#world-lighting

4 messages · Page 20 of 1

modest vapor
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Did you check your console after you baked ?

sterile flint
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no i did not sorry

modest vapor
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might wanna do that

sterile flint
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alright, will do

dense flare
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I'm silly. Why is my lighting pitch black.

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More info, everything is static, and I've watched videos in pins.

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Nothing awry in the console after a bake either.

haughty owl
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why does bakery keep increasing my world size

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even when I remove lights

bold wadi
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Can mesh baker break my uvs if I didn’t bake before making them?

mossy vale
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I'm trying to make a window have a nice reflection, and I was trying using a reflection probe, but it's spherical veiwpoint means that it doesn't act like a true reflection, as the corners don't meet at the same point.
Is it possible to make it act like a reflection more accurately?

untold helm
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using box reflections if you place the probe directly in front of the glass

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set the bounds of the reflection probe to match the room

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and it will line up properly

mossy vale
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I'll give it a go!

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Thanks

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So using that will make the corners of the bottom of the room line up, but not the top for some reason.

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And it's also causing some peculiar looking distortions of the reflection...

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I think maybe because it's wide?

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This is the kind of thing I'm seen now, even though the floor looks perfect in the reflection, the roof and walls.. .erm...

tropic solstice
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How would I set the brightness setting of avatars in my world? Like I've seen some options in other worlds to toggle avatar brightness, which feature/component is that?

haughty owl
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What shader do people use for good quality worlds like midnight rooftop

sonic marsh
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Caused by the Lightmap UVs. To fix it, you'll need to bake better lightmap UVs manually.

sonic marsh
cosmic torrent
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@sonic marsh Cheers!

mossy vale
real dew
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Does anyone have an example of an emissive texture?

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I am currently just using area lights but I want more of a neon ish type feel

modest vapor
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You don't really need any for lighting

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they're more important for avatars

real dew
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I'm really new at all of world building I know I might not need it for lighting but I feel like currently that's a good thing for me to use, do you have an emissive texture?

modest vapor
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nope, never used one for a world

cerulean pendant
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For some reason the light effect won't work here ive used a area light
For some reason it says its disabled, but i don't see anywhere to enable it

lunar narwhal
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click that button

cerulean pendant
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i have doh, but when i load into vrc there is no light

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i want it to have like a led effect u know?

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Trying to recreate this in the ceiling

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But instead of it giving me a line of coller just the hole world collers. What effect would i have to use for this?

untold helm
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area lights need to be baked

cerulean pendant
lunar narwhal
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you may want to look at the light baking tutorial in pins on this channel

cerulean pendant
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Wel i was watching a video, did everything he said, but my world just stays black, while his changes https://youtu.be/VnG2gOKV9dw

In this video we’ll learn a bunch about lighting and use it to light a simple scene using the Progressive Lightmapper.
● Get a discount on The Complete Unity 3D Game Development Course: https://www.udemy.com/unity-developer-course/?couponCode=YTBRACKEYS999

● Download Room + Monkey: https://goo.gl/6EZjQL
● LMHPoly's youtube channel: https://goo....

▶ Play video
sonic marsh
# modest vapor You don't really need any for lighting

Don't tell people this, it doesn't make sense. Emissive maps are really important if you're making a material with glowing parts. With maps, you WANT to have emissive areas where you light shines from, for the baking process.

sonic marsh
# real dew Does anyone have an example of an emissive texture?

For your example, your emissive map would be completely black except for the neon tube on the texture. The emission is based on this mask, multiplied by the tint colour. The neon tube on the emissive map can be either pure white, or you can darken the edges a bit to make it look more natural. Then you can control the colour of the glow with the tint. Using a high emissive value is great for both lighting and getting a nice bloom effect.

versed herald
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Anyone know some good lighting setups for worlds? Just a good Sun or so on

restive cairn
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would it be possible to make lights only affect certain objects and nothing else?

modest vapor
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culling layers on the light

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corresponding layer on the object

restive cairn
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how would i do culling layers?

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nvm

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thanks!

true herald
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So I'm looking at doing a very light halo around the underside of this bed that stretches out onto the rug and floor, would anyone have any tips for getting this to work? Basically make it look as if there's a magical portal that will transport you to Narnia exaggeration https://gyazo.com/beb8888a224e1f1aaa132b936ea7af12

modest vapor
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Duplicate the mesh below the bed, add standard shader on it with emission, bake lighting

true herald
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Huh, awesome. Thanks!

modest vapor
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UVs and Lightmap UVs are different things

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what kind of rug is it

true herald
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It's just a rounded rug, I can show you the UV's, though I've never messed with actual "light" UV's to know what I'd be talking about x'3

modest vapor
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those UVs don't matter

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you need to generate lightmap UVs in unity in the mesh settings

royal swift
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I changed no settings from last night when it was working, but when I opened up the project just now, the lightmap was off again! Why is unity like this?

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Also, I don't trust blender's lightmap pack

true herald
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Where would I go about doing that exactly, Ruubick? In the prefab that I've got from my Blender file?

modest vapor
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click the object in your asset, the settings are in the inspector

true herald
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Ah, there it is.

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Thanks~

mint cipher
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How exactly do you rebake lights? Do you delete all the lightmap textures and clear the cache then bake lights again or is all you do just bake lights again

modest vapor
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You can usually just bake again

mossy vale
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How can I change the values and the order of reflection probes on a mesh? When I look at them they're grayed out:

supple loom
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You edit the reflection probes

mossy vale
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Okay so I can see where I edit the weighting on the probe, but my issue is that I have multiple meshs that for some reason contain the same probes, even when I only want them to containt 1. I don't know how to seperate or remove them.

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I don't understand why it workes like so.

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When both of the reflection probes look exactly the same:

lunar narwhal
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if you have overlapping probes or a smaller probe within a bigger probe, you can set which one takes priority over the other using the importance setting, where a higher number denotes a higher priority, so a reflection probe with importance of 2 inside a reflection probe of 1 will take priority for objects within 2's space.
https://docs.unity3d.com/Manual/UsingReflectionProbes.html
official docs cover this

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you can also force a mesh to use a certain probe by setting the reflection probe as it's anchor point or adding an anchor point within another probe's volume, but of course this will affect how the reflection looks which may not be entirely accurate.

modest vapor
haughty owl
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Im buying bakery RT Preview its on sale aswell

mossy vale
supple sequoia
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I'm trying to set up a room with multiple different lighting setups that you can switch between but the light probes aren't switching, anyone got suggestions on how to set up something like this properly?

green vault
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you could do multiple copy set ups of the room and then bake all the rooms at once. then align them back so theyre on top and then disable and enable each room. corresponding with different light probes per different room

supple sequoia
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yeah that's the way I have it now but the light probes act as if it's still in the original room, even though I'm swapping them. maybe I have to disable/enable the light probes directly too instead of the parent

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the lightmaps and reflection probes swap fine. i'll update after I try out with this change

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it still doesn't work. right now I'm just using a toggle script to swap between them but maybe if I use an animator instead it'll work so I can have both enabled during upload but the animator will turn one off at runtime

royal swift
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OH MY GOD, all i changed was the emission value of a material and the lightmap freaked out again

modest vapor
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bakery ?

royal swift
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no, just unity bugging out

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tempted to get bakery

modest vapor
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Well it's 50% off so now's the best time

mossy vale
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Are there any must use guides for bakery or just give it an old Google?

lunar narwhal
modest vapor
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Bakery also has its own documentation

royal swift
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Woo! RTX mode is super quick!

royal swift
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Which bakery script should I use for a spot light?

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oh ok. match lightmapped to realtime

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also, is there no way to get more than 64 GI samples in a bake?

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There's this useless multiplier... Setting it all the way just sets it to 1/1, which is just... 1

shy root
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Does anybody know an asset package for rotating lights the display coned / fanned lasers? All the ones I can find have custom scripts that don’t work with VRchat

winter mulch
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Would anyone know the solution for these light gaps I am getting with bakery?

modest vapor
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Can you show your mesh settings, bakery settings and console

winter mulch
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I will have to bake again to get the console messages but one sec you want the mesh renderer settings or the fbx import setting? Cause I am using my own uvs in blender but it happens regardless if I generate them or not.

modest vapor
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mesh renderer settings

winter mulch
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My worlds in like sections cause I got better results that way. Figured I could just occlude it

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I turned off self shadow on the bakery light that didn't seem to do anything

royal swift
frigid ibex
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Ive never had this issue before

winter mulch
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did u turn off scene lighting?

frigid ibex
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I think I just fixed it. When setting the lights to baked before baking it broke it. I just set them back to realtime

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Thats odd though, never had that as an issue before

modest vapor
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Please get a normal map on your materials, it's all smooth everywhere !

frigid ibex
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will do

winter mulch
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mannnn this is driving me crazy

modest vapor
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bakery settings and console ?

winter mulch
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theres no other errors really

modest vapor
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Switch to experimental

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also 15 bounces for GI is a bit overkill lol

winter mulch
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o yea i was desperately changing values

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did u wanna see the experimental options?

modest vapor
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No just saying you should switch to experimental for the denoise : fix bright edges option

royal swift
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Don't use Optix denoiser

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Use the Open Image AI Denoiser

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Optix denoise is still new and sucks

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that's my best guess as the culprit

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@winter mulch

winter mulch
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I will try that and bake again

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The benchmark thing is what recommended I use it but I have not messed with that option

royal swift
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It recommends it because it simply performs better on the hardware side, if the hardware supports it

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you might also need to up your texels per unit, or do some UV tweaking

edgy forum
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I can confirm that Open Image Denoise generally works better than the OptiX denoiser as of now.

modest vapor
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@calm forge Your shader doesn't support lightmapping does it ?

calm forge
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but yeah not in toon mode

modest vapor
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Ok ty

shy root
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Does anybody know why I’m having issues with generating UV maps for imported assets / pro builder objects? They are all static and have generate UVs on

winter mulch
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Wait what.. @shy root Are you trying to use your own UVs or do you want them generated?

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And im trying a bake now with the suggestions you guys made.

real dew
modest vapor
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Once again, that's not a thing for worlds

winter mulch
real dew
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damn

real dew
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Also you never said that its not a thing

modest vapor
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And the unity doc you pointed at says the same thing

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I think you're misunderstanding textures and materials

lunar narwhal
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materials with emissives can contribute to bake lighting though, and is the unity equivalent of bakery's light meshes

winter mulch
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The way he questioned it though made it seem like a typical emission map you see on an avatar.

modest vapor
winter mulch
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The light gaps are still happening unfortunately. Would it have anything to do with the light mesh being a separate object?

modest vapor
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yes, definitely

shy root
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i find they only overlap when i use a probuilder object or an imported asset

winter mulch
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Gotta edit them in blender or whatever software you use.

shy root
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alright, thanks!

prisma arch
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any idea why bakery will sometimes not bake lights as expected?

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like there is no mesh in either of these pictures that would be casting these shadows

modest vapor
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Check your console

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most likely overlapping UVs

shy root
modest vapor
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uv map and lightmap uvs are different

winter mulch
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Do you have more than 1 uv channel?

shy root
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waiiiiiit, did i just figure this out... i converted to fbx prefab variant and now i can click generate lightmap UVs. Will this mess things up?

modest vapor
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nope, that's how it's supposed to be done

shy root
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i feel so dumb, ouf

winter mulch
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Well instead of using the mesh I made in blender for the lights I just put unity planes there and shaped them and it doesn't have that issue. Guess I will just do that.

pine trench
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A dynamic light will override light probes when it comes to avatars, right?

modest vapor
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Unless the player layers are culled, yes

pine trench
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Alright cool, so if I want a day/night cycle, I should bake the light probes with the sun intensity set to 0? There are other baked lights around the map too.

modest vapor
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Sure you can try

pine trench
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Thanks, I'll give it a shot and see what happens 👍

modest vapor
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That cycle script won't do anything

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no custom scripting in worlds

green vault
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needs to be udonized

rustic cypress
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Anyone know how to fix this?

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I know it has something to do with lighting

hallow hound
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you got light probes? if you got baked light

rustic cypress
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no I don't

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idk how that works haha

hallow hound
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if you got baked lights in yor world you need also light probes or the players gona stay dark

pure bobcat
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how much purple is too much lol

modest vapor
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If no dynamic object goes through them, they're unnecessary

brittle ember
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I am new to the whole world making thing so i got a question

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I have 3d modelled a house in Cinema 4d which i now have in my unity project. Problem is is that the shadow lines are all like when anti alliasing turned off.

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Now is this the models fault or am i missing something in unity itself?

modest vapor
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Does your light have soft or hard shadows ?

brittle ember
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hard

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with soft it looks better but still scuffed

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note its one directional light i have faced towards the house

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or like inside it

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This is with soft shadows

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i myself think its the model but i have no idea how i could fix it in cinema 4d, as a straight line is still a straight line.

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Maybe its the export settings

modest vapor
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If it does that regardless of the light orientation, I'd guess it might just be the anti-aliasing settings of your project

brittle ember
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found a person with the same problem

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his screenshot not mine

brittle ember
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the people on the forum are talking about camera settings or something like that

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thanks

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turns out the shadow distance is the thing that make it sharp or not

modest vapor
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TIL

oblique panther
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Is there a way to bake multiple lightmaps and then swap between them at runtime? Like, one for lights on and one for lights off?

modest vapor
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Nope

lunar narwhal
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not exactly, but you can achieve the same effect https://www.youtube.com/watch?v=VLU6A4JWsWk

See it in action in Atoll of Ether: https://vrchat.com/home/launch?worldId=wrld_7644eab0-6408-42ab-8088-454c32c08768
The simple solution yet painfully long way around to swap Lightmaps in VRChat. At the cost of your sanity you too can offer this experience to everyone.

thx to Lyuma, the absolute legend for creating the skybox shader:

Skybox Sh...

▶ Play video
oblique panther
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Awesome! Thanks!

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I knew I'd seen that sort of effect before, so I was doing some digging on my own, but hit a dead end:

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I'll watch your video right away.

lunar narwhal
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not my video, thank Maebbie

oblique panther
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Haha, what a clever hack. Thanks!

oak breach
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Hello i came across weird issue yesterday, while baking lights on my model this weird afrtifacts are poping out, any idea how make it look better?

oak breach
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And also, even after adding light probes avatars stay dark in game

hidden patrol
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Does someone know why this keeps happening?

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I got it

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It used some weird shader

still bobcat
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Anyone use bakery? I have been having trouble with my map where it will lock up 100% of the time when i set the unwrapper to Xatlas

split arrow
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Hi I was wondering if someone were to know why the ui and avatar pedestal become extremely bright even though the world lighting is remarkably low. I use post processing and removed the bloom and auto-exposure yet this occurs still

mint cipher
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On a map recently, any idea what causes this, using Index with a GTX1070

modest vapor
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Update your drivers

mint cipher
torn rock
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any idea why colorful lighting works fine in unity, but when i checked it in vrchat, it didn't work?

modest vapor
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Is that lamp changing color or intensity in the world ?

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If not, set it to baked and bake it

torn rock
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Nah, just one color and intensity. I'm still new to lighting.

modest vapor
torn rock
rotund musk
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i needa little help with my lighting, i just want everything to be lit with the textures still on them but when i move my camera it looks like they are fading, and i cant figure out how to get my area light to work

mossy vale
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I'm having a little trouble with getting started with bakery.
I'm trying to follow this tutorial:
https://www.youtube.com/watch?v=yDIOze0XndU
And while I can see the unity lights in realtime. I can obviously not see the bakery lights in realtime, which is expected. Though when I bake the lighting onto the map no lighting appears on the static lightmap. It also says "Object's size in lightmap has reached the max atlas size".

I'm a little stuck and don't want to go throwing around too many random settings.

weak glade
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@mossy vale did you make sure the gameobjects in your scene is set to lightmap static? And is using a compatible shader?

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And same goes for you @rotund musk. Its best to just set your walls to everything static for future purposes.

mossy vale
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Do you need light probes for bakery?

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They are set to static, and the shader is compatible,.

weak glade
lapis rampart
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For life of me I still use generated lighting even tho I have lights just cant figure out the baked lighting

modest vapor
true herald
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For some reason I can't figure out what's going on with these artifacts in this rug,

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It's ONLY this rug model and I've even verified in Blender that the UV's are correct, but it keeps getting black spots all over it. Anyone know what may be the cause? (Yes, I've generated light UV's)

royal swift
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Anyone else have trouble with ScreenSpaceReflections? I can't get it to work

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I got Bloom, AO, and CA, but no SSR

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-each on separate empty objects for toggling, that's why only the SSR is showing there. It's enabled, but not showing any effect.

twilit lily
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not sure about SSR, but maybe you have to bake them in like you do with Reflection probes?

royal swift
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It's a real-time effect tho

lunar narwhal
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screen space reflections is only for deferred rendering, and vrchat uses forward rendering

royal swift
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then how do some worlds get real-time reflections?

twilit lily
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only use real time reflection if you want to fry others PCs

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usually reflections are handeled by Reflection probes

royal swift
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that's why i have it toggleable (and off by default)

lunar narwhal
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either real time reflection probes, using an actual mirror, or a shader based solution using a grab pass to mimic screen space reflections

twilit lily
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i think Rollthered made a real time reflection shader at one point

royal swift
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So i'd just set a reflection probe as a child of the main camera?

twilit lily
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you dont need cameras for reflection probes

royal swift
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Well it needs to move with the player in order for the effect to be of any use

twilit lily
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you place the reflection probe, make it fit for what you do, and set (in your case) reflection mode to realtime and tick box reflection

royal swift
lunar narwhal
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this is for URP projects, vrchat is on the standard pipeline

royal swift
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rip

royal swift
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Wait, do none of the standard post-processing volume scripts work?

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I can't even get bloom working

royal swift
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not getting any errors, it's just not working in play-mode, or vrchat

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but works in the regular viewport

lunar narwhal
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did you set up a post process layer on your reference camera and add it to your scene descriptor?

royal swift
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oooh

fluid mirage
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if I wanted to have a sun flare, but also baked lights, how can i do that?

mossy vale
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I'm trying to bake some lighting, but the shadows that are cast seem to pass all the way though a mesh and aren't stopped by the first surface they hit, how do I stop that?

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As you can see the shadow of the mug passes through the bookcase.

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There's is only a singular light source.

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Also, I want to cast shadows, without lighting the area, am I able to do this? I don't want to brighten the area, I only want to darken the shadows.

wraith mantle
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hey @modest vapor shadows are flickering again like i said a long time ago. one good public world example i found is "Madoka Magica - I miss you" my buddy made this world and it never used to do this, but now its suffering pretty bad

modest vapor
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Did they bake their lights ?

wraith mantle
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No

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I just wannna know why vrchat breaks everything. this world is over a year old and it never did this before. he hasnt updated it for like 7 months

modest vapor
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having multiple realtime lights flickering is the standard unity behavior, they should bake their lights if they want to fix the issue

wraith mantle
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ok but it never used to do this. VRchat broke it

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¯_(ツ)_/¯

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just thought i should bring it up if you wanna check it out and idk investigate it

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also theres only one light in this world its the sun

oak breach
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For some reason in one spot everything non static is black, even with lightprobes set up

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Any idea why this is happening?

lunar narwhal
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try hitting render light probes, light probe data might not have been baked yet

oak breach
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I tried before, but doing it again won't hurt

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Nope, same effect

lunar narwhal
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whats the settings on that cube?

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also can you enable the lightprobe gizmo's in scene view?

oak breach
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Those are the probes

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And this is cube, it's not static for testing how player will look like

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in other places this cube looks better

lunar narwhal
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oh, if its working then you might just have light probes in a couple of bad spots

oak breach
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Should i move them closer to campfire?

lunar narwhal
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you can see which lightprobes an object is taking lighting from when you have it selected

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so you may want to check those when the cube is all black

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might be one of the light probes you have on the floor thats just below the floor geometry

oak breach
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Or just inside of mesh?

lunar narwhal
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or that too

oak breach
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Worth of knowing

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Oh my, thanks a lot

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Now it looks like it should

fiery cape
# oak breach Worth of knowing

I had that one where a floor probe and a roof probe both happened to clip inside a low hanging and an upward protruding object at the same time resulting in an odd pitch-black spot in the middle of a well lit scene. That'll be my first thing to check from now on!

shy root
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so i have lights that rotate and move, and when they land on a player it turns them in to the color of the light, does anybody know how i could fix that?

modest vapor
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remove the player and player local from the light layer culling

shy root
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awesome thank you!!

mossy vale
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I'm have a lot of trouble with lighting static meshes.

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I'm managing to generate the lightmaps using bakery.

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But after baking, the generated lightmaps appear to not be shown in thew scene or game preview?

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I can see that they're lit in the bakery lightmap files, but the preview and when played in unity none of the lighting is visable.

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It's like the light just dissapears.

ruby narwhal
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what do u think is causing this lighting thing

weak glade
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@mossy vale make sure you are using a shader that supports light map static. Standard shader will do.

weak glade
mossy vale
weak glade
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Yeah i had the same problem with using poiymon shaders for my world. They wernt designed for light baking, mostly for emissions and realtime lighting

mossy vale
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Are there any good resources for looking up compatible shaders? I'm ideally looking for a toon style shader I can use with baked lights. I see unity chan might work, beyond that I've tried RealToon, Arktoon and Poyomi, but none of them work.

weak glade
mossy vale
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I'll have a look around, but thanks for your help, I'd been stuck on that for half a week.

spare aurora
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Hopefully a quick fix, running into an issue with Bakery, can't get the damn thing to bake one particular world.

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In unity error:

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Last entry in .ftracelog:
Writing...
PointBatch_1_0_9_HDR.lz4
Done
Init...
add
Tile size: 1024
Device 0: NVIDIA GeForce RTX 2070 SUPER (ON)
Used host memory: 0mb, available GPU memory: 7153mb
MODE: add
USING FLOAT
Loading shader addHalf.ptx::oxMain...
Can't read texture G:/BakeryTemp\P

spring elk
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@spare aurora rtx tends to mess up for me on the 2018 version of unity and cause a lot of errors

spare aurora
spring elk
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i was having a lot of trouble in the world im making right now as well

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im guessing you already tryed to re-import bakery

spare aurora
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I've tried just about everything at this point, haha

spring elk
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i feel you tbh i just re imported it until it worked XD

spare aurora
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I just re-imported it again for shits and giggles, what's the worst that could happen

spare aurora
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It starting working, btw, not immediately after anything in particular, I went off and fixed up some UI issues and misc stuff, tried it again and it worked.

golden stone
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I’m fighting file size. I have a cave scene and a outdoor landscape. Bakery and normal light maps are adding +150mb. Landscape I don’t need much detail but I need some for the cave. What’s the best practice, separate into different scenes, bake, then recombine?

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Tempted to go no-player-shadow real-time for outside but I know that’s not optimized in the slightest. I was hoping to keep light maps less than 30mb

green vault
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are your textures compressed in any way? how many lightmaps did bakery create? are you baking reflections as well?

golden stone
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I haven’t touched compression in the light maps, can they be crunch compressed? I’ll have to check when I’m back at home

green vault
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you can use crunch. but im wondering how many lightmaps do you need

weak glade
torn rock
#

Alright, so the avatar model is dark. I tried many different avatars, and all of them were dark. The lighting is baked. How do I fix this?

haughty bough
torn rock
torn rock
abstract drift
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any of you guys get an error where bakery bakes and then the scene view looks completely black?

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game view is lit but bakery scene view wont display any color or light information in the scene view

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also no compiler errors

lunar narwhal
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try going in and out of play mode

weak glade
sonic star
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any idea on what makes shadows from baked lights look weird like this?

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running on these settings

verbal crag
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Hello, I'm currently baking lights for a Quest world. I can see that my lightmaps are currently weighting around 200mb. Quest world being 50mb maximum, will this impact the final size? And if yes how can I reduce it? Also I had to uncheck "compress lightmaps" because it would create a rainbow noise pattern on my snow ground...Thanks in advance!

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@sonic star Are the lights spotlights? It might not bounce well on the ceiling, try using point lights

sonic star
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yes, these are spotlights. i'll try switching to point lights and see how it behaves

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but also, same wall, same lights but different results. towards the right it's smooth and towards the left it's weird. this whole wall is made with one stretched cube.

verbal crag
#

Oh, this is strange... Since it's only one cube i don't know if it could be a UV problem (very unlikely), perhaps some objects in the scene makes the light reflect?
To visualise those image, are you doing a CPU bake or GPU preview?

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If this is the final bake it might be an issue with the light or the scene, try to compare the settings of the light to the left with the one to the right, and also look if there is any object that could cast a shadow or interact with the lights

weak glade
golden stone
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What makes a shader Lightmap compatable?

green vault
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what do you mean?

golden stone
#

I recall a statement earlier about some shaders in environments not producing light maps, like if it’s intended for avatars

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Like I couldn’t get a Lightmap to generate on a material for an environment using silents lightramp but it worked on standard

weak glade
lunar narwhal
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above page explains it a bit

golden stone
#

Thanks

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Got bakery working yesterday, baked at 4K then reduced down and crunched and kept the quality I got a good file size and didn’t take 9 hours which was amazing. Going to try an outdoor scene today but it contains terrain. Rtx option won’t work on that right

green vault
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rtx is a performance

weak glade
sonic star
fiery cape
#

Are there any complexities to Bakery or is it simple buy, install, switch engine, go?

pine trench
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It's pretty easy to use, but you have to operate it from the bakery window. It has its own drop-down menu on the menu bar after installing it to the project.

#

It has simple and advanced modes iirc

crude bay
# royal swift I got Bloom, AO, and CA, but no SSR

SSR is actually possible despite people telling you its only for deferred rendering. Forward rendering SSR exists, its done on a per material basis however instead of on a final buffer in post processing.

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You need to use a shader that has SSR in it instead of post processing, which is the only drawback. Look up "Mochie Standard" if you are still interested. Hope it helps ya! :3

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I also have alternatives to realtime reflections that perform better in my Discord that I have created as well if FPS is something you plan on keeping high.

royal swift
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oh cool, i'll look into it soon. I'm taking a break from unity now that the world is finally out lol

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But yeah, if I can make it a toggleable effect, that'd be great

mossy haven
#

when doing light probes, should they just be a single large group across multiple rooms, or should i have a seperate group per room (even if right next to eachother)?

fiery cape
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I'm just starting a new build with a more extensive natural outside, HDRI skybox, etc. Testing out basic geo (in very obvious dev-colour) and windows and light for the interior spaces and... I'm getting horrible blotches everywhere. What's the cause of this?

lunar narwhal
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that looks like it might be an issue with the denoiser?

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I take it this is bakery based on your previous message?

fiery cape
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@lunar narwhal No, this is Enlighten

fiery cape
#

Also, to answer this question for anyone asking in future, I needed to activate 'Generate Lightmaps' on the import settings for the model.

fiery cape
#

Does anyone here know how to solve the 'disappearing trees' problem with occlusion culled terrain? Its causing shadows to disappear when a player turns away from a tree.

green vault
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are you using a mixed lighting set up? that can help keep the shadows in place when the trees are culled

fiery cape
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I've got wind movement so I'd ideally like to have the shadows move when they can

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if they revert to still when you're not looking that would be okay

green vault
#

hmm. well that is possible to do. but it is very complex to do (and technically unoptimized to do rt lights) but what you could do is set up occlusion zones in a way to makes the trees stay if youre in that zone

fiery cape
#

I though occlusion zones were more for setting up 'areas occlusion should take place in'?
This is the layout of the room where I want the shadows of the trees behind the player outside (placed on the terrain object) to not get culled because the player is looking at their shadows.

lunar narwhal
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the only thing you could do really is set a custom bound size for the trees so they wouldnt get culled when looking away from them up to a certain distance from them based on the bounding box size

fiery cape
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Hmm.. would that work even with non manually placed trees? I tried placing tree objects down manually and suddenly in game, with wind enabled the entire tree started moving in the ground! (but not in the unity editor). Once I placed the trees using the terrain system they behaved, but now I don't think it lets me tweak their individual properties manually because they aren't technically on the scene graph any more.

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I'll take another look in a moment, I'm just finishing an avatar fix for a friend. :)

lunar narwhal
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i'm not sure about speed trees but if they're detail meshes i think you should be able to edit the bounds settings on them? maybe

mint cipher
#

my character is really dark even tho i have a light in the room, do i have to rebake lights?

ornate veldt
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@mint cipher have you added lightprobes to your world? to allow non-static objects to receive lightning information

mint cipher
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that was the problem thanks

mint cipher
#

is there anyway to make it not look like this?

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this is the quest version

vapid musk
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Select the mesh, in mesh renderer enable stich lightmaps and calculate again.

versed herald
#

anyone know how to fix this?
when i click generate lighting everything turns black, and stays that way

mint cipher
modest vapor
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moving or rotating ?

mint cipher
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either/or. it seems like the shadows don't change at all based on where the light is, but I can adjust the light's shadow strength, etc. and they do change

azure lynx
mint cipher
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ah, rotation changes it, sorry, now I see. 😅 Thank you

versed herald
#

Anyone know how to fix some objects becomming very dark when baked? they are metalic objects. looks good before baking. looked UVs but that settings is checked

green vault
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metalic objects will normally be darker

versed herald
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oh. is there a way to brighten them up?

green vault
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try changing the smoothness to a lower value. or do that with the metallic values

versed herald
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There is a metal basecolor import settings texture, and a metal normal import settings texture. am i putting them in the right spots?

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not sure why the metalic setting makes it so dark. like 1 = pitch black. and lower it to make it lighter. lol

green vault
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thats how metals work

versed herald
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yep. got it down and fixed.

south torrent
#

any idea what is causing these weird pixelated shadows on my baked lighting?

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these are my lightmap settings

modest vapor
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Your 10 texels per unit of lightmap resolution

south torrent
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what would be a good value for that?

modest vapor
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40 would help

south torrent
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alright thanks, ill try that

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wow, baking time goes brrr xd

golden stone
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Is there a method to have an object cast a shadow from a real time light but the object not be visible to the player view ? I am not sure if there is a layer that the player view cannot see but I can keep on the light culling

green vault
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could try the mirror reflections layer

golden stone
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Hmm that’s true, light layer controls the cast shadow maybe

green vault
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theres technically a properer way to set something up like that. but the simplest way ic is setting it to that layer

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all lights have a culling layer method

golden stone
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I mean if the real-time light is on default layer, but all culled but mirror reflection, object on mirror reflection, shadow should still cast to the default layer

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I’ll have to test tonight, thanks for the suggestion

green vault
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correct. “to” but not “on”

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np

supple loom
golden stone
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Oh good to know

late dragon
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How do I fix this? If you notice, two objects with the same material has different shades

modest vapor
#

Does the shading change depending on camera angle ?

opal latch
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Does anyone know how to set it up where emission or lights are connected to audio

green vault
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thats an udonsharp-audiolink ability

modest vapor
opal latch
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So im guess no sdk2 version?

modest vapor
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nope

versed herald
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avatars are dark when in world. even though its lit. anyone know why?

fallow lark
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do you have any light probes

versed herald
late dragon
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Ok I fixed my last issue

tough adder
lunar narwhal
# tough adder having more or less the same issue :/

Are your lights baked or real time? if real time mirrors need to have pixel lights enabled to have real time lights show up in mirrors.
If baked, you need to have light probes to light up dynamic objects and avatars.
see pins for light baking tutorial

tough adder
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will check it out thanks

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yeah that fixed it! thanks a lot

versed herald
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anyone know how to fix lighting issues like this? Its baked

green vault
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on the model. did you ever set it to “generate uv lightmaps”?

versed herald
green vault
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ok. try rebaking them now

versed herald
versed herald
green vault
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what do they look like now?

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(plz send low res)

versed herald
green vault
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yea im not going to be able to open thos images. swap uvs dont need to be turned on

versed herald
green vault
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my internet is just way to slow to even send replies sorry. hopefully someone can help you

versed herald
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dang.

well, anyone know how to fix these shadows / spots on the object?

golden stone
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What does the mesh renderer look like

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Saw you link one above but it was low res, I couldn’t make out the options

hidden patrol
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gosh why is bakery so expensive? I wanted to get it but it costs like 50€

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The Unity in build one takes like ages to calculate the lighting

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and creates weird erros

azure lynx
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You just missed the Asset Store spring sale, it was -50% I believe :c

hidden patrol
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yeah ik

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I knew it was on sale but up on today I never had problems with the in build one

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normally it took like 4 - 5 min and it didn't create weird errors

slim crescent
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Hello VRC Community!
Once again im encountering the same issue with Emissive Materials / Lights being "culled" or "turned off" at certrain angles (which also happens in-game)
I have read pretty much every forum post on situations like this and theres seems to be alot confusion. Till this day i heavent found a proper fix for this issue.
All my Lights are static and baked, all my objects are static. i can provide further settings and configs if required.
I would greatly appreciate any help on this one ❤️

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It seems to happen mainly on the Standard Unity Shader with Materials using emission, i had the same issue before with realtime lights but now that im using baked lights only im bit confused that this is coming up again

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I changed to a custom holo/glitch shader which has similar emissive behaviour that seems to be working better but still has some strange culling on the camera

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I could only find that behaviour on that one specific object in the world. I have been looking and trying to reproduce it on other objects without success so far

lunar narwhal
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looks like your typical occlusion culling issues

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honestly if its just that one object, just set it so that its no longer a static occludee

slim crescent
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@lunar narwhal heya, thanks for your reply.
removing the static checkmark dosent seem to help. seems to cull the object still :/ (setting it to nothing)

azure lynx
sharp robin
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@slim crescent Occlusion culling does not auto generate

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You will want to go to window > rendering > occlusion culling

slim crescent
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@sharp robin Oh alright, how do i bake the occulsion culling now?

sharp robin
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If you opened that window it has a bake tab

slim crescent
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oh found it in the corner 😅

sharp robin
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Also a clear option which would let you test if the issue you were facing was with occulusion

slim crescent
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well i tried it as mentioned but it didnt resolve the issue :/

sharp robin
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Does it only behave like that if its behind that distortion shader then?

slim crescent
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no, even if its in direct view

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i even tried moving it around and resized, changing materials

sharp robin
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Try clearing the occlusion without baking it?

slim crescent
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Remove the occludee flag and clear the bake data?

sharp robin
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Clearing and then checking would be enough

slim crescent
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also should i do that only on the affected object?

sharp robin
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If you clear it and it still occurs it would not be an occlusion issue

slim crescent
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yeah had the data already cleared and still happening

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very strange

sharp robin
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You have two game objects labeled moon are they overlapping by chance?

slim crescent
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i split the front side of it to use it as a emissive material

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can try to extrude it and move it slightly to the front

sharp robin
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Disable the non emissive part and see if it still occurs?

slim crescent
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Oh, yeah... that did the job 😅

sharp robin
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Ah alright lol

slim crescent
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oh yeah. i see.
So: I Split the front face in c4d (which acctually duplicates it)
usually i extrude the new face a bit to the front and use it as emission.
Basically i didnt extrude this one and it was overlapping faces.

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thanks alot for the help!

I had a similar issue once with realtime lights completely turning off, might be that was because the realitime lights were overlapping?
if i still had the project i would try the occolusion suggestion on it

sharp robin
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If real time lights appear to be turning off its usually because of the unity limits on them

slim crescent
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the pixel light count?

sharp robin
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Yeah

slim crescent
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hmm as far i remember i have been using 3 or 4 in one room

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but anyway, really appreciate your help. thanks alot

opal latch
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Anyone know how to turn of player shadows? It really lags whenever a large amount of players are in my world because of it

green vault
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@opal latch bake lighting

potent sierra
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Hello, am complete lighting pleb.
My map is 100% baked lighting, has post processing bloom and emissive lights, for some reason when I add the HT8B Pool prefab, the table and balls all appear black

lunar narwhal
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you need light probes to light up dynamic objects such as the pool balls

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i'm guessing you added the prefab after baking lights, so the table itself isnt baked with the lighting too

potent sierra
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I figured that might be the case, thanks. Odd that I had it working on a previous build with baked lighting.
I tried baking both before and after adding the table with little change

ornate crane
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What is it? How to fix it?

tulip anchor
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are you able to add a point light to the ref camera?

fossil temple
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any reason why my light maps are baking funny like this?

tulip anchor
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the seams?

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try stich seams on the mesh for the options if its those hard lines your talking about

fossil temple
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i did

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nothing changed

#

could a uv overlap be an issue to?

tulip anchor
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play with the res and padding

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umm

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are you having repeated patern issues?

fossil temple
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wym

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like keep getting the same thing

tulip anchor
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if its repeating patterns its due to light maping

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basicly the uvs of the light map ya

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unity can generate its own light maps

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if i recall you generate them on the object itself

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when you import in the assets you can click on the object and generate lightmaps

fossil temple
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ah

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well i made the world in blender i dont think thats it but yea

tulip anchor
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unity is kinda weird that it needs its own generation for uvs probably due to how your making textures of the light data with its own

#

unsure if you need to but is the map uv in blender?

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dont think it matters for light mapping but uving should be done b4 unity and in unity should let it generate its own maps too

fossil temple
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yeah its all the textures are uv mapped

tulip anchor
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ya just let unity generate light maps and also check seams too

fossil temple
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but i used smart project i was lazy to actually map it out manually

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dont think thats the issue though

tulip anchor
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auto uvs wouldnt matter if thats what you mean

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they just be less clean

fossil temple
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ah

tulip anchor
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auto uving will just have the software decide where each poly fits and scale to how ever it likes y manually uving is best since auto is really only for quick testing and a base to start off of in some cases.

fossil temple
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This is the uv overlapping view though

tulip anchor
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never used this b4 i always checked in maya/blender b4 export

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having hard time seeing the image too in the other post

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if the map been uvd already try to generate its lightmaps in unity not the generate button i mean the check box on the assets object from your import

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and in your hierarchy on 1 of your objects if you have static check as 1st arrow shows the seam button appears as the 2nd arrow shown

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which should be since you been baking

fossil temple
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nada

tulip anchor
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if you have the light maps generated all i can think of is the padding and res to be played with

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will have to redo the baking each time you adjust

fossil temple
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i have been messing with them but just nothing

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im pretty sure its the overlapping could be the issue and im going to put the textures in to blender and fix them and see if that will fix my issue

tulip anchor
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ok

sharp robin
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@fossil temple Looks like a mix of issues but mostly seems low lightmap resolution and invalidated texels would be the main ones

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Increase the lightmap size to at least 2048 and go to the lighting tab and to the lightmap parameter option and create new and on that new lightmap parameter set backface tolerance to zero

fossil temple
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low light map res shouldnt be the problem here

sharp robin
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Can you change the scene view to baked lightmap

fossil temple
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im messing with it a bit more didnt know when you would text back

sharp robin
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Do all the objects in your scene have generated lightmap uvs enabled or custom made uv2s?

fossil temple
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its all enabled

sharp robin
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But you have warnings about overlapping uvs still or are they gone?

#

Change to UV overlap for the scene view

fossil temple
sharp robin
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Disable the objects that have red on them and see if you still get those stripes after rebaking

fossil temple
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your basically asking me hide the whole scene lmaoo

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i made this all in blender

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so

sharp robin
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Oh ideally you should separate various meshes

fossil temple
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i mean they are for the most part

sharp robin
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Yeah

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Other than that you can manually do the UV2 in blender

fossil temple
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in blender they look like weird spikes if thats whym

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wym**

sharp robin
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The normal UVs?

fossil temple
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sorry idek that. havent messed with uvs until recently

sharp robin
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Its fairly easy to do usually just a few button clicks

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If you would like to learn more about UVs though feel free to ask

fossil temple
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it be a hand but im having a rough time focusing

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i got messed up last night and i still feel it lol

sharp robin
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Ah lol alright

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Feel free to @ me or dm me if you want some pointers on how to go about it

opal latch
#

my point light stops lighting the ground when it gets duplicated more than 3 times

sharp robin
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@opal latch Each mesh can only be lit by a limited amount of realtime lights at once

opal latch
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@sharp robin even when I set them as baked it still stops working after 3

sharp robin
#

Setting them to baked is different to actually baking the lighting

opal latch
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So If i were to then bake the lights they would work or?

sharp robin
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Yes

ornate crane
#

I don’t understand why the light bakes so badly?

This is the no-bake option.

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And this is with baking

modest vapor
#

you have a 128x128 lightmap

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i don't think you baked anything

ornate crane
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It doesn't matter, the same result was with the maximum resolution.

modest vapor
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Are those statues lightmap static with generated lightmap UVs ?

ornate crane
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Looks like no..

modest vapor
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Well then it's not going to bake much

ornate crane
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Nothing has changed .. I don't understand

modest vapor
#

Did you generate lightmap UVs ?

ornate crane
#

I do not see such a setting

modest vapor
rugged osprey
#

I quickly realized that lighting is like half of what makes a map look well

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So if I understand this correctly, if I am not planning on using any lamp models and I just want my whole room to have an even lighting. Should I just use area lights then?

modest vapor
#

yep

rugged osprey
#

Seems kinda hard to get proper lighting going on, does anyone have a proper and good guide?

silent coral
#

When I move my head the colors/light change, why is this?

modest vapor
#

Can you record a video of your issue ?

twilit sluice
#

any vid tutorial bout bakery tool?

modest vapor
#

Bakery has very lengthy documentation

twilit sluice
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never used unity or the asset so idk

#

what the basic thing

modest vapor
#

Import, add bakery light component to your lights, press render

lunar narwhal
twilit sluice
#

ty

silent coral
silent coral
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my OBS doesnt pick it up but Im sure its something in the material since it only does it with this material

scenic island
#

How do I go about having multiple bloom colors for multiple lights in a world?

#

I have the post processing working but the bloom level / bloom color affects every lighting source in the world, is there a way to change it per light? or do I have to mess with the emission settings on the separate lights?

modest vapor
#

Multiple post processing volumes

scenic island
#

Got it, thank you!

twilit sluice
#

should make everything static?

modest vapor
scenic island
#

is there a general workflow / tutorial for getting the 'wet look' on concrete / surfaces in VR that reflect light sources from the surrounding area like this?

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I imagine reflection probes are probably the way to do it but i'm not 100% sure

supple loom
#

Proper pbr materials and proper lighting setup

slender niche
#

is there a way to use more than one light map per unity scene?

modest vapor
#

There's no limit on lightmaps you can have

verbal crag
#

Hello, I'm having an issue with my world: Everyting was working fine and I haven't updated my world, then all of sudden this happens in my world. Any idea why? Thank you

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In the editor everythings is right

verbal crag
#

Nvm, I've just updated my world and now the issue is gone!

slender niche
#

Does unity make separate light maps for each mesh objects?

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im trying to learn how to make them higher quality

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im using Bakery GPU Lightmaper

modest vapor
#

You increase texel count or increase scale on lightmap in the object's renderer component

slender niche
#

oh okay, whats a good number for the texel count?

modest vapor
#

Dunno, what do you have atm ?

slender niche
#

it was at 20 texel

modest vapor
#

what kind of world are you making ?

slender niche
#

simple appartment world

modest vapor
#

You can bump it up a lot then

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try 60

slender niche
#

okies, thankies

#

sweet, looks perfect, thanks

green vault
#

has anyone tried to just apply pp on a camera and not the reference camera? was thinking of making a camera with different filters

modest vapor
#

Why ?

green vault
#

mainly to see if itd worked to be honest 🤔 . was a sparked question from someone talking about camera filters and was just curious if thats a simple way to do it

modest vapor
#

I mean, just use global post processing volumes

twilit sluice
#

why wall edges r noticeable with bakery (looks fine with unity lights tho)

modest vapor
#

AO ?

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Are your meshes not connected ?

twilit sluice
#

its connect

#

ed

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just color and normal texture

fluid sedge
#

just how many light probes do i need, or do they not work with point lights, because te only way i can get avatar to light properly is adding a directional light

modest vapor
#

Did you bake them ?

fluid sedge
#

yeah

#

actually, mabey not? do you have to bake the probes?

#

guess not because there is no option to bake on probes

modest vapor
#

That's part of lighting bake process

fluid sedge
#

I baked the lightmaps after putting the probes in

#

idk what else needs to be done

modest vapor
#

Create a cube, move it around, if your lightprobes are baked then the object brightness/color should change appropriately in your world

fluid sedge
#

found the issue, i was dumb

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turns out it doesnt matter how many light probes are if every little dot is outside the building

shy root
#

im having an issue with random red light being casted in random areas in my world. Did my light maps bleed? The objects that receive this red lighting seem to be non static objects, and this red glow is also applied to my avatar...

modest vapor
#

Show your lighting window ?

shy root
modest vapor
#

ok that's bakery, can you show the unity lighting window

shy root
modest vapor
#

and now scroll all the way up

shy root
modest vapor
#

Is your skybox red

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ah it's pink

#

welp, that'd do it

shy root
#

hahaha how would i fix such a thing

modest vapor
#

Switch from skybox to gradient

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and you'll be good

shy root
#

ohh okay, i just thought bakery took care of all of this

modest vapor
#

Also turn down your texels in bakery, 160mb lightmap is a ton

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Did you add a bakery skylight component ?

#

If your world doesn't have an outside i'm not sure it's necessary

shy root
#

i was having issues with some pix-elated lighting so i turned it up a lot

modest vapor
#

Did you generate lightmap UVs ?

shy root
#

yes i had all that dealt with, it was like the corners of the rooms were all weird, so i tried to play with ambient occlusion, it helped a bit but it just looked really sloppy

shy root
modest vapor
#

You just need to change from Skybox to Gradient at the top of the settings

shy root
#

alright, thank you! ill turn the pixels down too

teal star
#

Baked my first reflection map today...

#

Half of my world went from black to pink (sunset skybox), it was great!

#

And I wish I knew about that forever ago lmfao

blissful kite
#

@modest vapor I seem to have an issue where unity crashes every time I try to bake my lighting. I've tried changing the scale in the lightmap to as minimal as I can but it hasnt helped

modest vapor
#

check your crash log ?

blissful kite
rugged osprey
#

How would I fix the lighting up at the ceiling with an area light?

modest vapor
#

another area light

rugged osprey
# modest vapor another area light

Is there anything I should do differently than the other one then? I have the current one in the ceiling and it doesn't make much difference if I just add another one

modest vapor
#

Did you rotate the other one ?

rugged osprey
#

Yes

modest vapor
#

If it's in the ceiling then it's not going to light up the ceiling

rugged osprey
#

I have it currently set up like this

modest vapor
#

Alright, make sure you got the basics down as well https://www.youtube.com/watch?v=dKgUJccjWRU

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 ...

▶ Play video
rugged osprey
#

Been following that one, might have missed something though

#

I'll rewatch it

wise cobalt
#

On my platform mesh, despite having generate lightmap uvs on, those specific verts on all sides have issues being baked correctly, using bakery

modest vapor
#

Wdym baked correctly ?

wise cobalt
#

@modest vapor

modest vapor
#

Where are they on the lightmap

#

and what does the console say

wise cobalt
#

after bake?

#

also how do I see where those specific parts are, cant find them

modest vapor
#

on the mesh renderer, you can open the lightmap

wise cobalt
#

the way my lights are positioned just causes issues on the bevels

knotty slate
#

After i bake the light in my world do i need to disable the lights or they need to be there? im asking because i dont wanna give the people FPS drops

lunar narwhal
#

you can disable them once its baked, you'll especially want to do this if you baked with bakery because bakery just uses unity lights as reference, and they will remain real time

knotty slate
#

ok thanks

crimson prairie
#

Any idea why my reflections are only working in Unity? They sort of work in the editor and in Game Mode, but not in VRC? The reflection probe covers the whole area, and is enabled in the object, but even though the mask is set to everything, I have to blast the intensity to stupid levels (that look ridiculous in the editor) to see anythign in VRC. I am doing realtime, but surely VRC can handle this? Even with it bumped up super high I can only see the AO reflections but they're all broken up and specular in little clumps. Even at max resolution, it's still really crap. And when I try to paste the location of the glass to the probe, it doesn't work. It worked once, but doesn't seem to any more and pastes to way beyong the glass's origin? And the reflections in unity are misaligned.

#

A sphere with metallic at 100% in game

#

reflection probe intensity 3 in game

#

crazy high intensity in game - around 20 or smt - not seeing any of rest of scene

#

same sphere in Unity

modest vapor
#

Why is it realtime ?

crimson prairie
#

I have moving fishtank in bg and didn't want it to look off - surely baking it would only improve performance, not the actual strength of the reflection tho?

crimson prairie
#

Ok cranking up the metallic works, but I saw a tutorial where a guy was getting reflections without that? Am I just being really thick, is that the way to do it?

I still don't know what to do about how off the position of the reflection is...

modest vapor
#

Yeah that's not what they were made for, reduce the resolution, baked it and then adjust your materials

crimson prairie
#

I managed to get the probe to the origin of the glass - should it be at eye level? Surely there isn't one "one sixe fits all" eye level

modest vapor
#

You also need cube projection if you want a specific look

crimson prairie
#

Oooh thanks ok I'll try that. Is there any way to keep the moving fish tank? Do I set everything but the fish tank to static and then bake?

crimson prairie
modest vapor
#

yep

#

You shouldn't be using a realtime reflection probe for this tbh

crimson prairie
#

Ah ok fairs thank you

Thank you so much for the help! This will do nicely 🙂

#

Any idea how to sort this tree tho? I'm fine with the other plants being 2d but this just looks weird and really want it in the reflection.

Separate reflection probe on realtime for the tree maybe?

Does the height of the probe change anything?

modest vapor
#

Well, you can use an anchor override or use another reflection probe, or extend the bounds of the first probe

#

It takes what's in the white box basically

stiff lagoon
#

I'm new to making worlds, what's this splotchy pattern that appeared on this building after baking?

potent sierra
#

Hi all, I'm having a lighting issue with a model I've just made and put in my unity world. The front most face becomes heavily shaded upon baking lighting.

I've checked that the normals are not flipped, and have tried triangulating the quad to see if that made any difference.

I've tried placing lights both in front and behind it with no avail, and also tried putting a light probe group surrounding it (I don't really know how these work)

What could potentially be causing this?

modest vapor
potent sierra
# modest vapor Did you generate lightmap UVs ?

I assume that's a button somewhere within Unity? Or is that done in the 3D modelling software?

To re-iterate just incase I worded it poorly, before I click Generate Lighting the weird shadow isn't there, after clicking Generate Lighting and waiting for everything to bake it gets the weird shadow.

modest vapor
#

That option needs to be enabled manually on your asset option, unless you have a specific second UVMap dedicated to your lightmap

potent sierra
#

I don't think I do (definitely not that I'm aware of)

But I think you're definitely on to it with the Generate Lightmap UV, however I can't find the button for it at all. I've selected the object in the Heirarchy and I'm looking through the inspector window trying to find it.

modest vapor
#

That option is only visible when selecting the object in your assets

potent sierra
#

Ah crap, it's a child of a prefab

#

That'd be why I couldn't see it

#

Okay so I've generated a lightmap UV, and it's definitely done something but still problematic.
I guess the next step is learning how this actually works and doing it within Blender?

modest vapor
#

Unity should be fine, check your console for messages specific to lightmap ?

#

Is the whole asset a single parent object ? Did you enable generate lightmap UVs on the whole thing ?

potent sierra
potent sierra
#

I'll check out the vid.

modest vapor
#

Can you check the generated lightmap by clicking on the bar mesh renderer's component

#

Wondering if there's some overlap or if the generated lightmap is just somehow bad

potent sierra
modest vapor
#

asking as well but hopefully your mesh compression isn't set to high

potent sierra
#

The UV for the textures itself has overlap for certain similar faces, but I'd assume with a Unity generated lightmap it'd pack them seperately?

modest vapor
#

It would, but sometimes depending on the object, if really complex, unity can make mistakes

#

I would also suggest setting the max lightmap size to 4K

#

but yeah, make sure compression isn't on high

potent sierra
#

This is the mesh, wouldn't imagine it's overly complex for Unity to figure out.

Mesh compression is off, trying to generate now at 4k

potent sierra
#

Is it normal for 4k baking to take exponentially longer than 1024 or even 2048? I'm talking going from 5 minutes or so to 6 hours.

modest vapor
#

It should not take that long of a difference no, but it should be slightly longer

crimson prairie
# modest vapor Well, you can use an anchor override or use another reflection probe, or extend ...

Thanks very much 🙂 Do you know how I can assign two reflection probes to the glass mesh renderer? I've got one just for the tree set to realtime, the other baked, and I want to see both in the glass. At the moment I'm only seeing the baked one, even though it's set to Blend Probes. Is there a way to do this? Maybe with two separate glass objects?
If not, could I add another camera for just the tree and 2nd glass with SSR on?

modest vapor
#

You'd need two objects yes

#

But again, realtime probe will really negatively affect your performance

potent sierra
#

Still having issues with lighting this bar and it's weird shadow.

I've tried a bunch of stuff (other than 4k baking, Unity seems to break for some reason) but ultimately I think there's an underlying issue and higher res is just a work around.

I've tried the following:
-Using Unity's generated lightmaps.
-Using my own lightmap UV unwrap from Blender
-Making it a seperate object and not a child of the building prefab.
-Checked that there isn't two faces on the mesh, and no flipped normals.
-Set as a static object within the scene.
-Increased the lightmap scale
-Changed between spot / point / area lights.
-I've tried a bunch of other settings tweaks that I can't remember.

As per the image below, I've done some testing by having these two lights as only lights in the map with a crazy high intensity, as can be seen, during the bake everything else is super bright while the front face of the bench remains very dark.

#

and this is the result of that same bake, where the front face ends up being relatively lit, but everything else is crazy bright.

Is there some sort of map that affects how light / dark certain things are by default?

lunar narwhal
#

just a hunch, does it happen if you remove those stools?

potent sierra
#

Yup, same result :c

#

This lightmap is with the lighting returned to normal, using the UV from Blender, and the lightmap scale set to 5.
It's still super blocky, so I don't think lack of resolution is the issue. What could cause the blockyness?

mint cipher
#

What to do to remove it

#

?

modest vapor
potent sierra
#

Yup

potent sierra
#

Solved the issue! After four days of defeat it was something silly after all.

It was due to scaling, I was unaware that Blender and Unity have a weird disagreement with scale and orientation, coupled with the fact that the base model I was working within was scaled to 1/100th in Blender.

Everything was scaled up in Unity by 100x, and then another 100x for each individual child.
After scaling up 100x in Blender, applying the transform, and then exporting the .FBX with the experimental Apply Transform button ticked, and then re-scaling back down to 1x in Unity the light mapping issue was resolved.

modest vapor
#

TIL

#

I wouldn't have expected scale to be part of this issue, but that makes sense in this case since it's pretty extreme, glad you figured it out

twilit sluice
#

i cant use bakery lights for like slider to adjust the brightness ?

green vault
#

umm. i mean, you cant adjust baked lighting. but what you could do is make a slider that can adjust the overall GI of the map possibly?

twilit sluice
#

i mean with mixed light not baked

green vault
#

oh then yea totally. just not bakery. but mixed unity lights. totally

#

i think you can create a default slider and attach a light source to it and tell it to mess with its “intensity” float

twilit sluice
#

yea its works with unity light but not with bakery

green vault
#

welp. all i could suggest is the GI idea

twilit sluice
#

idk how to do it tho new to udon

green vault
#

i honestly also dk how to change GI with udon. id consult the unity C# docs for lighting and see if anythings there

lunar narwhal
#

the bakery scripts are used by bakery to bake the lighting, but if you're using mixed lighting you still need to make use of the unity lights and you control those

#

bakery scripts do nothing at runtime, and will be removed by vrchat

twilit sluice
#

hm then i can use unity mixed light and render it with bakery?

lunar narwhal
#

actually checking the documentation, i might be wrong on that, but if i am then you do need those bakery lights at run time for mixed lighting

#

unfortunately bakery scripts are not white listed by vrchat, so you wont be able to use them

#

Currently only Direct, Point and Spot lights can interact with shadowmasking (because they are the only types Unity supports in real-time). To enable this behaviour, you must have both Unity and Bakery lights on the same object, with Baked Contribution set to Indirect and Shadowmask. Unmarked lights will be baked as in Indirect mode.

crisp marlin
#

TIL there's apparently a long-standing bug, which Unity refuses to fix, which clears light probe data as soon as you enter play mode if you're using both baked and realtime GI. Apparently it's only present with progressive lightmapper, but not Enlighten. Too bad Enlighten is CPU-only and looks like shit compared to PLM... -sigh-

#

They've reopened the issue on their tracker very recently apparently due to changes in their plans for Enlighten, but I very highly doubt they're going to fix this, especially not anytime soon, and especially not for previous LTS versions... I guess for now I'll just not make any worlds, or abandon the idea of having good lighting.

twilit sluice
#

with unity lighting looks fine

lunar narwhal
#

are you using RNM/SH directional mode?

twilit sluice
#

baked normal maps

#

should i change it to smth else?

lunar narwhal
#

Baked Normal Maps

Still no directional data, but normal maps are taken into account when rendering the lightmap. There is no additional runtime overhead. Since lightmaps usually have lower resolution than normal maps, the result may look blurry. Other problems include aliasing at distance due to lack of mipmapping and denoising step potentially smudging the detail. To learn how to use custom shaders with procedural normals in this mode, read Normal Mapping section.

#

I've never really used baked normal maps

#

might be the denoising smudging the detail out?

twilit sluice
#

what do u recommend to use?

#

or the best setting for bakey

lunar narwhal
#

I've mainly used Dominant Direction but I don't really go for a true pbr look

paper gust
#

I know its hard to see but the wall on the left side has some light on the top even if it should show any light because there is a ceiling above it anyone know why ?

#

very top left is what i mean

polar hazel
#

Baked lightmap from Progressive CPU have some problems for me. It's look fine in Unity but after test build, Every baked lightmap went bad and happen in unity too. (Maybe cause by the compression from build). What can I do or how can I make it work?

#

Spot light never work too.

#

my GPU baking doesn't support for this unity version (RX5700XT, I got answer from the unity team and they fixed in 2019.3 or higher and never work in 2018.4)

fiery cape
#

@polar hazel Though look like some cool avatars. Would be keen to see if you have a current build of that world up!

polar hazel
fiery cape
#

That's fine! :) DM a link or what not!

forest relic
#

also is there some way to make emissives have some sort of bloom without making it a post processing filter for the whole world?

green vault
#

you could try fake bloom! it alow appears you didnt bake the lighting, so any extra realtime lights are going to flicker

crisp marlin
#

Is there something wrong with using post processing? You're going to give yourself far too much extra work trying to fake it rather than just using post processing. If you don't want everything else to be glowing with post processing, then it's simply a matter of understanding and tuning the bloom settings. Set a threshold that keeps your emissives glowing but doesn't bloom other objects. It's not impossible, just takes some fine tuning and understanding what you're doing.
The lights flickering is because you have too many realtime lights. Stop using so many realtime lights. The engine can only render so many at once and if you exceed that, you get this behavior. Bake your lighting. Bake. Your. Lighting.

odd zodiac
#

So I'm trying to make a vrchat world w/ an 8ball table. I'm baking lighting with bakery, but once I bake the lighting, my existing lights (spotlights, directional, whatever) will no longer light up the 8ball balls which are not set to static, so they shouldn't be getting baked. When I put in brand new light instances they work, but that's a huge pain to set up each build. Any idea why this is happening?

crisp marlin
#

Are you using light probes?

odd zodiac
#

Yes, light probes are set up

crisp marlin
#

Combining baked and realtime GI?

odd zodiac
#

Don't know, just trying to get the balls to react to lighting like anything else would but they're always the same dark shade unless I use realtime(?) lights.

crisp marlin
#

In Bakery's settings, is the "combine with enlighten realtime GI" checked?

odd zodiac
#

It isn't

crisp marlin
#

Hm. Weird.

#

Well, either way, there's apparently a bug with light probes and GI that Unity has been aware of for many years but refused to fix. Light probe data gets completely wiped as soon as you enter play mode.

#

I'm 110% certain this didn't always happen to me, though, and I only just noticed it yesterday while trying to make a world for the first time in a long time. So I'm not so sure it's unfixable. Just haven't found a solution myself yet.

odd zodiac
#

Hmm so if this is the same issue I can't really do anything about it?
In the process of making the lightprobes around the pool table more "dense" to see if that helps.

crisp marlin
#

It won't.

odd zodiac
#

Mm well then I have no clue what to do going forward, this is the first time making a world.

crisp marlin
#

You're seeing something similar to this, right? Before entering play mode:

#

After entering play mode:

odd zodiac
#

No, it's the same across whether in play mode or not. So it isn't that issue.

#

Fairly certain it is a probe issue now that I'm looking at it..

crisp marlin
#

No, the issue persists after entering play mode.

#

The light probe data is wiped as soon as you enter play mode. Rebaking the light returns the data to the light probes.

odd zodiac
#

Ooh. Hmm. I haven't even pressed play mode so not likely.

crisp marlin
#

The only source of light here is the sun; the orange glow is from the emissive lamp on the wall.

odd zodiac
#

I will keep that in mind going forward though.

crisp marlin
#

Hmm

#

Try a cube or sphere or something. Add one to the area and don't make it static, see how it reacts to the lighting.

odd zodiac
#

Light probes are the issue, I'm an idiot haha.

#

The closest probe was under the table, where shadows were casting.

crisp marlin
#

OOF

#

Yeah that'll do it xD

odd zodiac
#

Just placed a second one right above the table and it seems to work fine now 😭

crisp marlin
#

Nice 😄

crisp marlin
#

Now hopefully your light probes won't delete themselves as soon as you try and build 🙃

odd zodiac
#

Thanks for the help though,

#

I've yet to try play mode but if it wipes them I'll need to local test more often instead of cyanemu, le old gpu takes forever to bake.

crisp marlin
#

What GPU?

odd zodiac
#

1070

crisp marlin
#

Shouldn't take too terribly long. May consider adjusting lightmap settings to lower resolution while you're developing, then increase for final build.

odd zodiac
#

Might do, yeah.

crisp marlin
#

Man I should've picked up the realtime preview for Bakery when it was on sale.... lol

#

it's like having cycles rendering preview of Blender right in Unity

odd zodiac
#

Does that work very well? Friend used it during last year's sale and it never worked properly for him.

crisp marlin
#

I believe it only works with RTX GPUs

odd zodiac
#

He had a 20xx series, but it would just display a black or gray world (been months so idk anymore)

crisp marlin
#

Hmm

#

I haven't used it so I don't know lol

odd zodiac
#

Fair enough haha. Might get it when I upgrade gpus anyways.

crisp marlin
#

All I know is I want it but don't think it's worth $35 on top of the $55 for Bakery 🙃

twilit sluice
#

how i can make specific light effect on players with bakery?

paper gust
#

I still have the problem where light is shown on the top of a wall that it shouldnt be visible on

#

If anyone knows why or how to fix pls dm me or ping me on here ^^

#

thanks already

slate shale
#

is the wall set to static?

#

@paper gust

modest vapor
paper gust
slate shale
#

you have to bake again@paper gust

paper gust
#

ahh ok

golden stone
#

I forget how to solve this, world has light probes in two seperated areas, baking with a mixed directional light, one area avatar is black, the other area the avatar is properly lighted with working light probes. I think it was that lightprobes in geometry will cause avatars to appear black?

fallow lark
#

if it's stuck in geometry it might think it's getting no lighting when it's baked maybe you could move the light probes to not be in the geometry

balmy pine
#

If avatars seem darker than the surrounding terrain makes you feel they should be, is that something wrong with my light probes, or some other issue?

modest vapor
#

Depends on the shader as well

balmy pine
#

I just have a single large light probe in an area, would that be a problem, with a directional light

lunar narwhal
#

just one light probe?

#

the way light probe works is that it samples the lighting at the location its placed at, then dynamic objects such as player models will use that information from the nearest light probes for lighting

#

as such, you want to place light probes in locations where the lighting changes

#

a player model will take the lighting information from the nearest probes to approximate how the lighting should look on them, as such placement of light probes is important if you want them to look accurate

balmy pine
#

I've been just using one probe in each major location, so yeah definitely wasn't using them right

fallow lark
#

yeah you definitely need a lot more of them than that

balmy pine
#

Any downsides to having excessive amounts? just a longer bake, or does it contribute to file size?

green vault
#

it shouldnt take any longer. just looks nicer in game usually. however i do suggest that you dont go over board. at best you should try to have a LP per unity cube, dont go any denser

balmy pine
#

Do light probes only affect mixed lights? or would area lights also give light to dynamic objects then?

fallow lark
undone flower
#

How much of a difference is there if I select gpu, cpu, or enilghten for the final process?

fiery cape
#

@undone flower You probably want Enlighten regardless as the other two can often crash and fall over.

#

Especially if you have lots of lights

undone flower
#

I've been having the crashing problem for a while lol. fixed it though, thanks

fiery cape
#

Enlighten I've found hasn't tended to crash. Takes a while, but its more stable.

fiery cape
#

Would the least 'expensive' way to do a dynamic fading light be to bake a room in its low light configuration. Have a small number of shadowless dynamic lights to flood the area and then decorative objects with animated emission levels to give the appearance of being the actual lights?

mint heart
#

What would you guys say are good settings for samples for a pregressive CPU Bake?

#

Also anyone know why enlighten would be stuck on the Bake Visibility step? I left it baking overnight and it said it failed that 458 times

mint cipher
#

i have 1 problem, light in my room is still there meanwhile its only 6x light sources, my avatar is just black

obsidian holly
#

is it baked lights Killer or real time lights?

#

if its baked lights, you'll need to set up light probes

#

so that it passes the light to dynamic objects (players, pickups etc)

mint cipher
#

baked

orchid epoch
#

ah sorry lakuza, didn't meen to ping you.

#

@mint cipher

obsidian holly
#

😄

orchid epoch
#

hey @obsidian holly ever heard of light probes??

#

omg

obsidian holly
#

XD

mint cipher
#

but still its problem where everything is lit, not even pure black

obsidian holly
#

what are your bake settings?

mint cipher
#

lights in corners

orchid epoch
#

It doesn't look light the lighting of your environment is actually basked

#

are you sure the objects are set to static, and have light maps enabled?

peak nimbus
#

so randomly when doing lighting, it started getting stuck here like this

#

any suggestions?

mint cipher
#

its static, i cant even change values of light now to check realtime thing

orchid epoch
#

The changed will only appear once you bake your scene via the "Generate Lighting" button.

obsidian holly
#

killers, we can't really help much without some info on light bake settings

#

and the lights itself

#

we'll just be guessing in the dark atm

mint cipher
orchid epoch
peak nimbus
#

also settings for above

peak nimbus
mint cipher
orchid epoch
orchid epoch
lunar narwhal
#

I dont think setting lights as static do anything

orchid epoch
# peak nimbus yep

You'll need someone who uses bakery, but I hope you find help! I'm on an AMD Gpu, can't use it >.<

peak nimbus
#

ah darn :/

lunar narwhal
#

also theres no reason to use shadowmask if you're not using mixed lighting

peak nimbus
#

really frustrating issue bc now I can't upload world anymore

lunar narwhal
#

also I dont think you've answered whether you have light probes in the scene? you need to use light probes to have dynamic objects such as player avatars be lit up by baked lighting

mint cipher
#

yes i know but still everything is lit meanwhile i dont have light there

obsidian holly
#

you just set it to baked

orchid epoch
#

oh cool! learned something.

obsidian holly