#world-lighting

4 messages · Page 19 of 1

fluid mirage
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one large area, and 1 small room

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the two street areas do not have light probes as they are normally inaccessible

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so its more like this

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and i have settings set like so

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well i think I found what the issue was- I had 2 sets of the same light probes by accident

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that'll do it

fluid mirage
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yet I still have trouble. Man this is so stupid.

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if it's not one thing causing trouble, it's something else

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it just hangs at one thing or another, every time

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what the absolute fuck

modest vapor
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That's a lot of unneccesary lightprobes for consistent lighting

fluid mirage
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yeah that was the duplicate. this is what I have currently after cleanup

modest vapor
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You should delete probes where the player can't be

fluid mirage
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yeah I cleaned it up a bit

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wasnt that many to clean

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mainly around the top, and those corner ones

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not sure it'll make a difference for my issue though

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I know baking can take time, but it consistently get stuck at the same point

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"Rendering direct light Directional Light" at 20% forever

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there's no way when another map I have takes less

modest vapor
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make sure you don't have an frender process still active on your computer

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I've ran into that issue with bakery for the first time recently as well

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for seemingly no reason

fluid mirage
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I cant say i see that process anywhere

weary sequoia
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Could someone explain to me why these lightmaps are so messed up? I think that it could be the lightmap UV but I dont know how to fix it

modest vapor
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Did you generate lightmap UVs on your meshes ?

weary sequoia
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when I did that, It would just get stuck for ever, and never generate the lightmap UVs

modest vapor
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Depends how complex the meshes are

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so it can take a long time

weary sequoia
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I dont think I have that complex of meshes, would you be available for a voice call so we can discuss this more thoroughly?

modest vapor
weary sequoia
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for the past 8 minutes, I have been waiting to generate the lightmap UVs and it hasnt even started XD

fluid mirage
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I once had to leave a mesh running overnight for it to generate lightmap uvs

weary sequoia
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did it fix the problem?

fluid mirage
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I mean yeah, but it took all night, because the mesh was very complex

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I ended up taking it back into blender to simplify it a bit

weary sequoia
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you simplified the uv maps?

fluid mirage
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I simplified the mesh

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it was very high poly

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which was why it was taking so long to generate

weary sequoia
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well mine is literally just a house with a couple pieces of furniture

fluid mirage
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when you say you tried to generate lightmap uvs on your meshes and it took forever, did you try one at a time?

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or all at once?

modest vapor
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"couple pieces of furniture" means nothing if you got them from random sources. It could be a 3M poly couch

fluid mirage
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every time

modest vapor
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clearing everything in the bakery lightmap folder, clearing baked lighting data and restart your computer to try again

weary sequoia
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I fixed the problem, I was trying to generate all the lightmap UVs on every mesh at the same time

modest vapor
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that's not a problem, it just takes time

fluid mirage
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this is ridiculous.
I did it and restarted, and tried again. and, it worked! but it looked like ass. But here we are again, every time I try to bake again, it hangs up somewhere along the line

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now its not even initializing the probes

modest vapor
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Yep, it's a new issue, i've managed to bake one correctly fully out of 12 attempts, so i'm not touching it again

weary sequoia
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Does this look unnusual to you?

modest vapor
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quite

fluid mirage
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man, I hate light baking.

weary sequoia
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is there a way I can fix this? (Without spending 50 dallars on bakery)

modest vapor
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What are your current settings ?

weary sequoia
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Im using progressive cpu, because i want the afterglow on the emmissive object towards the bottom of the walls

modest vapor
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You need more than 1 bounce, increase lightmap size to 4K and enable compression

fluid mirage
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so i figured i'd try to use unity's default light baking method. And im running into several brick walls.

for one thing, I bake, and some areas are just arbitrarily dark, despite having light probes.

also, I cant seem to figure out how to have one area be darker than another. like, with the realtime lights, the directional light that illuminates the main part of the map, and that smaller room, are set up by their layers so that the light does not interact with that room. And I have 2 small point lights in that room instead.

and yet when i bake, it acts as if the directional light was in full force in there

modest vapor
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light probes is for dynamic objects

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What are your lighting settings ?

weary sequoia
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I did everything you said to do and it looks a little better

fluid mirage
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I know the skybox intensity is why, but man, there seems to be almost no way to make both areas have different light levels. i dont get it. i dont want the skybox to dictate the light, I want the lights to dictate the light

modest vapor
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Don't set it to skybox then

fluid mirage
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it doesnt seem to matter what I set it to

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I cant seem to make it treat different areas differently

weary sequoia
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Is there a quick way I can cover an object with area lights, without placing them manually?

fluid mirage
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without some sort of addon that does it for you, probably not

weary sequoia
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also, are area lights suppose to take a long time to bake?

fluid mirage
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dunno

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probably depends how many you have

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cant say ive messed with em much

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but when I bake, I get this

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and i can't edit the lighting to make this area darker, or the rest of the map will be too

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not to mention it doesnt really matter, as I might be able to make the objects darker, but the environment itself will remain bright

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because it seems to be drawing from the directional light despite the layers telling it not to

modest vapor
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What are your light settings like ?

fluid mirage
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and the 2 point lights are set up like the left, while the directional light like the right

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and worth noting again, that the entirety of the content in the small room is set to a layer that the directional light is set to not interact with

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so everything is environment, the room is environment2, and the directional culls it

modest vapor
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Why are you using a directional light ?

fluid mirage
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because it illuminates everything in the main area without fuss
it was originally just that main area, and then i added the other room.

||should I just use a huge point light?||

modest vapor
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I'm confused as to why your directional light is affecting the inside of your house i guess

fluid mirage
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ill try a point light and see what happens I guess

mint heart
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So still having an issue where if my illum map is anything but pure white it stops all emission of light

fluid mirage
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point light makes little difference. baking is still treating the entire map as a single piece when baking

hallow hound
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i dont know if 100% if it is so but you got no shadows i maybe wronk no shadows no dark places also the sun the shine going inside the wall why it cant make the black texture why no shadows maybe this why it is so bright but i not sure was only a idea

modest vapor
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@fluid mirage You should reset your bakery settings and use experimental

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Make sure all meshes are set to static

fluid mirage
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i think i found out what the issue is. A bunch of objects had, under their mesh renderers, "light probes" set to off

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wow. 2 days over that shit

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currently in the process of tracking down all the offenders, but the moment I enable it, they spring to life

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thanks regardless, ruuubick

modest vapor
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Once again, light probes don't matters for baked objects

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Unless you're just baking the environment and nothing else, but i'm not sure why you'd do that

lunar narwhal
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If you're experiencing issues where bakery just randomly crashes midbake at different points each time, you might have a stability issue with your GPU's overclock. Even if the OC is stable in games, it may not neccessarily be stable for bakery, because its running CUDA accelerated jobs, and doesn't tax your gpu the same way as games.
I was experiencing random crashes with bakery until I dialed back the OC on my 1080 from 2000mhz to 1800mhz. Your mileage may vary depending on gpu.
Ironically, dialing the OC back also made the bake time significantly faster, which really shows I had some serious stability issues there.

fluid mirage
modest vapor
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Then the objects aren't lightmap static

fluid mirage
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then all i can figure is it's something about mesh renderer vs skinned mesh renderer, or something else I'm overlooking

lunar narwhal
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you can't bake lighting on skinned mesh renderers

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at least not on enlighten i believe

lunar narwhal
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UV padding adjustment does not work on skinned meshes (Unity seems to crash when attempting to call Unwrap function on them);

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might be the cause of your crashes on bakery?

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skinned mesh renderers are used if they're going to be dynamic I imagine, be it moving the bones or using the blend shapes, if they're going to be static its probably better to remove bones/blendshapes on them in blender and import them as a static mesh.

fluid mirage
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I havent had any crashes since reinstalling bakery.
though mind you, those crashes were with the regular unity lightmapping not bakery

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I havent had any crashes lately

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though now I'm getting ftrace errors from bakery

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if its not one thing, it's another

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and regardless, what bothers me is that it seems that bakery is ignoring my lights, which have the bakery light component

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and instead going off of the lighting settings environment lighting

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which is set to black or, dark

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I dont get it, all the relevant meshes are set to lightmap static

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they should be baking just like the actual room mesh itself, which is doing fine

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well. was doing fine.

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also I had the padding disabled

lunar narwhal
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when I say bakery crashes I meant things like the above error

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anything show up in the console?

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in any case, my issues with bakery throwing random errors in the middle of baking were addressed by tuning down my GPU's overclock during baking

fluid mirage
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ive never really overclocked my gpu

lunar narwhal
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most gpu's these days come factory overclocked out of the box

mint heart
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Emissive materials are gonna give me an aneurism

mint heart
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Anyone know why enlighten would just be stuck on bake visibilty?

weary sequoia
untold helm
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@weary sequoia is that happening immediately following a bake? That behavior would imply they're currently realtime.

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Some things can break a bake and cause lights to start behaving as realtime

weary sequoia
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what causes that? You are correct about them acting like a real time light, but shouldn't I not be able to see the baked lights in the editor, if there is no light map?

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btw, the video is my scene without a lightmap

spare lichen
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how do i make my world darker for sleep mode?

golden stone
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most people use post-processing to lower the light levels, assuming baked lighting some people also swap out lightmaps as well

sonic star
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The pillars, walls, floor and ceiling all use the same shader, but after baking lights, no matter how much i pump up the light intensity only the pillars get brighter. Does anybody know what this could be? (p.s. this is my first time ever making a map)

hasty ledge
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Could be the pillars have emission light or possibly used an unlit material

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Double check your stuff

sonic star
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oh, i forgot to make the pillars static vrcStoic

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so now my problem is, no matter how much i bump the intensity of the lights, the static objects only get marginally brighter

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using real time lighting the room looked bright with the intensity at 4, now it looks like the screenshot with the intensity at 30

hasty ledge
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What I said before

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Is your material for your pillar an emissive or an unlit material

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Or is it a standard shaded material

sonic star
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the pillar, walls, floor and ceiling are all using this

modest vapor
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Disable the emission ?

sonic star
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emission disabled, it's still very dark

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this is right beside this light

modest vapor
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occlusion mask to 0 ?

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What are your light baking settings

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and how does it look on the lightmap

sonic star
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here are my settings

modest vapor
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Are the pillars also black on the lightmaps ?

sonic star
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lightmap

modest vapor
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Also i'm not sure the baked shadow radius should be that high ?

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try with 0.3

sonic star
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0.3 baked shadow radius?

modest vapor
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yeah

sonic star
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ok, gonna report back in ~7 minutes

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ok, this is looking more like what it should be. thanks for the help

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this is after setting the occlusion to 0 and baked shadow radius to 0.3

modest vapor
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You should still be able to use the occlusion map

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but shadow radius at 10 is pretty much a flat shadow on everything i'm pretty sure

sonic star
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ok, i'll play around with the occlusion map value a bit then

mint heart
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So my emissive textures seem to only work sometimes

full mica
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Is there a way to determine what light is affecting something in bakery?

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Getting some weird lighting and I'm not sure what's causing it. I thought it was the strip lighting at the bottom but I turned that off and did a preview and the blue was still there

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It definitely has to do with the handles being there, if I disable them it doesn't happen.

verbal cape
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So Ive noticed an anomaly with a few avatars in some of my rooms rendering as black silhouettes at most angles using all three lighting types depending on the build. What causes this?

lost imp
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Used Window > Rendering > Lighting > Fog to generate world fog, but it's not getting picked up by VRC mirrors. Also I'm trying to find an Udon toggle for this type of fog.

verbal cape
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RenderSettings.fog = true;

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If you dont have success try using the post processing fog. That is easier to play with.

lost imp
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I don't think I understand, but I might as well try the Post Processing fog. Thanks for letting me know.

undone flower
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How do I fix this? Light keeps dimming out looking directly at it. I'm currently working on it but haven't uploaded the changes yet

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Nvm I figured it out, light range was doing that to me

hazy tundra
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Anybody can help me so i baked the light now the floor is lighened everywhere and only one of my two lights is working

full mica
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Okay, I am absolutely losing my mind lmao. Does anyone know why my bakery mesh light is not producing a solid light? I have played around with it and rebaked so many times, and it looks totally fine in preview mode

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Preview

modest vapor
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How many light meshes do you have ?

full mica
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A few, but that strip is a single light mesh

modest vapor
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What difference do you see between preview and bake ?

full mica
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I posted a picture of the preview too

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The strip lighting is solid in preview but not in the final bake

modest vapor
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I genuinely can't tell the difference

full mica
modest vapor
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Oh, are you talking about those, i was looking at the chairs my bad

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What are your settings ?

full mica
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Ahaha, gotcha XD

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For bakery or on the light?

modest vapor
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both

full mica
modest vapor
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I'm surprised you don't have samples near for your light mesh

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You tried enabling self shadow ?

hazy tundra
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Anybody can help me so i baked the light now the floor is lighened everywhere and only one of my two lights is working

full mica
modest vapor
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Was the main denoise option causing you issues ?

full mica
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I've only used Open Image Denoise, pretty sure it defaulted to that

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You think it might be the denoiser?

modest vapor
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Sorry i meant the denoise fix bright edges option

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but for the denoiser algo i'm not sure if there's a difference, worth testing though

full mica
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Ya, I'll switch to Optix 7, reading Bakery's manual it says it's probably a bit faster anyway with similar results

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And the fix bridge edges was also defaulted to off

feral nymph
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oh cool, just found that there was a lighting section.
I want to avoid asking very basic questions so anyone know about a simple tutorial i could watch or read on this? so far when looking around those beginners video seem to be a bit farther than i would like.
I want to use something different than just the default lighting setting but there so many options and terms.

crimson verge
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ok so i'm having a weird issue i dont remember what i did but i messed with some stuff and now for some reason any emissive objects on the map when baked, their light spreads far farther than they should

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its like they have no falloff or something

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you can hardly tell in the scene view but the lightmap shows it much better, how the parts that should be black are blotchy and filled with color

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they should have some light but only very close to the lights themselves, it used to be fine before an update but i'm not sure what changed it or how to fix

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googling and going through unity docs didnt help

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when i enter the room in vr, the walls are all blotchy and glowy like and look awful, but they should be black like a dark room, with those glowing objects in the back

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i believe it may be because environment reflections was turned down, but i turned that down because with it being on, everything in the world was glowing blue due to the large blue structure for some reason

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but i'm not sure how that would affect or if thats even it

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and i certainly dont want to turn it up because it gives the entire world a blue tint (much more obvious on the transparent objects and on players when they look in mirrors, they're blue)

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so any idea how to make those emmisive objects still glow bright, but not spread across miles? i know its possible as i had it perfect before, but something broke

mint iris
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Currently working on an a world which uses UDON. When in scene view realtime GI works just fine, the second I press play and test it or even test it ingame, the realtime GI stops working. Anyone have an idea why?
The same setup works just fine in my SDK2 world.

crimson verge
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i was advised to not use realtime GI when building my world

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i imagine you shouldnt either

lunar narwhal
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if you're using realtime GI for emissives and you want them to update on texture change, such as video screen emissions, you need to call RendererExtensions.UpdateGIMaterials, which means they can be costly to update in real time, as it has to be called every frame, but you can also do frame skipping etc.

crimson verge
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anybody got any ideas on my question i posted above yesterday?

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still havent figured it out, i've been going through different settings and bakes for a few hours

stiff latch
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Any quick checks I could do to figure out why my light baking runs at "0.02 mrays/secs" ? that doesnt sound right

heavy folio
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so i was making world with dim lighting but people still wanted to see avatar so i made light with player and player local

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it works but only for standard shader and some other shaders

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but it dosent work for some shaders like toon

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what should i select for the lighting ?

stiff latch
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PSA: I had terrible baking times (0.01 mrays/sec) and fixed that by removing all LodGroups systems from map, or maybe it was because I emptied the cache server (went to 2.77 mrays/sec)

drowsy violet
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is there a way to simulate volumetric light in vrc? (headlights)

modest vapor
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there's a few prefabs for that

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silent, noriben

silent coral
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How do I make a material glow?

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I have this AV videoscreen but I want it to emit light

vocal oar
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Put the render texture in the emission slot of the material

silent coral
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uhhhh?

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can I do that with a videoscreen?

vocal oar
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Presumably

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Ive done it before

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Gotta swap out the material with standard shader if it didnt already use it

silent coral
vocal oar
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Idk then

silent coral
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shiii

graceful jetty
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What's the best way to create water caustics? I know there are special water shaders that do it, but I need the caustics to appear on a ceiling above the water instead of underneath.

modest vapor
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Well the caustics would appear on whichever mesh you apply the shader on i'd expect

graceful jetty
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From what I remember, the shader projects onto surfaces that are inside the mesh

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so you'd have a cube or something with the shader applied, and you'd scale it to overlap the terrain

wicked trench
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does anyone know how to get the directional light to not glare onto reflective materials? i've tried putting it on a separate layer and using the culling mask but it doesnt seem to work. idk if its possible but figured i'd ask

modest vapor
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Which shader are you using ?

foggy vapor
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@wicked trench Yes it is possible, on the hardware of your FBX object you deactivate the Highlights and reflections options

modest vapor
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If they use a shader that has those options, hence my question

silent coral
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Is there anyone that could help me with making club style lights?

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I have these animatedmovingheads and lasers but I can only adjust their color in the inspector, I want them to use the same color as my AV videoplayer

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I can't just apply the material because that will just result in a cone shaped video

celest sedge
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is there anything like simple light probe placer that works for sdk3? I used to use this but now it gives errors when uploading world

green vault
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@celest sedge you have to use it then remove it due to mishmashing errors

celest sedge
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I don't want to reinstall it everytime I want to use it

green vault
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theres a script somewhere that has the mishmashed premashed

pale spruce
ocean onyx
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could someone help me fix my world? i set up light probes and baked light everywhere but it doesn't work. The problem is that my avatar gets really dark. It scares me so someone help now

modest vapor
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Did you bake the light probes ?

ocean onyx
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oh shit.. i forgot this ste0

pure moss
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Whats a good way of going about doing lighting for all these trees? Right now the two options it seems is: Setting as non static so it does real time lighting (I think), or Static so it is baked lighting. But with baked, even on 0.01 Lightmap scale it seems to take ages just to even prepare the bake.

modest vapor
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Your terrain is also very large

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0.01 is pointless

toxic viper
pure moss
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Ive tried before, the VRC compatible version for Unity doesnt have good GPU bake support (No double sided textures and shit), I could get Bakery but thats like 40 bucks 😭

toxic viper
# ocean onyx

try Lighting tab > environment lighting > source : color

pure moss
modest vapor
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Is the terrain also 0.1 and static with generated lightmap UVs ?

pure moss
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Yeah, its not realtime

shy root
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Hi, so I was trying to optimize my world. In doing so I went to generate a light map, and now my whole world is basically all black, any idea on what I did wrong?

lunar narwhal
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You may want to take a look at the tutorial pinned in this channel
Also make sure objects in your world are marked as light map static and have generate lightmap uv's checked on your imported meshes

shy root
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Okay I’ll take a look and get back to you! Thanks!

shy root
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How would i fix overlapping UV's?

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it says i have 225 objects in the scene overlapping

modest vapor
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Did you generate lightmap UVs for all of them ?

shy root
modest vapor
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Your entire scene is a single object ?

shy root
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no, i just clicked the scene and generated a uv map from that.. assuming thats wrong?

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I need to individually select each object and create one?

modest vapor
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ah yeah that's not a thing

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You need to select all static objects meshes in your assets

shy root
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Starting to understand. So I would go in to the object itself (that I have set to static) then generate a map for each? Or is there a way to do it all at once

modest vapor
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Do you have an asset folder where you have all your meshes ?

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If not you'll have to find them all manually

shy root
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I have the original asset folder given when you begin the creation. But I haven’t made a separate one containing meshes

warm cliff
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anyone know how to fix this?

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So the light probes work well, until the dynamic object gets too far or close to the ground. It then starts to sample the darker light probes farther away, like in the back alley.

modest vapor
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Do you have lightprobes below your ground ?

warm cliff
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nope

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i even raise them and the same results occured

modest vapor
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If the lines are going into the ground, i'm pretty sure there's lightprobes there

warm cliff
warm cliff
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all the light probes are above ground, and it still doesn't explain why being under ground causes influence from a light probe so far away

modest vapor
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Because you don't have enough in this case, it should be the three closest, but I've seen too many cases where it wasn't the case, like yours

mystic gust
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any idea why this weird streaking occurs when light hits the bed?

viral igloo
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I'm not sure what might be causing my lights to be dark in world, yet in Unity it looks fine. Baked the lighting twice to be sure, same result. Only started doing this recently.

pure cobalt
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Is there a bug with post processing working in editor but not VRC? My volume is set to environment along with many assets.

modest vapor
modest vapor
pure cobalt
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hmm yeah i got some other issues too. particles aren't showing. naniiii.

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I copied working settings from an sdk to project. I think somethings wonky

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Looks like I may have it fixed. I forgot to put in a reference camera. Simple steps bite me.

vocal oar
pure cobalt
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Yeah. I jusy missed it. Stupid me

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I found out by looking at another world i did

elder yoke
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Have anyone tried to implanted a volumetric fog in VRC?

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One member of my team said unordered access view and compute shaders are not usable in VRC so there’s no better ways to get it working

modest vapor
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Silent made one recently, which she may publish eventually, Red_Sim also has one in the form oh his water shader

elder yoke
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Thanks I will ask silent about it

jovial sky
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so how much of a performance hit is real time lighting vs. baked lighting when the room is relatively small and objects are static for the most part? the room in question is a movie room so i'd like to be able to slide the brightness to dim the room a bit, but when the room is baked it's kind of pointless to try and change the brightness.

green vault
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@jovial sky if it is small, then there is no real excuse to not bake lighting. but realtime-lights-noshadows has the least effect on performance. then hard shadows-realtime, then soft shadows-realtimes is the most impactful on performance. if you plan to not bake anything. at least do not use shadows

modest vapor
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mixed > realtime

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make your objects static

green vault
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mixed + generate lightmap

vocal oar
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my favorite lighting setup is mixed, bake shadowmask, then turn off shadows on the mixed lights

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although i suppose if i wanted to get more in depth i could keep shadows in player and turn off shadow casting on everything in the scene after the bake

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for indoor scenes i just have one mixed light per room and the rest are baked.

pure cobalt
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I've been using the progressive GPU myself. I have bakery too. But, I don't think I've been able to get it to work

modest vapor
vocal oar
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yeah i prefer progressive because every time i've tried to use bakery it gets an error and shuts down everything

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especially if i try to us RTX

modest vapor
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Wtf are y'all doing that bakery crashes lmao

vocal oar
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bakery no like my map but progressive does

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i actually had to straight up delete bakery from my project because it was fucking up my normal lightmaps from progressive

modest vapor
vocal oar
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I would bake lightmaps in progressive, and then when i hit play the lightmap uv would offset itself somehow and screw up everything

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after deleting bakery it stopped happening

edgy forum
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i actually had to straight up delete bakery from my project because it was fucking up my normal lightmaps from progressive
I've heard this from others too

flint harbor
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so, I have my desktop monitor configured pretty well in terms of brightness

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but when I go into VRchat, things that looked pretty dark in Unity, are actually fairly bright

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does vrchat use gamma or linear?

#

like, I put this on a quad in an unlit material, and on my screen I can't read the numbers on the top row, but in vrchat I can read them clearly

#

just wondering if there's anything I can do to make the view in Unity look remotely like it does in my headset

#

other than changing my monitor's gamma completely

edgy forum
flint harbor
#

oh good point -- VR

#

I guess I should check how it looks on desktop too

edgy forum
#

Yeah, I had this 'problem' too and I tweaked my monitor brightness & other settings to match what I saw in the HMD

flint harbor
#

hmm, dang

edgy forum
#

It mostly resolved it

flint harbor
#

yeah I guess the headset is probably better calibrated

urban burrow
#

how do i make it so when avatars look in mirros they arent dark

modest vapor
#

enable pixel light

warm cliff
#

@modest vapor you sound like a man or woman who knows a thing or two

#

i kind of have no clue why this happens

#

in unity

#

vrchat upload, stretched texture

#

both normal and lightmap uvmaps are unwrapped and should not have this weird stretched effect

modest vapor
#

I'm waiting for someone i know who had this issue to see if they fixed it or not, since i hadn't seen this happen before they mentioned it. I'll get back to you if they do

mint cipher
#

@twilit lily My world is leaning towards horror-focused, and contains many dark areas. Would you say these settings would be optimal?

#

The world with all other components already bottoms out at nearly 200 MB (it's 180 MB), so I don't want to crank up anything further that might increase world size even more.

twilit lily
#

world size is mainly determined by the texture resolution

#

how large is your lightmap already?

mint cipher
#

I understand that much, at least

mint cipher
twilit lily
#

go into the lighting tab

#

at the bottom it says your lightmap size

mint cipher
twilit lily
#

then the lightmap is not your problem

#

check every texture and reduce its size to ~512 for larger ones and ~256 for small assets

mint cipher
#

Ah. I already have Crunch Compression on for (I believe) almost every texture used in my world. Max Size at about 1024. I suppose I could shrink it down a bit more...

twilit lily
#

and do you have a lot of animations in your world?

#

and huge meshes with a lot of polygons

#

and yes, LODs take a stupid amount of filesize

#

but for the lighting, you can really go like that. Bounces mostly take time to compute rather than space to store

#

and the lightprobes, this should be enough (or even overkill, never really looked into it how to handle them best)

mint cipher
twilit lily
#

mine is like this, and thats nearly the entire UPD Station now. and 4-7 minutes is not long at all

#

i regularly wait 30-40 minutes for Bakery to finish

#

the unity CPU lighmapper would easily take over an hour on this

vocal oar
#

Speaking of bakery. Anyone else have a problem where it wont bake shadows for terrain trees?

green vault
#

i think theres a check mark for terrain trees iirc

vocal oar
#

Hmm

twilit lily
#

yes there is

vocal oar
#

Ah so no rtx with trees

#

Big sad

#

Rtx bake is stupid fast

green vault
#

ye, uses more cuda i think

languid fable
#

Does anyone know if it’s possible to bake & export lightmaps from Blender?

vocal oar
#

Yes, ive seen blogposts about it in the past but idk how exactly you do it.

vocal oar
#

my god people keep saying bakery is amazing but it's giving me nothing but trouble

#

it's been stuck at 3% "adjusting sample points" for the past hour

haughty owl
#

Everytime I mess with Bakery and render something, I go to test my world and the Download size just keeps increasing. Is there anyway to fix that?

modest vapor
#

Your whole bake shouldn't even take an hour with bakery

fossil temple
#

Is there a way I can mimic volumetric lighting in vrc? I'm pretty sure vrchat doesnt let you use the actual type but is there a way to make the fake?

modest vapor
#

Shaders tohrushrug

#

Silent is working on one and Red_Sim has a water shader that can help with this effect

#

Really depends what kind of visual you're trying to achieve

fossil temple
#

Yeah but I'm just wondering. I've been making a horror map, and when I was trying to add some volumetric light I just got very demotivated to finish it, because I can add that creepy vibe. y'know?

modest vapor
#

If only you knew lol, i've had a project on and off for two years because i can't do proper volumetric fog

modest vapor
#

nope sorry

pure moss
#

why does this light bleed happen :<

#

Would adding a wall between the two rooms fix this? Or is there a light setting I can change

pure moss
#

It did

modest vapor
#

Are you making the world in unity ?

pure moss
#

made in blender imported to unity

#

making that wall fixed it buuuut

#

unity just loves light bleeding :)

modest vapor
#

Do those walls actually merge ?

pure moss
#

honestly idk, im probably gonna remake the room from the ground up, seeing as the geometry/mesh is so fucked from me going back and changing things 10 million times

#

i will keep that in mind thouigh

prime aspen
#

Hey, can someone @ me some good unity lighting tutorials? Not the basic stuff (I know the technicalities), but rather any hints/tips to make the level actually feel polished and believable. I always fall short of that point

oak acorn
#

im having a lot of trouble getting baked reflection probes to work

#

ive got all the level geometry marked as static and lightmaps generate fine

#

but reflection probes dont seem to reflect anything but the skybox unless set to realtime

wise flower
#

what'd be the best way to create a neon light effect?

#

kinda like this ^

green vault
#

bake lighting with bright emmissive materials

wise flower
#

for some reason the emmissions i have arent working

#

like i turn the emmissions up and hit generate lighting and nothing

#

idk if im doing it wrong or whatever

green vault
#

are they static? you could also try post processing

#

or fakebloom

wise flower
#

how would i do that?

green vault
#

so whenever you bake lighting, you hve to make sure everything you want to have light baked on have set to “static”. if you click on a mesh in the scene and go to the top right of the inspector. there should be a thing called “static”

#

and then you open lighting settings and hit bake (if you have any other light sources, be sure to tell them to be baked as well and not realtime)

wise flower
#

oh yeah, im definitely getting it now lol

#

thank you

#

gonna fuck with the settings for a bit now lol

oak acorn
#

I dont know why but my lightmaps are distorted all the sudden

#

and its only for the level model too, everything else seems fine

lucid onyx
#

✌️ I made one room where it's very bright and another room far far away. But the light in the other far room should be dark. It is effected by the other rooms light. Do i need to change it with the probes?

modest vapor
#

@oak acorn Did you use high compression on your mesh ?

oak acorn
#

dont believe so, I think its something to do with the UV maps themselves

fossil temple
#

any reason why my generate lightmaps is stuck? ive been sitting here for a moment and its stuck onlight transport

modest vapor
oak acorn
#

nope, was modelled in blender,but i did enable lightmap UVs

modest vapor
modest vapor
fossil temple
#

yeah but past few times it did it almost instanly. now it just freezes and im stuck there for 30 minutes until i cancel it lol

modest vapor
modest vapor
fossil temple
#

only add a lightbulb or so

oak acorn
#

well the thing is that i got it to work(ish) by using CPU lightmap generation but now i have this problem - shadows are misaligned

#

lighting

#

theres also this weird seam here

fossil temple
#

well its mostly outdoor so i dont think i have worry about that to much. i tried something real quick and i wanna see if it works

modest vapor
fossil temple
#

its my first time messing with optimization so i havent used alot of bake lights before lol

oak acorn
#

what would be a better texel count?

#

Im not exactly sure what im doing with unity's lighting tab, i only managed to figure out what most of these do a day or two ago 😅

#

it looks fine in blender but that doesnt really mean anything, at least that'd rule out problems with the uv map

fossil temple
#

nothing really transports its self from blender unless its uv maps lol. but honestly i would mess with the texel count and see what works better

oak acorn
#

ah nevermind i recreated the thing in blender, do i just have a bad understanding of lights or does that angle seem strange on the perpendicular wall to the left?

fossil temple
#

i wouldnt trust how lights look in blender compaired to unity. its more than likely an issue with unity. are your using baked or realtime?

oak acorn
#

mixed

fossil temple
#

i would use baked. baked helps with optimization. i dont think that would really be the issue for the seam though

#

unless your roof is separate polygons

oak acorn
#

its not, tho i think i had a gap in the roof somewhere since unity's object outline highlighted the seam

#

i went back into blender and patched it up

#

increased the texel resolution and it seems fine now*

modest vapor
#

The light shadow makes sense to how it's placed

#

You can try 30 texels

wide finch
#

World has been generating lighting for several minutes now, is something wrong?

#

It looks like it just keeps repeating

modest vapor
#

bottom left corner

wide finch
#

Yeah I ended up starting over

#

I'm not sure why I keep getting the same error

modest vapor
#

go to Edit > Preferences > clear the GI Cache and then restart Unity

#

clear the lightmap data in lighting setting before trying to bake again as well

wide finch
#

Aye aye

wide finch
#

The lighting in the world I'm making for some reason causes my avatars to be very bright and almost white? I'm not sure what to do about it

#

Issue seems to only be present on unity chan shader models

royal swift
lunar narwhal
#

did you have generate lightmap uv's on all the meshes?

royal swift
#

in the fbx import settings, yes

#

when i try to generate a lightmap uv for the world in blender, it just goes unresponsive

modest vapor
#

Yeah, that's expected

oak acorn
#

So I created some lamp objects, is it possible to set them to lightmap static without casting shadows on things?

#

for example this

green vault
#

ye, go to light settins and set it to enlighten and change the shadow settings

oak acorn
#

but wouldnt that change the lightmap settings of the whole scene?

green vault
#

you can change it bck and it should remember. im not sure if the gpu lightmapper will follow the new settings but it should work

oak acorn
#

oh its just this, i just gotta use CPU lightmapping i guess

green vault
#

ye, but i think you can switch back to gpu if you wanted to

lunar narwhal
#

switching back doesnt do anything unless you actually rebake

#

you're going to have to bake with cpu progressive/enlighten if you dont want objects to cast shadows i guess

sonic star
#

both inside and outside lights are exactly the same, why are the inside ones so damn dim

#

baked lights, all objects are set to static

versed herald
#

I just want a basic everything is lit up. how do i do that? I got a "sun" way above my world in the middle. however some shadow are ugly or not wanted. how can I fix this

#

ig my main issue is when using a mirror the characters are dark on the mirrors side

versed herald
#

currently to fix this I used multiple lights in different areas of the mirror. any better way?

stiff latch
#

My unity crashes everytime I try to bake my map :| Straight back to desktop, no error popup.
I tried various lighting settings and clearing cache, doesnt seem to change a thing.
My only clues is I recently set all my mixed lights to baked, and also disabled light probe on some geometry.
Any ideas what could cause it or how to debug it ?

modest vapor
#

Check your crash logs/console logs from the previous session ?

royal swift
#

Please help. How can I make unity generate better lightmap UVs? How can it be this difficult

#

Like literally how is it this screwed up with the directionality

modest vapor
#

Is your whole world a single mesh ?

royal swift
#

almost

#

all the chairs, my avatar statue and this dome structure are all separate

#

basically anything with actual textures is separated. the main architecture of the world just uses basic materials

modest vapor
#

You should make areas objects, and generate lightmap UVs for those in blender

royal swift
#

kinda hard to break up an open club setting, but if i do it in blender, would it be better to just bake the lightmaps in blender too?

modest vapor
#

no i mean breaking it in terms of areas, and then join those objects in a big mesh

#

rather than a giant whole mesh

royal swift
#

When why split it up, that sounds contradictory. I've never done this before so i don't get what you mean.

#

I can't find any good blender and unity workflow tutorials for actually preparing a world for generating lightmaps.

#

one forum says to just let blender generate it all. It appears unresponsive, but might take hours.

modest vapor
#

You're trying to unwrap your whole ass world into a single UV, so yeah, Blender chugs

#

so instead, select a bunch of objects close to each other, join them and generate a lightmap for those instead

oak acorn
#

ive baked this a 100 different ways, i just cant get the lighting to light up my bathroom stalls

#

lights are set up like so

#

ive tried point, no change, spot, no change

sharp robin
#

@oak acorn What are your lighting settings?

oak acorn
sharp robin
#

So it's just those lights in that position that don't work?

oak acorn
#

yeah

#

ive tried shifting them up,down,left,right messing with the intensity

#

i just cant get inside the stalls to light up

sharp robin
#

If you move one of those lights outside of the stalls into them will that light it up?

oak acorn
#

ill try that

#

still baking but it doesnt seem that that fixed it

sharp robin
#

My only guess is that its geometry/uv issues

oak acorn
#

yeah, the surfaces seem super stretched, ill check the uv maps

#

oh, well that explains it, it seems i forgot to map the uvs alltogether

royal swift
#

If blender could use more than like 2% of my 3900xt to generate these UVs, that'd be great

oak acorn
versed herald
#

is there a way to have the entire map lit up without having multiple light souces? I dont want any shadows

green vault
#

change your materials shader to an unlit color/texture

versed herald
#

huh? will that work for characters too?

green vault
#

for avatars, change GI to a whitr color

versed herald
#

GI? They are not my characters. I have a world to save avatars. My light source is above my world in the middle. however when running around or placing objects there will be shadows when im not facing towards the middle. Like if im lookingt towards my mirror the front of me is dark while the back is lit up. so fix that i just put toggle lights by the mirror.
-I guess what im looking for is a way to light up the entire map without casting shadows.

green vault
#

GI

#

go into lighting settings and set the “global illumination” to a color and set it to white and that should make all avatars brighten uo and not need a light source

versed herald
#

ok. random question. is there a way to teleport back to center in unity? it legged and now im lost

green vault
#

press F to reset camera position to an object. or double click object in hierarchy

versed herald
#

i press F and nothing happens. and what is hierartchy

#

oh. am dumb

green vault
#

the hierarvhy

versed herald
#

yeah found it

#

ty

green vault
#

👍

versed herald
#

ok so where od i find the lighting settings

green vault
#

uh lemme try to remember lol

#

ok, so at the top. click on the windows drop down-> then go to rendering-> then lighting settings.

#

icr exactly what unity calls GI but its the 2nd thing from the top

versed herald
#

this wut i got

green vault
#

it is environment lighting. set source to a color and set it to bright white color (id set realtime global illumination so you can see what it does)

versed herald
#

ok. did that and gave it pluss 1 intesity ig. ill check it out. ty.

#

think you can help me in the world-dev chat?

fossil temple
#

i keep getting issues with unity lmao. my baked lights wont bake onto my world and i tried mixed but it acted as a real time light and dint bake. any way i can fix this? ive been looking everywhere but i cant get it

#

i can send screenshots if you need it

modest vapor
#

Screenshots would help yeah

fossil temple
#

what do you need?

modest vapor
#

Why are you baking shadowless lights ?

#

Also color temperature won't work that way sadly, requires a script

#

It's definitely baking since you have 15 lightmaps

#

so check the console and actual lightmap files

fossil temple
#

it didnt work when it was shadowed either lol i was trying to find diffrent ways

modest vapor
#

Also your culling mask is set to Mixed

fossil temple
#

wait how do i change that again

modest vapor
#

By clicking on it and adding the layers

fossil temple
#

oh im dumb lmao

#

still nothing

modest vapor
#

are your objects static and have a shader that support lightmapping ?

fossil temple
#

yep

#

its odd cause it worked earlier. but then i add these in and it just refuses to work

modest vapor
#

"these" ?

fossil temple
#

point lights

modest vapor
#

Check this and make sure you didn't forget a basic step

fossil temple
#

nada

#

could it be an issue with something in the terrain? it bakes onto that bulletin board but just not the ground

modest vapor
#

The rest should bake fine though

#

You should try to bake individual pieces first

fossil temple
#

idk i ran out of time. thank you though

oak acorn
#

I have no idea how, or why, but whenever I build light maps, my CPU clock drops from 4ghz to 1.8ghz
consistently, without change, no matter the circumstances. temperatures seem fine - under 60°

stiff latch
# modest vapor Check your crash logs/console logs from the previous session ?

I do have a crash logged in the editor.log file, but apart from telling me it crashed I dont really see anything giving me a hint.
Seems to crash at "[PathTracer][CB] Custom bakes reset." / "RtlUserThreadStart()" if im reading this properly.
At the end of the log im advised to check a file for more details, but the provided path doesnt exist

modest vapor
#

Does the crash still happen after a computer restart ?

#

Running out of memory could maybe cause the crash

stiff latch
# modest vapor Does the crash still happen after a computer restart ?

Yes unfortunately, still happens. Baking did work before my changes. I have 7Gb free ram, and it crashes even at low lightmap settings. Right now my only guess is to remove every single light and see if that works, then put them back one by one and see if theres a culprit among them. Not funny :|

modest vapor
#

Did you also ask in the Bakery server btw ?

stiff latch
#

I do not use Bakery due to negative money on my bank account

modest vapor
#

Trying to bake individual objects first might be better

#

Or baking in an empty scene even

stiff latch
#

Baking individual objects is something I wasnt aware was possible. Ill look into that. Ill also do the empty scene try, worth checking.

stiff latch
#

Well I finally have a track to follow. Disabling all lights including skybox didnt change a thing, but deleting a certain big prefab that seems to be allow baking again. Now to figure out who the culprit is in this prefab.

stiff latch
#

For future reference : My light baking was failing because of a recently added mesh. I dont know what was wrong with it, but apparently enabling "optimize mesh" (and maybe "swap uvs" too) in the mesh import setting fixed it.

royal swift
#

What do i do if i can't join objects together without it breaking textured materials?

fossil temple
#

ok so i tried doing everything i can still wont work at all. idk what im doing wrong at this point

modest vapor
#

might want to make a new project and try piece by piece until it doesn't work

fossil temple
#

oof

#

thats gonna be fun lmao

#

so what just try and get lights to shine on a terrain baked right?

modest vapor
#

that or your trees yeah

fossil temple
#

it goes on normally

modest vapor
#

So what's the remaining issue ?

fossil temple
#

i think it might be shadow mask

#

but when i use that it stalls

#

or not..

#

let me look a bit more

#

literally cant find the issue lmao

#

i mean realtime lights work but i need baked for optimization

#

could overlaping objects be the issue?

modest vapor
#

Do you have a giant collider casting shadows everywhere on your world ?

#

Did you check your lightmaps btw ?

fossil temple
#

what do i look for in the light maps? and no

modest vapor
#

click on a mesh in your scene, it should show the lightmap in the inspector

fossil temple
#

sorry unity died for some reason. do i look for my terrains light map or just any where?

modest vapor
#

for terrain not sure

fossil temple
#

Yeah that's the main issue is the terrain

modest vapor
#

You followed all the steps in the above video ?

fossil temple
#

Mhm

#

i dont think its the reason but i hidden some particles i added in. so maybe it will see past it idk

#

i cleard the baked maps and its supposed to look like this kinda. but obv it wont bake onto the trees and terrain

#

I give up ill work on it later

lunar narwhal
#

In terrain settings check if its marked as lightmap static, and that the scale in lightmap isnt 0

#

the lightmaps for terrain should also show up there

#

you might need to hit play mode to get them to show up in the inspector

#

under Terrain, Settings, Texture Resolution section

fossil temple
#

tried that lol

#

bc when i open up the light map for the terrain unity dies

#

except for this time ok den

lunar narwhal
#

that is a massive terrain lol, not sure how practical it is to bake lightmaps for it

fossil temple
#

well if i use real time it gets unoptimized so it will help

lunar narwhal
#

size asside, not sure what could be stopping yours

#

I've baked lighting on terrain without issue, but i'm using bakery

fossil temple
#

it worked before i did something

#

i cant remeber what i did exactly

lunar narwhal
#

do you still have resolution set at 512?

#

because that is tiny, especially for a terrain that large

fossil temple
#

all of it was stock before but ill see

lunar narwhal
#

If unity bakes the lightmap for your whole terrain as a single 512x512 lightmap, a single pixel on that lightmap would correspond to a 2m square patch of land, so you can imagine it would be difficult for the lightmapper to encode lighting information with that resolution. I could be wrong in that assumption though, and it bakes multiple 512 lightmaps for the terrain, but you get the idea.

fossil temple
#

yeah

#

it got more difficult when it stalled and i was just messing with settings

lunar narwhal
#

but do note that the gpu progressive lightmapper is rather hungry with vram

#

4k resolution requires 13gb vram? iirc

fossil temple
#

Idk

#

I push that poor card everyday so I'm not to worried

#

I'm just trying to see what gets it bake

lunar narwhal
#

I mean, the lightmapper will fail if you dont have enough vram

fossil temple
#

Yeah I worked my way up

#

None work

lunar narwhal
#

what do the baked lightmaps for the terrain look like?

fossil temple
#

Wym

fossil temple
lunar narwhal
#

was this after a bake?

#

hm, i would expect it to say baked lightmap rather than realtime indirect

fossil temple
#

Yea

lunar narwhal
#

anything in this dropdown for baked lightmaps?

fossil temple
#

Hold up it's in the middle of a bake lmao

lunar narwhal
#

oh right you're using shadowmask

fossil temple
#

I tried alot of diffrent ones

#

It's actually set to baked indirect rn

#

it baked realtime and baked

lunar narwhal
#

I feel like that doesn't look quite right lol

#

tbh the only thing I can think of is try doing a bake in a separate scene with a much smaller test terrain to see if that works

fossil temple
#

worked normally

lunar narwhal
#

this is a test scene with smaller terrain?

fossil temple
#

yes

lunar narwhal
#

wonder if its just the size of the terrain then?

#

do you need your entire terrain to be traversal or just a small section with the rest as backdrop?

fossil temple
#

ill try another one with the same size

#

still works

lunar narwhal
#

try raising lightmap scale to 1 and see what happens

#

your bake might take a much longer time

#

my current guess is that the size of the lightmap for the terrain is too small to portray the light sources you have and it ends up smoothed out as black

#

if not then i'm out of ideas heh

fossil temple
#

nop

#

do you wanna look over all my settings one more time?

lunar narwhal
#

sure

fossil temple
lunar narwhal
#

disable realtime global illumination

#

you dont need it if you're not using any realtime lights/emissives

fossil temple
#

i am though

lunar narwhal
#

oh?

fossil temple
#

its just mostly baked though

#

like i have a few flashlights and camp fires

lunar narwhal
#

wait, when i said try to increase lightmap resolution

#

i was refering to the settings in your lightmapper itself

#

not the texture resolution on the terrain

#

or did you already try that

fossil temple
#

i already did that

#

idk if thats the issue tho

lunar narwhal
#

well, i'm afraid i'm out of ideas then

fossil temple
#

it was odd

lunar narwhal
#

I suspect thats the issue since its working on your test on smaller terrains

fossil temple
#

maybe

lunar narwhal
#

i assume settings for the test are otherwise identical

fossil temple
#

it worked just fine on the same size

#

i did two tests so

#

imma try pogressive cpu

#

but it dies when i use it

#

tends to stop on job 7/11

lunar narwhal
#

cpu will be substantially slower

fossil temple
#

yea

#

but im trying to reset everything

#

this is weird

#

im hiding a bunch of things rn

#

seeing if that will help

lunar narwhal
#

well i just tried to bake a 1km square terrain with 512 resolution and it works so idk

#

are you using standard on terrain or some other shader?

fossil temple
#

yea

#

gaspe

#

idk what i did but it finally baked omg

#

i just started pressing random things

lunar narwhal
#

hope it stays that way lol

fossil temple
#

thank you for your help btw

#

same thing to ruu

potent hound
#

Anyone ever run into this problem with bakery?

#

(Using the render button to rerender the scene did not help, obviously)

sonic star
#

Unity is crashing on me when baking lights, using CPU Progressive the map is on SDK3. the error that comes up on the crash log is "ntdll.dll caused an Access Violation (0xc0000005)". any help would be appreciated

wraith mantle
#

Ok so today in vrchat I noticed shadows in worlds with real-time lighting have been flickering. Like disappearing and reappearing. Its happening in a world I made too, that I have not updated recently, so it's gotta be vrchat. What's going on? Why are shadows flickering? Friend says it's just started happening to him too

dapper hatch
#

okay so for some reason, in Unity, when I hit bake on a reflection probe, it only returns my skybox. Why is this happening? If i put it in realtime, it returns the right cubemap.

modest vapor
#

Are your objects static ?

dapper hatch
modest vapor
#

Does your reflection probe have custom layers culled ?

dapper hatch
#

uh i dont have any custom layers but this is my reflection probe settings

modest vapor
#

You tried creating a new one ?

dapper hatch
#

yeah i have, a couple times

modest vapor
#

Anything in the console when you bake it ?

dapper hatch
#

nope, nothing

lilac hornet
#

Hi

dapper hatch
#

uh hi

#

okay so one error is being thrown, and that's when i bake all lighting

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but i dont think these are relating issues

modest vapor
#

Yeah, those would just create baked shadows artifact on your meshes

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Have you tried box projection ?

dapper hatch
#

yeah

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it doesnt work either

#

it just still returns the skybox

#

i've looked at the cubemap generated by the bake function and it's just the skybox

modest vapor
#

Did you change your project's quality settings by any chance ?

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There's a check to enable realtime reflection in there

dapper hatch
#

uhh

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where would that be

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i most likely didnt change it

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but i did download a package from the unity assets store that might have

modest vapor
#

Edit > Project Settings

dapper hatch
#

realtime reflection is enabled

modest vapor
#

I'm kinda out of guesses, did you try in a new scene/new project ?

#

Changing material on your objects

#

I've never heard of that issue before

dapper hatch
#

it could very well be a material problem actually

#

i found a pretty strange shader, ill see what replacing that does

#

removing the shader didnt fix anything

wraith mantle
#

If I remember correctly it might even be 2 lights with only 1 casting shadows. But the shadows take like a second to appear for when I move In their view like vrchat is trying to play catch-up on rendering or something. Like they don't render in fast enough and sometimes flicker in and out of existence when I move. I don't think it's specific to my world. It just started happening and it's happening in other worlds too

modest vapor
#

What's your world ?

wraith mantle
#

It's a private world

modest vapor
#

Are any of the world it's happening in public ?

wraith mantle
#

Yeah but I'd have to go track them down. I'll get back to you on that later

rustic cypress
#

so I have a campfire in my hangout world, and I have a script that changes the intensity of the light and whatnot to give it a realistic fire glow effect.
However when I upload it to VRChat the flickering light doesn't work, its just one solid intensity

frozen hornet
#

You cannot use scripts in VRChat worlds, if you really want to you can use UDONSharp:
https://github.com/MerlinVR/UdonSharp
But apart from that you cannot use actual C# scripts in worlds
You can also just make an animation that adjusts those values i believe.

rustic cypress
#

oh boi

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sounds like I'm gonna have to get down and dirty haha

#

thanks!

wraith moss
pure moss
#

why happen!!?

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What causes this weird seaming effect with the baked lighting?

wraith mantle
#

Idk check your bake map settings or whatever it's called

sleek spoke
# pure moss why happen!!?

If you have generated lightmaps for your mesh and stitch seams enabled then you might have an inverted normal? (just guessing)

amber notch
#

Might there be two faces overlapping ?

pure moss
#

It doesnt look like it

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The mesh is comprised of cubes, so maybe overlapping lines cause an issue? but I dont want to make a mess of NGons

#

IS this the proper way to do walls?

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Cause last time I wasnt extruding like a mad man and eventually the mesh was just a hellish nightmare and it made unity cry when it tried to light it

modest vapor
#

You have to merge those pieces, and their vertices

pure moss
#

Wouldnt that create N-Gons? im new to this sorry :<

modest vapor
#

Well, not if you remove unnecessary edges

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also ngons for flat surfaces wouldn't matter anyway

pure moss
#

So would rebuilding the mesh like this be good, and then merge vertices

#

Cause right now the corners are very wonky

#

I cant just transfer a vertex to another line can I?

modest vapor
pure moss
pure moss
#

Also just disolved those faces for the floor

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Ok just undisolved them because it wouldnt work on the underside

modest vapor
#

A bit yeah

long glade
#

Hey ruuubick, do you have any clue on why the lightmapper might do this?

modest vapor
#

Unity or bakery ?

long glade
#

Bakery

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Was working flawlessly then i baked it again and now every time i bake, it looks like that and I haven't figured out why

modest vapor
#

Any console warning ?

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And got the fix bright edges checked ?

long glade
modest vapor
#

Might wanna clear you GI cache, clear baked data, restart unity and try again

#

incorrect UVs could create those artifacts

long glade
#

Those shouldn't be creating lightmaps as i don't have them static nor generating lightmaps either

#

im gonna try uninstalling bakery

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and reinstalling it along with the other things you recommended

long glade
#

I some how fixed it but honestly, I couldn't tell you how i fixed it

#

unity 101

royal swift
#

Should I try another uv unwrap method for the lightmap, or is that not advised?

modest vapor
#

Are you using Lightmap pack ?

royal swift
#

yes

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i could try lower quality

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i've been doing max

modest vapor
#

Does this need to be lightmapped though ?

#

Feels like it could just use a light probe and reflection probe

royal swift
#

yeah i guess so

celest hornet
#

Hi hi. I'm trying to bake lights while having a large model have animations and actually move around. The issue is however when I bake the lights is, whenever she's enabled during light baking, she steals all the lighting and inevitably, the world bakes in dark colors. How would I work around this exactly? I've done some research to remedy the issue but no luck so far.

https://i.imgur.com/JNg8i6K.png

EDIT: Nevermind, I'm an idiot. I just needed to make the intensity of the light stronger. vrcLaughing

rough grotto
#

Hi. Never done baked lighting before. Setting up an interior environment, still in the Blender phase of things.
Place has a lot of lights with lamp shades and such. Is there anything I should be doing to prepare the shades baking the lighting?

#

I just had this thought that they might create odd shadows unless I separate them or do some other step.

modest vapor
#

You won't know until you redo it in Unity

twilit lily
#

@true herald the general chat is no place to discuss lighting in worlds, thats the better place

rough grotto
#

I was thinking that perhaps I'm supposed to separate the lamp shades and set them to not cast shadows. Or else I assume any point light placed inside simply won't reach the outside properly?

#

And yeah, I meant in preparation for Unity.

#

In Blender I notice I can set a light source radius, which makes it expand outside the shade. But I don't recall a similar option in Unity.

modest vapor
#

I mean, if you want realistic lighting you probably wouldn't want to do that

#

But it's vrchat so you can afford to cheat that way

#

Might want to look into IES for your lights

rough grotto
#

Well normally lamp shades aren't designed to block light. Just soften and disperse it. '-'

modest vapor
#

With GI bounce they should have the same effect

#

But yeah, there's no "go through this 50%" kind of option

rough grotto
#

Hmm. Well I guess I'll experiment. Will probably need to come back to blender for something else anyway.

modest vapor
#

You could also make a duplicate of that lamp shade, and use that as an emissive mesh with lower intensity

pine trench
#

I hear often that you get one free dynamic light that doesn't really affect performance, but how well does that hold up on a large scale with a bunch of buildings that would be casting shadows? I mean like a map of this scale. Also at how many batches is it considered overboard?

green vault
#

umm lol. youre best bet if you really want shadows and cant bake that scene (which is fair). use hard shadows as they do the least amount of performance damage than soft shadows

pine trench
#

Gotcha, will do. Even worse yet, it has a day/night cycle lol

green vault
#

ah fun...

pine trench
#

The animation for the cycle is just sped up for demonstration. It's weird, in some areas I get a little over 90fps, but others I dropped as low as 13fps

mossy haven
#

After baking the lighting in my world, the mirrors have gone almost pitch black (only showing things that are emissive), how do i fix this?

languid tree
#

Can I get some help with world lighting? Keep having this flickering issue with having a point light in my world as the main light:

#

These are my settings for the lighting render:

#

Pretty much every mesh is marked as static, as well.

vague falcon
#

is there any major difference between lightmappers?

versed herald
#

what are the differences between the light choices?

pine trench
#

Directional is like the sun, point is like a lamp, I don't think Area lights work, and spot is like a flashlight.

#

I could be wrong about the area lights though

quasi hedge
#

Area lights work, but have to be baked.

shy root
#

Hey guys! I was wondering if anybody knew what is possibly going on with my lights. I baked all the lights, generated UVs, etc.., watched like 3 videos plus the one pinned here. After it’s done baking, in unity it displays how the lights should look, and then when I launch in build & test, it’s like completely dark. With only the floors showing some light being bounced.. any ideas?

mossy vale
#

What is the cost of baked reflection probes?

modest vapor
#

What kind of cost ?

mossy vale
#

I suppose optimization would be a better place to ask, as it's cost relative to that. I assume very little as it's a baked light.

modest vapor
#

It's baked reflection

#

It does have a cost, but it's minimal, having a lot of them is worse though

mossy vale
#

How many is a lot? 5, 50?

modest vapor
#

It really depends on the size of the world

#

But if you're going in the dozens then you might be overdoing it

mossy vale
#

Okay good to know, I only have one in at the moment, but I wanted to know for context! Thanks./

#

The world is only 5mb with all of the main meshes in anyway so it should be okay!

exotic phoenix
#

Friends, what can cause such artifacts from Emission? I've tried everything, but I don't know how to fix it.

#

P.S. The funny thing is that I didn't even add any lighting, It's right in the rendering.

quasi hedge
#

Another optimization consideration re: reflection probes is that static meshes split between different reflection probes won't batch together so having many reflection probes could cause a perf drop if it's breaking a lot of your static batching (but you can use anchor overrides to mitigate this)

shy root
#

Would anyone know the issue here? In my unity it shows that this entire space is lit up, but in build & test this is what it looks like

#

The walls should be textured as well

mint cipher
#

Does anyone know how to do bloom/glow objects? Any updated videos or advice for it?

shy root
modest vapor
#

This tool installs it in one click

shy root
modest vapor
#

How did you bake ?

shy root
modest vapor
#

Did you follow a tutorial for that ?

shy root
#

several yes

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ive tried so many different things, but most have just came close to the prior one i tried

modest vapor
#

You're using standard shader ?

shy root
#

omg no, could that really be the problem... after so many tries i was beginning to think it was a shader issue...

modest vapor
#

just need to make sure the shader on your materials supports lightmapping

shy root
#

i would assume not... because my floor lighting was showing, but all my walls were black (floor shading is standard)

bold wadi
#

Why is this happening when I bake lights?

versed herald
#

Im trying to get a better Day or Night lighting set up. Can someone help?

royal swift
#

oh wrong question

bold wadi
#

so wait

#

boost the lightmap size?

royal swift
#

but to answer that, I think there's a bug in unity when you change the lightmap resolution, it also screwes up the UV configuration

bold wadi
#

i think the lightmap size might be the issue

#

actually maybe not

royal swift
#

so resolutions work, some dont

#

if you haven't changed it at all, then idk what's up

bold wadi
#

so how do i know what resolution it should be at?

versed herald
#

Ping me or Dm me if someone can help me work on a decent day or night lighting setup

bold wadi
#

there's a prefab i can direct you towards

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do you want that?

royal swift
#

just try tweaking this until it works. Did you auto-generate the UVs?

bold wadi
#

higher you think?

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i have it at 40

modest vapor
#

You need to generate lightmap UVs

royal swift
#

for my particular world, 39.8 is the highest before it bugs out.

bold wadi
#

i already have the generate uvs checked

royal swift
#

yeah, i learned quick Unity is ass at generating UVs

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i've been working about 10 hours a day the past few days manually adjusting the UVs

bold wadi
#

oh no

#

i've spent too much time already😫

#

can they break on baked meshes?

royal swift
#

yeah. learned a hard lesson. You want to build up your UVs from the VERY BEGINNING of a project, not when you already have lots of complex geometry.

#

it's almost like having to build everything all over again

bold wadi
#

oh geez

#

idk what i'm doing honestly

modest vapor
#

Did you enable mesh compression ?

royal swift
#

i'm still learning lol

#

what does mesh compression do

bold wadi
#

mesh compression?

royal swift
#

also should I "keep quads"?

modest vapor
#

If you haven't done it don't mind it

#

Also check your console after you bake

bold wadi
#

it says i don't have uvs create some for gi?

royal swift
#

if auto generate doesn't yield any usable results, your only option is to generate them in your 3d modeling program like bender

bold wadi
#

it worked fine when i had realtime lights but it made everything laggy

royal swift
#

Unity even screws with imported UVs. None of this should actually overlap

bold wadi
#

so what can i even do? i'm new to unity and all i wanted was baked lights

#

Can I fix it here?

royal swift
#

Unfortunately, it's just not a simple thing. The only thing that makes it easy is a lot of experience building UVs.
There may be plugins that can help, but idk.

bold wadi
#

why does unity have to be so hard

royal swift
#

You can do it!

bold wadi
#

i wish i could

royal swift
#

Some quirks, you just gotta deal with. Like idk why Unity adds random edges on flat surfaces?

bold wadi
#

yeah that's what's happening to my project

royal swift
#

and this is without auto-generating. Nothing exported from blender should create that

bold wadi
#

yeah i am just so tired of having to fix stuff at this point in my project

royal swift
#

the reality is, this is stuff that usually take a team of developers.

#

Determination is a hell of a drug though.
My head hurts, I'm aggravated as hell, my left eye is bloodshot, I barely know what I'm doing, yet I still want to keep going and learning...

bold wadi
#

can someone who knows code can fix them easily

#

??

royal swift
bold wadi
#

damn

#

that looks good

royal swift
#

Thanks! that only took a couple months to put together, but it's going to probably take just as long to build all the UVs for a working lightmap.

#

I'm going for realism

bold wadi
#

yeah that's what i wanted too but i don't want to do all the uvs for this model it's to damn big

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well it's about the same size as that room

bold wadi
royal swift
#

hmm

#

Never used Maya

bold wadi
#

this seems so easy to do

royal swift
#

oh fuc that's twice as expensive as my annual all-apps adobe sub

bold wadi
#

but i haven't used maya ether

#

yeah

royal swift
#

The addon automates everything you need to bake, ranging from scaling, material setup, uv-layering, uv-unwrapping and more:

bold wadi
#

would it be able to be used for a fbx from unity if i take the model from my assets?

royal swift
#

yeah, it's just a plugin for blender

bold wadi
#

damn but i don't know how to use blender that well

cosmic torrent
#

Can anyone give me any pointers as to what might be causing this jagged shading on the mesh here? Lighting's baked, Light Probe Groups and all that jazz.

#

And the lighting settings.

royal swift
#

well i just lost 6 hours of work

#

autosave got corrupt during a power outage

versed herald
#

Can someone help me get proper day or night lighting? ping or dm me

versed herald
#

also can someone explain how the Area Lights work? and maybe some lighting information.

sterile flint
#

Hello, im making a world and im having some issues with the lighting, i have gradient as my environment lighting that is pretty bright aswell tho i want it to have a moody kind of lighting since it is a hangout place for friends and such

modest vapor
#

What shader are you using for your environment

sterile flint
#

Standard that im aware of

#

the neon is a standard shader with emission

modest vapor
#

Is the ground static ?

#

There's a tutorial pinned in this channel, might be worth watching it to make sure you didn't miss a simple step

sterile flint
#

yea everything that should be static is static

#

im wondering if it might be that the amount of lights that i have, it overlapping my scene with light bounces and such

modest vapor
#

Well if they're baked it doesn't matter

sterile flint
#

yes they are baked as well, but alright

#

any info i could give you more so you would get a better understanding of the world lighting?

modest vapor
#

"There's a tutorial pinned in this channel, might be worth watching it to make sure you didn't miss a simple step"

sterile flint
#

if you mean akalink's video then i have looked on it and followed it but i get the same issue