#world-lighting
4 messages · Page 18 of 1
@lunar narwhal Turning filtering to none seems to have eliminated most of the artifacts
enough that they won't be noticed unless you look for them.
So weird issue, when using enlighten with my skybox set to none, it appeared that way in game, with the sky just being a grey color
Since switching to progressive CPU, The sky appears to be blue in game, despite being gray in editor. Anyone know what's going on here?
do you have generate lightmap uv's checked on that?
yep
did you rebake after checking it? it does look like a lightmap uv problem
I reimported it and it seemed to fix it
no clue what it was
Im assuming generate lightmap uv's didnt apply properly? unity doing unity things i guess
I imagine it's addressable by just putting in a skybox
you're not going to leave it as grey anyway right?
No but the skybox for the game this is from is complicated af
how so?
good luck with that lol
Upon further investigation its mainly scrolling textures and overlays
probably possible to do with poiyomi and/or NoeNoe Shaders
Someone else did it on a map, might ask him if he is ever online when I am
Add emission to the material of the mesh
tfw you leave a bake overnight for 7hrs, wake up to unity being a blank white window, click on it, and crash your computer, losing the 7hrs of baking data
Did u disable the skybox in the editor? Theres a button in the Scene toolbar next to the lights and audio button. If you disable it, it goes grey, only in the editor.
No I removed it in the lighting window
Is it possible to bake lighting on a model in another program and import the lighting to Unity?
not sure, i use wings3d for some basic objs and it seams to work for that
So just to be sure, would I nee dto use shadow mask and lightprobes if I want avatars to cast shadows on baked lighting?
if you want avatars to cast shadows then its going to be mixed lighting
ie. lights will be baked for static objects, but will be real time for dynamic objects like avatars
shadowmask is appropriate because it lets real time shadows blend with baked shadows
hi
is it possible to have shadows in a world with spotlights that have cookies
What's the fix for certain objects getting bad, pixely looking lighting after they bake?
generate lightmap UVs in blender might help
Does exporting as FBX also export the lightmap UVs?
^ same questio, i'm unfamiliar with the concept of doing lightmaps in blender instead of unity?
Lightmap UVs are just like regular UVs with the limitation that there cannot be any overlap of UV islands. In blender just make a second UV layer and that one will be used for lightmaps (If you have generate lightmap UVs enabled for that object, disable it)
Thank you! @edgy forum Is this a standard practice for all objects, or is this something you should do more if normal baking doesn't work?
Like, if I should be doing this for eveyrthing in my scene, I'd rather rip the bandaid off now and know
Bit of both really. Sometimes Unity's lightmap uv generation works out okay, sometimes it's utter shit.
I'll use it for the problem objects then. Thanks guys!!
is there a shader that turns an object into a sort of light source?
You can use emission on the standard shader, but it behaves kinda weird
I'm having some major issues with light baking on a project, and I'm at wit's end. I've spent hours and hours combing the internet to no avail, and so I was hoping some one here might be able to help steer me in the right direction. Short version is that almost every object in my scene has overlapping UVs, even when "Generate Lightmap UVs" is selected, and the actual light baking process itself takes an absolutely absurd amount of time for the size of the project. Right now it's about 70mb, with 8 baked point lights, and takes over 2 hours to bake. That doesn't seem remotely right, as I've had projects four times the size of that with far more lighting finish baking in a fraction of the time. When it does finish baking, there's absolutely zero shadows, even though all objects are static and have cast/receive shadows on. What seems weird is that when I clear all the baked data, all of the objects in the scene show that they're casting shadows like they should, but once the bake starts and finishes, they all disappear. I've tried re-importing assets, I've tried grafting the scene onto a different project, I've tried going through each model and prefab on the scene one by one to see if any in particular are causing any issues, but I can't seem to figure out what might be causing the issue. I've of course combed through my lighting settings, matched them to older projects that worked fine, compared with friend's projects, etc. I also uninstalled and re-installed unity 2018.4.20f1, but that didn't change any results. Happy to provide any information that might help get to the bottom of this. Thank you for your time
"An image is worth a thousand words" 
Which shaders are you using ?
At the moment, everything is just on the standard unity shaders.
Can you post pictures of your scene with an object that was supposed to bake selected ?
With or without the scene baked? I've been messing around still and it's currently unbaked, so it'd be an hour+ to rebake it. I do have screenshots of some objects in a before/after, though
anything would help tbh
Your terrain is also using standard ?
I would assume so. It's just a unity terrain, and I haven't messed with anything
unity terrain doesn't bake that easily
If you want to skip to the gist of it, just skip to the end.
Note: I forgot to mention that you will want to bake occlusion whenever using terrain. Open up the occlusion tab, adjust your settings (5 is too big) and bake occlusion.
I'm going to show you how to bake the can half your draw calls.light in your terrain and avoid the dreaded black ...
Though that begs the question then, wouldn't the other objects in the scene have shadows cast on them if it was just the terrain being finnicky?
Ca you post the material of the rock ?
I'd suggest making a new tiny scene and baking only a few specific objects, i suspect some of the maps you have on your materials may be the cause, but i'd need to see how the rest of your scene is setup i case there was something obvious
i assume you at least generate lightmaps after the bake
even if fully empty
I'm relatively fresh-faced with unity. I honestly couldn't tell you. I'm not even aware of how I would generate lightmaps outside of when I go to generate the rest of the lighting in the first place.
Ooooh, I see what you meant. Like does baking actually generate those lightmaps
Which it does.
I did go into a fresh project just now with a few of the prefabs and models in question. Everything seemed to bake appropriately.
Might honestly be easier to just cut my losses and see if I can't start new, assuming I can get everything else to function properly.
It's often worth it to start over to save time in the end for sure
hopefully you don't run into the same issue twice
Yeah. Plus at least I know how I want to piece it together, so at least it would go faster the second time. Thank you for your time! I really appreciate it. I'll be sure to take it step by step, so at least if something does go wrong I'll have an easier time pin-pointing when it happened.
Seems like the issue is far more deeply rooted than I thought, and I'm at a loss now. Did a clean re-install of Unity, started up a new project, and even with just zero assets imported I run into the same issue with overlapping UVs. I dropped a plain cube into the scene on a plane and even just rendering that prompted the overlapping errors. I imported a single asset, and that also had the same issue. As did a second one I imported.
Dropped down a single terrain - 15x15 in size, four simple trees, and a baked point light. Took almost 8 minutes to bake the lighting for this scene.
Which mode are you baking with ?
Shadowmask
Which settings do you have ?
Have an AMD Ryzen 9 3900x, 12 core @ 3.8GHz. Single light in the scene is baked

have you tried using enlighten?
i think that might be the only option
Any ideas as to what might be causing the overlapping UVs issue? Seems bizarre, especially considering it's happening to something as simple as the default unity cube right out of the box.
that does sound pretty bizarre
on a cube yeah that's pretty wild
Wondering if maybe I should do like a hard scrub of unity. Make sure it's entirely purged from the registry.
suggestion seems to be increasing pack margin on the generated lightmap uv options
Bakery uses GPU so it bakes faster than other ligtmappers that run only on CPU
???
hey for some reason i cant find the post processing stack is there a different way of adding bloom to emissives?
Bloom is the same for everything
idk maybe im just blind where am i supposed to find the post processing stack?
Package manager
im dumb wheres that at lol
thanky
would be nice to fix this before release
mesh on the right does not emit light in the bake
the 2 cubes show the 2 emissive materials that i have tried, and shows that the materials are not at fault
how do i fix the mesh such that it emits light?
So when i exported from blender, i had a light in my scene and that went over into unity as well
https://gyazo.com/465a040896eefe575c4e68ff0fbbcc3e
Obviously i did not want an illuminated chair like that so i removed it from the Blender scene and re-uploaded
This got me thinking: How come my shadows for simple, "outside" objects in daylight have such dramatic darks?
https://gyazo.com/b346a0935fc21a40b564626745717946
bruh
y e s ?
i don't know what you're trying to tell me
so i assumed you're asking a question with me @ accidentally
that is correct, and maybe help solve your issue as well lol
I was trying to show and tell you that i accidentally uploaded a light object in my scene to unity with my custom chair and behold it is a mesh that emits light, sort of.
Is there only like a certain number of spotlights allowed to reflect off of a surface or something?
Ah that makes sense
Im new to this, what's the difference between baked and realtime?
Ive heard like real time casts shadows on players and stuff
Realtime is for dynamic objects that require realtime changes yes
Mixed is better, it only recalculate shadows for things not set to static
Oooh
baked is the most performant and looks the best but not dynamic shadows
Ah ok thanks, helps alot
Okay so I am looking for the most BASIC help for my TINY brain. I am working on a new avatar world and I have this issue where the shadows are too hard and make all the models ugly. I went to my other avatar worlds and they we're fine so its specifically this world. I removed EVERYTHING in order to isolate the cause and theirs nothing but a cube a mirror and a light and it STILL looks like this.
I went to my other unity project, and the light settings are the same and its still like this idk why please help
i mean, if it's realtime it's gonna be ugly
you need to actually bake it for it to be baked
and then lightprobes
I'd expect a toon shader on a toon avatar though
Okay I will look up how to bake lighting.
I baked the lighting and fixed it, thank you. i'm well on my way to making the best lit maps in VRChat
yo where do i apply post processing volumes to?
postprocessing layer
and that goes on a camera i'd assume?
so you make a post volume on one cam, and then you put the post layer component on the main cam, and tell it to do the pp layer, and then set the post process volume camera on the pp layer
just did that and its still not working 
@green vault any other ideas?
show me
so main cam, the layer script should be set to the main cam as well
second cam needs to be set on the post processing layer
thats the second cam
you need to set that to the main cam
https://cdn.discordapp.com/attachments/534472776841691137/806986671689695282/unknown.png this needs to be set to the post pressess layer
no camera is
ok 🤷♂️
and set camera to "MainCamera" or whatever the tag is icr
what
i just set the Camera(1) to post processing layer and the main to the volume and set the trigger to the main camera and its still not working
and set the tag too
does camera have both a volume and a layer?
camera (1) should be the only one with the volume
Why do you even have two cameras?
cause he told me to make two?
no you need 1
what the fuck
but that camera gets disabled anyway so it doesnt matter
adouhrfiyubcgicfg
youll learn as you go
Why would you still make a useless camera when you can just make a empty gameobject
^
Yeah that was directed at him
.
https://github.com/oneVR/VRWorldToolkit/releases
Just delete what you have now import this and then from the top bar do VRWorld Toolkit > Post Processing > Setup Post Processing and then edit the created volume
because you can, it doesnt really matter, usually people will set an additional camera to reset a filter area in games rather than swapping the acc camera data
Wtf
however this can cause issues if thats what youre refering to. for example for quest. i currently cant even render any cameras due to how cameras react
but if its in a pc set up, it will basically disable and then re-enable cams when it is instanced
which a current problems with 1 of my assets as the cameras are firing at will and cause great gpu pain
The volume will never need a camera on it that is literally pointless
Doing something because it doesn't matter doesn't make it make sense
correct, but in other games usually itll have one. idk why but thats how they teach it
cus with C# and other practices, you can relay he camera rather than just layering it off of a game object
idrk, this is from other builders and acc guides on yt
Doubt
You pulling random stuff out of the air half the time while "helping" people doesn't really help people
either way, by defaul when the world is instanced, that camera will not exist unless it is told to be
?
That's not how this works
http://prntscr.com/ygz9vv http://prntscr.com/yh58mg so having issue with my world first image is what its lighting is supposed to look like second image is what it looks like in vrc. now the light maps wont bake in any more e missive don't give me light sources any more either what any ideas on whats broken light settings.
tried all yesterday to try to upload world got it working again but now my lights wonky
http://prntscr.com/yh63s3 baked light maps are blank black as well
http://prntscr.com/yh3wex no overlapping uvs either
only light map that shows is a little sliver
help would be greatly apreciated
what are the settings on your light sources and lightmapper?
I did manage to fix it turns out light maps kept corupting its self so had to remove it now renders fine again
Okay here is an issue that I've been having with shadows. This happens when the reference camera has a far clipping plane of 1000000. I need that for some scenes that i have setup. Whats strange is that desktop does not have this issue. Anyone know a work around?
Why would you ever need that clipping plane
I have space section that I wanted to be as large as possible. so I needed the camera to be able to see that far.
When the ratio between near and far clip gets too high you will have rendering problems
Interesting. weird that it doesn't happen on desktop. Also in my experience changing the near plane in unity doesn't change it in vrchat when in VR.
The near gets clamped to be between 0.01 to 0.05
The difference to desktop is most likely something something vr rendering vs just normal rendering
Quest has even worse precision
So been trying to make my light bulb fillaments glow for like 3 hours with no success no matter how many tutorials I lookup, It always says something about emissions which never worked once, and all post processing tutorials are outdated so I literally cannot figure out how to just make my damn lights glow. I even got mk glow lite Thinking it would simplify the process
Oh thank fucking god lmao
thank you like all these tutorials I'm sorry but they're kinda all useless there's no explanation and it's annoying I like understanding what I'm doing
I got it installed, my issue now is how to actually make it glow 😦
You will need to edit the volume bloom settings
ummmm on what? or like where?
this is super confusing I just dont know what goes where and what exactly I need to change im so lost
and how do I know what to edit as in what and also what in it to change
I just really dont understand at all
It's not my first time at all using unity and such but this makes me want to just stop because of how frustrating to do
something to simple as to have a bloom/glow to an object and I've been trying for hours
After you press the setup button in my tools it's gonna create the Post Processing Volume gameobject
Selecting that you get the settings in the inspector
One of those will be bloom which you can tweak to your preference
Would suggest to check out the guide linked in the tools as well to know how to edit it
okay, well re the base settings on it like not okay or?
I just noticed I got something to work
I think what maybe confused me is the whole camera thing
Camera thing?
Like when you have to add your pp layer and volume scripts to your camera
I didn't really understand it
I got bloom to work but my bloom is global so to make it for specific object to I just need to add scripts to those objects?
I got it jesus*
I actually managed to get it working from this tutorial https://sharpcoderblog.com/blog/unity-3d-glowing-object-tutorial
I've been trying to do world stuff in unity, and I've been using baked lighting, but for some reason every time I press generate lighting it crashes. I've even tried to reimport all but it still wont work.
please @ me if you possibly know the fix to this
Going to need a bit more information than that. Which lightmapper are you using? whats your lightmap settings? any errors in console? etc
Here are my settings, there's no errors in the console, and its in a fresh unity project
I dunno if you'll need my main camera settings as well but here they are
so does anyone know why this light is doing this
and why the one right next to it is just fine?
¯_(ツ)_/¯
just rebake it lol
if that fails try moving it around a bit and then baking
120 texels is pretty high, you generally only need 20-40.
GPU Progressive is pretty unstable and I wouldnt recommend it at all, if you need gpu acceleration bakery is still the better option. Otherwise I'd advise just sticking with enlighten.
is the area light clipping into the ceiling? also wouldnt you be better off with a point light for that?
wait, its not even the lights them selfs, its the emission texture i have on them, why is that? is it cause I copy and pasted it over? is it cause its the same object its on?
Try baked indirect instead of shadow mask, set lightmap resolution to around 40 and below, texel density per game object in your scene, use FORWARD rendering for your scene, try increasing your lightmap size to 1024 or 2048, compress lightmaps,
GPU progressive isn’t unstable for smaller to mid sized scenes. If they do not have bakery or an nvidea card Enlighten is a better option
Make sure to set generate light maps for all game object models
This is not the place to place memes lol
Go to #vrchat-general-2
And no one laughed goodbye
One more thing is to also try cleaning your GI Cache in your settings if you’re still having problems
Anyone have any tutorials for baking lightmaps from blender for unity? Trying to piece tutorials from different sources has been a complete failure, and ive had too many issues trying to bake lighting in unity
my lightmaps in blender show up as black and can't figure out why for the life of me
Hello, I'm looking for light garlands on the asset store, paid or free, whatever, if you know I am a pioneer, thank you in advance!
Hello, I am attempting to get my post processing to show real time reflections on my neon objects. I am unsure what maybe causing it to be stopping on build. Here is an example of what I am talking about.
ignore the video player UI in the background
you can't use post process screen space reflections in vrchat as it requires deferred rendering, and vrchat uses forward rendering,
oh welp thanks
and also you would murder the performance using real-time Reflections for shiny objects
Mochie standard allows for SSR...
Granted it works off a grabpass;_;
yeah, shader based reflections using grab pass will still work, and can mostly emulate the same effect
performance killer compared to reflection probes
I need some help! Every time my Unity bake finishes, it automatically starts over again for no reason. It's been cycling like this for hours even though the estimate is 30 mins. Have tried restarting everything and these settings worked fine for me before.
I fixed my issue! Just had to 'clear baked data' and try again. I must have clicked Force Stop and caused it to save a weird unfinished lightmap somewhere it thought could be completed but couldn't.
Nvm it's infinitely cycling baking again. Ughh..
I've got this weird hard line in the middle, where there used to be 2 separate objects, but I had merged these. It isn't mirrored on the other side of the floor, just this one specific side for some reason.
@blissful kite Is there an edge there? Could be that the UV shells aren't stitched at that edge. Looks like it's baking those two sides separately.
Well, as I said, they were 2 separate objects at one point, then I merged them. So at one point there was an edge, yes, but there shouldn't be any more. It should all be one object and the lighting should be the same.
And again, it's also just on this one side
Oh there's no edge in the middle at all? And you've cleared your bake data and rebaked?
There shouldn't be an edge in the middle there, no. That other blue/black pattern/image you see is the skybox. I have no idea how to clear bake data
@prisma lotus
Right by the Bake Lighting button in the lighting tab in Unity.
@blissful kite Just click this drop down arrow and clear baked data. I wonder if there's still some lightmap lingering on it, though when you do a new bake it clears it anyway so I dunno.
just cleared it and still having the same issue
There anything above it that's causing a shadow?
Can you just delete the mesh and remake it?
I get these stupid lighting issues myself on flat planes and I have NO IDEA why it does it either
Well there is a cylinder with emissions that I disabled for the sake of the screenshot, but its a cylinder...I don't think a cylinder with emissions would be causing a hard difference like what I'm having
and again again...its only on this one side. I'm not having this issue on the opposing side of the floor, where there is no issue at all
I'll take this into blender and see if there is something I can change there
I have no idea what could be causing this...
@prisma lotus you said something about UV shells earlier? maybe thats the cause?
nvm it got fixed somehow
@prisma lotus To prevent that from occurring go to the lighting tab and go to the "Lightmap Parameters" drop-down and select create new lightmap parameter and on those parameter settings set the Backface Tolerance option at the bottom of the list to a very low value or even to 0
I've got some of these weird light blotches after baking with Bakery
might anyone know what the cause/ solution is?
Check your console for overlapping UVs ?
i'll check it out next time, thanks
@sharp robin I set it to 0 and it didn't fix the LOD's being black.
@prisma lotus I was only referring to this https://cdn.discordapp.com/attachments/534472776841691137/808963442147983390/unknown.png
@sharp robin Ooh! I fixed that. There was a bit of the geomtry sticking out the wall that the sun was hitting.
could some nice person tell me what I can do so my avatar would look normally in the mirror?
Enable pixel lights
thanks!
I have a problem with baked lighting.
I can't figure out the root of the issue but every time I hit Generate Lighting / Bake Reflation probes.
It gets past preparing bake but once Baking starts. Unity crashes...
My back up project works fine but the current build crashes.
How big is your scene
I meant the project scene, the world you're trying to bake and with which settings
Not sure how to find the Scene size.
but I'm using these settings. I did read back a bit and changed to 'Enlighten' which somewhat did the job.
it's only 2 rooms. Tho Packed with a lot of stuff.
(DnD world with a lot of Props/Triggers)
You tried enlighten ?
Yes. That seems to work but only to 1 of the light sources
You made sure that all lights are correctly set to baked and all objects are static ?
If you don't already have this in your project ^
ahh. 2 of them was set to Mixed. I'll give it a shot now
Well that stopped the crashing but everything is dark/not receiving any light..?
Are all your environment objects static ?
gone over each object. anything that doesn't move and doesn't some sort of trigger is Static. Hit bake and then Unity crashes.
Might want to check the crash report file, and the actual console result
As far as I can tell it doesn't generate one. It just closes Unity.
I fixed it. On top of doing the things you suggested I found that I wasn't using Light Probe Groups. Once I put them in the Bake went on as normal. The VRWorld Toolkit was very helpful. Thanks for the help Ruuubick!
the map is realtime lighting. there is a single directional light, and this room has 2 point lights. neither are set to cast shadows, and this room does not accept the directional light (thus using the point lights)
why does it do this?
You probably have more than 2
I have 3 total. The 2 point and 1 directional.
I'll have to double check I guess.
Maybe a hidden light I missed
hmm, nope, only 3 lights
regardless I have the pixel light count set to 9
should be fine
hmm. maybe its something to do with how things are set up? because i have this room darker, I have the main area set to layer "environment", and this to layer "environment 2"
so the directional light does not affect environment 2.
while the point lights do, and affect the other layers as normal
You can remove the layer your environment is on and cull that layer on the light
But i see no reason for all these lights to not be baked in the first place
because one thing at a time
the last time I tried baking the lighting on the map it would cause unity to crash

what kind of crash are you getting? is like a breaking point error or unity doing that crashhandler popup and then the “report a bug” thing?
It would simply close unity. No error message
To be fair, this was quite a while ago
I have since successfully baked a map, so maybe this time will work
I think the issue was I'm breaking unit's memory usage. I have some distance scenery that I was filling up with light probes
So I had a billion light probes just for empty space and stuff you won't see up close
👆 Something similar to this could crash Unity while baking if you have a combined mesh.
In lighting have real time and baked light selected then bake world
Not exactly lighting but I want to try asking this here:
I'm struggling to get the Interact text/Highlight UI on an interactable object to render on top of some sprites that I have. I added all the sprites to sorting layers and put them earlier in the list than the Default sorting layer, but it doesn't work. Anyone help?
I also tried moving the sprites around in the render queue, for a bunch of values between 2000 and 3000. Below something like 2750, the sprites don't appear and I assume they're rendering earlier than the skybox or something? (when that happens I can happily see the interact highlight at least 😅)
Pray for my cpu
holy shit
Mdeee
well, guess I have to wait
17 minutes isn't bad at all
That's awesome
Do you guys ever have the calm before the storm?
The moments you spend before hitting bake for that hopefully final time, hoping everything goes well because your computer is gonna be screaming for mercy for an hour or two?
Okay so internet is not helping me at all with Google searching-- does anyone know how to fix this issue?
https://youtu.be/Kdsx5I5oBdA
I have no idea why occlusion turns the map and everything dark.
@celest hornet How many realtime lights do you have ?
None currently. They're all set to baked.
https://i.imgur.com/JOC39Mt.png
Hmm. I thought I did because I'm using Bakery.
I'll give it a try again however to see if it remedies my issue!
Two questions, Is it possible to only rebake a single light map
And does making light maps bigger make it bake faster? (Like 1024 to 2048)
Someone said that and I don't know how true it is
smaller usually means faster
there was a program where you could rebake certain areas but I don’t know if that exists on this version of unity
So I figured out my issue-- I can't bake lights at all with Bakery for some reason.
I mean are you trying to use unity lights with bakery and not bakery lights?
Bakery won't bake the unity light and leave it real time unless you are doing some special mixed lighting setup
Can't see much otherwise wrong in those pictures
you can disable all the default unity lights btw, bakery just uses them to reference values when you add the bakery components
I did that and still got the same results.
I noticed that it only had this issue with occlusion being added but now, I just can't get it working at all.
that's probably because what you saw were real time lights
Ohhh, true true. That would make sense.
the default unity lights even when set to baked will still act as real time lights because you baked with bakery, not unity
hence why you should disable them
as for that result, it looks like the lights were baked, just too dim?
Same result as the picture I posted earlier. I have no idea why.
usual culprits: generate light map uv's checked on meshes? all set as lightmap static?
an actual shader that supports lightmapping
UV's are checked and I did set them to lightmap static.
Shaderwise, I'm using Autodesk Interaactive.
that second screenshot looks baked to me though, just very dimly lit
judging by the lighting on the walls
can someone tell me why is the mirror dark with mixed lighting? baked seems fine
1 intensity is fairly low
real time lights don't show up in mirrors by default, you have to check enable pixel lights in the mirror settings
oh, okay
of course, it'll hit your performance harder
unity and bakery lights are not 1 to 1 either, so you'll have to play around with settings to get the same look
I can't use Bakery because AMD cards... which sucks
in response to the other person
Ooo. Alright. I'll go ahead and mess around a bit to see what I get.
also are the white lights bakery light meshes or just regular emission from a shader?
Those are emission~
if you want to bake emissive objects with bakery you gotta use their light mesh scripts
Ooo. Understood! Thank you thank you.
wait, do realtime lighthing uses a lot of cpu?
Baked lighting is a lot better for performance
aw welp, okay
A bit tricky to figure out at first but worth the performance gain
not to mention, it can be more accurate that realtime lighting.
yep, you can also only get ambient occlusion with baked lighting
So I figured out why it wasn't working. I forgot the roof exists. LOL.
lol oof, happens
Yeah, the lighting with the normal Unity lighting wasn't being affected by the roof.
Which is what threw me off so hard.
I've decided to add something to my map that's REALLY awkward to light
I thought it would be easy, but I've basically forced myself to light a large area with small lights
If I turn the power up on the lights, it breaks the lighting everywhere else in the world
so unless there's some way to boost the lighting without increasing the power I don't know what to do
power? do you mean intensity of the light?
yeah
increasing intensity shouldn't affect the range, does it?
for some reason, if I turn the intensity up more than a certain amount it stops doing anything
and it ruins the lighting everywhere else
I'm using Bakery by the way
i'm guessing you must have it pretty high for it to break
just how bright do you need it lol
this bright
thats not very bright
have you tried increasing the range of the lights as well? you might be compensating for the light fall off with a higher intensity
when you can just increase the range for the same effect
I think you can also adjust the falloff min size https://geom.io/bakery/wiki/index.php?title=Point_Light_Attenuation
I've been using area lights in this situation, in an attempt to cover more of an area
thats with the bakery light mesh right? I think it would be worth a shot increasing the Cutoff value, as according to its description that value is where the falloff results in the light being rather dim
unless of course that potentially results the light reaching areas it shouldnt
Cutoff: maximum lighting distance. Bakery will additionally attenuate correct inverse-squared falloff near the limit. It works best when cutoff value is just where physical falloff gets very dim. Cutoff can improve baking performance, but you also can set it to a very high (unreachable) value for complete correctness
Not sure
I was working with the assumption that your lighting might not have been bright enough because of the fall off
But if 100 is equivalent to 100 units then I would think that's sufficient
Alright, found a jank solution that doesn't look bad
just shove a huge cube with emission on it inside of the room
I heard from a unity plugin which allows you to bake your light maps with your gpu. It said that it's cuts down the render time. Does anyone know something about that? Can't find the post on reddit anymore
likely talking about Bakery - link for it should be pinned in this channel!
I should have looked that up earlier. Thanks mate 🙂
Does anyone know of any good Udon club lighting prefabs? Happy to buy... I'm looking for some decent animated spots and lasers mostly~
So just how "intense" is having 2 realtime directional lights in a world?
Depends which layers they affect, shadow quality, mixed or realtime
two mixed, hard shadows with only a few affect layers lights ? heavy effect but not terrible
Two realtime, soft shadow with no layer culling ? Pretty bad
I guess my question is what's "pretty bad" in this sense
Like, could it be expected to run shite in a room with 5 or less well optimized players or what?
Probably not, the smaller the world the lesser the affect, but what do you need two realtime lights for ?
I'm hoping to have a working day/night cycle, which means sunlight and moonlight
I've got it mostly put together, aside from some slight color changes I need to put on the moonlight, probably
But I'd probably do baked lighting for "inside" places, and have outside be lit by the sun and moon, which means I mainly need them to be cast on the terrain, which is probably a huge amount of realtime lighting to calculate on its own
And also yeah I'm planning on making my starting world size pretty small, then I can up as necessary
Well, if you're doing two cycles, wouldn't each be enabled at different points ?
terrain is static, so if you're using mixed it's not much
I have a custom script (from a tutorial) that cycles the color of the lights as they approach their setting/rising areas, but yeah if the moon is pointed straight up then you're not going to see it affecting anything
and vice versa with sun
In udon ?
Yeah, it's udon :p I've been using U#
It feels very refreshing to go back to programming in a VR SDK lol
Nostalgic af
Oh yeah speaking of lighting, is there like a base “world lighting” you can apply somewhere so nothing ever gets darker than a certain amount?
Not that i'm aware no
I think maybe you mean this: under the Window -> Rendering -> Lighting Settings:
In Environment Lighting, choose Gradient or Color and set to a mid-gray. (Assumes you are not using Bakery, in which case you need to do the same with a Bakery Sky Light).
Does anyone know why my light probes are too dark in one room?
The lighting is fairly bright and the reflection probe looks just fine, but when I bake the light probe group it doesn't match.
Fiji, you probably have a probe inside something.
Would that affect every other probe though? I know they blend together but it's dark no matter where you are in the room
What do your probes look like currently ?
Looks like I won't be able to do that, because skybox-dependent lighting is important for this day cycle stuff I have
well, yeah.
hello i am back once more to ask about this mesh which fails to emit light
the materials i've tried using all work fine elsewhere
it is not the materials so almost certainly it's the mesh
how might i fix this?
Your wall is definitely receiving emission, it's just not strong at all
Also it probably doesn't need to be part of the lightmap
if you want the emission to effect the ground you want to push it into HDR I have found, this is a slippery curve though as it will start to change the look of the strip itself. I use Bakery these days for lighting in Unity and it seems to allow a separate "emission color" that effects bake vs the real-time color value for Look Dev (though inaccurate)
is that probe by any chance inside one of the light mesh cubes you put into that room you were having problems lighting up?
nah, none of the probes touch anything
Hey all, I am working on a World that is Quest first and am having an issue getting metal or frankly any reflections to render. I have reflection probes and metalness + Smoothness on the Standard Lite material all the way up, what else is needed? Is it even possibly to mimic realistic PBR Materials (limited in the world of course) on Quest VRChat?
Using Bakery for lighting fyi if that matters, if this is the wrong channel please point me to the right one xp
Maybe someone knows here? When uploading a world, one quest its double vision and Im not sure why
@blazing nest usually thats a result to either an non vr shader or enabling a post processing option like AA. Double check those.
Where would you changed that stuff? Could you message me
yall use unity right?
yep Unity 2018.4.20f1
Hi. Hope to get some help here. So we've imported a wall from SketchUp, exported it as .obj. When imported to Unity, we were unable to put textures on it. Would anyone know how to fix this?
i think your mesh is not rotated, and is currently on the floor ?
It is placed directly on the floor.
in the same spot as the other floor piece ? It's using a transparent material so it's hard to tell
Click the drop down, is there a material on it?
I've had the issue where u need to apply a new material or using the assets import settings rip the mat
How does the Standard Lite shader get it's reflection information? OG Standard is fine w/ my reflection probes it seems, no matter metalness, albedo (black or white), and smoothness, the Standard Lite isn't really changing.
I'm actually the one building this and @dire granite has been helping me with objects. I'm not the best with lighting, but here are my settings if it helps any.
The other walls were built using regular 3d cubes and applied textures. The ones with windows are the imports.
@hollow quarry, I asked the same question in the other channel, there are more info here. ^^
rule 15 lol - but make sure the model is facing the right way (if it's a one-sided material) and make sure it has UVs? o:
Oops, sorry 😅 I figured it was better in this channel.
Anyway, when I exported it from SketchUp, I made sure have this checked. So it is two-sided.
Try applying a blank material onto it, and change the color to see if that works? o:
also sorry, not super familiar with SketchUp and how/if it handles UVs automatically
normals might be flipped o:
Not sure about the UVs. @fluid helm ?
I have no idea what UV even is or does.
I just applied a blank material and changed colors. It works just fine.
UVs tell programs how to apply textures to models - considering that the normal cubes work fine and changing the color works fine, it sounds like the model doesn't have any UV maps to me
could try bringing the model into Blender and unwrapping it there, then exporting it as an .OBJ or .FBX? o:
would recommend UV unwrapping tutorials if you go down the Blender route c:
Best way to get volumetric lighting? For a night club
tutorial I linked was kind of needlessly complex, sorry lol - It's relatively simple
Thank you ^^
Volumetric lighting on quest?
nope
Way to fake it at all?
Or you'd have to use very specific setup, but that's more like beams and not really volumetrics
I have a nightclub and obv it don’t look very good without beams
Yeah but transparency kills quest 
So how would I make a beam? Quest can’t use custom shaders either can it?
nope
might wanna try with the quest additive shader tho, but you'll need specific textures
A cone like shape I’m guessing
you can try a few shapes, it's usually a few planes, but cone might look better in that case
How bad would it affect quest performance if I were to use the quest particle shader to add transparency to an avatar or something?
asking because I miiiiight have done this
Some effect, not the worst, but Quest 1 is a pretty weak platform so it needs all it can get tbh
we're talking less than 100 polygons of transparent material by the way
you still have to do transparency calculations on everything with that material
The number of polygons of transparency does not matter. It's the number of pixels that are viewed through it.
Are there any layers that aren't rendered by the player camera that I can set objects to that I don't want to be seen?
For instance, invisible walls, particles that are seen by ortho cameras for the sake of water ripples, etc.
Wait, I can turn off the mesh renderer for invisible walls, I knew I felt like I was missing something...
Is there a way to have lighting changes show up in the editor before baking? I'm brand new to lighting and currently it seems like I have to bake each time to see how tweaking options changes things
Nope, that's the Unity limitation
The only option is the Bakery add-on with Bakery Preview
Ah okay, I'll need to get more into world dev before I shell out the $55 for it 😄 It doesn't take that long to bake right now
i woundering wen this gpu gona be working in unity so you dont need to buy bakery i would wait 1 day to bake befor i would buy bakery 😮
So I think this is a lighting issue since that's the main thing I've been tweaking right now, but for some reason this keypad is only visible at certain angles now. What would cause this?
normal angle
invisible
is it in game only like that or only in unity ?
Looks like it does this in-game too
i woundering why its like that 😮
can it be a shade problem no idea i hope sobody know it
Me too lol. The shader on one of these is literally just this though
maybe its a occlusion think?
One thing I've noticed is that when I select most of my objects some light probes show up around it, and these ones don't. Though I have other objects that show up even though they have no probes near them too
Huh, if I duplicate the object it magically shows up (with probes around it)
no idea i thinket maybe it was an occlusion problem maybe sobody know whats the problem is
Seems like I can probably work around this by just duplicating the objects and deleting the original, but yeah if anyone knows what caused this I'd be interested to learn more about it 🙏
One thing of note is that after duplication the "light probes" option was enabled, but after baking it was off and I could no longer see the probes, yet it is still visible 🤷
ah yeah the difference between seeing light probes or not looks to be if the object is static or not
which, makes sense since it bakes in all that info instead of needing to compute it
light probes ar for none static so thay get baked light like walking avatars and static dont need light probes to get light this is how i know it
hey guys i just got a quick question
ive seen a few worlds that have a button that dims the world, how do they do that with baked lighting?
they just post-process the color to be dimmer
what does it mean when my lights work normally in editor, but inside VRchat there's a light that casts shadows but doesn't affect surfaces
hey guys i made some neon sign in blender, the problem (i think all noob had it) is that the emission cycle material thing don't work when imported in unity, how can i export this material, and put it into unity ? how do i solve that
You enable emission on your unity material
When you click on the model in Unity, there's an "Extract Materials" button on the "Materials" tab where it will pull them from the model and give you ones in Unity to modify as needed
@modest vapor but there is multiple materials, ones with emission and other with not, so how do i enable it ?
@shut dagger thanks ill try
It's a checkbox in the material
I'm trying to get a bloom effect working in my world. the post processing stuff is installed & works correctly (I assume) since the "Color grading" effect works fine. however, the bloom effect only works in the editor
You set your reference camera ?
im not sure what you mean tbh (idk what I'm doing), but it would surprise me if I had to setup each effect separately. i just tested again to make sure, and in VRC, post processing is working. just not the bloom effect
i used the "vr world toolkit"to setup the post processing for me, which has worked fine until this particular effect
Check the vrc world, your camera needs to be set as reference there
ah, yeah thats already set. i did that when messing with the far plane a while ago
@modest vapor ah I found it. I had "Allow HDR" unchecked on my main camera
i think at least. unchecking that showed the bloom effects in the editor (i only saw the effects during emulation in the editor before). testing now
yup that was it
That's a unity setting it has nothing to do with the sdk, it's only enabled if you have both Realtime Global Illumination and Baked Global Illumination enabled which you shouldn't unless your world is actually using Realtime Global Illumination because unused it's just a waste of a lot of baking time and world size
I'd like to have a toggle to disable the Bloom effect only, but "System.NotSupportedException: Udon does not support variables of type 'Bloom' yet" - is there a work around?
Does VRC have some sort of restrictions against making runtime changes to the skybox? My edits seem to work fine in-editor but don't in test mode nor in the officially uploaded world.
The gist of the script is here: https://hatebin.com/wrnybzevat
I understand that the "overrideAmbientSkyColor" is never actually doing anything because I don't have GI, so it's greyed out at "baked", that's fine
But what I don't understand is how the sun color, light color, and none of the sky colors are changing in-game once uploaded
When in play mode in the editor, everything runs exactly as expected
e.g. I can rotate the sun object around and it'll scale all those values relative to pos
Instead of trying to edit post processing directly, use post processing layers and toggle them off and on. Also, see my guide
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
gotcha, yeah I went off your guide to help get this far, very useful! i've got a few questions:
- you say not to go higher than 0.3 bloom intensity. just curious, is this a performance or aesthetic recommendation (or requirement?)?
- i'm not clear on doing multiple "post processing layers". there is a "post process layer (script)" and there is a "PostProcessing" physics layer. If I want two seperate effects that I can toggle, do I need to add a new physics layer, or a new script on the main camera, or both?
omg I decided to splurge and having this preview now is incredible 🧠 🤯
Welcome to the cool kids club !
@sonic marsh on post proccessing do it meter what v2 version it is or it need to be 2.3.0?
- It's for consistency. If you use higher intensities you'll see visual artifacts on specular highlights and emissive objects, not to mention they'll be extremely bright. It doesn't affect frame rate.
- Neither. I meant "post processing volume".
If it isn't 2.3.0, it might not work when uploaded
I need some help with janky lighting
what kind of jank
@sonic marsh ok thx i change it back to 2.3.0
so i know i fixed it before but i seem to have lost my old world with my old hdd so i had to load a backup and now the problem is back, but for some reason there is a large blue tint being applied to my world after baking lighting, i know its coming from that blue wall there
i dont remember what to do about it
i thought it was baked GI but that's not it
Are the light probes actually baked? And do you have baked light sources to actually light the light probes up?
i believe i've seen this issue in the discord before
i think the solution is enabling pixel lights on the mirror
but thats only if you havent baked the lights
I don't know if this is the right channel to ask or not but for reflection probes, if I'm putting together a big city map, how scattered should I make them? I'm asking in here because Reflection Probes are under lighting in the game object menu. Should I just do like, one or two per street and do one per large opening like the park in the middle and courtyards? Or would vrc be able to handle more without nuking performance?
Also curious how spread apart they should be above the overpass since it stretches a pretty long distance.
usually you would put one for each reflective surface outdoors, but you have to keep in mind ram usage when these are baked so if you do 1 probe per street (if reflections are needed) you should be fine
Gotcha, and how intensive are real-time reflection probes? For the purpose of attaching to cars.
Or should I just avoid those altogether?
uh, depends on the res, if its like 5 128 res realtime probes, shouldnt be too bad, but having more rt probes and a higher res can hurt performance pretty bad
i have a 2048 res rt probe in my theater and it usually crashes quest 1 users and lags out low end PCs pretty bad
Alrighty good to know, I'll keep that tin mind. Hoping to come up with some sort of 1 car per player car spawner system to avoid too many cars being active at once so I'll play around with the rt reflection probes and see what happens. I'm not even gonna attempt to make this quest compatible tbh. Way too big and performance heavy of a map for that.
if its already performance heavy, you should try to just bake them
Yeah probably the better way of going about it. I haven't taken any steps toward optimizing it yet at all, and it runs at about 30ish fps when looking in any given direction from the center of the map. No occlusion culling or anything yet, so its not good but already an improvement over my original attempt at this map which sat at about 9 fps.
how many tris you rendering lol
A lot lol, there's a few thousand meshes that make up all the buildings, and the roads and terrain are separate from the buildings. This is all with real-time lighting too so baking the lights should help a lot. Its just a lot to bake so I usually save that for one of the last steps before publishing
remember to back up before backing something that big
thats quite a lot meshes, but occulsion culling will probes help quite alot
The buildings are pretty simple too though. And yeah definitely will backup before baking.
holy cow that is a lot of meshes lol. im assuming theyre all using their own materials too
ngl, thats going to hurt when you get to baking that. like id just do one rt light with no shadows. like from prior knowledge this wil probs crash a few times while baking even with the normal unity baler
i wish you luck
Sorry for the late response, at work lol. The buildings all share materials, so like every old brick building shares the same old brick mat.
I tried to optimize that at least :p
I use bakery so baking usually isn't too bad, I just don't like sitting around waiting for it
if he dont need shadows stil can use color or grandiet and close the light static the bake gona go fast then 😛
The help is much appreciated though, thanks 😊
yea thats probs the best idea
i woudering if it posible to get only shadows and no baked light and use color etc for the shine but i dont think thats posible
wdym
The final version might be a night time version too, like I did with the Waterfront map. In progress it's daytime just for visibility but final one is probably gonna be night. Gonna be a lot brighter than Waterfront though.
2: this worked great, just duplicated my existing one & created/cloned a profile. thanks!
1: hard to find the right balance. to get a nice glow on smaller objects, you need either a high emission intensity-low bloom, or high bloom-low emission. the problem with emission is that in this old version of unity, you can't exempt it from the lightmap, so that leaves only high bloom-low emission to get nice glows without having a crazy/intense lighting in the lightmap
There's a few different ways to control that, but it's kind of unusual that you're seeing the lighting too bright in the light map - normally for me it's the other way around.
- You can add an
#if defined(UNITY_PASS_META)block to the object's shader to adjust the emission intensity in the lightmap - With Bakery you can set the strength of emissive objects from the settings window
- You can change the Indirect Strength from the Lighting window
But having too much emission from a bright object doesn't really make sense to me - it's glowing because it's bright, and it's casting light because it's bright. What kind of bright object shouldn't cast light? I've always had the opposite problem in Unity and found that emissive things didn't cast enough light!
well theres a particular look that I really like, and I've seen it in plenty of other worlds. dark areas, that have these nice glowing, bloom-y objects. those objects are nice and bright, but they don't light up anything around them. its just themselves that "glow". unity 2019>= supports turning off emissive materials from effecting lightmaps, so I dont think its a weird request - but thats why I asked about setting the bloom higher than 0.3, so that I can keep the emission low, and ultimately get the effect I'm looking for
what are the advantages of using Bakery instead of , say, Enlighten?
unity 2019>= supports turning off emissive materials from effecting lightmaps
I'm confused, what has Unity 2019 changed about the way emissives work in lightmaps?
https://docs.unity3d.com/Manual/StandardShaderMaterialParameterEmission.html you can currently set emissions to "baked" or "realtime", but in the new unity, theres an option for "none": "• None: The emissive light from this Material does not affect Realtime lightmaps, Baked lightmaps, or Light Probes in the Scene. It does not illuminate or affect other GameObjects. The Material itself does have the emission color."
which sounds like exactly what I want
Oh!
Actually, that's only a UI thing
If you switch to the Debug Inspector you can change that property directly and set it to 0. Their only change was exposing that.
Thanks Silent!
oooooh nice, thats going to be super helpful, thanks a ton!!
is there a per-surface realtime light limit?
4
I only have two lights in my scene, but it looks like every surface is only getting lit by one of them
they're both casting shadows though
I'd say realtime lights are unreliable as well as slow
A friend is having a problem with baked lights, he has several objects from the unity asset store and the baked lights only work on them, the rest of the world stays unlit. What could be the problem ? Realtime Lights are working fine. Never seen that before.
everything he wants to bake on must be static
okay so we changed an probuilder object to lightmap static, it generates a lightmap now but is still unlit
Is there a way to get emissive materials to glow nicely on quest 2? On PC they look like this, on quest they are basically just a solid color with no glow.
so you cant use post processing, but im sure theres an android shader that would be able to replicate the glow without post processing
@ember osprey make them static-static. remember that lights need to be set to baked as well
Avatars in a certain area look like this, but I don't know why. Could it be the light probes I have set up?
that is a super cropped image, but youre probs right on the probes, if theyre baked, the probes will sometimes default black. or if the probe in the area is too far away from another other survace. itll also default dark
how do I get them to not default to black then?
they aren't black within certain other areas in the same area
make sure the light probes are actually able to see the survaces
I have no idea what that actually means
do you have light probes?
yes
and the lighting is actually baked? where are the probes in unity exactly?
lighting is baked, yes. where are the probes in the scene, you mean? in the areas where the most people will be
thats odd logic but is there any probes where you are when you darkened
i mean, the entire area is darkened and there are light probes all over the place. again, this is an area where lots of people will be at once
it was my understanding that light probes make the transition between light and dark things nice, is that not the case?
depends how you did them
isnt there like light probe settings somewhere?
If you have a area without light probes the sampling position will be from the closest place with probes
so the way I'm seeing it in my scene, the areas without light probes have the avatar lighting working great, but any area with light probes is where it goes dark
Okey so I have a question for people who are experienced so I'm trying to port over Jean's office from Genshin Impact if you guys know what game that is and it pretty much looks like this
Is it possible for me to get this same effect and if anyone has an idea please point me in the right direction on how I would do it I'm a beginner
this is what it looks like atm I just got it into unity
Place lights, bake them, add post processing, add floating dust particle, a nice skybox and silent light beam prefab
Check out the pinned ressources
Ah thanks, yeah post processing is one of the new things I added. Didn't realize it doesn't do much (or anything?) on quest
it does nothing for quest sadly. but ill let you know when i find a “glowing” shader for quest as i am also looking for something that adds fake glow for quest users to enjoy
would it be considered "intense" to have like 5 or more planes with partially transparent images stacked on top of each other? The last SDK I worked with was very iffy about stacking transparent things
yeah that probably be a bit heavy
Well it's going to be more than 5, but I can try to reduce the amount after I get this all set up
hope it goes okay and make sure to like frame rate check to make sure it's running okay
That sounds vry cursed. Do you have visual references of what you're going for? It sounds like you want indirect light or like a sky light - so you'd prob be better off baking the light + maybe messing with post-processing to handle your day-to-night
does somebody know what I'm doing wrong? Why is there light coming through a wall... ?
In some gameplay vid I just saw - it look like it was lit similar to an IRL Ikea with hanging lights (they used point lights) along a grid, but it had exaggerated indirect contribution so it didn't have vry dark shadows or any obvious light direction
Baking would be best to emulate that in our case. You may have a direction you could go in where you fake it with the directional light + realtime GI too if you have the perf budget. You seem to be using Udon so I believe you could update GI manually when needed (when it goes dark, etc.), but it still has it's overhead 🥴
That's not light. that's cursor
I can confidently say that he didn't mean that white dot. It's the light that leaked from the wood seam.
I've been having some major issues with Bakery, and I was hoping that maybe some one here might be able to help me pinpoint what's going wrong. I have the preview extension, which shows the scene lighting, and it appears normal there. However, when I actually bake it, it winds up being a bit of a mess. The walls in the scene don't actually appear to receive any light, and some shadows are a bit scuffed. Here's the preview window -
And this is the actual scene once baked.
And the settings used for said bake.
Did you generate lightmap UVs ?
Also which shaders are you using on your environment
i have a question, why every time i bake my lights, some parts are more dark than the other in a random way ?
(just an another picture of where the light should not be here too
What are your lighting settings ?
this
Going through, I noticed some objects didn't have generate UVs checked, so I'm working to remedy that right now. The walls, though, are just unity primitives - cubes - so I'd imagine those should just have them by default? And it's with standard shaders.
You can disable realtime GI, 10 texels is fairly low, hard to tell what you're trying to bake however
Bakery would tell you in the console if something went wrong, it's good to do very low res bakes first to see that and then fix whatever is mentioned, if not it could be a few others things
Alright, I'll bump everything down and play around a bit to see if I can't narrow it down more. Thank you for the input!
i try to bake all these lights.
and i use 10 texels because 20 or more is not loading the scene
Increase the indirect resolution and intensity
Do you just run out of memory at 20 texels ?
i don't know, the loading just never stop
and every time the loading never stop, it put that in the console too
You may have a mesh that doesn't have write/read enabled,
hard to know which one i suppose...
well, it's telling you which in the warning above
yeah i figure it why. the loading is still stop at some moment but now it just take maybe 5 minutes to unstuck itself
OK I'm having a very weird situation with all the lights in my world
I came in here a while ago saying that one of them was casting shadow but not light
but I tried changing the color values just to debug it more easily.... and now it's casting light but not shadow??
also: it all looks fine in the editor, it's only inside VRchat that it behaves strangely
so, i finally finished the loading but still have variation of shadow/lights on that...
you might have to increase texels more I think. since those bars are rather small, this might be a result of the texel unit size being bigger than the bar itself
If they can't even do 20 that's gonna be tough
yeah, maybe increasing padding would help?
I'm not sure how padding would need to increase at 10 texels to make a difference
tbh i can try 20 but 2 days ago i tried and it loaded after 3 hours
What I'm describing might be impossible, but is there a way to have baked lighting go through a wall?
The hallway loops in on itself
this is the same part but from the other side of the wall
Don't mark it as static ?
i got a question wen i use color skybox and have no light my avatars stil got light on them is it why i use color do the higher white apply on avatar as well?.would be cool i wound not need light probes xD
??????
It shouldn't be set to realtime
i got none light the skybox is not on skybox is on color and i maket more white but it look like its get on avatar also so is that a realtime light? but wen i bake a sunlight stil look like that
i also got the worldkit tool and it say nothink that i got a realtime light in
the environment lighting is on color that i meanet
ok: I've finally narrowed down my lighting problem to something specific and reproducible
in my scene I've got two cubes; one's material is Default-Material, and the other's material has a new Standard Surface Shader that I created and did NOT touch at all
there's two lights, a point light and a directional light
in the editor, and in a standalone windows build, it looks like this
in VRchat, it looks like this
the point light acts normal, but the directional light doesn't hit the cube with the 'custom' surface shader -- and in fact, the shadow is instead visible THROUGH it, somehow??
this is all with realtime lights
turns out adding addshadow to the first pragma works around the problem, in case anyone else runs into this
ok, so im loosing my mind here. I try to bake my scene with Bakery, however its taking over 2 hours by now and i do not know why. it used to be done in like 30 minutes before. Does baking models with high compression make that much of a difference?
@modest vapor (im sorry for the ping), but do you maybe know what could cause this? i really need this to be done in 3 hours and at this pace it wont be done by then
baking with high compression destroys lightmaps UVs
but can it cause extremely long bake times?
If it has to regenerate UVs on everything for all bakes, yeah
So go back to medium mesh compression
you don't need high anyway
aight, thanks a lot ^^
Anyone got an example emissive texture?
I tried both baking my lights in unity and blender, but I still get this strange bake result on my objects
does anyone know why?
Did you make lightmap UVs and what's that texture size
The one in unity was 4096, and I believe the one for blender was the same, but when I crack open the project tomorrow I'll double check that
Anyone had success using pre-baked lightmaps on prefabs ? Im trying to make a small map generator using prefab map pieces but no success with lighting so far
Make sure it was static?
you can have static objects you instantiate at runtime ?
Normally making them static helps putting light maps on if that's what your asking.
I never messed with pre baked maps so I'm just guessin
I'm also having a issue with mine to bc flashlights will end up illuminating a whole tree and also render that it's on other trees the lights aren't pointing at either so thats making it a pain as well
I would show what I mean but I'm no where near a pc
I'm not sure if the unity built in lightmappers can do that, but bakery has support for lightmapped prefabs https://geom.io/bakery/wiki/index.php?title=Manual#Bakery_Lightmapped_Prefab
I'm working on converting my world to use Bakery, I've got it setup to work correctly using Merlin's script however I've noticed that light values seem to be slightly different in game compared to in Unity. Has anyone else experienced this?
In game
In Unity
You sure your post processing is working ?
Can't tell for sure if it is from the first screenshot
Ya, I'm actually reducing exposure slightly in my PP
This is with no PP
Truthfully everywhere I've looked in VRC actually looks better than what I'm seeing in Unity lol, so I can't really complain. It's just strange, I'm assuming it has to do with the converted Materials
Did you ever bake twice ? ie reconverting back to normal before rebaking
Also are you using ACES or Neutral ?
heres the lighting issue i was talking about with my flash light
it doesnt exactly light trees up like a spot on the tree. it brightens the whole tree and even lights up the whole tree if it just touches a leaf
how many light sources do you have active in your scene? after 4 lights the engine turns additional lights into vertex lights which behave much differently than a normal light would
thanks ill look into that
By converting back to normal do you mean converting the materials back to Bakery after testing?
ah. Bakery is 49€. I ... guess ill look into other options :D
Yeah, Merlin's tool has the option to revert
Yep, I make sure to revert after every test
I've been doing multiple bakes as I change lighting
I'm also getting this artifacting in a few places across the scene, I'm thinking it's either a problem with the emmissive planes nearby or with the UVs. Anyone ever deal with this?
Ya, I'm guessing it's the emissives. Would changing them to bakery mesh lights improve this?
Not enough samples ? How many texels are you baking with ? You have denoising enabled ?
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sorry again for bothering you :в
I'm already baking at 64 samples, 40 texels w/ resolution of 1024
I'm pretty sure "simple" mode just defaults to ope image denoise doesn't it?
If not then I'll use advanced mode and try that
64 samples isn't very high, you can set any number you want, who many lightmaps do you end up with ?
76 right now

It's a really large world
You should set it to 4K then
RIP haha, when I was doing 2k the world size got above 400MB
I have a decent bit I can do to optimize but oof
Did you check the console ? If your meshes are fairly large and get scaled down into 1K, then that'd maybe result in artifacts
Are all meshes set to 1 scale on lightmap ?
Back when I was trying and failing to get Enlighten to bake in any reasonable amount of time I fiddled with their scale. I think I set everything back to 1 but it's possible I missed something
Looking through I do have some fairly large meshes that are taking up entire lightmaps on their own. That's probably the cause of it
It's possible to create a bakery group and make it so just my larger meshes get 4k lightmaps right?
If it's possible i haven't done it, i've personally always baked on 4K lightmaps and adjusted the scale on lightmap of all my objects on the scene
Silent has a tool to do that automatically actually
Oh what, really?
Thaaaank you, I will try giving this a go
I'm just going to give it a "quick" YOLO bake at 4k with 128 samples and see if it fixes the issues and if it does I'll go back and do that
How is it that this bake seems to be going MUCH faster than my previous bake at 1k w/ 64 samples?
I may be wrong, but i think it's a lot more processing to try and fit larger meshes into 1K lightmaps and scale everything down to fit, rather than dropping everything into a 4K one
Makes sense I guess, I'm just really surprised by just how much faster it looks like it's going to be. Can't say for sure until it's done but I'm thinking it's at least double the speed lol
Make sure to be on experimental to get hole filling and post merge packing too !
(I think it's on experimental ?)
Oh what lmao okay
I'll do that next bake
GOD I love how I can just do bake after bake with Bakery and only lose a little bit of time. I was pulling my hair out with Enlighten lmao
Yeah Unity baking sucks ass
Also, Bakery Preview is godlike
I'm considering grabbing it too. I don't do anything game-making outside of VRC though so hard justifying paying more when the return is just your friends telling you how cool your world is lol
Fair enough, it's a lot of time save, so it pays for itself very quickly
Very good point. I'm getting close to having my lighting where I want it but I'll probably cave and pick it up next time I make changes
It goes on sale twice a year so sometimes worth waiting
Oh true that
Okay, it actually looks worse now lol
is there a way to quickly switch from android to pc build ? It looks like Unity likes to reconvert all files everytime, when it already did so
Cache server
Check the console for any warnings
And post your bakery settings
Looks like there's a few errors, something about PPtr cast failing?
Nevermind on the errors, I think those are from Merlin's tool, they are from before my last bake
The only errors I got with the bake were it complaining about not being able to use the rendertexture from the video player
as an emission
I have a lot of warnings about meta passes though
Enable experimental !
Yeah definitely
Sample is quality, not size, texels is size
So you can go nuts with sample, it'll just take longer
i cant remember which setting it is but when people generate settings, some of them are set oddly that causes most of the lightmap to be just blank like that
Whoops took a longer than expected nap while during the last bake
I got to 14 4k lightmaps and 1 128x128
Still a massive amount but they actually seem to be reasonably used
It'll probably be fine once you adjust the scale on lightmap
40 texels is a bit high for outside areas
I have some pretty bright lights outside that I'm worried about, but ya
This is definitely the best looking bake yet
Not sure if this is the right chat, but I've also run into a problem with one of my materials using Xiexe's volumetric shader popping in and out constantly, when in game mode or VRC but not scene view. Does anyone know what would cause that?
Video example. I've played with the shader as much as I can and can't figure it out, figured it might also be a occlusion issue but the material actually appears to be there just super transparent. It also used to work perfectly fine, it started doing this around the time I switch to Bakery but I don't know how that could be the issue
O god
i think ive done something wrong, trying to get lights working in a world but any time i generate lighting it takes 5 seconds and just kills the lights entirely, like nothing i change makes a difference and i need to completely relplace the lights.
itll look all fine in the scen and i fine tunie it all but as soon as i generate lighting tit all just dies and doesnt do anything anymore
is there a way to undo the generate lighting? because now all the lights are duds
ok you can clear baked data
before generating light
after generating light?
did you set all objects in your scene as static? lightmap static specifically
and make sure all the models have generate lightmap UVs checked in import settings
literally nothing has lightmap static checked
is that supoposed to be default?
ive made everything lightmap static, this is getting worse
given everything the uv settings and such but lighting still looks dreadfull compared to the preview before baking
before generating
after generatign
Is there a way to bake lighting just like the scene? because the scen looks fine its when you generate it it it all goes to shiz
anything i can do?
wait, so did you actually generate uv lightmaps or no?
Do we know which render path VRC uses? Is it deferred, or forward? 🤔
forward
Anyone successfully used the "Prefab Lightmap Data" script on a vrc world ?
You should look at a basic tutorial, there's one pinned, you didn't even have the first step down on your first baking attempt so make sure to look it up
I think I may have did something and I'm not sure what it is
I build the world lighting and it seemed all my shadows baked? I'm sort of new
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
auto generate was off and I didn't really want it on
it still auto did it
thank you I'll see if this helps
is there a way I can reset everything to get rid of the dark shadows?
clear baked lighting, bottom of the lighting window next to bake button iirc
I got it, thank you so much!
Quick question, do Bakery Volumes work in VRChat?
I believe bakery mapping needs to be converted before it's usable in vrchat, correct me if I'm wrong. As part of that, I don't think volumes are preserved.
so after separating my single giant mesh into a few sub meshes, baking is taking ages. Any way around this?
before it took 6hrs, now it says 300+hrs
Everything that is lightmap static is completely black in the quest version of my world, but it looks the way it should in editor
any suggestions how to fix this?
so what options directly affect the colour temparture of baked lights? it ry changing the colour on the lights themselves and the lighting gradient but the bake is always bright white
anyone?
stuck on this for 4 days now and nothing works
@modest vapor maybe?
Can I set an object that a player can interact with static if I only set it to have Lightmap Static?
so im trying to bake my lights, and the moment i try, it seems to try for a bit, and then unity crashes.
All i can seem to gather from the crash dump is the code 0xc0000005
@still bobcat each type of “static” is unique and can be used independently. In “The Devouring” world for example, we set the doors to Lightmap static so they will bake. They will retain their “bake” look no matter what you do with them in the world, so in our case the doors open and close but a light on one side won’t cast light into the next room once the door is opened. But they are not batching or occluder/occludee static.
Lightmap static: the texture will have the highlights and shadows from the position it was when it was baked, even if it moves during runtime. You can use this for moving objects but might look weird if they move to very different light conditions.
Batching static: the objects visuals will be grouped and optimized. But if you move the object at runtime with an animation, scripting, or user interaction, the visuals will not move. Never use this for movable objects.
Occluder static: the area the object is in will act like a “wall” and objects behind it will not be rendered, even if you later move the object. Use only for large, immovable objects.
Occludee static: will not be rendered when behind “occluder” objects. Never use for moving objects, because the object will disappear. Use for all no moving objects except things that should never be occluded, like possibly big planes of water or land, etc.
Navigation static/Off mesh link: for AI. Read up on that if you use AI.
Reflection probe static: will show in baked reflections. Object can be moved.
is there any way to make it not take 24hrs to bake lighiting for 10 or so meshes?
Yes! Set your samples very low for test bakes. Adjust your Lightmap scales on specific mesh renderers. Or use Bakery if you have an Nvidia gpu.
I wish I had an nvidia gp
You have AMD? What are you using to bake, Unity’s enlighten?
This is a question about post processing more than lighting but this seemed like the most fit channel to ask. Is it possible with post processing stack v2 to change the shape of the bloom? Back when pps v1 was being used there was an option to replace the bloom sprite, but I can't find it at all in v2. Making an example.
Best example I could come up with is a screenshot from an old trailer
That's basically the sprite that I want to replace my default bloom with to give it more of a star shape.
It seems like you can apply a texture to the overall "camera" but I don't see a cookie for that. Since bloom isn't point-based, this makes sense to me
I can mess with the Anamorphic ratio but this is the best I could come up with using that option
Have you read this: https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
Ah gotcha, yeah the dirtiness texture isn't something I'd want to use. And nope I haven't seen that, I'll give it a look
I'm wondering if the effect you are looking for is something that wouldn't work very well in VR anyway
It worked great in the past when we were using the old Post Processing Stack
the directionality of the stretches--it would move with your head. That would be weird
Yeah, no idea. I haven't seen that effect used much if its even possible. good luck.
Alrighty, appreciate the help though!
thanks! I was wanted have bake the lighting, but not mess up the movable on the map. I'll keep this in mind
Is there a reliable way of swapping out baked lighting and probe data in udon?
I assume not but figured I should double check
Hey! Working on this indoor world with two rooms. The lighting looks good but the lightmap size is pretty big, 42MB. Could someone give me some pointers on what settings to tweak that would probably reduce size but maintain good quality? Thanks! 💙
You can try using "Scale in Lightmap" in all the meshes you are using for baking
For example: Setting it to 0.5 makes the mesh 2 times smaller so it reduces a tiny bit of quality and file size
And you can also try out 2K instead of 4K resolution unless that adds more lightmap files. More lightmap files = larger file size.
Does anyone here know how to exclude menus from post-processing? I've unchecked the layers where UI and UIMenu collide with PostProcessing, but it hasn't worked.
Post processing has no built in system of excluding layers it gets applied on top of the frame after everything has been rendered
Hmm, maybe I should use a shader-based solution instead
like FakeBloom shaders?
all I need is blurring
Can't say I've heard of FakeBloom
On another note, what's a good way to do water caustics?
I have an outdoor world that's using directional lighting. In one outdoor part it's supposed to be sunny and bright, but on another outdoor area of the world I want to make it dark, gloomy, and foreboding. Does anyone know of a good way to go about this without turning off directional lighting?
Oooh! Thanks, I didn't think of that
if i'm using bakery, is there any reason that it gets stuck on "adjusting sample points"?
it just sticks on 1%
so i put a point light inside the structure, it looks ok before bake. but...
why does it not work after baking
make sure the meshes have generate lightmap uv's checked in their import settings
already checked the box
are there any recommended setting for the sliders
did you check it before or after baking?
before
if anyone has any idea please @ me .Thanks
the biggest mystery that really makes me scratch my head is that, why does the point light doesn't work
the inside of the roof should be lit
@toxic viper Go the the lighting tab and to the lightmap parameter option and create new and on that new lightmap parameter set backface tolerance to zero
Thank you very much. It works.
does anyone know why this happens? its quest world
https://cdn.discordapp.com/attachments/782300437684158496/818808826811252746/image0.jpg
yes this is ingame screenshot, there are no custom shaders in use
i've gone through a lengthy process over multiple days of checking everything to do with shaders, materials, light baking, texture formats and compression settings
Hey I seem to be having an issue with emissive materials. Basically, if I use any illum map the illumination doesn't work at all. If I take the map off, it works fine. But even if the map is a white square, it seems to break the emission. Any one know what could be going on?
Baked with bakery, is this light just too close to the wall here?
so my bakery seems to get stuck at "exporting scene, finishing objects" it sticks at 50%, drains all processing power, and never gets anywhere. Now, my map is not so complex, what am I doing wrong?
close and reopen the program
thanks, turning it off and on again doesn't solve the issue
what exactly is in the scene?