and having weird issues

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like the black spot there

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seeing it a few times

green vault
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i cannot see in this image

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whats the issue exactly?

peak nimbus
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well there is a darker part there

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on the left

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u can't see that?

green vault
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its all dark, im on an oled display so anything dark is really dark

peak nimbus
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1 sec iI can see if I can increase

green vault
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was that part static?

peak nimbus
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there

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the black part

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u can see it kinda on the left side as well

green vault
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oh my, when importing, did you do "generate light map uvs"?

peak nimbus
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well I had a few street pieces and used a mesh combiner

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tbh tho I'm using bakery and new to it so wondering if it's that

green vault
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mesh combiner if used wrong, and depending on which mesh combiner, can cause the uvs to be off

peak nimbus
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hmm

green vault
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usually bakery is able to figure it out, but it doesnt look like it

peak nimbus
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anything else I can try?

green vault
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change the lightmap parameters, add more tiles, sampling sometimes fixes it. higher resolution

lunar narwhal
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what mesh combiner did you use? mesh combine studio 2?

mint cipher
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i imported a map from half life but lights will just randomly turn off or on depending where the camera is

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its not supposed to be like that tho

lunar narwhal
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If you have a lot of real time lights unity will display only so many real time lights at the same time

mint cipher
lunar narwhal
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do you have a lot?

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ideally you should be baking your lights. if you didnt bake, mixed lights just act as real time lights

mint cipher
lunar narwhal
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yeah, that's the problem

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unity will display as many real time light sources as allowed by pixel light settings in your project, but I believe that is set by vrchat itself and not something you can change

mint cipher
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should i set it to baked

lunar narwhal
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I would suggest watching/reading a guide on baking lights, there should be a few pinned in the channel

mint cipher
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its the first thing in pinned

lunar narwhal
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as it suggest, click on your imported model and check generate lightmap uvs in import settings

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you should know, with that many lights, its going to take a loooong time to bake

mint cipher
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blame valve not me

mint cipher
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ok how do i do light probes automatically

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its a big world

lunar narwhal
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welcome to light probe hell

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sombie has a navmesh light probe baker under tools in the vrcprefabs database pinned on #world-development that you might want to take a look at

mint cipher
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where

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in the jetdog one?

lunar narwhal
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its under the Tools tab

mint cipher
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found it

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what to do now

mint cipher
azure cloak
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Is there any good tutorial videos of how to work bakery or how to make Bloom and VR chat

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Because most of the lighting looks very dull not that bright when I use bakery

peak nimbus
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can someone explain to me how bakery works? should I be using full lighting or?

kindred lotus
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Whats the best way to deal with avatar lighting?

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To many different shaders and styles to take into account not to sure the best way to go about it to make all avatars look nice in a world

stark coral
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im not sure what im doing wrong, but for some reason i can only get the sun light working, when i try to bake things it generates 0 B No Lightmaps and never finishes, 0's everywhere, but it appears to work with gpu processing? so i guess ill use that as my fix

lunar narwhal
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you lights need to be set to baked/mixed, the objects in your scene need to be set as lightmap static, and the meshes need to have generate lightmap uv's in their import setting

stark coral
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i think i had them set all to baked, static is the static button on the top right, no? the meshes, idk i know that at least two of them were set that way, the rest was just normal 3d objects

lunar narwhal
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yeah the static button, it expands and has options like lightmap static etc

stark coral
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yeah had that :/

tame wedge
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Baking my lighting. It just won't work. It refuses. It infuriates.

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everything turns black.

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I just changed the light from baked to mixed - and I want to shoot unity in the mouth from what I'm seeing right now. That is beyond stupid.

modest vapor
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Follow the pinned tutorial to avoid any basic mistakes

mint cipher
modest vapor
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Check the performance before you upload that Maillon Faible world !

mint cipher
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Haha good eye. This is my first world, how do I check performance?

green vault
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stats in the game window

mint cipher
modest vapor
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Try turning off all noriben lights

green vault
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aint too bad, 6.5m verts a lot tho

mint cipher
lunar narwhal
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the noriben lights shouldnt be too bad, its a shader faking volumetric lights

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those 196 shadow casters however, are very concerning

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do you have a lot of real time lights?

mint cipher
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I have only 12 lights and they are baked (Unless I've used bakery incorrectly)

lunar narwhal
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disable the original unity light components

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bakery just uses those for reference and if you left them there, they will still be emitting real time lights lol

mint cipher
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Oh so instead of Right Click>Light>whatever do Bakery>Create>whatever ?

lunar narwhal
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no on the lights themselves

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do you still have the normal unity light components on them?

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if so, just disable them

mint cipher
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Oooh yeah

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So what should the component be? Or just disable the light component?

lunar narwhal
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and even better, set them with editor tags only, once your lights are baked they dont actually need to be there for the baked lighting to be there

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just the light component

mint cipher
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Ahh ok let me switch them around

lunar narwhal
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once you do that check your performance again

mint cipher
lunar narwhal
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uh, whatever bakery settings you had for that light did not match the unity light you were using as reference

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but you already baked so changing that wont do anything until a rebake

mint cipher
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Baking now ๐Ÿคž

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While I have you here, how often do I need to rebake?

lunar narwhal
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you only need to rebake whenever you change any of your lighting settings, or when you move any object that is affected by baked lighting

mint cipher
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so I need to rebake everytime I add/remove a light?

lunar narwhal
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yes

mint cipher
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Gotcha

mint cipher
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Ok, so after baking, none of the lights are on

lunar narwhal
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did you set all your objects as static?

mint cipher
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Yes

lunar narwhal
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generate lightmap uvs on all the meshes?

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what does your scene look like now

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I assumed you had already baked your lights earlier

mint cipher
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Nothing is getting illumated now. I have a capsule and I could tell it was getting lit before with the Unity lights but its not now. Should I try removing the lights now and just creating new ones from the Bakery drop down menu?

lunar narwhal
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did you copy the settings from the unity lights to the bakery lights?

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its the first button in the screenshot you linked earlier

mint cipher
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Ahh. I clicked that but nothing changed. Do i need to rebake?

lunar narwhal
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yeah, changes will only take place after baking, thats how baked lights work after all

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you just had real time lights earlier

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even if the unity light says "baked" its still real time until you actually baked it

mint cipher
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๐Ÿคฆโ€โ™‚๏ธ I'm dumb ๐Ÿ˜…

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I really appreciate your help

lunar narwhal
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no worries

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make sure you hit that button on all the lights

mint cipher
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Is there a way to preview it before baking? Or is that just the unity light?

lunar narwhal
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but if you want to quickly test a bake, you could lower your settings

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and that should speed things up a bit

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and once it looks ok, you can do a final rebake with settings turned up

mint cipher
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And by lowering settings you mean turning down the texels per unit and the max resolution?

lunar narwhal
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I think the biggest effect is number of samples in global illumination

mint cipher
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Fantastic

mint cipher
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I might have figured out what was wrong. I didn't have generate lightmap UVs selected. I selected it and hit apply and now its frozen ๐Ÿฅถ

lunar narwhal
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oof might take a while or might need to try restarting

mint cipher
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Does generating lightmaps usually take a while?

lunar narwhal
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generate lightmap uvs? it should be a few seconds

mint cipher
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๐Ÿ˜จ

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yeah It just freezes up at the hold on loading bar and doesn't do anything

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Seems like its a bug with unity. fbx might be too complex

lunar narwhal
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is your entire map a single mesh?

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and, is it a mesh or a skinned mesh?

mint cipher
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I fixed it, had to force quit UnwrapCL.exe and it finished. Did the same thing with my materials and its fine

lunar narwhal
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ah, the good ol process stuck in the background

mint cipher
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yupp

mint cipher
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But the lights aren't acting exactly how the unity lights are... am I missing something?

lunar narwhal
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in what manner? bakery does behave a bit differently so you'll need to tweak the settings a bit to get the same look

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but those stats are vastly improved over your originals

mint cipher
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I want them to act like stage spot lights like how regular real-time lights look but they're not coming out that way

lunar narwhal
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you want them to look like stage spot lights or do you need them to be dynamic?

mint cipher
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The light on is just the unity one

lunar narwhal
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oh, do you mean you want the light to be like a cone?

mint cipher
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Ehh not like the noribens I have, just a cone on the ground (if that makes sense)

lunar narwhal
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yeah i get that

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bakery doesnt have a spot light per say, you need to use a cookie to turn the point light into a spot light

mint cipher
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I want the bakery lights to replicate what the unity lights are doing, but they aren't even though its copied the parameters

lunar narwhal
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yeah

mint cipher
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The baked lighting has that selcted as the cookie but I cant see anything... maybe I should try increasing the intensity??

lunar narwhal
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let me check one of my projects that has spotlights

mint cipher
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Appreciate it

lunar narwhal
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these were my settings

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though the light is pretty dim

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maybe you do just need to ramp intensity up

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might have to increase the range a fair bit past the floor too, I think that's what I did

mint cipher
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Cool ill give that a try

mint cipher
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So this is in game and this is is the game view. Doesn't seem like the lights are forwarding in into the game

lunar narwhal
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do you mean onto players?

mint cipher
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Yeah

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am I missing an important thing...

lunar narwhal
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oh alright step 2 of baking lights in unity

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since your lights are baked, they are completely static

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in order to have dynamic objects lit, like your avatar, you need to place down light probes

mint cipher
lunar narwhal
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yes

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huh, so you do have them already?

mint cipher
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yeah...

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Do I need to render light probes or does it do that with render?

lunar narwhal
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is the capsule a static object or dynamic?

mint cipher
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It was not static

lunar narwhal
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your light probes are working then

mint cipher
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Then why isn't the avatars not lighting?

lunar narwhal
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could just be your avatars shaders? depending on shader and settings they might not take in light probe properly or discard colour

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I highly recommend grabbing the test avatar from mimi's avatar testing map

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its very useful for testing lighting and what not

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one of the gestures pops up a display with various spheres with different shaders and settings, letting you see how your maps lighting reacts to different shaders and what not

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wait, you said the capsule gets dark in unity but not in game?

mint cipher
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wait let me rebuild with the capsule in the dark

lunar narwhal
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if your capsule is not static you dont need to rebake when you move it

mint cipher
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also I might be blind but I can't find mimi's avatar in the world...

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maybe something is wrong with my sdk because I moved the capsule but when I build & test it, it doesnt move...

lunar narwhal
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oh? any errors in unity console?

mint cipher
lunar narwhal
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oh yeah that script

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unity 2018 dont like it

mint cipher
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bleh

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Is there an easier way to place probes?

lunar narwhal
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welcome to light probe hell

mint cipher
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D:

sudden tusk
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heyyy I'm facing same problem here, all black when I baked it

sudden tusk
lunar narwhal
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make sure your objects set as static, generate lightmap uv's checked etc

sudden tusk
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this is before bake ^

mint cipher
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Is your floor metalic?

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because I just found if I bring down the metalic it fixes all my issues...

sudden tusk
lunar narwhal
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standard shader?

sudden tusk
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yup standard

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it is wrong ?

lunar narwhal
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standard is fine

sudden tusk
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hmm

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this is my light

sudden tusk
mint cipher
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I had it at 1 and it was completely black but I slightly reduced it down and it fixed it sooo ๐Ÿคทโ€โ™‚๏ธ

lunar narwhal
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yeah thats how metallic surfaces work, at 100% metallic it will display 100% reflection based on your reflection probe

mint cipher
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ahh

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Well I think that enough unity for one night. I really appreciate your help Temporal vrcLove I guess the next step is to make the light probes by hand ๐Ÿ˜ฐ

sudden tusk
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my baked light map show theres light but if i turn to sahded mode it all black, this is weird

modest vapor
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What shader are you using

sudden tusk
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standard

sudden tusk
mint cipher
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Maybe try changing the shader color slightly lighter?

modest vapor
#

it's completely black and metallic, so yeah it can't really receive any baked light

sudden tusk
#

ouu so that is a problem, hmmm

mint cipher
#

So with doing the light probes manually, I think I'm happy how it turned out! Next step is programming everything ๐Ÿ™ƒ

modest vapor
#

Looks great !

#

Now all you need is to model Laurence Boccolini KEKW

mint cipher
#

Can you animate baked lights?

modest vapor
#

nope

rugged cliff
#

hello help

sudden tusk
mint cipher
#

Yep its this one. https://noriben.booth.pm/items/1637978 Definitely worth the money

VRChat็”จใซไฝœใฃใŸใ€ใƒ ใƒผใƒ“ใƒณใ‚ฐใƒฉใ‚คใƒˆใฎใƒœใƒชใƒฅใƒผใƒ ใƒฉใ‚คใƒˆใฃใฝใ„้›ฐๅ›ฒๆฐ—ใ‚’ๆŒใฃใŸใ‚ทใ‚งใƒผใƒ€ใƒผใงใ™ใ€‚ๆฉŸๆขฐ้ƒจๅˆ†ใฎใƒขใƒ‡ใƒซใ‚‚ไป˜ๅฑžใ—ใพใ™ใ€‚ Unityใ‚„VRChatใ€cluster็ญ‰ใงไฝฟใˆใพใ™ใ€‚ Unity 2017.4.28f1ใงๅ‹•ไฝœ็ขบ่ชใ—ใฆใพใ™ใ€‚unitypackageๅฝขๅผใ€‚ โ– ๅ‚่€ƒๅ‹•็”ป https://twitter.com/noriben327/status/1181161468193959936?s=20

sudden tusk
#

nice thank u

cosmic torrent
#

Can anyone give me any idea why when my unbaked world looks like this with the baked lighting cleared, but turns out completely different after baking?

lunar narwhal
#

make sure generate lightmap uv's is checked on all your imported models

#

and that they're all set to static

cosmic torrent
#

Ah, figured I must be missing something basic! Are these default settings fine for UV lightmaps?

lunar narwhal
#

they should be fine for most cases

cosmic torrent
#

Cheers. Just wanted to make sure there wasn't like some "simple trick" changes to make it more optimized/better, etc. Generating lightmap UV's did the trick, just gotta play with the lighting settings now

sudden tusk
lunar narwhal
#

what settings are you using?

sudden tusk
#

it's area light baked

lunar narwhal
#

try increasing lightmap resolution

#

20-30

sudden tusk
#

yess it fixxed, thank u !

teal quail
#

I'm testing out accuracy

#

so, what do you guys think?

abstract drift
# mint cipher Is there an easier way to place probes?

You can still use the simple light probe placer but just delete the script off your project after youโ€™re light probe placement is finalized. All that needs to be left on the inspector side of things is just the light probe group if iirc

mint cipher
#

I just placed them normally with just duplicating rows but thanks anyways ๐Ÿ˜…

proven locust
#

enlighten baked realtime GI is showing up in unity, but not in vrchat. Has no console errors from what I can see

#

it somehow generated 200mb of data for realtime maps and i have no idea how to mess with it

#

1.How can I reduce the size of enlighten GI maps?

#

2.What could cause enlighten GI to not work inside of Vrchat but be fine in unity? Just in case you cant see in screenshot i am using bakery

proven locust
#

side note, it looks like the build report doesn't include any realtime GI maps...

modest vapor
#

Does it need to be on 4K lightmaps ?

proven locust
#

no, i thought i may be able to fit it all in one Atlas, but it seems like realtime gi maps just ignore enlighten settings?

#

let me show you

#

i cant figure out how to optimize this

#

one more fun thing! realtime GI disables itself every time i go into play mode (but still works.?)

#

note this isnt appearing in vrc itself

sly cloud
#

after that you must rebake

proven locust
#

ill try rebaking

#

does anyone here understand how i can reduce the file size of probes/realtime GI maps?

#

other than deleting probes ๐Ÿ˜›

#

I see theres a max distance variable in mesh renderer; what does that mean?

sly cloud
#

for the reflection probes you will have to lower the resolution, as for the realtime GI, try lowering the Indirect Resolution though this will affect quality of realtime GI

proven locust
#

is there a way to adjust what objects get higher quality indirect, separate from what texel sizes i use for my normal bake?

#

IE dense texels in one room and near zero everywhere else

#

would also be cool if you could mark probes as realtime, to optimize further

sly cloud
#

also what kind of probes?

proven locust
#

light probes

#

sorry forgot to specify

supple loom
proven locust
#

i see the params; ill play with them ๐Ÿ˜„

#

yeah this is a decently old proj, thanks for the link

proven locust
#

after a rebake, it still kicks RealtimeGI off when I enter play mode

#

but at least GI data is only 16mb now ๐Ÿ˜›

proven locust
#

doesnt seem to matter, vrc still isnt seeing it

supple loom
#

How are you testing it?

proven locust
#

are there any compatibility issues with realtimeGI and vrchat? or at least with bakerys combined

#

play mode works fine

lunar narwhal
#
supple loom
#

Yeah ^^

#

Just wondering what you are using as the lightsource for the realtime gi

proven locust
#

I have a video screen aswell as emissives to test with

#

theyre animated

lunar narwhal
#

fyi its expensive, only have that component active when you're changing the emission settings

proven locust
#

can it be updated with udon?

lunar narwhal
#

it updates with every frame, but with udon you're able to control your own update rate

#

oh

#

are you on udon?

proven locust
#

yeah

lunar narwhal
#

you want RendererExtensions.UpdateGIMaterials(rendererToUpdate);

proven locust
#

beauty

#

i appreciate u

lunar narwhal
#

just keep in mind it can be expensive and you can get some performance if you do frame skipping to update it every 2, 4 frames etc rather than every frame

proven locust
#

is it calculated on the cpu or gpu? and is it updating probes everywhere on the scene or just within a certain area? sorry to ask all these questions I just cant find information anywhere but word of mouth and want to learn!!

#

also, is the realtimeGI not accounted for at all(no perf difference) when the script isnt updating?

lunar narwhal
#

I would think both, but I don't know how much. I know turning on real time gi costs me like 2 ms though. It updates all the probes in its influence I suppose, just like how regular light maps influence probes.

#

yeah, it doesnt cost anything if its not updating, and your emissions will be the last one it updated

#

so if you're just changing the colour/strength you can set it, update it and turn it back off

#

if you put in the work its really nice for having baked lights that are "dynamic"

proven locust
#

thats actually so brilliant

#

why dont more people use this ;_;

#

also thank you so much for your help

lunar narwhal
#

because effort lol

proven locust
#

fair lol

lunar narwhal
#

also i wish bakery could do real time gi...

proven locust
#

fr

lunar narwhal
#

fyi don't try to do it with progressive, it doesnt update the light probes

proven locust
#

fs, im baking my lightmaps with bakery anyway

lunar narwhal
#

are you doing bakery experimental that does the enlighten pass first before bakery?

proven locust
#

yeah

lunar narwhal
#

good to know that it works well

#

I'll probably have to try doing that instead of full enlighten

proven locust
#

@lunar narwhal sorry to bug you, but do you have any graphs that are functioning with .UpdateGIMaterials? I have this and it doesnt seem to do anything and i cant future out why

#

its updating correctly but UpdateGIMaterials dont seem to work... will bump to udon questions now i guess

lunar narwhal
proven locust
#

time to learn c#

#

lesgoooooo

lunar narwhal
#

might be worth it to do a quick test scene with just enlighten

proven locust
#

now I can't get it to update in unity at all

proven locust
#

enlighten test scene was also unsuccessful

#

im getting logs that the abive script is running successfully, still nothing ;-;

lunar narwhal
#

hmm, i've noticed that real time gi can be really stubborn to get working

proven locust
#

yeah im just gonna either bake onto separate meshes or animate post processing; this reminds me of when i first started baking and literally nothing worked as it should

mint cipher
abstract drift
#

Increase texels

#

Especially with the modelโ€™s lightmap size

#

You can adjust that one individually

olive marsh
#

J

#

J

mint heart
#

Well, time to figure out how the heck lighting works

peak nimbus
#

could someone explain to me why the heck I don't know how bakery works :/ even since I have been using it, I have shadows appearing from nowhere. baking with full lighting, shadows off and shadow spread set to 0

green vault
#

@peak nimbus elab

peak nimbus
#

shadows being created

green vault
#

did you do "generate uv light maps" on the model?

peak nimbus
#

enabling that is what fixes it?

green vault
#

@peak nimbus thats both unity and bakery, to truly remove shows, click the object and tell it to not have shadows or produce any

peak nimbus
#

how?

#

normally just turning off shadows worked

#

before bakery

green vault
#

@peak nimbus yes

peak nimbus
#

what would I do on the object?

green vault
#

tell it to not cast shadows and recieve any

peak nimbus
green vault
#

correct

peak nimbus
#

can't turn it off though

green vault
#

you can, swap lightmap method to cpu really quick and switch it back

peak nimbus
#

do I need to switch it back if I am using bakery?

green vault
#

if youre using both unity and bakery, yes, if its just bakery, then idrk why you have it set to gpu

peak nimbus
#

sorry just a bit confused because I was using unity before but it kept crashing so I switched to bakery

#

still trying to figure it out

green vault
#

i belive in you sir

peak nimbus
#

ty ๐Ÿ˜›

mint heart
#

So question, how the heck do you do light probes on a large map

green vault
#

you do a lot of them. preferibly grouped

mint heart
#

Groupee?

green vault
#

you might want to use and learn simple light probe placer

mint heart
#

Well I switched it to float and unity had a stroke

#

So say my world has a bunch of streets, and tunnels in buildings and such, would I need to make a Lighting and Reflection Probe for each street and open area and tunnel?

#

Or would putting one around the entire building with the corridors work?

modest vapor
#

Each zone

mint heart
#

Holy hell Baking Lighting takes ages

mint heart
#

98% cpu on a ryzen 5 3600

#

And still taking over an hour

modest vapor
#

If you have an NVIDIA GPU and can spend a bit of money, get Bakery

#

it'll speed up by 10-30x and look much better

green vault
#

500x faster

modest vapor
#

I wouldn't go that far lol, depends what you bake

mint heart
#

Well I don't got no Nvidia card XD

green vault
#

sad

#

usually id do a bake over night if im not using bakery

mint heart
#

Stuck on step 5/11 Clustering now

#

Could take a bit

#

I thought it broke because of how long it took to get to step 1

green vault
#

@mint heart clustering is usually a long one

mint heart
#

So anyone know why my baked lights would show on avatars and objects and such, but not on the main terrain that is set to static?

mint heart
#

Should I use Enlighten or Progressive CPU for Lightmapper?

lunar narwhal
#

I would use enlighten

#

what does your terrain look like?

mint heart
#

City

mint heart
#

Anyone know why emissive materials aren't actually emitting light that effects the static map or my Avatar? I have light probes around the objects and have baked lighting

mint cipher
#

i've found unity's lightmapper can be bad with emissive materials

#

i have a problem with Bakery baking some objects in my prefabbed bedrooms to be total black

#

but only in game

#

does someone know how to fix this?

mint cipher
#

tried reimporting the container FBX and it scuffed some things in ways that don't make sense, so i think i'm just going to import the original fbx into blender and export the bed and other bits all separately

glass steppe
#

Whenever I place light in my world any avatar's texture messes up, is there a way to fix that?

green vault
#

@glass steppe el;ab

glass steppe
green vault
#

@glass steppe no like elaborate, not sure what you mean. send photograph?

glass steppe
#

Okay, give me a moment I'll create a test world

glass steppe
#

@green vault , I don't know. Like look at the hands and stuff

green vault
#

does it hhappen on other avatars? it maybe shaders but i bet if its a realtime light, that could also cause weird flickering

supple loom
#

You didn't change your world to use deferred rendering instead of forward right?

#

Shaders made esp for vrchat are usually written for forward rendering what vrchat should be using

glass steppe
supple loom
#

So no cameras in the scene set to deferred?

green vault
#

hmm, all i can think is its because of real time flicker, unless 1 knows of another reason

glass steppe
#

I pretty much started the project and imported my world and added the light and colliders and hopped in, I think there's a camera by default

supple loom
#

Oh actually

#

Since that's a mirror

#

Do you have playerlocal and mirroreflection enabled in it?

glass steppe
#

To be honest it's not a mirror ๐Ÿ˜“, but I made a world in the past with same settings and people still saw my textures getting messed up

green vault
#

try the mirror prefab rhat comes in sdk

glass steppe
#

I'll check again tomorrow when I wake up, I already crashed multiple times and the sdk kept dying it's kind of tiring lol

green vault
#

happens, well i wksh you betterment

kind breach
#

I've got two static objects in my world and neither of them are taking lighting from my directional light. Can't figure out why and don't know where to start ๐Ÿ˜• all the dynamic objects are lit by the directional just fine. Shader in all cases is the Standard Lite for mobile

green vault
#

@kind breach were they lightmapped in anyway? and is your texel size small?

kind breach
#

I baked a lightmap. Texel size is default

green vault
#

what does the objects look like unbaked and baked? is there any evidence of like warping or discharge?

kind breach
#

I don't know what those look like. When they're realtime lit they look fine

green vault
#

so like is there shadows or smudges on the objects that arent getting baked?

#

cus if so, you may need to regen their lightmaps. if not: quadruple check if theyre static on every possible degree.

kind breach
#

I tweaked a couple random things, re-baked, and it works now. Not sure which thing fixed it ๐Ÿค”

green vault
#

probs cus double baking usually turns out better (unity be unity)

kind breach
#

I don't think it was rebaking because I'm pretty sure I'd already tried that. I also disabled all shadows on the directional light

#

and I changed a point light to mixed, just cause

green vault
#

hmm. did you untick and tick any statics?

#

either way, its good that it works now

kind breach
#

I guess ๐Ÿ˜… trying to make this a learning experience, but it's also late so I guess I'll settle for "it works and I dunno why"

#

I did notice that the world size swelled up a few MB. Guessing some data just didn't exist before that now does

green vault
#

to me, it def sounds like you didnt hit static all the way. which happens some times

#

also compress your light maps

kind breach
green vault
#

like manually compress them, that just sets them to high quality compression. i usually set mine to normal quality and crunch to 100

#

it does the best compression as far as ive seen

lunar narwhal
#

@glass steppe the flickering is caused by doubles on your mesh overlapping each other

#

you get that when you have real time lights

#

at least, that's what it looks like to me

#

you'll know for sure if you go to another map with real time lights and it also happens

#

actually nevermind what 1 said is probably right, you have no flicker on your head which seems like you might have player local layer enabled in the mirror

glass steppe
#

That's weird cause I wasn't using a mirror, it was just a 3rdPerson camera front view I was using. So people will see each other like that in my world

lunar narwhal
#

3rd person camera?

#

its probably the camera settings then

#

player local is what you see when you look at your own hands, body etc. the head is missing so it doesnt block your view.
your actual avatar with the head is on the mirror reflection layer
so if you have the camera with both of those layers enabled, its rendering those 2 over each other.

#

other players are on the player layer

glass steppe
#

I don't know, I'll upload it tomorrow and try to have someone to join me and see what's happening

lunar narwhal
#

the head not flickering is a pretty tell tale that this is the cause

shut pebble
#

Hi, im currently making my first VRchat world, and I really like the shadows of the main directional light in the scene

#

But I would like to disable the REAL TIME shadows, I just want pre-baked ones

#

How could i keep the premade shadows, but disable the real time ones?

green vault
#

when you bake, everything such as shadows shoukd bake in

shut pebble
#

Okay i just did that, but now it doesen't matter where i am in the scene, the player avatar has always the same light

#

So it doesen't matter if im in font of a light, or in a dark area, im always dark

lunar narwhal
#

you need to put down light probes

shut pebble
#

How can I do that?

lunar narwhal
#

add a light probe group into your scene

#

since your map is small, it should be rather simple to place the light probes

#

to simplify things a bit, light probes sample the light at that point during baking, and is used to light up dynamic objects such as your avatar.

#

should probably look at the linked guide pinned in this channel too for a more thorough overview on baked lights

glass steppe
queen geode
#

Okay. So. I'm working on an underwater world, and I'd like things to get darker the further away you get, but only outside the "Glass" I'm using Exponential squared fog with a really low density right now so that the far wall of the room isn't fogged, but it means I've got a REALLY long distance outside.

#

My goal is eventually to have sea life swimming around out there, and if they're far away, I'd like them to fade into the dark water.

#

I thought about some kind of transparency-with-distance shader, but that could make for some wonky overlaps of the sea life

mint cipher
#

i'm still having issues with black meshes with bakery, only in-game. This is a totally fresh, single mesh exported from blender

#

pls tell me solution mister wisdom man

#

aight finally got something working

#

by changing the material

#

ok i got it

#

vrc can fuck up with Legacy shader materials when they have baked lighting

queen geode
#

Omg baking lights takes FOREVER

proven locust
#

just thought id mention and save another debug step ๐Ÿ˜›

mint cipher
#

converted?

#

like i'm using 'None'

#

for directional mode

proven locust
#

there's a git project that converts them, if you aren't using directional you're fine

elder yoke
#

Is it possible to apply bloom in the world but not the UI?

supple loom
#

Since post processing gets done post drawing stuff we can't change what it affects

sudden tusk
#

hey guys do you know why I'm getting this artifact on my baked light? im using bakery btw

mint heart
#

Jesus christ my Unity has been on the Bake Visibility for like 7hrs

mint heart
#

How come the Lightmap is 48mb if I use Progressive CPU but only 10mb if I use Enlighten XD

#

AND The resolution in lower on the Progressive CPU one

kind breach
#

What's the difference between the VRChat/Mobile/Toon Lit shader and Unlit/Texture ? ๐Ÿค” and why is Unlit/Texture not on the list of recommended shaders for Quest?

green vault
#

rendering

green vault
#

just to make new bakers feel more secure when their bake takes a long time. reference this

green vault
#

2 rooms lmao

mint heart
#

Bruh. I have 4k Lightprobes, like 30 area lights, and a fairly large map

#

takes like an hour or 2

green vault
#

when you start learning about light quality, youll start the understand

mint heart
#

If I upate light settings, do I need to delete baked data or can I just rebake the scene

green vault
#

you can do either or

mint heart
#

So will it update the baked lights then?

#

So say I lowered the intensity and indirect multiplier, would it update all of that if I simply hit Generate Lighting again?

green vault
#

itll update

proven locust
#

wtf

#

i bake @ 64 samples, 5 bounces at 52 texel ms and my bake takes 1 hr 45min

modest vapor
#

with or without bakery

proven locust
#

with, without it usually was around 4hrs

#

but still

#

gonna end up with 2 gigs of lighting data that are all just rediculusly dense texels on some sketchfab model

#

check objects scale in lightmap, so much wasted data in things that rlly just don't need it

#

bakes shouldn't take that long for vrc scenes, with or without bakery

#

unless you're rendering on a dual core laptop cpu from 2007

green vault
#

bakery is cheating/prediction based

modest vapor
#

almost 2 hours with 52 texels sounds excruciatingly slow on bakery

green vault
#

depends on gpu

#

and scene

proven locust
proven locust
#

this makes me mad btw

green vault
#

emmissives will do that sometimes

proven locust
green vault
#

bakery is usually faster, so its like cheating the system since it usually takes a bit to actually bake light

proven locust
lunar narwhal
#

Just because something is faster doesn't mean its "cheating". To say that without actually understanding the process of what goes behind the system is just disingenuous to the author and a bit disrespectful. Mr F goes into detail about his lightmapping implementation in this blog post when he first released Bakery.
https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/

Since 2015 I was working on a GPU lightmapper called Bakery. Itโ€™s finally done, and you can even buy it on Unityโ€™s Asset Storeย (it can be used outside of Unity as well, but the dโ€ฆ

mint heart
#

Question, is 44 reflection probes and about 14k Lightprobes too many?

modest vapor
#

most likely yes

vocal oar
vocal oar
#

nvm figured it out

mint heart
#

I keep getting the "Failed executing external process for 'Bake Visibility' job." Error while baking and I'm relatively sure its stopping the bake from finishing. Anyone know a fix for this?

queen geode
#

I keep forgetting to bake my lights overnight ๐Ÿ˜–

mint heart
#

GOD DAMNIT

#

I hit asave project instead of save scene

#

and deleted the work of placing 30 reflection probes and a whole lot of light probes

green vault
#

my 36 hour bake lightmaps got messed up when i was build&publishing lmao

mint heart
#

And I still have that damn error

#

"Failed executing external process for 'Bake Visibility' job."

#

What does rhat even mean

mint heart
#

There is literally no solution to this posted anywhere, or cause. If anyone knows how to fix it or what causes it, please tell me.

mint heart
#

So I'm guessing you guys wouldn't reccomend Bakery with a RX590, correct?

supple loom
#

Bakery is built on nvidia's apis using an amd card with it would simply not work

mint heart
#

That's what I thought. Also, what are good settings for high detail with the Progressive CPU lightmapper?

#

I'm having too many issues with Enlighten

supple loom
#

I only use bakery myself and proper settings are fully dependant on your world so I wouldn't really be able to say any straight numbers

#

Just understanding what the settings mean goes far

green vault
#

@mint heart lightmap res, and set size to 2048 or 4096, but when doing this, remember to compress/change the size of the lightmaps for memory conservation world size

mint heart
#

So tell it to map in 4k, then compress it? Why not just map it in the lower resolution?

green vault
#

depends on your lighting style ig, usually the bouncing and sampling can also help you if you choose to do a lesser res lightmap to force a more realistic pull, you can use lightprobe matrixes and bounces to make the colors of objects bounce off of each other. indirection can be made sharper or softer using the light sources

lunar narwhal
#

unity spawns a bunch of processes for lightmapping so this happens when one of them crashes

#

it can also happen if one of the processes gets "stuck" and doesn't terminate from a previous bake

#

but what settings were you using for enlighten?

mint heart
#

I think the bake finished because the subprocess that was running is gone now

lunar narwhal
#

you should note, progressive gpu requires an insane amount of vram

#

4k requires 12gb+ vram? iirc

#

I'd give enlighten another shot, its the most stable out of the 3 imo

#

but i'd need to see what settings you used in case any were responsible for causing your issues

mint heart
#

k, 1 sec

#

also GPU was using 16gb of my 32gb of ram

#

and my GPU ram of 8gb on card

#

But it freezes the editor so even when the process finishes I can't save the result

lunar narwhal
#

iirc, progressive works a bit differently

#

in that the bake process is iterative

#

you can stop any time and it should save progress I think?

mint heart
#

but everything in the temp folder is reset on relaunching unity

#

I have to kill it with task manager

#

IE no save

lunar narwhal
#

Force stop: Allows for stopping the bake at an arbitrary point in time, before the requested amount of samples has actually been done. It works when the lighting is built manually. With the 100,000 max sample count and the ability to disable view prioritization, one can leave the machine baking and just stop whenever the results look pleasing

mint heart
#

I can't stop it when the entire window is frozen though

lunar narwhal
#

hmm, maybe try to stop it before that i guess

mint heart
#

Enlighten settings btw

#

Its instant with Progressive GPU for me

lunar narwhal
#

are you using any mixed lights?

#

or is it fully baked?

mint heart
#

one spotlight, and the directional light

lunar narwhal
#

so you still want real time lights and shadows for dynamic objects?

mint heart
#

I have lightprobes all over the map, so I guess I could probably set those both to baked

lunar narwhal
#

yeah, but if you wanted mixed lights you should have used shadowmask I guess

#

but maybe you'll get better results with it fully baked

#

and also uncheck real time gi if you're doing that

mint heart
#

It hangs on Bake Visibility still

lunar narwhal
#

but other than that the settings seem quite reasonable

#

hmm

#

do any errors show up in the console?

#

did you check generate lightmap uv's on your imported meshes?

#

also you say it hangs but, how long did you actually wait?

#

is your cpu being taxed during that step?

#

depending on mesh complexity, that can take a while

mint heart
#

The process keeps restarting itself, and I do get the error I posted above

lunar narwhal
#

I'd try lowering your lightmap resolution to something low like 5 texels just to see if the bake finishes

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ah

mint heart
#

well over 250 times in 2hrs

#

I let it go for 8hrs, my entire shift

lunar narwhal
#

does it say anything in the console itself though?

mint heart
#

I added 6 lights since the last successful bake

#

and that only took an hour and a half

lunar narwhal
#

I wonder if its an issue with your mesh topology thats causing it

mint heart
#

Progressive CPU works

#

but I got some artefacts

lunar narwhal
#

they do calculations a bit differently, and enlighten might not like something there

#

what sort of artifacts?

mint heart
#

Real bright spots

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Usually not close to a light

#

I uploaded the map with it

lunar narwhal
#

I never use progressive so its hard for me to say

mint heart
#

Well Its still on Bake Visibility

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But it hasn't thrown an error yet

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And is using 19gb of my

lunar narwhal
#

long shot, but do you have an overclocked cpu?

mint heart
#

RAM

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not OCd rn, no

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I turned it off till I upgraded my cooler, and never turned it back on

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And it threw the error

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Damnit

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Weird, now it is still using Memory but hardly any CPU

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26gb of ram now

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Yikes

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I guess I'll let it run for a bit and see what happens

lunar narwhal
#

If it fails again, maybe try clearing the unity gi cache, make sure theres sufficient space on the drive its on etc

#

maybe try making the cache bigger? not sure if that will change anything

mint heart
#

I've done that a few times before

mint heart
#

No luck

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I'm gonna try putting the lights and such in a prefab and reimporting the mesh in a new project

#

I wish there was some kind of debug window that would tell me a cause instead of just the error

#

Question. Is 3.5M texels alot?

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for a 262k poly mesh

green vault
#

its a little high

mint heart
#

whats a good texel resolution for enlighten?

#

my indirect is 4 and my lightmap is 40

green vault
#

for 262k? like 50 lightnap and 14 indirect if your doing gi

#

and youre getting 3.5m texels?

mint heart
#

Apparently

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I also have ambient occlusion

green vault
#

i mean. as long as it baked and looks nice while conpressed

mint heart
#

Well my issue is it refuses to bake

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and won't get past Bake Visibility

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It worked fine last night

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I added some lights and Lightprobes

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and boom

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no more baking

green vault
#

hmm. what exactly do the light probes look like?

#

and how many lights we dealing with? it light explorer open currently?

mint heart
#

I was gonna ask what a good spacing was for them

green vault
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uh oh lol

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depends, usually you want them more condensed near walls for groundings, and more spaced out in the air like outside and stuff

mint heart
#

right now in open air they are 3m apart with 3 layers

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inside 1m with 2 layers. The inside spaces are small

#

I was gonna do two layers but wanted to account for large avatars

#

There are 57 Area Lights on the map

green vault
#

ahh thats a lot of area lights for unity to handle lol

mint heart
#

The map has a large amount of streetlamps

green vault
#

wait, whyre you using area lights for them tho? do they look good when they bake?

mint heart
#

It has 12k Lightprobes.

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And yes

green vault
#

thats not a lot. how many groups you ised?

mint heart
#

I think there is 15 Lightprobe groups

#

How dense should they be?

green vault
#

for what you described seems fine. the presentation room for pc has 4.2 million light probes

mint heart
#

Why so many

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jeeze

green vault
#

which is a much smaller scene than yours

#

mixed lighting and avatar lighting and such for optimized visuals

lunar narwhal
#

4.2 million...?

mint heart
#

I mean, the lighting on avatars looks fine with what I have, that said, it is a night map

#

That sounds excessive though. They would have to be like 2in apart

lunar narwhal
#

yeah

#

also if you havent, grab 1's vrworldtoolkit

mint heart
#

I got it

#

no errors there

lunar narwhal
#

ah k

#

I think the best you can hope to do is try removing those new lights you added one by one until you find the problematic one

mint heart
#

well other then warning about dark enviornment and lack of occlusion culling bake

#

I removed all of them and tried it to no avail

#

same with Lightprobes

#

Also none of my emission textures seem to work

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I have them set to bake

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and intensity varies between 1 and 3

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but they have no effect on avatars, even with reflection and lightprobes

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and don't seem to effect the world at all either

#

I'm going to leave it with a duped project running Progressive CPU and the original project rnning Enlighten overnight

#

If I can get a decent result from Progressive it'll work

lunar narwhal
#

what shaders are you using on those emissives? standard?

mint heart
#

Yeah

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I have one using poiyomi opaque aswell

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because it uses a flipbook

lunar narwhal
#

I havent used enlighten in a while, but when I did I did have to ramp up the emission values way higher than they should be

#

and set it back down after baking

mint heart
#

should i try to readjust the color?

lunar narwhal
#

try increasing the intensity

#

values above 1

mint heart
#

I have a dim blue that if I change intensity it make the color lighter

#

will it be that light in game?

lunar narwhal
#

hm, not sure

#

it might be a bit washed out so you'd have to compensate

mint heart
#

I adjust it to close to the original color at the higher intensity

#

but I'm wondering if that just negates the emission strength

#

but even the emissive set to 3 is not showing

lunar narwhal
#

you have to rebake to see the changes

#

unless you baked with real time gi

mint heart
#

i did when it was working

lunar narwhal
#

hmm

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maybe someone else who uses emissives more can chime in

mint heart
#

at the time i did have it bake with realtime aswell

lunar narwhal
#

its a pity you can't use bakery

mint heart
#

if it were possible to get a 3070, I would

#

Both bakes are on Light Transport now

sand jay
#

VRChat told me to fix my lighting so i press auto fix and now it has made my map dark

#

Please help

proven locust
mint heart
#

TFW Progressive CPU Lightmapper has been running for 2hrs and still looks like shit. Like none of the lights seem to have baked yet, and there are real bright sections with no lights

pastel summit
#

I have created an avatar and a world. My avatar has a portion that is emissive. When I test in my world, the emissive is dull, however, in some popular worlds it is super bright. I have since figured out how to lower it for those worlds, however, there is no change to my avatar's emissiveness in my custom world.

What setting do I need to change to allow emissive materials to behave like in some popular worlds? Thanks!

green vault
#

@pastel summit elaborate? like bloom? ambient? pastellent?

pastel summit
#

adding standard opaque shader to a surface, and the checking emissive, changing hdr intensity to like 3, it does not glow in my world, but is bright in others.

#

i can tell it is an emissive material, but does not glow like bloom yes

lunar narwhal
pastel summit
#

ah, i see, it made a lot of sense when you said like bloom

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sorry i come from unreal, and learning a new engine just to upload to vr chat haha

lunar narwhal
pastel summit
#

ill check that out real quick

#

thank you so much

mint heart
#

I'm getting these weird artefacts when baking using progressive CPU. Anyone know how to fix it?

lunar narwhal
#

whats your settings for progressive?

#

do you have double sided gi checked for materials?

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try switching your scene view to texel validity, if you have a lot of red marks, you could try adjusting backface tolerance settings under lightmap parameters

mint heart
lunar narwhal
#

I looked a bit after our discussion yesterday and this seemed to be one of the suggestions for artifacts with progressive

mint heart
#

I have no red marks with texel validity view

still bobcat
modest vapor
#

Did you generate lightmap UVs on the meshes ?

still bobcat
#

Yep, though it's a bit angry and telling me I have overlapping uvs. I bumped up my pack margin to 8 but I still get that alert.

modest vapor
#

Might be worth making your own lightmap uvs in blender in this case

still bobcat
#

Was hoping I didnt have to, but I'll give it a whorl, thank you

mint heart
lunar narwhal
#

shucks

mint heart
#

I was reading maybe filtering setting could cause it

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Lets try this again I guess

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if that doesn't work, I'll turn up the samples

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I'd rather use enlighten, but that won't even finish

mint heart
# lunar narwhal shucks

Well we got 10min left but it seems the artefacts are no longer present rn, so hopefully they don't show up later on in the rebake...

mint heart
#

Still got them

#

Damnit

fading zinc
modest vapor
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no clue

fading zinc
#

sadness

plain spear
#

can someone explain what baking lights are?

fading zinc
#

its when you put a light into an oven at 450 for 25 minutes

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it takes the light output and saves them on top of the texture for the area they shine on.

mint heart
#

Man this is fucking dumb. It won't get past Bake Visibility when I try to use Enlighten, and if I use Progressive CPU i get bad bright spots in some areas. I don't know what to do at this point...

fading zinc
#

Hey so I am trying to add post processing, I have the layers set to Water but I don't see any visible changes in the editor

#

(trying to add bloom)

mint cipher
#

darken

mint heart
#

I am going to have an aneurism because of this lightmapper BS

#

I increased the samples for Progressive to 300 direct 2k indirect

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let it bake for 12hrs

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and STILL get artifacts

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not even small ones, big white and red splotches

modest vapor
#

Did you generate lightmap UVs on your meshes ?

mint heart
#

Yes

modest vapor
#

Then i don't think the issue is samples

mint heart
#

It worked fine before is the thing, then when I added more lights and lightprobes it gets stuck on the bake visibility process

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So enlighten won't work at all anymore

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and Progressive results in some pretty bad artifacts

modest vapor
#

Welcome to Unity lightmapping

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Rely on Bakery or suffer

mint heart
#

I don't have Nvidia card

#

Can I send this project to someone to bake for me XD

modest vapor
#

Yeah if you have friends with bakery they can do that for you

mint heart
#

I have no friends that make maps lol

modest vapor
#

Yep that's where it becomes difficult

untold helm
mint heart
#

What are good lightmap UV settings for the generate UV on the model importer?

mint heart
#

So I switched view to emissive and absolutely none of what it shows lines up with my emissive materials....

lunar narwhal
#

I've always just went with the defaults

#

have you tried making a custom lightmap parameter settings? particularly the backface tolerance setting

mint heart
#

So it looks fine, but if i hit force stop, those patches appear. They also appear if I let it finish

#

I don't get it

lunar narwhal
#

huh, that is weird

#

maybe as a last resort you could try just editing the light map files to smooth out those artifacts?

mint heart
#

I thought about that. Ideally I wish I could just get Enlighten to work again

lunar narwhal
#

I wonder if you could get better help from the official unity discord

mint heart
#

I tried

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literally no answer

lunar narwhal
#

rip

#

is your filtering set on auto?

#

if i had to guess its an issue with some sort of final filtering/denoising step

steel oasis
#

my post processing isnt applying for some reason, ive followed the tutorial exactly and i can't think of anything. im using Bakery to lightmap which could have something todo with it, i just did the thing with cinemachine_post_processing i think that just fuckedf it more

lunar narwhal
#

post processing and lightmapping dont really have anything to do with each other

#

did you set the layers correctly?

#

reference camera in world descriptor?

mint heart
#

@lunar narwhal It was then I changed it to Gaussian. Maybe I can try turning it off?

lunar narwhal
#

at this point what do you have to lose other than more of your time

mint heart
#

My sanity

lunar narwhal
#

but since you did say the artifacts only appear after you hit force stop, i think the filtering is done at the end

#

oh!

#

try unchecking compress lightmaps too

#

tool tip does say it can cause artifacts

mint heart
#

I just thought about that aswell

#

but If I do that my world will jump in size by 30mb

#

I mean I guess it makes sense given that I've added more lights to the scene

lunar narwhal
#

hmm, you could still compress them after using unity's built in texture compression

mint heart
#

I'll give that a try then I guess

#

I swear if that fixes it I'm going to be both happy and pissed off

#

The ironic part is most of this will be irrelavant because I'm currently editing the mesh to allow occlusion culling on the internal structures of the buildings and signs and such

#

btw, on that note, is there a way to merge multiple small objects into one lightmap rather then it make a separate lightmap for every mesh?

#

Because When I had it seperate before, it made a 2038x2048 lightmap for every single one of the 80 meshes

#

which used like 400mb

lunar narwhal
#

uh, you want to adjust light map scale on your objects accordingly

mint heart
#

So even when my main mesh is at 0.1 scale rn it still says its reached maximum size

#

despite being the only mesh in the scene

#

it is a 262k poly mesh tho

lunar narwhal
#

you can also lower your lightmap resolution

mint heart
#

Won't that make me have to make the scale even smaller

noble basin
#

How can I make a black light effect?

lunar narwhal
#

I believe light map scale affects how much of the mesh takes up in the lightmap, where as resolution, ie. the number of texels is how many texels per unit is used for your meshes? I could be wrong

#

doesn't seem normal to have 80 2k lightmaps though geez

mint heart
#

it appeared to making an independent lightmap for every mesh

#

I didnt let it finishso it may have combined them at the end

mint cipher
#

i converted all my probuilder meshes to OBJ and now the Bakery Light Mesh script is no longer working

#

both meshes are fully static

#

huh

#

it's the mesh but idk how to fix it

#

cubes with both standard emission and bakery light mesh both work

sharp dust
#

any reasons why my reflection probe doesn't work ingame but in unity?