#world-lighting

4 messages Ā· Page 21 of 1

obsidian holly
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I'm wondering if you have a mesh which is really large for lightmap

lunar narwhal
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Like I said, you need to have light probes for dynamic objects and player avatars, otherwise they will not be lit, and I believe fall back to scene ambient lighting depending on the shader? and your ambient lighting is pitch black.

mint cipher
lunar narwhal
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did you rebake after changing the settings?

peak nimbus
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I don't think so? Ill keep looking through tho, I changed a few meshs to box colliders instead but besides that I don't think so

obsidian holly
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might be worth trying a lower texel count

lunar narwhal
peak nimbus
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it does this until 10 percent and then just sits there

lunar narwhal
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how long did you wait?

peak nimbus
lunar narwhal
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try restarting the editor, and check if any of bakery's processes didnt close properly, as i've seen them do that sometimes causing issues with subsequent bakes

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also lower your bake settings, bounces and samples to minimum just to see if the bake goes through first, and like lakuza said lower the texels too

peak nimbus
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gotcha

mint cipher
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ohh nvm its fixed

mint cipher
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realtime

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baked just nothing

green vault
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is the light source set to baked? is the meshes set to static?

mint cipher
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lamp + wall mesh is set to static

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or, maybe object which is in light source just cant bypass light?

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what i need to make idk, mesh which ignored bake or shadows

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i need to disable cast shadows on that object?

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or yeet static

mint heart
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I'm having an issue where small white spots pop up in areas that should be pitch black after baking. Any ideas as to what is happening?

mint cipher
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why ping???

mint heart
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I accidentally had the message as replying to you for some reason

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Sorry

mint cipher
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i using SimpleLightProbePlacer but uhm

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nvm

elder merlin
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Hey so I'm having a weird issue with baked lighting

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Baking lights gives me this

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okay, sure

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I press build and run and get... this.

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(I realize using area lighting like this is wrong, but that was a sanity check as point lights were doing the same thing)

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here it is with just 1 area light while running, still not correct

modest vapor
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Check the tutorial pinned in this channel

elder merlin
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20 minutes long, oof

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alright

elder merlin
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I keep getting [PathTracer] Failed to add geometry; mesh has unsupported vertex data (vertex channel 1 data type 1)
when trying to bake

fiery cape
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I've never heard of that one before...

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(also @elder merlin that pub/bar looks very nice so I hope you get it working. šŸ‘)

golden stone
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Is there a method for one set of light probes to receive information from a real time (mixed) directional light, but another set rely on baked lights? I have bakery available

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My use case: two areas, one outdoor and one indoor. Indoor needs to rely only on baked lights, outdoor has a real-time directional light that turns off when a player goes indoor. My attempts so far is just excluding light probes from the outdoor scene completely. I’d prefer baking outdoor lighting but I don’t want shadows on outdoor geometry, I want flat lit lighting for a toony look outside, not sure how to achieve that without a real-time directional light.

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I can’t bake outdoor probes with the real-time directional light on or the indoor probes get that information. Can I use layer masking for baked lights and light probes for indoor light? Or bakery may have some other light group option. It could be that I fundamentally misunderstand outdoor lighting but I need it not to be lit when indoors other then by the baked light sources in the indoor area

modest vapor
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Why do you need light probes with realtime lighting ?

golden stone
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I was running to the issue of avatars being fully shadowed but I suppose that’s leaving a light probe on when I could just disable them all in the outside area. I’d rather go full baked lighting but want to keep a consistent outdoor illumination. Would that be one giant point light in the outdoor area? I want flat indirect lighting like if it was global illumination, but wouldn’t that affect the interior area? Maybe that’s the better question.

modest vapor
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If it's a point light you should have enough control to have it not bounce in your interior areas hopefully

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Do you have bakery preview ?

golden stone
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I'll play around with ponit light settings and come back if there's issues, apprecaite it

mint cipher
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Why my lighting messed up today

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was fine yesterday

formal spindle
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How can I fix light bleeding through the walls

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kinda like the above image

fiery cape
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Check for incomplete or very thin meshes?

formal spindle
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walls are .1 meters thick

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I have snapping on so everything is actual perfect meshes with probuilder

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2 selected objects to show

fiery cape
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Hmm.. not certain myself then as to what could cause that :/

formal spindle
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could the lighting itself be the issue, I did just throw it on so I can test the world

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probably 8 point lights with baked lighting

sharp robin
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@formal spindle Increase lightmap padding

formal spindle
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how do i do that

sharp robin
formal spindle
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thank you, that got it

green vault
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what are good "field of depth" settings for vr? just curious if thats even a thing now that im asking lol

neat rivet
green vault
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ok cool

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i saw it existed on pc post processing and was messing around with on desktop and it seemed pretty cool

neat rivet
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Anything screen effect except for color related are bad for VR

mint heart
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Anyone know whats going on here? I'm getting these spots all over the map in areas that should be dark

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Really prominent here aswell

modest vapor
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Did you generate lightmap UVs ?

mint heart
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Yeah

modest vapor
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What are your lighting settings ?

mint heart
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I'm rebaking now, but the image had indirect set to 175 samples and 2 Bounces

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And no filtering

modest vapor
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15 texels is pretty low

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Also, are you using mixed lights ?

mint heart
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Baked only

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Realtime GI is off

modest vapor
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Shadowmask is probably not what you want to use then

mint heart
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But would that cause those issues?

modest vapor
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With Unity, you never know

mint heart
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Which one would you reccomend then?

modest vapor
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progressive CPU or enlighten

mint heart
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I meant Lighting Mode

modest vapor
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ah sorry, baked indirect would probably be cheaper

mint heart
modest vapor
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You tried with more than 2 bounces on shadowmask before btw ?

mint heart
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I had it set to 2 bounces and shadowmask

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Its also worth noting that the emissive materials no longer seem to be baking

modest vapor
mint heart
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I'm trying a bake with it set to shadowmask wuith no bounces

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see what happens

modest vapor
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Well, no bounce will be awful

mint heart
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Well the one with those white spots is no bounce and looks alright save for that spot issue

modest vapor
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and you're certain that those pieces have generated UVs ? Did you check the console after bake ?

mint heart
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Checking UV Map mode shows they are properly mapped

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I wish I had an Nvidia GPU so I could use Bakery

modest vapor
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UVmap isn't UV lightmap

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If you didn't enable the generate lightmap UV checkbox on the mesh asset, it most likely doesn't have

mint heart
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Oh yeah I have it set there, just had to reimport it a day ago because of some funky normals

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I'm running another bake now with 1 bounce and Baked indirect setting to see if bounce is related to my previous spotted walls issue, as well as the emissives issue

mint heart
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@modest vapor Bake finished last night, had the same occurence with 4 bounces, so it appears to be linked to that

modest vapor
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Did you check your console after that bake ?

mint heart
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No errors

modest vapor
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Should be warnings

mint heart
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What settings should I use for the generate UVs option?

modest vapor
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Default should be fine

limpid jewel
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Hi

paper gust
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Heyo i have a flashlight in my world and it does what it is supposed to do but at the same time it also shines throught the wall for whatever reason any idea what could cause that

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If yes pls ping or dm me

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^^

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Like its still visible behind the wall

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And i also have this problem where light shines throught the wall in general and sometimes it glitches out and lights more than it should

paper gust
thorny zenith
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does anyone know how to fix this? the light blinks when i move my camera, and i want it to be turned on always instead of blinking

forest relic
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yo for some reason my light map keeps like having these weird spots anyone know how to fix it?

opal latch
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This might be because of over lapping uv maps but whenever I bake my lights the entire map turns the color of the lights

shy root
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"No Probes in LightingDataAsset", does anybody know why im getting this? @modest vapor

mint heart
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@modest vapor I increased the indirect samples and it fixed the spots everywhere and overall looks good, but I still have those random fill lit areas that make no sense

modest vapor
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What if you added a super low intensity light that faced that area ? Maybe the lightmapping calculations would be different enough

mint heart
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I thought about that, guess its time for another 18hr bake

molten night
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Question regarding baking. I have a world that I'm currently using Poiyomi's toon shader for to achieve a very stylized toon-ish look that's similar to another game, I currently have one directional light in the scene, but would like to cut it out and use just baked lightmaps. Baking seems to be much more pbr focused. In this situation would it be better to just stick to the single directional light?

modest vapor
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You can still bake and achieve a toony look

molten night
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is there anything explicitly different that needs to be changed in the process to achieve that?

modest vapor
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Not really, but very stylized toon maps may often draw their own shadows if they're very specific ?

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I'd suggest you look at maps from BlueASIS

shy root
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how would i fix this error, im not to familiar with this stuff...

forest relic
tiny holly
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Anyone have a recent tutorial or a tip on how to get transparent images portions to show up in vrchat instead of a grayed-out portion?

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/goes back to stare in the mirror...

opal latch
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Anyone know how to fix light transport Job failed

modest vapor
# shy root

Can you show your settings in the mesh renderer component of your static objects

modest vapor
lone forge
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Anyone know how to add flashlights to my world?

mint heart
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My world has been baking lighting for 22hrs. The joys of Unity, I guess

modest vapor
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What's your world ?

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Might want to buy Bakery if you have an NVIDIA gpu

fathom island
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i have no idea why but area lights do practically nothing in my map, and point lights make everything absurdly bright

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every other area light in the map uses same setting

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only thing that seems to work on bakery are just emissions and shadows

modest vapor
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Raise the intensity ?

fathom island
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That seemed to fix area lights

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now just need to fix whatever goings on for point lights

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they are still absurdly too bright

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only seems to affect spotlight as well as point lights as far as i can tell for me

fathom island
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thought it was lens flare causing it, nope, seems to just be directly from the custom point/spot lights for bakery, cant find a fix for it. using a 3070

fathom island
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Narrowed issue down. Seemed to just be because multiple meshes in the scene were using high compression, completely destroying the lights

mint heart
wary sonnet
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I have a dynamic light that shows up just fine in the editor, but it does not in game. any idea how to fix this?

sharp robin
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@wary sonnet Pixel light count limit or accidentally marked it as editor only?

wary sonnet
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thx @sharp robin will give that a look

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another question, the unity default speedtree assets are not looking right for me after light baking. What's wrong here?

sharp robin
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Very likely UV issues

wary sonnet
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but what kind ?

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how can a standard asset have UV issues?

dreamy meadow
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I googled and just found a bunch of old forum posts saying unity speedtree doesn't support baking. Not sure if that's still true

sharp robin
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I know have managed to bake them before but it was a big pain from what I remember

wary sonnet
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huh thats so weird

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do you guys know anyhwere to get trees that do work?

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i cant seem to find any with reasonable polycount

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been looking for months

dreamy meadow
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Maybe like bake the shadows on the ground from them then revert to lightprobes for shading the trees themselves

wary sonnet
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the conifer bakes fine anyway

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its just the broadleaf tree that doesnt

fiery cape
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Hi all, trying to get setup with Bakery on an existing world project but getting a crash and not finding any errors relating to it online.

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IndexOutOfRangeException: Index was outside the bounds of the array. ftBuildGraphics.CalculateHolderUVBounds (ftBuildGraphics+ExportSceneData data) (at Assets/Editor/x64/Bakery/scripts/ftBuildGraphics.cs:3120) ftBuildGraphics+<ExportScene>d__203.MoveNext () (at Assets/Editor/x64/Bakery/scripts/ftBuildGraphics.cs:5957) ftRenderLightmap+<RenderLightmapFunc>d__263.MoveNext () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:4843) ftRenderLightmap.RenderLightmapUpdate () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:4247) UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:200)

fiery cape
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Ah, looks like it was a bad model I'd imported with poor UV's

mint heart
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I regenerated lightmap UVs and still am getting things like this. It's starting to piss me off

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That area looks like this in directionality

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In all four places this occurs directionality looks different

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There is no UV overlap either

dreamy meadow
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I usually just give up on the unity uv generator and provide my own

drowsy furnace
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How do I make baked shadows not have full (solid black) intensity? I have them set to be very subtle when on realtime

modest vapor
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Light strength too high ?

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Do you have an actual skybox or chose color ?

drowsy furnace
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I'm using chose color

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Tried ambient color, no dice

modest vapor
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The realtime shadow color is probably the cause

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Is it possible you have both ?

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Also you want much lower texels

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like 10 since it's a lot of open areas

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and enable lightmap compression

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Indirect intensity at 5 might be unnecessary too

drowsy furnace
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Sorry, left random values in an attempt to change shadow intensity. i have only a single lightsource, it is directional and set to baked rather than mixed

modest vapor
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oh

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you have bounces set to none

drowsy furnace
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What i find is bounces make everything super dark, can't figure out why. i'll try again

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even just one

modest vapor
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So you're not getting any indirect lighting

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Try with at least 3

drowsy furnace
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Yeah, i couldn't figure that out, adding even 1 bounce makes everything black. here's 3

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(bake is finished)

modest vapor
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Ok that doesn't look like a color issue

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Make sure you're not missing a very simple step

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Hopefully it's not a shader issue

drowsy furnace
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it's standard :X

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I ditched Poiyomi to simplify the amount of possible problems

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Watching tutorial, thank you

modest vapor
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np, feel free to ping me for any question

mint heart
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@drowsy furnace I've had that issue occur on materials where the checkbox for specular highlights I think is unchecked

drowsy furnace
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oh interesting, I do indeed have it unchecked

fiery cape
mint heart
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@modest vapor The artifacts disappear if I turn off directional lighting, and nothing significantly changes in regards to the lighting quality, aside from emmissives being more effective. I think for now I'll just upload like that, until I figure out why the directionality is messed up after baking. You have any ideas as to what's going on? I may just try to make a Lightmap UV and import it at this point.

dreamy meadow
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Anyone ever have an issue with bakery where whenever you click Render Light Probes, it tells you that the scene has changed since the last render? It's happened in multiple projects to me. No matter how many times I render, the error comes up and prevents me from rendering light probes

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I eventually worked around the issue by just altering the bakery code to skip the validation step.

golden stone
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Happens to me all the time, couldn’t find a way to stop the error

modest vapor
formal spindle
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still getting light bleeding even after increasing padding

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Changing bias to 0 on point light fixed it, but is that the right thing to do?

modest vapor
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light bleeding ?

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Connecting your meshes is how you fix it, 40 texels padding is insanely high

formal spindle
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the light seeping through the mesh

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I been using snap, so it's perfectly connected

modest vapor
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snap isn't connected, it's snapped

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connected means they share the same vertices

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so that there isn't an actual separation between the two meshes

modest vapor
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In blender you merge vertices when they're in the same spot, then you don't have spaces in between meshes

exotic abyss
golden stone
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ah makes sense

rustic cypress
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How can I make the world lighting make players look brighter?

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just players, I don't want to change any lighting in the world itself

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just wanna light players up because as of now you literally can't see anyone unless they have some sort of emissions on their avatar

formal spindle
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watched a tutorial on baked lighting and this was the result. though they didn't go too detailed in what everything is and what not

twilit lily
twilit lily
mint cipher
modest vapor
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With a single realtime light ?

mint cipher
modest vapor
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No, but make sure those meshes aren't z-fighting either

modest vapor
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meshes overlapping

mint cipher
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oh i see

mint cipher
modest vapor
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Does this also happen in other specific places ? And does this happen in vrchat ?

mint cipher
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each location on their own has perfect lighting/shadows when at 0,0. its only when they are moved that it does this

modest vapor
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The further away you are from the 0, the likelier it is for that to happen afaik

modest vapor
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it's called floating point precision

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There's a vrchat world demonstrating the effect

mint cipher
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is there a way to work around this?

modest vapor
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Not having each zone that far away

mint cipher
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hmm

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ok

modest vapor
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If each zone has its own skybox, then you could have some above or below your 0 point too

mint cipher
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ok ill try that

dawn latch
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my ligths are flashing when i bild and test , can someone help me?

dusky chasm
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Bake them and the problem will go away

winter mica
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how you control light color from a video source or a stream the one that works by scanning a specific point of the screen

dawn latch
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thanks

exotic abyss
zealous holly
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should i be using multiple light probe groups for one building? or should I have one per building or one for the whole world?

supple loom
zealous holly
supple loom
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Well technically yes but the overhead is so negligible I wouldn't worry about it, if having multiple groups makes it easier to work on setting them up in your case that would make more sense to do

agile plover
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Morning everyone, I am having an issue doing the postprocessing bloom on certain geometries to it glows around. When I installed postprocessing latest version and set up everything, when i clicked the new button i got the error. Therefore I had to create a postprocessing profile. Unfortunately I still cant get bloom to work inside unity like in the tutorial below. I am doing every single step, including choosing water in layer, have emission, etc. I am using GPU bakery, dont know if that is an issue?

paper gust
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im working on a world and i have glass but when the light makes a shadow it makes these weird dots any idea why ?

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Only if i use hard shadows tho

green vault
true herald
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Anyone know why this is happening with my reflection probe at all? I'm getting these weird artifacts, and the bake is taking forever compared to my other worlds which happen almost instantaneously, it's not set to realtime and is baked lighting.

real crag
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how do you suggest i light up this building outside?

gleaming quail
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why does the neon light look different in-game?

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I want it to be like the second picture

craggy matrix
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Gonna hazard a guess that this is a post processing issue - did you put the camera into the vrc scene descriptor's reference camera field?

sick barn
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I'm not sure why my materials look exactly like how I designed them in substance when in the unity editor (and the unity play mode) but when in vr chat it looks really dark, any suggestions?

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In Editor

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In Game

twilit lily
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what shader are you using? maybe it has to do with that?

sick barn
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Unity standard

twilit lily
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do you have a roughness map?

sick barn
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Yes, Though thinking about it I didn't double check substance exported it properly packed I just assumed as I exported for unity it was but let me double check

twilit lily
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you could try using the Autodesk Interactive shader, it has a Roughness node

sick barn
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I tried exporting standard pbr textures from substance and used the autodesk interactive shader and again it looked fine in the editor but in game it actually looked even worse

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I tried going into ps and manually packing the texture and it still didn't work but then I noticed unity didn't show the alpha in the texture preview so I exported it from ps again as a tif

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Now i'm just back to where I started lol, fine in editor dark in game

hard wyvern
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So the question is kinda

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Why would the metal be perfectly fine in unity but not VRchat?

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And how would we fix that?

sick barn
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I made a test material, this is in editor

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This is in vr chat

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It's something about metallic, I'm just not sure what

mint cipher
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Before baking lights, I have point lights with a nice yellow color to them when they hit surfaces but when I bake them they all turn into white light. Is there something I'm missing? I followed a tutorial video but theirs stayed yellow aha.

frozen crypt
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Hi, I'm new to bakery. whats a reccommended texel limit for outdoor areas with bakery?

opal latch
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Whenever I try to bake lights it instantly completes and the lights turn off. There are no overlapping UV maps. So idk what the problem is

mint cipher
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Yeah mine just started dong that too. I bake, no lights. I delete all the lights and hit undo and it shines like normal. But then when build and test without baking, or baking again. No lights. At least before I had white light, but now none hahaha

frozen crypt
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damn i added 40

frozen crypt
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do you have a youtube video on bakery you recommend me to watch? @modest vapor

mint cipher
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I created a new object and baked light over it and it's fine. So my room is messed now somehow. Only thing I did was change the textures on it because it had some bad ones but it's also all merged together. So I dunno if I have to start a new world, bleh.

modest vapor
hard wyvern
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Is there a reason it takes 10 million years to bake lighting when I have the settings turned down?

green vault
hard wyvern
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The pc we are using was top of the line before the 30 series released in every aspect.

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13-14 minutes to bake. What is this....

green vault
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still many factors exist

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13 minutes sounds reasonable. even if it is gpu

modest vapor
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13 minutes is very fast with Unity

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It takes some people entire nights

green vault
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^weeks

mint cipher
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mine takes 10 seconds, but I only have a few lights heeeheee

patent tartan
# sick barn This is in vr chat

when u are using materials that have reflective properties it is incredibly important to have reflection probes in your scene. otherwise it has notjing to reflect

hard wyvern
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He ended up fixing it by making his own metal shader

forest relic
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quick question, when you bake lighting in unity does unity look at the entire objects UV map or the individual materials UV maps?

modest vapor
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Unity object lightmap UVs

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they're different than normal UVs

forest relic
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so... how exactly does it work then

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or rather does it matter if my objects UVs are overlapping for when im light baking?

modest vapor
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Did you enable "Generate lightmap UVs" on your objects ?

forest relic
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no i dont think so

modest vapor
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You're missing the most basic step then, would suggest you watch this

forest relic
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i probably did but idr

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i need to reimport my shit to unity anyways but thanks for the advice

mint cipher
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so im having an issue with the lighting

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when i do the bake lighting it dosent look like it does when the lighting isint generated

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this is how it looks normally

modest vapor
mint cipher
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never mind

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i have found the solution its because i think i did the light mapper to low but now it looks great

mint cipher
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I seem to have a probe that makes it so that I can't see new objects because of the big white ball that goes onto it. But even deleting all my light probes or hiding them, it remains. Not sure how to get rid of it and see what I'm doing haha. Any idea?

supple loom
mint cipher
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weird, the probe covers a small area but the white ball goes infinitely into space, ill have to disable it that way then

supple loom
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It fully depends on how you have your gizmos set to display

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I can't verify since I'm on my phone but you might want to turn on 3d gizmos and turn the size down

mint cipher
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probably default, I've only been using this for a couple of days. Never even heard of gizmos before.

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I've been baking these lights using color temperature and nothing has been baking the color since I started but baking white, which ended up working with the colors I ended up using. And then now, one row or lights finally decided to be the color temp I chose and it doesn't match aahahah

astral flower
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anybody know how to have distance shadowmask on bakery work in vrchat? I have a world setup to use this with a direct light. in the editor everything looks as it should. moveable objects are lit and shadowed, but when testing in vrchat, the direct light ignores all geometry and casts light on all movable objects regardless of if they're behind a wall

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I just took a look at vrchat quality settings. are vrchat's quality settings forced to be on no matter what? it uses shadowmask, but not distance shadowmask. Am I not able to change this?

opal latch
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anyone know why this happens when I bake lights? No overlapping UV maps

lost tulip
#

hmm

drowsy furnace
#

It may or may not be noticeable and it may not appear incorrect on every bake, but it will technically be incorrect. Best to address all those warnings

twilit lily
viral igloo
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I'm having a bit of a problem with a shader only being visible if it's in the path of a spotlight. As soon as the spot is disabled that shader can no longer be seen...tried a few different layers and can't seem to pinpoint the cause of this

modest vapor
#

what shader is that ?

patent tartan
#

I had this bloomy ass effect happen to me so many times, clear lighting data and rebake and you should be fine. that is assuming its an issue at the bakers end

crude bison
#

having issues with lighting cookies, anyone ran into this? Can't get them to work at all.

agile scroll
#

I'm trying to get my world lighting to... work like, at all with quest safe shaders... for the quest version

fallow lark
agile scroll
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currently, I'm just trying to get the quest avatars in the world to not be pitch black or blinding white

fallow lark
#

make sure you do baked lighting

formal spindle
#

how can I make an emission material in unity

fallow lark
#

you check the checkbox in the materials for is emissive

acoustic moat
#

What has more graphics, bakery or unity default lighting?

formal spindle
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I saw the checkbox for it but no value to change intensity like in a video I saw.

torn rock
#

How do I fix the light that leaks through the corner?

modest vapor
#

Merge the vertices in blender

torn rock
teal star
#

But I just re-customized the sky to completely remove all red and it doesn't do a thing when re-baking the reflection probe?

#

or...not? I just disabled my reflection probes and even my sun, and everything has an orange-ish hue. What the heck is causing this lol

#

alright, guess it's because of using skybox for environment lighting, but that still doesn't explain how the blue is coming out as red lol

#

AHA

#

I don't know when or how

#

But I guess a long time ago I generated lighting then I never did it again

celest kestrel
#

i have a spot light here @modest vapor

modest vapor
#

try with directional light

shy root
#

does anyone know why the only way i can bake through bakery is combining with enlighten GI

modest vapor
#

Unity tohrushrug

formal spindle
#

I can't get the emission material to work. no intensity input except when I click hdr thing below emission. and it still doesn't change anything

modest vapor
#

Why are you trying to light up a room with emission ?

formal spindle
#

yeah

#

is there another way of doing it where a light can be inside the fan mesh and pass through it

formal spindle
#

what should I be doing

modest vapor
#

Yeah, have the fan mesh not be static lightmapped

formal spindle
#

I'm not sure what the whole static thing was for

modest vapor
formal spindle
#

so i did that, made everything but ceiling fan static with a spot light in it. now its doing that splotchy thing again

modest vapor
#

splotchy ?

formal spindle
shy root
#

wait ruuubick is this a known issue? it says my lightprobes arent there, but the enlighten renders them immediately

modest vapor
#

Did you generate lightmap UVs ?

shy root
#

yes

robust sapphire
#

bottom right is what players see, the main view is what i see in unity...
can anyone help me figure out how to fix this?
what im trying to do is have post processing, for having bloom within my world ><
please and thank you ><

fiery cape
true spear
#

After baking the lights in my world everything looks darker. In some places materials look dark while in others they look lighter/normal. How do I fix this?

fiery cape
#

And also, if you have post-processing enabled, with correct lighting information it will start to adjust the relative brightness of objects to provide a better HDR appearance. Because you can't get brighter than white except by making everything else look relatively darker.

true spear
#

They're not metal, and I don't have post processing enabled

#

Guess I'll just try to do the lighting again

#

It's my first time baking lights so I most likely just made a mistake at some point

wet void
#

Do multiple spot lights work together? In unity it appears only one is lit at a time, and when they’re both in view it’ll only show the new spot being active

fiery cape
modest vapor
#

You probably have too many realtime lights in your scene, you'll have to bake

wet void
#

I only have four, one directional and three small spot lights

modest vapor
#

yeah four is the limit of realtime lights

#

they'll probably cull each other

wet void
#

Yeah, had to get rid of the spots. They were eating up my laptop.

modest vapor
#

Just bake them lol

mint cipher
#

Any way to get a vrcbilliards table to be lit up with baked lighting? I can only get it to stick around with a mixed/realtime light.

modest vapor
#

Which shader is it using ?

mint cipher
#

Let me see if I can find out, I'm looking but it goes deep.

#

I found for the balls it has particles/standard unlit. I can't find the table other than in the shader folder there is a rainbow colored script for table surface. I never mess with shader on the prefab things but on stuff I make I think I just put all standard ones.

#

I finally found the table in the tree and it says shader:standard

#

Beer pong tables light up with baked, but when you click the root of the prefab it has the shaders right there in the inspector. The pool table doesn't. It's buried way down in the tree. It's the only one mixed light I have tho, so not sure if it's a big deal. Everything else is baked.

modest vapor
#

If the pool table is static then it should just work ?

#

Might need UV Lightmaps to be generated

#

@slender oxide Do you know if people have baked their pool table before ?

slender oxide
#

no clue

#

excuse me if slow to respond

#

football

mint cipher
#

Yeah I tried making it static but it just broke the pool game. Meh, have to live with it I guess haha

slender oxide
#

the table mesh itself is fine to be made static

#

just not the entire prefab

mint cipher
#

Yeah just the table, found out after I hit yes without reading it wanted to apply it to all haha

slender oxide
#

mmhmm

green vault
#

static table will be ā€œstaticā€. try lightmap static

#

thats what i normally did

frozen crypt
#

Stupid question but do you bake with a point light and leave it checked and put it on bake while also adding a bakery script on it? Also Does the directional light need to be baked? I'm trying to learn because I'm very new to bakery

#

Does water need baking? Like a beach scene with a mass plane of water , does that need to be baked or not to bake? I got told to never bake water

#

Sorry if these questions are noob. Again new to bakery

#

Coming out from using unitys lightmapper

modest vapor
#

Water does not need baking

#

Up to you to bake your directional light, whether shadows of players are important to you or not, but even then you could have a directional light just for player shadows

outer crown
#

@twilit lily
i try to rotate game object so the game object rotate light source
but for some reason it wont work

why unity doesn't register that i select game object to rotate light
and NOT the light source rotate game object

why new unity version doesn't support simple thing like this

here:

twilit lily
pine trench
#

Up at the top there should be a button that says Center. Try changing that to pivot

#

Your recording software window is covering it up

zealous holly
#

when I generate lighting for my world it keeps coming out looking like this. would anyone know how to fix this?

fiery cape
zealous holly
fiery cape
#

There's also Enlighten

#

Have you edited your world geometry heavily and not updated your UVs possibly...?

zealous holly
#

oh the light mapper. it is set to enlighten

zealous holly
fiery cape
#

The Lightmapper uses the UV's to arrange the textures it generates correctly. In the same way textures will look bad if you don't tidy up your UVs, neither will your lightmaps

zealous holly
#

ah

#

so i gotta go tighty up my uvs

fiery cape
#

@zealous holly Just doing the automatic option should be enough for most things:

#

Just make sure to select all faces first

zealous holly
#

yes

fiery cape
#

You may then need to adjust your materials after you save and switch back to Unity if you were adjusting tiling etc based on various things

#

And remember, if you need to do something special with UVs, you can have more than one.

zealous holly
#

so, would making my uvs huge be the thing thats causing this problem? or would it just be that my uvs are messy?

fiery cape
#

Can you post a screenshot of what the UV grid looks like?

zealous holly
fiery cape
#

That does look.. not ideal :D;;;

zealous holly
#

the thing is, in order to keep the shingles going the right direction I unwraped from view, instead of doing to auto unwrap

fiery cape
#

Ah right I see.. okay, yes, you'll want to use two UVs

zealous holly
#

I'm pretty much brand new to making maps in blender

fiery cape
#

One moment, making some screenshots for you

zealous holly
fiery cape
#

So I'm guessing you did something like this, you wanted everything in a pattern so you did project from view...

#

But the problem is this has happened to everything else and that's what the lightmapper is using.

zealous holly
#

i see

fiery cape
#

Here in Blender, you can create Multiple UV's, Do something like this....

zealous holly
#

i have made a 2ed uv map

fiery cape
#

click the camera to make it the 'active' one.

#

Select all Smart unwrap

#

You should then get a cleaner look like this:

zealous holly
#

so the uvs should look like this on the 2ed one right?

fiery cape
#

That looks better yes

#

And if you click the camera for each, you should be able to switch viewing between

zealous holly
#

i see, cool!

fiery cape
#

Save the blend file (and export if you do that step)

#

Let Unity reload and it should keep the textures okay...

#

If so, rebake the lighting and see!

zealous holly
#

well if i export wont the roof in unity look like this?

fiery cape
#

Both maps will Export

zealous holly
#

ooo

#

so i gotta use one for the roof and one for the lightmap?

fiery cape
#

The standard shader in Unity will use UV0 (the first one) as your texture UV, and UV1 if it exists, for lightmapping

#

Otherwise it will use UV0 only for both.

zealous holly
#

oh this changes everything

#

thanks alot!

fiery cape
#

More advanced shaders let you pick many UVs

zealous holly
#

i've seen that setting in poyomi but never really knew what it did till now

fiery cape
#

Yup, that's what that does

fallow lark
fiery cape
#

Yeah, the standard shader also let's you use multiple UVs

fiery cape
#

Also, finally, when you import a model, you can sometimes let Unity generate its own lightmap which is normally okay for basic objects and things.

#

But for a complex map, modelling programs like Blender will do a better job.

#

See the two options at the bottom of the import properties here

zealous holly
#

should I make it a separate uv for each part or just have the whole building have a separate uv map for the lightmap?

fiery cape
#

Remember that any objects sharing UVs have to share resolution space

#

When I built my homeworld, the original model was all one mesh

teal star
#

I've heard people talking about using a little fog-light thing to fake light rays through windows and stuff like that... could I use that with like point lights or something to fake a small illuminated sphere coming from a bunch of lanterns or something?

fiery cape
#

So all these walls are sharing one UV and thus its horribly messy and they all appear at lower resolution when I give them a tiled texture

teal star
#

@fiery cape try expanding the size of the UVs so it tiles but with the same resolution texture

#

If UVs are bigger than a texture given, they automatically wrap to the other sides of the texture

fiery cape
#

Now I'm slowly splitting the building up so each wall has its own UVs and its easier to manage. Each different coloured object here is on its own object.

fiery cape
teal star
#

ah, thought you were requesting help lol

zealous holly
#

also, would it be better to have the furniture in my map be separate meshes? so that when a player is too far away or not look at them it doesn't render

fiery cape
#

Plus remember basic optimisation

#

If you have two chairs, you want one chair item

#

And tell Unity 'two of these please'

#

Which is much, much more performant.

zealous holly
#

like station chairs? or model chairs?

fiery cape
#

anything at all...

#

another example incoming....

#

Just gotta load the project, one sec ;)

modest vapor
#

You can group objects and atlas them if they're in the same space

#

Not all meshes need to be their own

teal star
#

^ Also, don't worry too much about joining meshes that are piercing through each other, depending on the situation. It often might actually increase your poly count if you put in the effort to connect meshes together where they pierce

#

Like, still make them one mesh, but don't put in the effort to specifically create geometry where they're fused together if that makes sense?

modest vapor
#

Really depends on the shading type imo

zealous holly
#

i think i did that

teal star
#

Lighting artifacts are sometimes caused depending on whether or not you actually create geometry where meshes connect to each other, but I believe there are ways to resolve those artifacts (like baking lightmaps with AO I think?)... I'm in the process of figuring that out rn

fiery cape
#

@zealous holly Here is my homeworld in Unity... It has these planters and lights. There are three planters and... lots of lights

#

In Blender this is the base main level, those empty objects act as positional placeholders for the planters...

teal star
#

1.3 not even released and I'm already screwing around with 1.4's environmental update šŸ˜… so hard to follow a distinct development path...

fiery cape
#

And on the planter, I do the same for the lights:

#

This lets me use blender's tools to get everything perfectly aligned as Unity is terrible at that

zealous holly
#

that is incredibly helpful

#

cus i got these lights here that i just eyeballed

fiery cape
#

And in Unity here you can see how I've placed the object and then placed the submeshes (and things like lights) in the empties:

fiery cape
zealous holly
#

would unity just know that it has a 2ed uv and use that one now?

#

or is there a setting i need to change that im not seeing

fiery cape
#

It should do yes, fingers crossed...

#

Unless I've massively forgotten something, I've been fighting with lighting stuff myself and trying to get some cool effects going and its been a right pain and lots of waiting around for bakes :(

zealous holly
#

yeah, I plan to have this map be pretty bigg so Im going to have to learn some major stuff here soon

fiery cape
#

I've been trying to have lighting that changes without blowing the performance budget and that's proven difficult because Udon doesn't let you poke all the buttons I'd like to do things like swap between two lightmaps

#

So I've had to fake it a bit...

zealous holly
#

so like led lights that change color? that sounds really cool

fiery cape
#

More a room starting off dark and becoming floodlit when you power up...

#

I've built what is currently just a VERY elaborate Mirror Room. Haha. But my plan is to have tools and have it be like, a nice Avatar Test Facility. :)

#

I keep thinking of a version of line from MegaMind:
"What, what's the difference between this and any other mirror?"
"PRESENTATION."

zealous holly
#

later i wanna make a sort of "raveyard" more of an area that uses audio link but outdoors and a more of fratparty/deep forest party feel

fiery cape
#

You can get a lot of nice effects with careful use of fog and things :)

#

For that sorta thing I'd imagine!

zealous holly
#

lights just finished baking! looks much bettter but...

fiery cape
#

hmm!

#

Getting closer certainly

#

You might want to check for any gaps or holes. Unity is very fussy and leaks like a sieve. You may also want to smart unwrap again but increase the 'margin' value. This will add bigger gaps between the UV islands and prevent stuff on one affecting another

#

I'm not sure what's causing that big honking shadow in the first pic though

#

oh.. except.. the lampshade?

zealous holly
#

....that defiently could be it

#

šŸ¤¦ā€ā™‚ļø

fiery cape
#

Haha :D You could cheat it and set that to not cast shadows

zealous holly
#

thats the plan

fiery cape
#

It will be technically wrong but asthetically nicer

#

If I have an object like that that's very closer to a light fitting, I often tell it don't cast shadows, don't receive shadows as its so close to the light source, you expect it to have no shadows at all.

zealous holly
#

i see

outer crown
#

@twilit lily@pine trench
thank you i will try those šŸ‘

outer crown
twilit lily
#

ayy nice!

outer crown
#

šŸ‘

peak nimbus
#

is anyone able to help me with vr stage lighting here?

pine trench
frozen crypt
#

anyone know how can i fix this issue? all lights are on baked with their own bakery scripts.

#

some avatars are just completely black and some are dark (had friends test the world out with me)

#

again new to bakery

modest vapor
#

Did you read the documentation ?

frozen crypt
#

sorry about that

twilit lily
green vault
#

anyone know how long a 1.12 million polygon structure should take when generating uv lightmaps? it did it in 2ish hours yesterday. but then i was like "this hard angle looks dumb" and i lowered the hard angle and i left it going about 14 hours. and then i just closed unity it nver finished.

#

model was .obj, was too scared to do fbx with such a thick model

#

gah im an impatient little mio. im closing unity and just generating the default lightmaps this time

#

however i would like to know if anyone has like "efficient speed" settings of some kind or is it different for unique geometry

modest vapor
#

Why are you scared of fbx ?

green vault
#

well im not sure if fbx will take slightly longer

modest vapor
#

Fbx will drastically be smaller in file size first of all, and no, it wouldn't be any slower

green vault
#

k. well i started an fbx like 2 hours ago. its still generating

modest vapor
#

Do you need that mesh to be a single one for something ?

green vault
#

i would prefer it be. technically i could splice it for occulsion, but trying to do another single mesh world since the last one i did turned out to be my most optimized map in andoutside of vrc

#

im editing the model again. i dont want it to be in the million poly range

modest vapor
#

4 meshes instead of one won't make a bit difference

#

Also hoping you have a custom low poly collision mesh for the ground ?

green vault
#

was planing on using planes and box colliders for colliders

#

and then combine the collision complex into 1

#

but im still just kind of curious how unity does its lightmap uving since its pretty unhappy with this specific model

modest vapor
#

unity will take a while, so will blender, there's sadly no faster way

green vault
#

as you said that. it finished. i just need to not mess with the hard angle. even though id prefer and smaller hard angle lol

mint cipher
#

Or maybe I'm wrong, because I don't know what bakery scripts are. But normally that's my issue.

spice silo
#

Howdy. I'm working on my first world and one thing I'd like to add illumination from a video screen. I'm just not sure how. I'm using Bakery for my lighting, and the video player is Merlin's USharpVideo prefab.

#

Doesn't seem to be as simple as making a material emissive unfortunately. I'd appreciate some guidance as to not, once again, fuck up my lighting data and have to redo it.

#

I'm learning a good bit by these mistakes but bloody hell j4kSuffer

sharp robin
spice silo
#

Yeah, IDK how to do that with Bakery, and I'm afraid of screwing up the lighting data by following tutorials that don't use it.

sharp robin
#

The bakery documentation should be able to guide you through it

spice silo
#

Well... I hope it's clear enough for me.

sharp robin
#

Then in bakery set it to experimental scroll to the bottom and enable combine with realtime GI

#

Then to make it work for VRChat for SDK2 you will need to add a VRC_Custom renderer behavior component and if SDK3 you use RendererExtentions UpdateGIMaterials

spice silo
#

The component goes on everything affected by real-time GI?

sharp robin
#

Just the screen afaik

spice silo
#

For each screen I have? Or just the main USharpVideo one?

#

'Cause I have multiple screens.

sharp robin
#

You may only need one component

#

Actually it is needed for video players to update properly

sharp robin
#

Looking at Merlins video player he has the GI update included by default so you dont need to worry about that

viral igloo
#

Running into a weird problem....I'm hoping it's a simple fix.... I'm using some shaders as lights, and in scene and game view, I can see them, when I test the world I can barely see them, unless I look in a mirror, then there they are. What would be causing this?

#

Mirror view

#

normal view

normal idol
#

The only thing that comes to mind is maybe the mirror is displaying layers that the camera is not or the other way around.

#

So, I thought I understood how light baking works but apparently not. My lights have their mode set to baked and then I bake them but if I move them or turn them off, they act like realtime lights and the light is clearly not mapped to the surface. Any ideas what could be going wrong? Baking gives me shadows on the terrain that aren't there pre-bake and it looks good besides the lights not behaving properly but the lightmaps themselves appear black using both the built-in lightmapper and Bakery.

twilit lily
#

and did you set the objects to static?

normal idol
#

Lights are all set to baked, yes, and I believe everything is set to lightmap static, though I don't have that top "static for all systems" button checked.

twilit lily
#

and if you are using bakery, the Bakery Point Light component is added to that one light, right?

normal idol
#

I've tried Bakery and the built-in lightmapper but I wasn't aware of this special component. I just got Bakery recently and it seemed to work alright out of the box on other scenes so I haven't played with it much.

twilit lily
#

hmm, the way i use bakery is by attaching a bakery light to the light, then match the realtime light, then disable the realtime light component. then adjust bakery settings and render the scene

#

basically like that on a area light (for example)

normal idol
#

I didn't even know Bakery had its own light components. Probably why I haven't been understanding why people prefer it to the built in lightmapper (other than the fact that it's faster). Thanks, I probably need to go and watch some tutorials to actually learn how to use Bakery. When you say you match the realtime light, do you mean swapping back and forth between them and eyeballing it to see if they look the same?

twilit lily
#

i did a quick n dirty test with 2 lights. One Bakery Point Light and one default Unity Light both set to bake. bakery does in fact only bake the Bakery one

#

only when you select "combine with enlighten realtime GI it will bake Unity lights alongside bakery ones"

normal idol
#

Good to know. Thanks for your help!

rose ether
#

Anyone know a good fix for when you playspace under floor or sit on floor, character goes dark? Seems fine if not sitting on floor. Im using light probes

twilit lily
#

check your lightprobes if they are all within the lit room itself. outside the room (like under the floor) is complete darkness

rose ether
#

Its not complete darkness, just tad darker. You can check at A Quiet Loft.

#

I did thought of new ideas, which ill try.

golden stone
#

If I wanted to clean up the display some some areas of a light map, can substance painter read a light map on a mesh for live adjustments to it, or is there another method to get that type of precision, I don’t have a traditional uv to go by

modest vapor
#

It's a texture so technically yes, same for blender iirc

burnt sable
#

Light baking sucks so much sometimes

pine trench
#

Agreed. Back before I knew about Bakery it took 2-3 days to bake the lights in one of my worlds with the possibility of it crashing partway through :l

ionic adder
#

quick question

#

i use spot lights, and i wanna continue using them, giving my world more detail - anyways

some avatars with some shaders are way too bright because of the spot lights, is there anything i can do about that?

#

intensity back to 1 doesnt help much either

modest vapor
#

Different spotlights affecting different layers

mint cipher
#

My world used to look fine until I upgraded the sdk by deleting all of the sdk folders and importing the new version. I also had to use some repair functions built into probuilder because my material wasn't showing up on one of the faces of a shape I added after editing it. Everything looks fine in unity. It just looks messed up in VRChat.

twilit lily
#

rebaked lights already?

mint cipher
#

yes

forest relic
#

hey, ive been trying a bunch of different stuff with light baking lately and i can't get my lighting to look correct and the lights on the wall don't even show can someone help?

#

the grey box lights on the wall are supposed to be spotlights like this

modern matrix
#

why left one look this way while right one look that way x_x

modest vapor
forest relic
#

ok cause in blender they were just emissives versus in unity they're just spotlights

spring yew
#

question (probaly noob one, sorry)

I'm fairly new to world creation, was able to get the lighting set up and baked, it looks nice on the world, the walls, the meshes of objects

but i noticed during testing that the lighting is ''fake?'' if that makes sense, what I mean is, my avatar does not get lit up by any lighting in my world

is this easily fixed by a mistake i made in the lighting settings or is the problem way more advanced then this~

I want my avatar to be lit up a bit by the world lighting

just for the record, im not talking about my avatars shaders, she is lit up in any other world, just any world that does not have lighting, she goes very dark~

lunar narwhal
#

You need to use light probes for baked lighting to affect dynamic objects such as avatars
I believe the pinned lighting tutorial in this channel covers them

spring yew
#

ah, thank you, I will have a looksy

spring yew
#

found it, thank you @lunar narwhal

heady sinew
#

Is there a way to download a world for use outside of vrchat lol

#

Some nice looking worlds go into roblox games

#

Or vice versa, which I am still trying to figure out

twilit lily
#

no, you cannot download worlds. you can maybe port your own worlds you made over to other games, but thats about it

#

@heady sinew

heady sinew
#

Oh ok

mint cipher
#

i've just modelled an upcoming world made in sketchup, the problem im facing is that im getting triangular uv bake problems. i know a way around this but i wanted to see if theres an alternative around these problems.

#

any suggestions?

cerulean mesa
#

I'm trying to bake the lighting in my world but pretty much all of the models have really messed up lighting. I've generated lightmap UVs on all of the models and i'm using the default lightmapper settings. Any ideas on whats going on?

modest vapor
#

Checked the console ?

cerulean mesa
#

It says i have overlapping UVs. I imagine this is the problem?

modest vapor
#

Yep

#

You're also in the wrong unity version

cerulean mesa
#

I see

#

Thanks

molten night
#

Alright, I have a world where a room isn't really obscured from the outside sun as I need shadows, but I'm using different shaders to make it a bit darker in the room, how would I use a light probe to lower the brightness of avatars in the room by 25% or so?
I know light probes are baked and sampled, so I was wondering if there was a more manual way to do it

modest vapor
#

Place a single lightprobe in a shadowed corner ?

molten night
#

will give that a shot

#

ok that didn't seem to do anything, I have a probe hiding in the corner, is there anything else I need to do to have it propagate through the room?

maybe this part of the room isn't shadowed, I'll try making another box and hiding the probe near or behind it
Question though is uh, this is just one room in the world, would this cause the rest of the players outside of this room in the world to become dark as well?

modest vapor
#

Did you bake your lighting ?

#

And how many other lightprobes in your world do you have

graceful jetty
#

How would I go about removing dark edges from static objects with Bakery?

#

I'll get a screenshot to show what I mean now

#

From here it doesn't look too bad, but getting closer shows what I mean

dim hill
#

I have an issue, I have a standard shader material on objects, it works in unity but in game they're just black, any ideas?

fiery cape
#

I wanted to ask, is thick fog very expensive performance wise?

#

I invited a friend with a lower end system to my fairly small world but it has high fog and a couple of Poi shaders on walls and they basically crashed out the game :(

sharp robin
fiery cape
#

Hmm

#

I know Poi shaders are a bit spicy...

molten night
fiery cape
#

My world looked fine baked

molten night
#

Can you do that without any of the global illumination options set? The world doesn't have a way of baking that information through lightmaps is more what i mean

fiery cape
#

One sec, loading project

molten night
#

no rush, appreciate the help

fiery cape
molten night
#

The world is lit from one Directional Light that acts as a sun, I was wondering if the lightmap UV configs were something needed to bake the lighting for the light probes at all

fiery cape
#

Unless you have nothing at all to cast shadows, you might still want light probes

molten night
#

The objest in the world themselves are doing the shadow casting and I'm trying to get avatars in a shadowy area to appear darker

modest vapor
#

Poiyomi's shader doesn't support lightmapping in toon mode btw

molten night
#

gotcha

normal idol
#

Bakery has been working but I added some new models and lights and now it hangs at 55% - Rendering lightmaps - preparing... and gives me this error. Any ideas? I've seen reports about this where the problem seems to be resolved with a rebake or a restart but after doing that along with restarting the computer, the problem persists.

final smelt
wet void
#

What are the best settings for good baked lighting while be optimizing and looking good? I’m gonna be using a new windows 10 Lenovo laptop for baking and stuff since it’ll be quicker than my old windows 7 laptop

twilit lily
#

depends on what you want to bake

#

if its a small indoor environment you can go higher on the resolution, outside areas dont need as much shadow quality

#

higher quality also hits hard on filesize

wet void
#

I can send some screenshots I took a while back

twilit lily
#

sure

wet void
#

One is for how it looks right now while the second is a real time point light. The two with the blue flames are possible spots for point lights

twilit lily
#

alright, i see
for every light that needs to be baked you have to change the mode from realtime to baked

wet void
#

Alright, that makes sense

twilit lily
#

they will appear as realtime until you bake them

#

every object that you want to be baked (cast and recieve shadows) has to be marked as static

wet void
#

Oh geez, that’s gonna be a lot

twilit lily
#

lightmap static to be exact

wet void
#

Alright

twilit lily
#

in the lighting window you can then select between 3 different lighmappers.

enlighten is CPU based and fairly fast, but inaccurate and not really realistic

progressive CPU is baked Ray Tracing but calculated on the CPU (very slow)

progressive GPU is basically the same as bakery, but much more broken and a pain to use, but fast (if you wanna see a quick preview of how the final product looks like)

#

the lightmap resolution will determine the final filesize and quality result. for outside areas i would suggest using like 4-10 and for indoor somewhere between 30 and 50

wet void
#

I’m trying to follow the tutorial, but I am very confused when it comes to reflection probes. Do I just put one in the middle of the world in the air or do I have multiple for different areas??

wet void
#

I’m still very confused…

#

I went to bake and my unity crashed…
This is the exact reason why I don’t bake any of my worlds

neat rivet
normal idol
#

Yeah, the reflection probe has a box that lets you specify which areas that reflection should influence. Anyone else have any ideas for why Bakery would stall at rendering light maps? I'm pretty stuck without it since the only other lighting I can use without the time remaining increasing until the bake takes hundreds of days is Enlighten and that seems to just make a mess of every texture in my project when I try to use that.

#

Guess I need to go back to baking all of my lights in Blender but that requires properly UV-mapping every asset so I don't really want to do that right now.

normal idol
#

The problem seems to arise when publishing to VRChat. The image above is the bake prior to publishing and the one below is after

wet void
#

Been trying to bake lighting for my world, but it’s stuck at 5/11 Clustering 53 jobs…

#

What do I do? It’s not moving at all…

modest vapor
#

That means you have a ton of geometry

wet void
#

But the world is only at 26MB…

modest vapor
#

What's in your world ? We still haven't seen it i think

wet void
royal dirge
#

Anyone have any idea what might make this splotchyness happen? The shadows are supposed to be very straight since they are coming from a window. Thing is, it WAS working correctly before and without changing anything lighting related, it started doing this.

sharp robin
#

@royal dirge Looks like invalidated texels

#

In the lighting tab go to lightmap parameter and create a new one and set the backface tolerance value to 0

royal dirge
#

Okay, I have total validity now but this is the result

sharp robin
#

In the scene view change to baked lightmap view

#

You will be able to see the resolution of objects

royal dirge
#

Yes

sharp robin
#

Check UV overlap also?

royal dirge
#

Yep, there is no overlap in these areas

modest vapor
#

Console warnings ?

sharp robin
#

Assuming you already have lightmap generation in unity enabled you could try to them manually instead

#

Though I have seen a similar issue before that was only solvable by remaking the mesh

#

Are you using progressive GPU?

royal dirge
#

The console says multiple things don't have normals. But how could it all have been normal and then changed so wildly

#

Im using progressive CPU

sharp robin
#

Set the meshes to calculate normals on the things that have the warnings

royal dirge
#

Yep, in the middle of trying that. It'll take a minute

#

That didn't work, but Im going to try to recalculate the normals in Blender and then re-import

#

Nope, nothing worked. And actually, the normals thing was only for objects that I used as makeshift folders that had no geometry, so that has nothing to do with it. The console doesn't say anything aside from there is some UV overlap, but there is no overlap where these shadows are.

sharp robin
#

UV overlap isn't fully reliable

royal dirge
#

I figured it out. It's because I scaled the object in the scene

#

Unscaling it fixed it

#

It was only scaled to 1.2 but that was enough

sharp robin
#

Which makes it sound like it was a UV overlap

#

Changing its scale will change its lightmap scale also

#

Meaning that you have likely just moved where the overlap is happening

royal dirge
#

Well heck

sharp robin
#

You do have generate lightmap UVs enabled for every object that needs it?

royal dirge
#

Yep

sharp robin
#

I guess so long as you don't see any artifacts its fine

royal dirge
#

Shoot, I guess that wasn't the fix

#

First what I tried was instead of scaling it in the scene, I changed the scale in the import settings. That didn't work, so I changed the scale in Blender, applied it, and re-imported. It has the exact same problem

sharp robin
#

You can change the lightmap scale on the mesh renderer itself which would be the hacky way of avoiding the artifacting

#

That is assuming that its not happening because of its actual world scale size somehow

royal dirge
#

Here's what actually fixed it. I moved the entire scene down in unity back to where I had it originally. I moved it up because the grid was getting in my way. I didn't move it THAT far up though because I know about how wiggly things get

sharp robin
#

That makes literally no sense to me lol

royal dirge
#

Same

#

Im just going to accept there is some reason beyond my feeble understanding.

digital patrol
#

Does anybody know why these weird colors appear?

modest vapor
#

You need to generate lightmap UVs

digital patrol
#

Cool, I also get these odd yellow lines on some textures from long distances, anybody know why?

digital patrol
#

Generating UVs made it worse

sharp robin
#

@digital patrol You can try increase lightmap resolution and samples to reduce the weird coloring

#

And that yellow line is likely being caused by lightmap + msaa

#

Which increasing the lightmap resolution and padding should fix

digital patrol
#

I will try that thank you

digital patrol
#

Lightmap now gets stuck on clustering and the UVs are still broken

sharp robin
digital patrol
#

Shadowmask mixed lighting with baked global illumination on, lightmapper is enlighten with 8 indirect resolution, 10 lightmap resolution, and 8 padding

sharp robin
#

Change lightmapper to progressive and disable realtime GI unless you are specifically using it

digital patrol
#

GI is set to baked

#

Setting it to progressive crashes unity

sharp robin
#

Consistently?

digital patrol
#

Yes

#

Progressive cpu

#

Is GPU better?

sharp robin
#

If it doesn't crash then yes

digital patrol
#

It crashes as well

sharp robin
#

Can you screenshot your lightmap settings

digital patrol
sharp robin
#

Do you get any readable error when it crashes?

digital patrol
#

Is there a crash reports folder?

sharp robin
#

Yeah however I'm not sure if they would help

digital patrol
#

I am going to wipe the library folder and see what happens

sharp robin
#

You could try run progressive in a new scene to see if that works

#

As I would guess something in your scene causing the crash

digital patrol
#

Most likely

#

Most of the issues with the UVs are coming from imported FBX files so I am assuming something is wrong there

#

I am going to switch to blender soon so hopefully I will not need to import models as much and the UV generation will be built in

torpid oasis
#

how do I properly set how dark the whole world is?

sharp robin
torpid oasis
#

this one?

sharp robin
#

Yeah but if its already set to a dark color its something else you will need to change

gleaming mica
#

hey guys, I'm trying to buy bakery but I'm off by a few dollars, does anyone know a coupon that works?

ruby narwhal
#

so, i remember reading on a unity thread that you could make better lightmap uv's in blender and import them to unity, to fix uv overlapping issues and other stuff. how does that work? i just need some names and pointers

drowsy furnace
#

Basically make a second UVMap (you can have multiple) with the top being for shaders and the bottom one being for the lightmap. The main difference being the lightmap should have every triangle have a unique location. No overlapping similar areas. In unity, uncheck generate lightmap uv’s

#

@ruby narwhal

ruby narwhal
#

thanks my guy ā¤ļø

ruby narwhal
modest vapor
#

UV2 by default

drowsy furnace
#

It should automatically use the second UV layer if you chose to not generate a lightmapuv

#

I got confused since Poiyomi calls the first two UV0 and UV1, but just having a second UVmap makes the lightmaper use the second one, not a third.

ruby narwhal
#

ah oke

formal spindle
#

Is there a way to have light pass through a material. one I was using as emission only in blender. have the light inside the mesh where the socket would be

true herald
#

Let there be light in the darkness

green vault
formal spindle
#

Does baked lighting not let a avatar cast a shadow? Doesn't seem to in my test. And how would I fix it. Or is it even necessary for baked

drowsy furnace
formal spindle
#

How would I do that.

drowsy furnace
#

It’s a third option on your light sources between baked and real-time

formal spindle
#

And would that make anything thats not Lightmap static cast a shadow as well?

drowsy furnace
#

If you have your lighting set up properly with light probes and everything yes.

#

Mixed setup is intended for having both. I believe the one that lets you merge baked and real-time shadows is subtractive

#

The benefit is that it only needs to draw real-time shadows from the objects that are not marked a static

#

The downside is that the mixing needs to be fudged with a correctly tinted shadow color

fluid sedge
#

do overlapping UV's affect the baked lightmap or is it fine

fiery cape
fluid sedge
#

im building it entierly in unity

drowsy furnace
drowsy furnace
fluid sedge
#

ProBuilder UV Editor

drowsy furnace
#

Oh I wasn’t aware it had 2018 support

fluid sedge
#

I can resize and move all the UV's appart, gonna take a while though lol

#

the price I pay for using a single pallate material for the entire world I guess

drowsy furnace
#

I actually went for no textures at all and did everything with vertex colors

#

If it has the ability to export to a model in blender it can just do a quick unwrap

#

Actually if you can export to a model then you only need to do generate lightmap UV’s in unity

#

I’d be surprised if your tool didn’t have an option for it

fluid sedge
#

idk blender, thats why im doing it this way lol

drowsy furnace
#

Generate lightmap uv is a unity thing

#

It’s there so you don’t have to separate your UV’s and avoid overlaps

#

It will let your shader use your real UV and then the lightmaper uses the one it generated with them separated

fluid sedge
#

All it seems to have, was allready ticked

drowsy furnace
#

Then you should be good anything it generates shouldn’t have a overlap

#

If it does it might be due to really small margins and it’s tripping

#

If you don’t see a problem with the bake probably ignore it

fluid sedge
#

seems good, vertex colours was an option but the pallette was limited in unity

manic vapor
#

Can you do volumetrics/sun rays?

twilit lily
#

not directly, but i think some people found a workaround with geometry, proximity sensors, etc (check summer solitude for an example if its still there)

timid elm
#

Silent has a free shader for sun rays that may suit your needs: https://s-ilent.booth.pm/items/2658287

Unity/VRchatē”Øć®ćƒ¬ćƒ³ć‚ŗćƒ•ćƒ¬ć‚¢ćØć‚“ćƒƒćƒ‰ćƒ¬ć‚¤ć‚’č”Øē¤ŗć™ć‚‹ć‚·ć‚§ćƒ¼ćƒ€ć€‚ A shader that renders a lens flare and crepuscular rays (sun rays) from the sun over the scene for Unity/VRchat. To install, place the Shader/ folder with the shader into your Assets/ directory. Licensed under the MIT license.

shy root
#

does anybody know how to change the UV settings to fix this?

sharp robin
#

If that doesn't reduce of fix the issue you would want to make the lightmap UVs in blender

shy root
#

am i loking to increase or decrease the hard angle?

sharp robin
#

Increase first but either is unlikely to fix it completely

shy root
#

hmmm yeah doesn't really seem to be fixing it by much

#

blender is scary

sharp robin
#

It really isn't once you learn what things do

shy root
#

alrighty, thank you

sharp robin
#

If you want assistance with blender feel free to @ or dm me even

shy root
sharp robin
#

Open the model in blender and I can explain how to do the UVs from there

shy root
#

okay, I have it open in blender

sharp robin
#

Will help to know what version of blender you are using

shy root
#

2.92

sharp robin
#

This is 2.8 but it should still be similar to this

#

Make sure the model is selected by clicking on it and then you should be able to get here

shy root
#

the hierarchy on the right disappears for me

sharp robin
#

Which hierarchy?

shy root
#

like it doesnt show the collection on the right

sharp robin
#

Oh at the top with all the view tabs you would want to click the + button to add one and go general>layout

#

Or actually general>UV editing should give you a UV editing tab with the default blender layout

shy root
#

ah yes there it is

sharp robin
#

If you click the plus button to make a second UV set you can select the models press tab to change to edit mode and hit U to bring up the UV options

shy root
#

and lets say there's no first UV map

sharp robin
#

Oh there isn't?

shy root
#

Unfortunately no

#

only on two objects out of 17

sharp robin
#

Oh its 17 objects

shy root
#

yeah I had no idea until now, it merged when I imported into unity

sharp robin
#

Then you will need to go through each mesh object and add two UV sets

#

For unwrapping the first UVs Smart UV Project should be the best option

#

and you could probably use it for the second UVs also

shy root
#

Okay! Ill start with this, I will @ you when i get all that figured out - thank you so much

obsidian cape
#

hi can someone help me figure out why some point lights are not emitting light but others are ?

obsidian cape
#

before baking, they are all very bright, but after baking, it turns into that and some are not even emitting light

twilit lily
#

just to make sure, they are set to bake, right?

obsidian cape
#

yes @twilit lily

twilit lily
#

weird. do you use Bakery or the default lightmapper?

obsidian cape
#

default lightmapper

blazing stream
# obsidian cape default lightmapper

progressives gpu baking mode is still kinda buggy and unfinished in 2018 (eg it doesn't even support transparency in this version), you're better off using the cpu lightmapper until we get unity 2019

obsidian cape
#

oh okay should i try with progressive cpu then ?

#

or could i use Bakery becus using my gpu is 5 min but the cpu one is like 40min 😭

fluid sedge
#

is there a bug or something that if you have a object with the Fade Rendering mode thats 100% transparent, itll just bake forever?

#

because I had a single surface that was set to that and it was at over an hour trying to bake before i gave up, hide the surface and it was done in 2 minutes

modest vapor
#

transparent surfaces shouldn't be set to lightmap static

fluid sedge
#

i see, I didnt know that, just thought it was for things that are, static

proven locust
#

i lightmap transparent objects often?

#

ex: I use graffiti thats set to be transparent, would look mega lame without lightmapping

#

even glass receives shadows

green vault
#

transparent lightmapping is like a novice thing to do and not like a noob thing noobs should be doing

formal spindle
#

how can I bake a lightmap, but not bake shadows for a animate object. for a ceiling fan

sharp robin
#

Or uncheck the lightmap static option for that object

formal spindle
#

I still want it to cast shadows, but also appear in a lightmap

#

well I guess I could do that for the baking and then turn it back on afterwards

modest vapor
proven locust
#

windows also contribute to shadows?

modest vapor
#

To a much lesser extent, and since you can't control the strength per object, imo it's better to have none than one that looks wrong

#

Depends on the world, but i feel like that's an easy mistake to consider all your meshes to be lightmap static regardless of the type of material

proven locust
#

hmm ok

modest vapor
#

In your case for graffitis, they're part of the walls, so that makes sense

#

We're not casting shadows from the water, so why are we for windows

proven locust
#

just as an example though, transparent stuff not casting shadows is a really strange idea to me

#

even if the glass object /we is scaled to 0 in lightmap, I dont see why it wouldnt be static at all

modest vapor
#

Yeah, do we have transmission though

proven locust
#

šŸ¤·ā€ā™‚ļø id prefer a slightly darker shadow than none

modest vapor
#

It also depends for objects and things that are part of the building

proven locust
#

indirect would save a lot there

modest vapor
#

Can't control the intensity per object though RuuuThunk

#

if i could get 01/04 direct control i'd definitely use it, but i don't think we can ?

proven locust
#

its not refraction, but its also not "pitch black shadows behind glass"

modest vapor
#

Isn't that just cutout ?

#

Shadow is accurate, but i don't know if that changes the shadow intensity

proven locust
#

i don get it

modest vapor
#

That's opacity for the cutout ?

#

We're talking about translucency

lunar narwhal
#

isnt that backface gi

modest vapor
#

Yeah, that looks like it's listed in the notes

proven locust
#

tbh im not sure how a lot of these things work on backend

#

im just looking through the bakery docs, theres stochastic alpha fake transparency based on alpha

modest vapor
#

By default i think we ignore backface GI with Bakery ?

proven locust
#

IF im understanding what im reading

lunar narwhal
#

yeah by default its set to 0

proven locust
#

which I always change šŸ˜›

modest vapor
#

Congrats on being the top 0.1% of lightmapping users lulw

proven locust
#

vrcTupper šŸ’¼ vrcMoney

#

tldr, set it static but scale 0 in lightmap?

#

b/c it seems like bakery can handle it ( at least in the 1000000000 bakes I've done lol) and do a pretty good job

modest vapor
#

That might be the best we can do in most cases, but additionally backface GI to 0-1 might be better

untold helm
#

doesn't backface GI just tell emissive surfaces to contribute light from backfaces?

lunar narwhal
#

according to bakery docs

Determines how much light is passed through front faces to back faces and then bounced off by GI. This is especially useful for thin translucent surfaces like leaves. Values are in 0-1 range

modest vapor
#

If you wanted to do two sided emission i feel like that's the wrong way

lunar narwhal
#

I think the main use is so that a thin surface thats supposed to be translucent when lit isnt pitch black on the back side, like leaves etc

modest vapor
#

I've use that for vegetation on ground, not for trees though, maybe i should

lunar narwhal
#

but oddly enough I've found raising the value to also help with some shadow artifacting, but that could just be anecdotal on my experience due to how certain meshes i have were set up

modest vapor
#

to anything above 0 ?

lunar narwhal
#

yeah, probably just have backfaces where they shouldnt be heh

fossil jungle
#

anyone know why realtime GI just stops updating randomly? Like parts of the world wont suddenly update or they dont work even from the beginning.

patent tartan
#

realtmie gi had been depricated for a long time i believe

#

its probably buggy as hell

fiery cape
#

I'm still not sure I understand exactly what real-time GI does and doesn't enable in a world. I remember seeing some warnings of stuff unlikely to work if I didn't turn it on so I did, but would be nice to have a clear explanation.

sharp robin
fiery cape
#

Well, what does it enable when turned on?
I thought it was needed if you wanted real time shadows from the directional sun lamp.