#world-lighting
4 messages · Page 20 of 1
no i did not sorry
might wanna do that
alright, will do
I'm silly. Why is my lighting pitch black.
More info, everything is static, and I've watched videos in pins.
Nothing awry in the console after a bake either.
Can mesh baker break my uvs if I didn’t bake before making them?
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?
using box reflections if you place the probe directly in front of the glass
set the bounds of the reflection probe to match the room
and it will line up properly
I'll give it a go!
Thanks
So using that will make the corners of the bottom of the room line up, but not the top for some reason.
And it's also causing some peculiar looking distortions of the reflection...
I think maybe because it's wide?
This is the kind of thing I'm seen now, even though the floor looks perfect in the reflection, the roof and walls.. .erm...
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?
What shader do people use for good quality worlds like midnight rooftop
Caused by the Lightmap UVs. To fix it, you'll need to bake better lightmap UVs manually.
Standard, generally
The shape of the box projected reflection is determined by the shape of the reflection probe's box. You'll have to adjust the box until it looks correct.
@sonic marsh Cheers!
Ah thanks silent. I figured out that for some reason the meshs shape (as the window and room were one mesh) was causing some of the issues, so I just made the window transparent and threw the reflection on a plane.
Does anyone have an example of an emissive texture?
I am currently just using area lights but I want more of a neon ish type feel
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?
nope, never used one for a world
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
i have doh, but when i load into vrc there is no light
i want it to have like a led effect u know?
Trying to recreate this in the ceiling
But instead of it giving me a line of coller just the hole world collers. What effect would i have to use for this?
area lights need to be baked
is it not??
you may want to look at the light baking tutorial in pins on this channel
Ah oke, thx
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....
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.
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.
You got an example?
Anyone know some good lighting setups for worlds? Just a good Sun or so on
would it be possible to make lights only affect certain objects and nothing else?
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
Duplicate the mesh below the bed, add standard shader on it with emission, bake lighting
Huh, awesome. Thanks!
Another odd thing, though, because I've had issues with this asset before doing this. This rug constantly seems to have strange "Squeares" and rectangles on it when baking, I've checked the UV's and they seem fine. Any ideas? https://gyazo.com/e98010683387f25ec2d5479b0aca215a
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
those UVs don't matter
you need to generate lightmap UVs in unity in the mesh settings
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?
Also, I don't trust blender's lightmap pack
Where would I go about doing that exactly, Ruubick? In the prefab that I've got from my Blender file?
click the object in your asset, the settings are in the inspector
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
You can usually just bake again
How can I change the values and the order of reflection probes on a mesh? When I look at them they're grayed out:
You edit the reflection probes
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.
I don't understand why it workes like so.
When both of the reflection probes look exactly the same:
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
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.
the anchor override solution was perfect, thank you!
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?
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
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
the lightmaps and reflection probes swap fine. i'll update after I try out with this change
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
OH MY GOD, all i changed was the emission value of a material and the lightmap freaked out again
bakery ?
Well it's 50% off so now's the best time
Are there any must use guides for bakery or just give it an old Google?
Bakery also has its own documentation
Woo! RTX mode is super quick!
Which bakery script should I use for a spot light?
oh ok. match lightmapped to realtime
also, is there no way to get more than 64 GI samples in a bake?
There's this useless multiplier... Setting it all the way just sets it to 1/1, which is just... 1
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
Would anyone know the solution for these light gaps I am getting with bakery?
Can you show your mesh settings, bakery settings and console
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.
mesh renderer settings
My worlds in like sections cause I got better results that way. Figured I could just occlude it
I turned off self shadow on the bakery light that didn't seem to do anything
This didn't work either
Is there a reason why my baked scene looks like this https://cdn.discordapp.com/attachments/662099366432997418/831987168175325204/unknown.png
When it should look like this https://cdn.discordapp.com/attachments/662099366432997418/831987213898088468/unknown.png
Ive never had this issue before
did u turn off scene lighting?
I think I just fixed it. When setting the lights to baked before baking it broke it. I just set them back to realtime
Thats odd though, never had that as an issue before
will do
mannnn this is driving me crazy
bakery settings and console ?
No just saying you should switch to experimental for the denoise : fix bright edges option
Don't use Optix denoiser
Use the Open Image AI Denoiser
Optix denoise is still new and sucks
that's my best guess as the culprit
@winter mulch
I will try that and bake again
The benchmark thing is what recommended I use it but I have not messed with that option
It recommends it because it simply performs better on the hardware side, if the hardware supports it
you might also need to up your texels per unit, or do some UV tweaking
I can confirm that Open Image Denoise generally works better than the OptiX denoiser as of now.
@calm forge Your shader doesn't support lightmapping does it ?
it supports it in realistic mode
but yeah not in toon mode
Ok ty
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
Wait what.. @shy root Are you trying to use your own UVs or do you want them generated?
And im trying a bake now with the suggestions you guys made.
Is that an light emission texture?
Once again, that's not a thing for worlds
no
damn
what do you mean its not a thing? https://docs.unity3d.com/Manual/lighting-emissive-materials.html
Also you never said that its not a thing
And the unity doc you pointed at says the same thing
I think you're misunderstanding textures and materials
materials with emissives can contribute to bake lighting though, and is the unity equivalent of bakery's light meshes
The way he questioned it though made it seem like a typical emission map you see on an avatar.
Yeah, but he asked multiple times about emission textures for worlds, which ain't a thing
The light gaps are still happening unfortunately. Would it have anything to do with the light mesh being a separate object?
yes, definitely
hahaha I was way off, i have 33 objects with overlapping UVs. Has nothing to do with generating. However does anbody know how to fix overlaps in UVs?
i find they only overlap when i use a probuilder object or an imported asset
Gotta edit them in blender or whatever software you use.
alright, thanks!
any idea why bakery will sometimes not bake lights as expected?
like there is no mesh in either of these pictures that would be casting these shadows
I brought them in to blender and there was no overlaps in the uv maps... so strange
uv map and lightmap uvs are different
Do you have more than 1 uv channel?
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?
nope, that's how it's supposed to be done
i feel so dumb, ouf
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.
A dynamic light will override light probes when it comes to avatars, right?
Unless the player layers are culled, yes
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.
Sure you can try
Thanks, I'll give it a shot and see what happens 👍
needs to be udonized
you got light probes? if you got baked light
if you got baked lights in yor world you need also light probes or the players gona stay dark
how much purple is too much lol
If no dynamic object goes through them, they're unnecessary
Hello
I am new to the whole world making thing so i got a question
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.
Now is this the models fault or am i missing something in unity itself?
Does your light have soft or hard shadows ?
hard
with soft it looks better but still scuffed
note its one directional light i have faced towards the house
or like inside it
This is with soft shadows
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.
Maybe its the export settings
If it does that regardless of the light orientation, I'd guess it might just be the anti-aliasing settings of your project
ima chekc this one out first, then see what else
the people on the forum are talking about camera settings or something like that
thanks
turns out the shadow distance is the thing that make it sharp or not
TIL
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?
Nope
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...
Awesome! Thanks!
I knew I'd seen that sort of effect before, so I was doing some digging on my own, but hit a dead end:
I'll watch your video right away.
not my video, thank Maebbie
Haha, what a clever hack. Thanks!
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?
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
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
On a map recently, any idea what causes this, using Index with a GTX1070
Update your drivers
I honestly I thought I did that, but turns out I didn't, problem solved, thanks.
any idea why colorful lighting works fine in unity, but when i checked it in vrchat, it didn't work?
Is that lamp changing color or intensity in the world ?
If not, set it to baked and bake it
Nah, just one color and intensity. I'm still new to lighting.
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 ...
Thanks
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
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.
This is a force, you will no longer use this points gun at chu jk i love you
Discord: https://discord.gg/METHRMH
Bakery: https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218
@mossy vale did you make sure the gameobjects in your scene is set to lightmap static? And is using a compatible shader?
And same goes for you @rotund musk. Its best to just set your walls to everything static for future purposes.
Do you need light probes for bakery?
They are set to static, and the shader is compatible,.
Yes. Light probes provide light to all non static objects, including players. Without em, your avatar would be completely black and so would moving objects that are not static
For life of me I still use generated lighting even tho I have lights just cant figure out the baked lighting
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 ...
For some reason I can't figure out what's going on with these artifacts in this rug,
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)
Anyone else have trouble with ScreenSpaceReflections? I can't get it to work
I got Bloom, AO, and CA, but no SSR
-each on separate empty objects for toggling, that's why only the SSR is showing there. It's enabled, but not showing any effect.
not sure about SSR, but maybe you have to bake them in like you do with Reflection probes?
It's a real-time effect tho
screen space reflections is only for deferred rendering, and vrchat uses forward rendering
then how do some worlds get real-time reflections?
only use real time reflection if you want to fry others PCs
usually reflections are handeled by Reflection probes
that's why i have it toggleable (and off by default)
either real time reflection probes, using an actual mirror, or a shader based solution using a grab pass to mimic screen space reflections
i think Rollthered made a real time reflection shader at one point
So i'd just set a reflection probe as a child of the main camera?
you dont need cameras for reflection probes
Well it needs to move with the player in order for the effect to be of any use
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
this is for URP projects, vrchat is on the standard pipeline
rip
Wait, do none of the standard post-processing volume scripts work?
I can't even get bloom working
not getting any errors, it's just not working in play-mode, or vrchat
but works in the regular viewport
did you set up a post process layer on your reference camera and add it to your scene descriptor?
oooh
if I wanted to have a sun flare, but also baked lights, how can i do that?
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?
As you can see the shadow of the mug passes through the bookcase.
There's is only a singular light source.
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.
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
Did they bake their lights ?
No
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
having multiple realtime lights flickering is the standard unity behavior, they should bake their lights if they want to fix the issue
ok but it never used to do this. VRchat broke it
¯_(ツ)_/¯
just thought i should bring it up if you wanna check it out and idk investigate it
also theres only one light in this world its the sun
For some reason in one spot everything non static is black, even with lightprobes set up
Any idea why this is happening?
try hitting render light probes, light probe data might not have been baked yet
whats the settings on that cube?
also can you enable the lightprobe gizmo's in scene view?
Those are the probes
And this is cube, it's not static for testing how player will look like
in other places this cube looks better
oh, if its working then you might just have light probes in a couple of bad spots
Should i move them closer to campfire?
you can see which lightprobes an object is taking lighting from when you have it selected
so you may want to check those when the cube is all black
might be one of the light probes you have on the floor thats just below the floor geometry
Or just inside of mesh?
or that too
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!
That can be the UV Map
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?
remove the player and player local from the light layer culling
awesome thank you!!
I'm have a lot of trouble with lighting static meshes.
I'm managing to generate the lightmaps using bakery.
But after baking, the generated lightmaps appear to not be shown in thew scene or game preview?
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.
It's like the light just dissapears.
what do u think is causing this lighting thing
@mossy vale make sure you are using a shader that supports light map static. Standard shader will do.
Looks like to me that the light map is too small and is overlapping eachother. Try to increase the lightmap size.
Oh thanks a bunch! I was using Arktoon and for whatever reason it didn't support baked lightmaps?
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
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.
Im really unsure, but you can try and customize the standard shader to look toonish using post processing too and changing the textures around.
I'll have a look around, but thanks for your help, I'd been stuck on that for half a week.
Hopefully a quick fix, running into an issue with Bakery, can't get the damn thing to bake one particular world.
In unity error:
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
@spare aurora rtx tends to mess up for me on the 2018 version of unity and cause a lot of errors
This is a wierd one, I've tried it a bunch of settings on/off, including RTX, and out of 6 worlds, this is the only one having issues
i was having a lot of trouble in the world im making right now as well
im guessing you already tryed to re-import bakery
I've tried just about everything at this point, haha
i feel you tbh i just re imported it until it worked XD
I just re-imported it again for shits and giggles, what's the worst that could happen
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.
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?
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
are your textures compressed in any way? how many lightmaps did bakery create? are you baking reflections as well?
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
you can use crunch. but im wondering how many lightmaps do you need
You can reduce the resolution of your lightmaps. As well as the size.
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?
You probably dont have "light Probes" Basically this allows non static (dynamic) objects to get data from baked light and "light up" based on the closest 3 probes. https://docs.unity3d.com/Manual/LightProbes.html
oh ok, i'll let you know if it's fixed
ah, it's fixed. Thank you very much. Have a nice day!
any of you guys get an error where bakery bakes and then the scene view looks completely black?
game view is lit but bakery scene view wont display any color or light information in the scene view
also no compiler errors
try going in and out of play mode
Make sure that the gameobjects you are using are set to light map static and the shaders you are using also support light mapping
any idea on what makes shadows from baked lights look weird like this?
running on these settings
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!
@sonic star Are the lights spotlights? It might not bounce well on the ceiling, try using point lights
yes, these are spotlights. i'll try switching to point lights and see how it behaves
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.
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?
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
Reduce the lightmap resolution in your bakery settings. And you might have to use compression for the light maps if you absolutely need to
What makes a shader Lightmap compatable?
what do you mean?
I recall a statement earlier about some shaders in environments not producing light maps, like if it’s intended for avatars
Like I couldn’t get a Lightmap to generate on a material for an environment using silents lightramp but it worked on standard
Im not sure, but all i know if it doesnt lightmap, then the shader isnt compatible.
Thanks
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
rtx is a performance
Bakery is amazing aint it? I use the rtx option because its a bit faster and I even think i had trouble baking my lights without that option on
it's cpu bake. I'll try moving some objects around and see if the problem follows them...
Are there any complexities to Bakery or is it simple buy, install, switch engine, go?
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
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.
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
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.
oh cool, i'll look into it soon. I'm taking a break from unity now that the world is finally out lol
But yeah, if I can make it a toggleable effect, that'd be great
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)?
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?
that looks like it might be an issue with the denoiser?
I take it this is bakery based on your previous message?
@lunar narwhal No, this is Enlighten
Also, to answer this question for anyone asking in future, I needed to activate 'Generate Lightmaps' on the import settings for the model.
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.
are you using a mixed lighting set up? that can help keep the shadows in place when the trees are culled
Generally, but shadows are caused by the sun on the trees which seems to always be real-time?
I've got wind movement so I'd ideally like to have the shadows move when they can
if they revert to still when you're not looking that would be okay
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
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.
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
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.
I'll take another look in a moment, I'm just finishing an avatar fix for a friend. :)
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
my character is really dark even tho i have a light in the room, do i have to rebake lights?
@mint cipher have you added lightprobes to your world? to allow non-static objects to receive lightning information
that was the problem thanks
Select the mesh, in mesh renderer enable stich lightmaps and calculate again.
anyone know how to fix this?
when i click generate lighting everything turns black, and stays that way
newb Q: when I move this directional, realtime shadow light I was expecting the tree shadow to change but it does not. It seems the light is always coming from this corner, regardless where I place the light. Any idea what I'm missing? https://gyazo.com/e3317f684c56f1e9f3e42428f1b1b662
moving or rotating ?
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
only the rotation matters on directional lights. "A directional light does not have any identifiable source position and so the light object can be placed anywhere in the scene." https://docs.unity3d.com/2018.4/Documentation/Manual/Lighting.html
ah, rotation changes it, sorry, now I see. 😅 Thank you
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
metalic objects will normally be darker
oh. is there a way to brighten them up?
try changing the smoothness to a lower value. or do that with the metallic values
didnt help. so i removed the metalic map and that seamed to work somewhat. but looks less shiny.
There is a metal basecolor import settings texture, and a metal normal import settings texture. am i putting them in the right spots?
not sure why the metalic setting makes it so dark. like 1 = pitch black. and lower it to make it lighter. lol
thats how metals work
yep. got it down and fixed.
any idea what is causing these weird pixelated shadows on my baked lighting?
these are my lightmap settings
Your 10 texels per unit of lightmap resolution
what would be a good value for that?
40 would help
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
could try the mirror reflections layer
Hmm that’s true, light layer controls the cast shadow maybe
theres technically a properer way to set something up like that. but the simplest way ic is setting it to that layer
all lights have a culling layer method
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
I’ll have to test tonight, thanks for the suggestion
All you need to do is change the mesh renderers cast shadows setting to shadows only
Oh good to know
How do I fix this? If you notice, two objects with the same material has different shades
Does the shading change depending on camera angle ?
Does anyone know how to set it up where emission or lights are connected to audio
thats an udonsharp-audiolink ability
So im guess no sdk2 version?
nope
avatars are dark when in world. even though its lit. anyone know why?
do you have any light probes
Make the material invisible
yes i do. a decent amount. also they connect to other probes that are very far away in different buildings. shoul dthat be happening
Ok I fixed my last issue
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
anyone know how to fix lighting issues like this? Its baked
on the model. did you ever set it to “generate uv lightmaps”?
found it and gurned generate lightmap UVs on
ok. try rebaking them now
it helped but there are still a few spots.
here is the settings for the object
should "swap Uvs be on?
i sent it above,
and should Swap UVs be on?
here it is again.
yea im not going to be able to open thos images. swap uvs dont need to be turned on
how do i send low res then. lol
how about this?
my internet is just way to slow to even send replies sorry. hopefully someone can help you
dang.
well, anyone know how to fix these shadows / spots on the object?
What does the mesh renderer look like
Saw you link one above but it was low res, I couldn’t make out the options
gosh why is bakery so expensive? I wanted to get it but it costs like 50€
The Unity in build one takes like ages to calculate the lighting
and creates weird erros
You just missed the Asset Store spring sale, it was -50% I believe :c
yeah ik
I knew it was on sale but up on today I never had problems with the in build one
normally it took like 4 - 5 min and it didn't create weird errors
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 ❤️
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
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
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
looks like your typical occlusion culling issues
honestly if its just that one object, just set it so that its no longer a static occludee
@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)
just checking, did you remember to bake your occlusion culling after removing the static occludee flag?
i have auto generate on
@slim crescent Occlusion culling does not auto generate
You will want to go to window > rendering > occlusion culling
@sharp robin Oh alright, how do i bake the occulsion culling now?
If you opened that window it has a bake tab
oh found it in the corner 😅
Also a clear option which would let you test if the issue you were facing was with occulusion
well i tried it as mentioned but it didnt resolve the issue :/
Does it only behave like that if its behind that distortion shader then?
no, even if its in direct view
i even tried moving it around and resized, changing materials
Try clearing the occlusion without baking it?
Remove the occludee flag and clear the bake data?
Clearing and then checking would be enough
also should i do that only on the affected object?
If you clear it and it still occurs it would not be an occlusion issue
You have two game objects labeled moon are they overlapping by chance?
i split the front side of it to use it as a emissive material
can try to extrude it and move it slightly to the front
Disable the non emissive part and see if it still occurs?
Oh, yeah... that did the job 😅
Ah alright lol
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.
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
If real time lights appear to be turning off its usually because of the unity limits on them
the pixel light count?
Yeah
hmm as far i remember i have been using 3 or 4 in one room
but anyway, really appreciate your help. thanks alot
Anyone know how to turn of player shadows? It really lags whenever a large amount of players are in my world because of it
@opal latch bake lighting
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
you need light probes to light up dynamic objects such as the pool balls
i'm guessing you added the prefab after baking lights, so the table itself isnt baked with the lighting too
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
What is it? How to fix it?
are you able to add a point light to the ref camera?
any reason why my light maps are baking funny like this?
the seams?
try stich seams on the mesh for the options if its those hard lines your talking about
if its repeating patterns its due to light maping
basicly the uvs of the light map ya
unity can generate its own light maps
if i recall you generate them on the object itself
when you import in the assets you can click on the object and generate lightmaps
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?
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
yeah its all the textures are uv mapped
ya just let unity generate light maps and also check seams too
but i used smart project i was lazy to actually map it out manually
dont think thats the issue though
ah
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.
This is the uv overlapping view though
never used this b4 i always checked in maya/blender b4 export
having hard time seeing the image too in the other post
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
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
which should be since you been baking
nada
if you have the light maps generated all i can think of is the padding and res to be played with
will have to redo the baking each time you adjust
i have been messing with them but just nothing
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
ok
@fossil temple Looks like a mix of issues but mostly seems low lightmap resolution and invalidated texels would be the main ones
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
low light map res shouldnt be the problem here
Can you change the scene view to baked lightmap
Do all the objects in your scene have generated lightmap uvs enabled or custom made uv2s?
its all enabled
But you have warnings about overlapping uvs still or are they gone?
Change to UV overlap for the scene view
Disable the objects that have red on them and see if you still get those stripes after rebaking
your basically asking me hide the whole scene lmaoo
i made this all in blender
so
Oh ideally you should separate various meshes
i mean they are for the most part
The normal UVs?
sorry idek that. havent messed with uvs until recently
Its fairly easy to do usually just a few button clicks
If you would like to learn more about UVs though feel free to ask
it be a hand but im having a rough time focusing
i got messed up last night and i still feel it lol
Ah lol alright
Feel free to @ me or dm me if you want some pointers on how to go about it
my point light stops lighting the ground when it gets duplicated more than 3 times
@opal latch Each mesh can only be lit by a limited amount of realtime lights at once
@sharp robin even when I set them as baked it still stops working after 3
Setting them to baked is different to actually baking the lighting
So If i were to then bake the lights they would work or?
Yes
I don’t understand why the light bakes so badly?
This is the no-bake option.
And this is with baking
It doesn't matter, the same result was with the maximum resolution.
Are those statues lightmap static with generated lightmap UVs ?
Looks like no..
Well then it's not going to bake much
Did you generate lightmap UVs ?
I do not see such a setting
On the mesh asset itself
I quickly realized that lighting is like half of what makes a map look well
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?
yep
Seems kinda hard to get proper lighting going on, does anyone have a proper and good guide?
When I move my head the colors/light change, why is this?
Can you record a video of your issue ?
any vid tutorial bout bakery tool?
Bakery has very lengthy documentation
Import, add bakery light component to your lights, press render
Silent's guide covers bakery https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Light-Baking
ty
I will try if the camera picks it up!
my OBS doesnt pick it up but Im sure its something in the material since it only does it with this material
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?
Multiple post processing volumes
Got it, thank you!
should make everything static?
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 ...
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?
I imagine reflection probes are probably the way to do it but i'm not 100% sure
Proper pbr materials and proper lighting setup
is there a way to use more than one light map per unity scene?
There's no limit on lightmaps you can have
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
In the editor everythings is right
Nvm, I've just updated my world and now the issue is gone!
Does unity make separate light maps for each mesh objects?
im trying to learn how to make them higher quality
im using Bakery GPU Lightmaper
You increase texel count or increase scale on lightmap in the object's renderer component
oh okay, whats a good number for the texel count?
Dunno, what do you have atm ?
it was at 20 texel
what kind of world are you making ?
simple appartment world
has anyone tried to just apply pp on a camera and not the reference camera? was thinking of making a camera with different filters
Why ?
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
I mean, just use global post processing volumes
why wall edges r noticeable with bakery (looks fine with unity lights tho)
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
Did you bake them ?
yeah
actually, mabey not? do you have to bake the probes?
guess not because there is no option to bake on probes
That's part of lighting bake process
Create a cube, move it around, if your lightprobes are baked then the object brightness/color should change appropriately in your world
found the issue, i was dumb
turns out it doesnt matter how many light probes are if every little dot is outside the building
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...
Show your lighting window ?
ok that's bakery, can you show the unity lighting window
and now scroll all the way up
hahaha how would i fix such a thing
ohh okay, i just thought bakery took care of all of this
Also turn down your texels in bakery, 160mb lightmap is a ton
Did you add a bakery skylight component ?
If your world doesn't have an outside i'm not sure it's necessary
i was having issues with some pix-elated lighting so i turned it up a lot
Did you generate lightmap UVs ?
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
would it be easier to just remove the skybox? I had plans for it, but theres no need for any light from outside ( as the whole world is inside w no windows)
You just need to change from Skybox to Gradient at the top of the settings
alright, thank you! ill turn the pixels down too
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
@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
check your crash log ?
crash log? i've never heard of that before
How would I fix the lighting up at the ceiling with an area light?
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
Did you rotate the other one ?
Yes
If it's in the ceiling then it's not going to light up the ceiling
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 ...
On my platform mesh, despite having generate lightmap uvs on, those specific verts on all sides have issues being baked correctly, using bakery
Wdym baked correctly ?
on the mesh renderer, you can open the lightmap
the way my lights are positioned just causes issues on the bevels
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
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
ok thanks
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
Why is it realtime ?
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?
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...
Yeah that's not what they were made for, reduce the resolution, baked it and then adjust your materials
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
You also need cube projection if you want a specific look
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?
Do you mean the"box projection" option?
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?
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
I'm new to making worlds, what's this splotchy pattern that appeared on this building after baking?
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?
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.
That option needs to be enabled manually on your asset option, unless you have a specific second UVMap dedicated to your lightmap
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.
That option is only visible when selecting the object in your assets
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?
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 ?
Might wanna check the basic steps here 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 ...
This is how it appears in the project window, the file is Root_Garage2.fbx, which contains multiple objects within.
I can only click "Generate Lightmap UVs's" when I select the Root_Garage2.fbx and not the children.
So yes, I generated lightmap UV's on the whole thing.
No errors in the console, it appears to be a valid shadow, just a very strong and awkward one.
I'll check out the vid.
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
asking as well but hopefully your mesh compression isn't set to high
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?
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
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
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.
It should not take that long of a difference no, but it should be slightly longer
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?
You'd need two objects yes
But again, realtime probe will really negatively affect your performance
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?
just a hunch, does it happen if you remove those stools?
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?
Standard shader on everything ?
Yup
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.
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
i cant use bakery lights for like slider to adjust the brightness ?
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?
i mean with mixed light not baked
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
yea its works with unity light but not with bakery
welp. all i could suggest is the GI idea
idk how to do it tho new to udon
i honestly also dk how to change GI with udon. id consult the unity C# docs for lighting and see if anythings there
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
hm then i can use unity mixed light and render it with bakery?
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.
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.
question about bakery the wall texture https://i.imgur.com/qasX9xc.png
after rendering with bakey looks like this https://i.imgur.com/oUYvBtk.png
with unity lighting looks fine
are you using RNM/SH directional mode?
if you're using RNM/SH you need to use this adapter by merlin https://github.com/MerlinVR/VRC-Bakery-Adapter
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?
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
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)
@polar hazel Though look like some cool avatars. Would be keen to see if you have a current build of that world up!
I have one to show you in my old building but have all same stuffs and updated.
That's fine! :) DM a link or what not!
yo for some reason my lights keep flickering when i look around anyway to fix this?
also is there some way to make emissives have some sort of bloom without making it a post processing filter for the whole world?
you could try fake bloom! it alow appears you didnt bake the lighting, so any extra realtime lights are going to flicker
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.
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?
Are you using light probes?
Yes, light probes are set up
Combining baked and realtime GI?
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.
In Bakery's settings, is the "combine with enlighten realtime GI" checked?
It isn't
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.
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.
It won't.
Mm well then I have no clue what to do going forward, this is the first time making a world.
You're seeing something similar to this, right? Before entering play mode:
After entering play mode:
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..
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.
Ooh. Hmm. I haven't even pressed play mode so not likely.
The only source of light here is the sun; the orange glow is from the emissive lamp on the wall.
I will keep that in mind going forward though.
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.
Light probes are the issue, I'm an idiot haha.
The closest probe was under the table, where shadows were casting.
Just placed a second one right above the table and it seems to work fine now 😭
Nice 😄
thanks this helps a lot
Now hopefully your light probes won't delete themselves as soon as you try and build 🙃
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.
What GPU?
1070
Shouldn't take too terribly long. May consider adjusting lightmap settings to lower resolution while you're developing, then increase for final build.
Might do, yeah.
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
Does that work very well? Friend used it during last year's sale and it never worked properly for him.
I believe it only works with RTX GPUs
He had a 20xx series, but it would just display a black or gray world (been months so idk anymore)
Fair enough haha. Might get it when I upgrade gpus anyways.
All I know is I want it but don't think it's worth $35 on top of the $55 for Bakery 🙃
how i can make specific light effect on players with bakery?
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
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 ...
It was not but i turned it to static but that didnt change anything sadly
you have to bake again@paper gust
ahh ok
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?
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
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?
Depends on the shader as well
I just have a single large light probe in an area, would that be a problem, with a directional light
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
I've been just using one probe in each major location, so yeah definitely wasn't using them right
yeah you definitely need a lot more of them than that
Any downsides to having excessive amounts? just a longer bake, or does it contribute to file size?
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
Do light probes only affect mixed lights? or would area lights also give light to dynamic objects then?
typically the dynamic objects would be entirely lit by the Light probes
How much of a difference is there if I select gpu, cpu, or enilghten for the final process?
@undone flower You probably want Enlighten regardless as the other two can often crash and fall over.
Especially if you have lots of lights
I've been having the crashing problem for a while lol. fixed it though, thanks
Enlighten I've found hasn't tended to crash. Takes a while, but its more stable.
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?
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
i have 1 problem, light in my room is still there meanwhile its only 6x light sources, my avatar is just black
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)
baked
have you set up light probes in your scene?
ah sorry lakuza, didn't meen to ping you.
@mint cipher
😄
XD
but still its problem where everything is lit, not even pure black
what are your bake settings?
lights in corners
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?
so randomly when doing lighting, it started getting stuck here like this
any suggestions?
its static, i cant even change values of light now to check realtime thing
hmmmm ... I think you need to be more clear in what you mean.
I assume that you're changing the values of the lights, but that doesn't immediately change the appearance of your scene. correct?
The changed will only appear once you bake your scene via the "Generate Lighting" button.
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
Is that bakery?
yep
\
that point light is not static...
I think you can turn off realtime global illumination here
I dont think setting lights as static do anything
You'll need someone who uses bakery, but I hope you find help! I'm on an AMD Gpu, can't use it >.<
ah darn :/
also theres no reason to use shadowmask if you're not using mixed lighting
really frustrating issue bc now I can't upload world anymore
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
yes i know but still everything is lit meanwhile i dont have light there
point lights dont need to be set static
you just set it to baked
oh cool! learned something.
did you add any new mesh to the scene before this bake?
