#world-lighting
4 messages ยท Page 17 of 1
@modest vapor this is the bugged result
extremely bright and everything is yellow
this is normal
mind you the settings on the light are identical in both pictures
Did you check the console after bake ?
Any warning usually
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
thanks @modest vapor ill try this in the morning
@modest vapor it has not resolved the issue. It's differnt rooms now, but the overbrightness is still there
here is my log, there are many things there but i have no clue how to interpret them: https://defuse.ca/b/jCH0VcqTtFDLfFR3cJ1ksq
Do you have a lot of static objects with transparent shaders ?
or non standard
Also Mesh pb_Mesh-129252 on object Barkruk possibly has incorrect UVs (UV2: no, U: -0.41, V: 0)
there are some @modest vapor but they all use Standard unity shader
stuff like windows, or these boards, which are a glass panel with a png with transperancy
you should only keep things that need to be baked to static
If you have a lot of transparent objects static i feel like it'd cause issues
What's the intensity of those lights btw ?
are you suggesting i put the windows to non lightmap static?
thats good to know, thanks for the suggestion
which lights do you want to know the intensity of?
Lets see how the baking is now with all glass non-static
you are a true magician @modest vapor
any time you've answered my question it was 100% spot on solution in less than 100 characters
i am continually amazed
All it takes is failing enough times that you try every single possible things to find the cause 
thanks for the sage wisdom again
i still keep getting problems @modest vapor for some reason the first bake after your suggestion was 100% clean
now the second one i have overbrightness and weird yellowness in some rooms again
All objects in my world with blendshapes appear unaffected by lighting and remain lit in all environments
How do i fix this?
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
how would i make them not skinned mesh renderers? or is there no way around that?
do "add component" and then find "mesh renderer"
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
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
SkinnedMeshBaker(ใขใใฟใผใใผใบๅบๅฎใใใใค)
What is it ?
SkinnedMeshRenderer ใใใใผใบไฟๆใใใพใพ MeshRenderer ใซๅคๆใใใใผใซใงใใ
MeshRenderer ใฎใปใใๆ็ป่ฒ ่ทใๅงๅ็ใซ่ปฝใใใใใใผใณใงใขใใกใผใทใงใณใใชใใกใใทใฅใงใใใฐใใใฎใใใชใใผใซใง MeshRenderer ใธใจๅคๆใใใใจใๆจๅฅจ...
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
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.
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
Did you generate lightmap UVs ?
uhhhh how do you do that again?
mesh option at the bottom
unity
That's the object in your hierarchy
Assets are where the files are at the bottom of your screen
That's the one
what should I do
click on it
Yep, at the bottom like i pointed out above
Ok sir
@modest vapor still stuck on this
You tried the same steps again ?
yup
i think what may have "fixed" it is that by deleting the content of the bakery folder you also reset the baking settings
and the bake i did was with default settings
but it keeps giving me this problem with the custom settings that i want to use
what custom settings are those ?
these
that's bakery, i need to see the light
What helps baked lighting look less grainy?
resolution
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.
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.
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
is it something to do with the udon prefab mirror that i copied ?
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
thanks i will pixel light for now and bake them properly when i sort my lights out later on :)
@modest vapor i've made sure the lights are properly set up to the best of my understanding but still the problem persists
you mentioned wanting to take a look at the lights, i assume the component and material settings ?
you should be using standard shader with emission at 2 tbh
80 is a lot
also bakery preview is helpful
ahaaaaa
so not using bakery light material ?
but @modest vapor i feel like it doesn't explain why everything was looking just perfect
and then recently everything went wrong
when the light setup has been this way for months
Unity
@modest vapor ive done as you suggested, and the rooms look perfect when baking with a limited amount of rooms enabled
but the problem reoccurs when i bake all lights again. Pretty much the same as it was before
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)
Are there certain parameters i should be using with lightmap uv generation or am i missing something
@noble current You likely need to make the UV2 manually
know any good guides for that?
unfortunately no
Though if its just that one mesh giving you problems I don't mind taking 2 minutes to do it
Otherwise you can google and its mostly just the same as unwrapping UV's normally
it'd be nice if you could fix up the one mesh, should i send it to you through dm?
sure
You might have to downscale a bit then, i've never run into those issues, i highly suggest asking in the Bakery discord itself, might be something specific i'm not aware of https://discord.gg/mW7x4b9X
@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
many thanks for the tip @sharp robin
Hi all, just a quick question, does it hurt performance if you deselect static lightmap on an object, but do use baked lighting?
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
For that you could just keep it as lightmap static but set its lightmap scale to 0 on the mesh renderer
@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?
where are the lights physically ?
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
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
they are usually placed up high, either on or near ceilings
yeah but the exact spot is important
do you want screenshots? i can make some @modest vapor
i mean yeah it'd help lol
thats the album link. If i put http before it it just shows 1 picture
@modest vapor
you might want to make a less weirdly shaped light, if it bounces on itself it could cause issues
hadnt thought of that
thx again
oOoooooo i fixed it @modest vapor
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
the result looks very good
i'll add you to the thank you plaque in the lobby of my world ๐ thanks so much for the persistent help
is anyone familiar with bakery? kinda new to it and having weird issues
like the black spot there
seeing it a few times
its all dark, im on an oled display so anything dark is really dark
1 sec iI can see if I can increase
was that part static?
oh my, when importing, did you do "generate light map uvs"?
well I had a few street pieces and used a mesh combiner
tbh tho I'm using bakery and new to it so wondering if it's that
mesh combiner if used wrong, and depending on which mesh combiner, can cause the uvs to be off
hmm
usually bakery is able to figure it out, but it doesnt look like it
anything else I can try?
change the lightmap parameters, add more tiles, sampling sometimes fixes it. higher resolution
what mesh combiner did you use? mesh combine studio 2?
i imported a map from half life but lights will just randomly turn off or on depending where the camera is
its not supposed to be like that tho
If you have a lot of real time lights unity will display only so many real time lights at the same time
theyre like this
do you have a lot?
ideally you should be baking your lights. if you didnt bake, mixed lights just act as real time lights
yeah
yeah, that's the problem
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
should i set it to baked
I would suggest watching/reading a guide on baking lights, there should be a few pinned in the channel
as it suggest, click on your imported model and check generate lightmap uvs in import settings
you should know, with that many lights, its going to take a loooong time to bake
blame valve not me
welcome to light probe hell
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
its under the Tools tab
Is there any good tutorial videos of how to work bakery or how to make Bloom and VR chat
Because most of the lighting looks very dull not that bright when I use bakery
can someone explain to me how bakery works? should I be using full lighting or?
Whats the best way to deal with avatar lighting?
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
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
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
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
yeah the static button, it expands and has options like lightmap static etc
yeah had that :/
Baking my lighting. It just won't work. It refuses. It infuriates.
everything turns black.
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.
Follow the pinned tutorial to avoid any basic mistakes
Look how pretty this is!!! the noribenBeamlight is definitely worth $10
Check the performance before you upload that Maillon Faible world !
Haha good eye. This is my first world, how do I check performance?
stats in the game window
Do these look alright?
Try turning off all noriben lights
aint too bad, 6.5m verts a lot tho
This is without
the noriben lights shouldnt be too bad, its a shader faking volumetric lights
those 196 shadow casters however, are very concerning
do you have a lot of real time lights?
I have only 12 lights and they are baked (Unless I've used bakery incorrectly)
disable the original unity light components
bakery just uses those for reference and if you left them there, they will still be emitting real time lights lol
Oh so instead of Right Click>Light>whatever do Bakery>Create>whatever ?
no on the lights themselves
do you still have the normal unity light components on them?
if so, just disable them
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
just the light component
Ahh ok let me switch them around
once you do that check your performance again
What about this?
uh, whatever bakery settings you had for that light did not match the unity light you were using as reference
but you already baked so changing that wont do anything until a rebake
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
so I need to rebake everytime I add/remove a light?
yes
Gotcha
Ok, so after baking, none of the lights are on
did you set all your objects as static?
Yes
generate lightmap uvs on all the meshes?
what does your scene look like now
I assumed you had already baked your lights earlier
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?
did you copy the settings from the unity lights to the bakery lights?
its the first button in the screenshot you linked earlier
Ahh. I clicked that but nothing changed. Do i need to rebake?
yeah, changes will only take place after baking, thats how baked lights work after all
you just had real time lights earlier
even if the unity light says "baked" its still real time until you actually baked it
Is there a way to preview it before baking? Or is that just the unity light?
bakery has an addon package just for that but i've never tried it https://assetstore.unity.com/packages/tools/level-design/bakery-real-time-preview-164462
but if you want to quickly test a bake, you could lower your settings
and that should speed things up a bit
and once it looks ok, you can do a final rebake with settings turned up
And by lowering settings you mean turning down the texels per unit and the max resolution?
I think the biggest effect is number of samples in global illumination
Fantastic
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 ๐ฅถ
oof might take a while or might need to try restarting
Does generating lightmaps usually take a while?
generate lightmap uvs? it should be a few seconds
๐จ
yeah It just freezes up at the hold on loading bar and doesn't do anything
Seems like its a bug with unity. fbx might be too complex
I fixed it, had to force quit UnwrapCL.exe and it finished. Did the same thing with my materials and its fine
ah, the good ol process stuck in the background
yupp
OK! So here is stats with actual baked lighting
But the lights aren't acting exactly how the unity lights are... am I missing something?
in what manner? bakery does behave a bit differently so you'll need to tweak the settings a bit to get the same look
but those stats are vastly improved over your originals
I want them to act like stage spot lights like how regular real-time lights look but they're not coming out that way
you want them to look like stage spot lights or do you need them to be dynamic?
oh, do you mean you want the light to be like a cone?
Ehh not like the noribens I have, just a cone on the ground (if that makes sense)
yeah i get that
bakery doesnt have a spot light per say, you need to use a cookie to turn the point light into a spot light
I want the bakery lights to replicate what the unity lights are doing, but they aren't even though its copied the parameters
You mean this one?
yeah
The baked lighting has that selcted as the cookie but I cant see anything... maybe I should try increasing the intensity??
let me check one of my projects that has spotlights
Appreciate it
these were my settings
though the light is pretty dim
maybe you do just need to ramp intensity up
can definitely see it on the floor though https://nyanpa.su/i/pMNc1axC.png
might have to increase the range a fair bit past the floor too, I think that's what I did
Cool ill give that a try
So this is in game and this is is the game view. Doesn't seem like the lights are forwarding in into the game
The capsule does seem to get dark on unity so not sure what's going on...
do you mean onto players?
oh alright step 2 of baking lights in unity
since your lights are baked, they are completely static
in order to have dynamic objects lit, like your avatar, you need to place down light probes
Like these?
is the capsule a static object or dynamic?
It was not static
your light probes are working then
Then why isn't the avatars not lighting?
could just be your avatars shaders? depending on shader and settings they might not take in light probe properly or discard colour
I highly recommend grabbing the test avatar from mimi's avatar testing map
its very useful for testing lighting and what not
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
wait, you said the capsule gets dark in unity but not in game?
wait let me rebuild with the capsule in the dark
if your capsule is not static you dont need to rebake when you move it
also I might be blind but I can't find mimi's avatar in the world...
maybe something is wrong with my sdk because I moved the capsule but when I build & test it, it doesnt move...
oh? any errors in unity console?
oh yep.
welcome to light probe hell
D:
heyyy I'm facing same problem here, all black when I baked it
theres Magic light probe to make it easy
make sure your objects set as static, generate lightmap uv's checked etc
i do follow that protocol but nothing works ๐ฆ weird
this is before bake ^
Is your floor metalic?
because I just found if I bring down the metalic it fixes all my issues...
this is after I bake
standard shader?
standard is fine
how much u reduce it ? bcs I think mine is not a lot
I had it at 1 and it was completely black but I slightly reduced it down and it fixed it sooo ๐คทโโ๏ธ
yeah thats how metallic surfaces work, at 100% metallic it will display 100% reflection based on your reflection probe
ahh
Well I think that enough unity for one night. I really appreciate your help Temporal
I guess the next step is to make the light probes by hand ๐ฐ
my baked light map show theres light but if i turn to sahded mode it all black, this is weird
What shader are you using
standard
this is my shader
Maybe try changing the shader color slightly lighter?
it's completely black and metallic, so yeah it can't really receive any baked light
ouu so that is a problem, hmmm
So with doing the light probes manually, I think I'm happy how it turned out! Next step is programming everything ๐
Can you animate baked lights?
nope
hello help
heyy can u tell me where u get the beam light ?
Yep its this one. https://noriben.booth.pm/items/1637978 Definitely worth the money
VRChat็จใซไฝใฃใใใ ใผใใณใฐใฉใคใใฎใใชใฅใผใ ใฉใคใใฃใฝใ้ฐๅฒๆฐใๆใฃใใทใงใผใใผใงใใๆฉๆขฐ้จๅใฎใขใใซใไปๅฑใใพใใ UnityใVRChatใcluster็ญใงไฝฟใใพใใ Unity 2017.4.28f1ใงๅไฝ็ขบ่ชใใฆใพใใunitypackageๅฝขๅผใ โ ๅ่ๅ็ป https://twitter.com/noriben327/status/1181161468193959936?s=20
nice thank u
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?
make sure generate lightmap uv's is checked on all your imported models
and that they're all set to static
Ah, figured I must be missing something basic! Are these default settings fine for UV lightmaps?
they should be fine for most cases
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
what settings are you using?
yess it fixxed, thank u !
You can still use the simple light probe placer but just delete the script off your project after youโre 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
I just placed them normally with just duplicating rows but thanks anyways ๐
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
side note, it looks like the build report doesn't include any realtime GI maps...
Does it need to be on 4K lightmaps ?
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
ill try rebaking
does anyone here understand how i can reduce the file size of probes/realtime GI maps?
other than deleting probes ๐
I see theres a max distance variable in mesh renderer; what does that mean?
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
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
Also update my world tools the version you are running is very old and the reason why your bakery titles are flying off
https://github.com/oneVR/VRWorldToolkit/releases
i see the params; ill play with them ๐
yeah this is a decently old proj, thanks for the link
after a rebake, it still kicks RealtimeGI off when I enter play mode
but at least GI data is only 16mb now ๐
doesnt seem to matter, vrc still isnt seeing it
How are you testing it?
are there any compatibility issues with realtimeGI and vrchat? or at least with bakerys combined
play mode works fine
you might need this https://docs.vrchat.com/docs/vrc_realtimegiupdate
This script is used to apply custom renderer behaviours to an object. Currently, the only supported custom renderer behaviour is "Update GI Materials". This enables the object's GI attribution to be updated in real time. This is useful if you have objects that change their emission attribution and y...
fyi its expensive, only have that component active when you're changing the emission settings
can it be updated with udon?
it updates with every frame, but with udon you're able to control your own update rate
oh
are you on udon?
yeah
you want RendererExtensions.UpdateGIMaterials(rendererToUpdate);
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
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?
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"
thats actually so brilliant
why dont more people use this ;_;
also thank you so much for your help
because effort lol
fair lol
also i wish bakery could do real time gi...
fr
fyi don't try to do it with progressive, it doesnt update the light probes
fs, im baking my lightmaps with bakery anyway
are you doing bakery experimental that does the enlighten pass first before bakery?
yeah
good to know that it works well
I'll probably have to try doing that instead of full enlighten
@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
not sure, i don't use the noodles but this is a working example iirc https://github.com/MerlinVR/USharpVideo/blob/master/Assets/USharpVideo/Scripts/EmissiveUpdater.cs
might be worth it to do a quick test scene with just enlighten
now I can't get it to update in unity at all
enlighten test scene was also unsuccessful
im getting logs that the abive script is running successfully, still nothing ;-;
hmm, i've noticed that real time gi can be really stubborn to get working
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
Are there better ways to get better shadows using bakery?
Increase texels
Especially with the modelโs lightmap size
You can adjust that one individually
Well, time to figure out how the heck lighting works
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
@peak nimbus elab
did you do "generate uv light maps" on the model?
@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 yes
what would I do on the object?
tell it to not cast shadows and recieve any
correct
can't turn it off though
you can, swap lightmap method to cpu really quick and switch it back
do I need to switch it back if I am using bakery?
if youre using both unity and bakery, yes, if its just bakery, then idrk why you have it set to gpu
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
i belive in you sir
ty ๐
So question, how the heck do you do light probes on a large map
you do a lot of them. preferibly grouped
Groupee?
you might want to use and learn simple light probe placer
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?
Each zone
Holy hell Baking Lighting takes ages
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
500x faster
I wouldn't go that far lol, depends what you bake
Well I don't got no Nvidia card XD
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
@mint heart clustering is usually a long one
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?
Should I use Enlighten or Progressive CPU for Lightmapper?
City
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
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?
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
Whenever I place light in my world any avatar's texture messes up, is there a way to fix that?
@glass steppe el;ab
I don't know what that is, is it under light settings lol?
@glass steppe no like elaborate, not sure what you mean. send photograph?
Okay, give me a moment I'll create a test world
does it hhappen on other avatars? it maybe shaders but i bet if its a realtime light, that could also cause weird flickering
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
Most avatars
Didn't change anything really
So no cameras in the scene set to deferred?
hmm, all i can think is its because of real time flicker, unless 1 knows of another reason
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
Oh actually
Since that's a mirror
Do you have playerlocal and mirroreflection enabled in it?
To be honest it's not a mirror ๐, but I made a world in the past with same settings and people still saw my textures getting messed up
try the mirror prefab rhat comes in sdk
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
happens, well i wksh you betterment
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 ๐ all the dynamic objects are lit by the directional just fine. Shader in all cases is the Standard Lite for mobile
@kind breach were they lightmapped in anyway? and is your texel size small?
I baked a lightmap. Texel size is default
what does the objects look like unbaked and baked? is there any evidence of like warping or discharge?
I don't know what those look like. When they're realtime lit they look fine
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.
I tweaked a couple random things, re-baked, and it works now. Not sure which thing fixed it ๐ค
probs cus double baking usually turns out better (unity be unity)
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
I guess ๐ 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
to me, it def sounds like you didnt hit static all the way. which happens some times
also compress your light maps
yeah, that's default too
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
@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
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
^
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
I don't know, I'll upload it tomorrow and try to have someone to join me and see what's happening
the head not flickering is a pretty tell tale that this is the cause
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?
when you bake, everything such as shadows shoukd bake in
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
you need to put down light probes
How can I do that?
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
It's working better now, I think I wasn't supposed to use a third party thirdperson camera
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
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
Omg baking lights takes FOREVER
also, SH and RNM directional modes require the materials to be converted or they dont show properly in game
just thought id mention and save another debug step ๐
there's a git project that converts them, if you aren't using directional you're fine
Is it possible to apply bloom in the world but not the UI?
Since post processing gets done post drawing stuff we can't change what it affects
hey guys do you know why I'm getting this artifact on my baked light? im using bakery btw
Jesus christ my Unity has been on the Bake Visibility for like 7hrs
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
What's the difference between the VRChat/Mobile/Toon Lit shader and Unlit/Texture ? ๐ค and why is Unlit/Texture not on the list of recommended shaders for Quest?
rendering
just to make new bakers feel more secure when their bake takes a long time. reference this
The heck are you baking?
2 rooms lmao
Bruh. I have 4k Lightprobes, like 30 area lights, and a fairly large map
takes like an hour or 2
when you start learning about light quality, youll start the understand
If I upate light settings, do I need to delete baked data or can I just rebake the scene
you can do either or
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?
itll update
no
wtf
i bake @ 64 samples, 5 bounces at 52 texel ms and my bake takes 1 hr 45min
with or without bakery
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
bakery is cheating/prediction based
almost 2 hours with 52 texels sounds excruciatingly slow on bakery
its a massive scene with tons of emissive surfaces/lights
normally my bakes are in single digit minutes for simpler stuff
this makes me mad btw
emmissives will do that sometimes
im still thinking about this; what is this supposed to mean
bakery is usually faster, so its like cheating the system since it usually takes a bit to actually bake light

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/
Question, is 44 reflection probes and about 14k Lightprobes too many?
most likely yes
anyone know why shadows aren't appearing?
nvm figured it out
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?
I keep forgetting to bake my lights overnight ๐
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
my 36 hour bake lightmaps got messed up when i was build&publishing lmao
And I still have that damn error
"Failed executing external process for 'Bake Visibility' job."
What does rhat even mean
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.
So I'm guessing you guys wouldn't reccomend Bakery with a RX590, correct?
Bakery is built on nvidia's apis using an amd card with it would simply not work
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
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
@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
So tell it to map in 4k, then compress it? Why not just map it in the lower resolution?
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
is this enlighten or progressive?
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?
I tried using the Progressive GPU, and the editor window froze. IS there a way to save the scene while its frozen?
I think the bake finished because the subprocess that was running is gone now
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
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
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?
but everything in the temp folder is reset on relaunching unity
I have to kill it with task manager
IE no save
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
hmm, maybe try to stop it before that i guess
one spotlight, and the directional light
so you still want real time lights and shadows for dynamic objects?
I have lightprobes all over the map, so I guess I could probably set those both to baked
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
It hangs on Bake Visibility still
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
The process keeps restarting itself, and I do get the error I posted above
I'd try lowering your lightmap resolution to something low like 5 texels just to see if the bake finishes
ah
does it say anything in the console itself though?
I added 6 lights since the last successful bake
and that only took an hour and a half
I wonder if its an issue with your mesh topology thats causing it
they do calculations a bit differently, and enlighten might not like something there
what sort of artifacts?
I never use progressive so its hard for me to say
Well Its still on Bake Visibility
But it hasn't thrown an error yet
And is using 19gb of my
long shot, but do you have an overclocked cpu?
RAM
not OCd rn, no
I turned it off till I upgraded my cooler, and never turned it back on
And it threw the error
Damnit
Weird, now it is still using Memory but hardly any CPU
26gb of ram now
Yikes
I guess I'll let it run for a bit and see what happens
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
I've done that a few times before
No luck
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?
for a 262k poly mesh
its a little high
for 262k? like 50 lightnap and 14 indirect if your doing gi
and youre getting 3.5m texels?
i mean. as long as it baked and looks nice while conpressed
Well my issue is it refuses to bake
and won't get past Bake Visibility
It worked fine last night
I added some lights and Lightprobes
and boom
no more baking
hmm. what exactly do the light probes look like?
and how many lights we dealing with? it light explorer open currently?
I was gonna ask what a good spacing was for them
uh oh lol
depends, usually you want them more condensed near walls for groundings, and more spaced out in the air like outside and stuff
right now in open air they are 3m apart with 3 layers
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
ahh thats a lot of area lights for unity to handle lol
The map has a large amount of streetlamps
wait, whyre you using area lights for them tho? do they look good when they bake?
It has 12k Lightprobes.
And yes
Not the best image but you can see the results I had earlier
thats not a lot. how many groups you ised?
for what you described seems fine. the presentation room for pc has 4.2 million light probes
which is a much smaller scene than yours
mixed lighting and avatar lighting and such for optimized visuals
4.2 million...?
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
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
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
I have them set to bake
and intensity varies between 1 and 3
but they have no effect on avatars, even with reflection and lightprobes
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
what shaders are you using on those emissives? standard?
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
should i try to readjust the color?
I have a dim blue that if I change intensity it make the color lighter
will it be that light in game?
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
i did when it was working
at the time i did have it bake with realtime aswell
its a pity you can't use bakery
VRChat told me to fix my lighting so i press auto fix and now it has made my map dark
Please help
probably told you to turn off auto generate lighting, just bake manually
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
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!
@pastel summit elaborate? like bloom? ambient? pastellent?
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
you need to add post processing with bloom in your own world
ah, i see, it made a lot of sense when you said like bloom
sorry i come from unreal, and learning a new engine just to upload to vr chat haha
I'm getting these weird artefacts when baking using progressive CPU. Anyone know how to fix it?
whats your settings for progressive?
do you have double sided gi checked for materials?
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
Should I have double sided GI enabled?
I looked a bit after our discussion yesterday and this seemed to be one of the suggestions for artifacts with progressive
I have no red marks with texel validity view
im getting some pretty funky lightmaps on my mesh, and i am not too sure why
Did you generate lightmap UVs on the meshes ?
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.
Might be worth making your own lightmap uvs in blender in this case
Was hoping I didnt have to, but I'll give it a whorl, thank you
Didn't fix anything, and the areas where I see the atrefacts are all green on texel validity view
shucks
I was reading maybe filtering setting could cause it
Lets try this again I guess
if that doesn't work, I'll turn up the samples
I'd rather use enlighten, but that won't even finish
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...
@modest vapor Any idea how they made the sick lights at the Volt dance club? https://i.gyazo.com/a3f2c5c93d45044ea548d60fed3fe3ca.mp4
no clue
sadness
can someone explain what baking lights are?
its when you put a light into an oven at 450 for 25 minutes
it takes the light output and saves them on top of the texture for the area they shine on.
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...
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)
darken
I am going to have an aneurism because of this lightmapper BS
I increased the samples for Progressive to 300 direct 2k indirect
let it bake for 12hrs
and STILL get artifacts
not even small ones, big white and red splotches
Did you generate lightmap UVs on your meshes ?
Yes
Then i don't think the issue is samples
It worked fine before is the thing, then when I added more lights and lightprobes it gets stuck on the bake visibility process
So enlighten won't work at all anymore
and Progressive results in some pretty bad artifacts
Yeah if you have friends with bakery they can do that for you
I have no friends that make maps lol
Yep that's where it becomes difficult
I just want to say thank you for being excellent.
What are good lightmap UV settings for the generate UV on the model importer?
So I switched view to emissive and absolutely none of what it shows lines up with my emissive materials....
I've always just went with the defaults
have you tried making a custom lightmap parameter settings? particularly the backface tolerance setting
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
huh, that is weird
maybe as a last resort you could try just editing the light map files to smooth out those artifacts?
I thought about that. Ideally I wish I could just get Enlighten to work again
I wonder if you could get better help from the official unity discord
rip
is your filtering set on auto?
if i had to guess its an issue with some sort of final filtering/denoising step
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
post processing and lightmapping dont really have anything to do with each other
did you set the layers correctly?
reference camera in world descriptor?
@lunar narwhal It was then I changed it to Gaussian. Maybe I can try turning it off?
at this point what do you have to lose other than more of your time
My sanity
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
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
hmm, you could still compress them after using unity's built in texture compression
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
uh, you want to adjust light map scale on your objects accordingly
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
you can also lower your lightmap resolution
Won't that make me have to make the scale even smaller
How can I make a black light effect?
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
it appeared to making an independent lightmap for every mesh
I didnt let it finishso it may have combined them at the end
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
even normal emissive material isn't working
it's the mesh but idk how to fix it
cubes with both standard emission and bakery light mesh both work
any reasons why my reflection probe doesn't work ingame but in unity?