#world-lighting
4 messages Ā· Page 21 of 1
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.
i speaking about, https://cdn.discordapp.com/attachments/534472776841691137/846743768223842354/unknown.png , floor is still lit, that point light not even reach tehere
did you rebake after changing the settings?
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
might be worth trying a lower texel count
any errors from bakery in the console when it hangs?
it does this until 10 percent and then just sits there
how long did you wait?
last time it went it was 30 minutes stuck on 10 percent
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
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
gotcha
is the light source set to baked? is the meshes set to static?
lamp + wall mesh is set to static
or, maybe object which is in light source just cant bypass light?
what i need to make idk, mesh which ignored bake or shadows
i need to disable cast shadows on that object?
or yeet static
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?
why ping???
Hey so I'm having a weird issue with baked lighting
Baking lights gives me this
okay, sure
I press build and run and get... this.
(I realize using area lighting like this is wrong, but that was a sanity check as point lights were doing the same thing)
here it is with just 1 area light while running, still not correct
Check the tutorial pinned in this channel
I keep getting [PathTracer] Failed to add geometry; mesh has unsupported vertex data (vertex channel 1 data type 1)
when trying to bake
I've never heard of that one before...
(also @elder merlin that pub/bar looks very nice so I hope you get it working. š)
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
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. Iād prefer baking outdoor lighting but I donāt 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.
I canāt 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
Why do you need light probes with realtime lighting ?
I was running to the issue of avatars being fully shadowed but I suppose thatās leaving a light probe on when I could just disable them all in the outside area. Iād 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 wouldnāt that affect the interior area? Maybe thatās the better question.
If it's a point light you should have enough control to have it not bounce in your interior areas hopefully
Do you have bakery preview ?
I'll play around with ponit light settings and come back if there's issues, apprecaite it
Check for incomplete or very thin meshes?
walls are .1 meters thick
I have snapping on so everything is actual perfect meshes with probuilder
2 selected objects to show
Hmm.. not certain myself then as to what could cause that :/
could the lighting itself be the issue, I did just throw it on so I can test the world
probably 8 point lights with baked lighting
@formal spindle Increase lightmap padding
how do i do that
Under lightmap settings increase this value
thank you, that got it
what are good "field of depth" settings for vr? just curious if thats even a thing now that im asking lol
Good field of depth for VR is no field of depth at all. So don't bother.
ok cool
i saw it existed on pc post processing and was messing around with on desktop and it seemed pretty cool
Anything screen effect except for color related are bad for VR
Anyone know whats going on here? I'm getting these spots all over the map in areas that should be dark
Really prominent here aswell
Did you generate lightmap UVs ?
Yeah
What are your lighting settings ?
I'm rebaking now, but the image had indirect set to 175 samples and 2 Bounces
And no filtering
Shadowmask is probably not what you want to use then
But would that cause those issues?
With Unity, you never know
Which one would you reccomend then?
progressive CPU or enlighten
I meant Lighting Mode
ah sorry, baked indirect would probably be cheaper
Alright so after setting it to baked indirect, most of the small particles are gone but now I have spots like this
You tried with more than 2 bounces on shadowmask before btw ?
I had it set to 2 bounces and shadowmask
Its also worth noting that the emissive materials no longer seem to be baking

Well, no bounce will be awful
Well the one with those white spots is no bounce and looks alright save for that spot issue
and you're certain that those pieces have generated UVs ? Did you check the console after bake ?
Checking UV Map mode shows they are properly mapped
I wish I had an Nvidia GPU so I could use Bakery
UVmap isn't UV lightmap
If you didn't enable the generate lightmap UV checkbox on the mesh asset, it most likely doesn't have
Oh yeah I have it set there, just had to reimport it a day ago because of some funky normals
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
@modest vapor Bake finished last night, had the same occurence with 4 bounces, so it appears to be linked to that
Did you check your console after that bake ?
No errors
Should be warnings
The only warnings I got were related to overlapping UVs in the hallways, which is not where the issue is occuring
What settings should I use for the generate UVs option?
Default should be fine
Hi
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
If yes pls ping or dm me
^^
Like its still visible behind the wall
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
This problem dosent excist when you actually play on pc but it does excist on quest
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
yo for some reason my light map keeps like having these weird spots anyone know how to fix it?
This might be because of over lapping uv maps but whenever I bake my lights the entire map turns the color of the lights
"No Probes in LightingDataAsset", does anybody know why im getting this? @modest vapor
@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
What if you added a super low intensity light that faced that area ? Maybe the lightmapping calculations would be different enough
I thought about that, guess its time for another 18hr bake
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?
You can still bake and achieve a toony look
is there anything explicitly different that needs to be changed in the process to achieve that?
Not really, but very stylized toon maps may often draw their own shadows if they're very specific ?
I'd suggest you look at maps from BlueASIS
i don't believe they're overlapping maybe its something else?
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?
/goes back to stare in the mirror...
Anyone know how to fix light transport Job failed
Can you show your settings in the mesh renderer component of your static objects
How big is your world
Anyone know how to add flashlights to my world?
My world has been baking lighting for 22hrs. The joys of Unity, I guess
i have no idea why but area lights do practically nothing in my map, and point lights make everything absurdly bright
every other area light in the map uses same setting
only thing that seems to work on bakery are just emissions and shadows
Raise the intensity ?
That seemed to fix area lights
now just need to fix whatever goings on for point lights
they are still absurdly too bright
only seems to affect spotlight as well as point lights as far as i can tell for me
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
Narrowed issue down. Seemed to just be because multiple meshes in the scene were using high compression, completely destroying the lights
It's a large Halo ODST map. And unfortunately I don't have a Nvidia card.
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?
@wary sonnet Pixel light count limit or accidentally marked it as editor only?
thx @sharp robin will give that a look
another question, the unity default speedtree assets are not looking right for me after light baking. What's wrong here?
Very likely UV issues
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
I have seen a lot of people have issues with lighting and speedtrees so its not uncommon
I know have managed to bake them before but it was a big pain from what I remember
huh thats so weird
do you guys know anyhwere to get trees that do work?
i cant seem to find any with reasonable polycount
been looking for months
Maybe like bake the shadows on the ground from them then revert to lightprobes for shading the trees themselves
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.
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)
Ah, looks like it was a bad model I'd imported with poor UV's
I regenerated lightmap UVs and still am getting things like this. It's starting to piss me off
That area looks like this in directionality
In all four places this occurs directionality looks different
There is no UV overlap either
I usually just give up on the unity uv generator and provide my own
How do I make baked shadows not have full (solid black) intensity? I have them set to be very subtle when on realtime
The realtime shadow color is probably the cause
Is it possible you have both ?
Also you want much lower texels
like 10 since it's a lot of open areas
and enable lightmap compression
Indirect intensity at 5 might be unnecessary too
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
What i find is bounces make everything super dark, can't figure out why. i'll try again
even just one
Yeah, i couldn't figure that out, adding even 1 bounce makes everything black. here's 3
(bake is finished)
Ok that doesn't look like a color issue
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https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
Make sure you're not missing a very simple step
Hopefully it's not a shader issue
it's standard :X
I ditched Poiyomi to simplify the amount of possible problems
Watching tutorial, thank you
np, feel free to ping me for any question
@drowsy furnace I've had that issue occur on materials where the checkbox for specular highlights I think is unchecked
oh interesting, I do indeed have it unchecked
Got Bakery mostly working, I've got these curved walls though where the 'inner curve' gets this streaking effect: https://cdn.discordapp.com/attachments/648434699785601027/849614229484208158/unknown.png
Doesn't effect the outside walls of the same room geo though (above its the right hand wall, this is a mirrored corridor with the same sort of streaks now on the left hand wall), anyone know the cause? https://cdn.discordapp.com/attachments/648434699785601027/849614434816229436/unknown.png
@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.
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
I eventually worked around the issue by just altering the bakery code to skip the validation step.
Happens to me all the time, couldnāt find a way to stop the error
I'm kinda out of guesses, but I'm glad you found a way for now. You might find the cause eventually
still getting light bleeding even after increasing padding
Changing bias to 0 on point light fixed it, but is that the right thing to do?
light bleeding ?
Connecting your meshes is how you fix it, 40 texels padding is insanely high
the light seeping through the mesh
I been using snap, so it's perfectly connected
snap isn't connected, it's snapped
connected means they share the same vertices
so that there isn't an actual separation between the two meshes
In blender you merge vertices when they're in the same spot, then you don't have spaces in between meshes
Idk if anyone answered u but thats cause its all done when u bake ur lights, only one u gotta do after baking is reflections probes, the lights probes button is still there incase u switch it off L1 for probes. Also will tag @golden stone so uk why too
ah makes sense
How can I make the world lighting make players look brighter?
just players, I don't want to change any lighting in the world itself
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
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
looks like you forgot to enable UV lightmap generation on the asset
add Light Probe groups in your world
how can i keep lighting in my world consistent across distance? the shadows at my spawn point are fine but this seperate area 2000 units to the right has shadow flickering https://i.gyazo.com/95100f75ccf19c4b7d966dcb365d0abd.mp4
With a single realtime light ?
should i be using multiple?
No, but make sure those meshes aren't z-fighting either
z fighting?
meshes overlapping
oh i see
its not a mesh overlap issue. there is only 1 mesh on each
Does this also happen in other specific places ? And does this happen in vrchat ?
it seems to be happening in vrchat. the location at 0,0 in the scene is fine, but if i move one of the other locations from 0,0 2000 to the right to space it out, the one that was moved has messed up shadows
each location on their own has perfect lighting/shadows when at 0,0. its only when they are moved that it does this
The further away you are from the 0, the likelier it is for that to happen afaik
i see
it's called floating point precision
There's a vrchat world demonstrating the effect
is there a way to work around this?
Not having each zone that far away
If each zone has its own skybox, then you could have some above or below your 0 point too
ok ill try that
my ligths are flashing when i bild and test , can someone help me?
Bake them and the problem will go away
how you control light color from a video source or a stream the one that works by scanning a specific point of the screen
thanks
camera faced at the specific point with a render texture that u put on ur material
should i be using multiple light probe groups for one building? or should I have one per building or one for the whole world?
There's no difference in using multiple vs a single light probe group besides the very small overhead from having multiple gameobjects
so for optimization sake i should use only one light prob group?
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
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?
Create neon lighting for your VRChat world using Bloom effect.
im working on a world and i have glass but when the light makes a shadow it makes these weird dots any idea why ?
Only if i use hard shadows tho
they should go away once you bake your lighting, its unity trying to make shadow density basically thru transparent obect
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.
how do you suggest i light up this building outside?
why does the neon light look different in-game?
I want it to be like the second picture
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?
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?
In Editor
In Game
what shader are you using? maybe it has to do with that?
Unity standard
do you have a roughness map?
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
you could try using the Autodesk Interactive shader, it has a Roughness node
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
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
Now i'm just back to where I started lol, fine in editor dark in game
So the question is kinda
Why would the metal be perfectly fine in unity but not VRchat?
And how would we fix that?
I made a test material, this is in editor
This is in vr chat
It's something about metallic, I'm just not sure what
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.
Hi, I'm new to bakery. whats a reccommended texel limit for outdoor areas with bakery?
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
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
10-20 max
damn i added 40
do you have a youtube video on bakery you recommend me to watch? @modest vapor
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.
Top pinned message in this channel
Is there a reason it takes 10 million years to bake lighting when I have the settings turned down?
depends on how much is in the scene sometimes. if you are using the default cpu baker, it normally takes quite a bit to bake anything
using the gpu and not much in the scene
The pc we are using was top of the line before the 30 series released in every aspect.
13-14 minutes to bake. What is this....
^weeks
mine takes 10 seconds, but I only have a few lights heeeheee
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
He has reflection probes. I believe an earlier message states this.
He ended up fixing it by making his own metal shader
quick question, when you bake lighting in unity does unity look at the entire objects UV map or the individual materials UV maps?
so... how exactly does it work then
or rather does it matter if my objects UVs are overlapping for when im light baking?
Did you enable "Generate lightmap UVs" on your objects ?
no i dont think so
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
You're missing the most basic step then, would suggest you watch this
i probably did but idr
i need to reimport my shit to unity anyways but thanks for the advice
so im having an issue with the lighting
when i do the bake lighting it dosent look like it does when the lighting isint generated
this is how it looks normally
What does it look like when it's generated ?
never mind
i have found the solution its because i think i did the light mapper to low but now it looks great
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?
That's the baked lighting data so just removing the light probe placements won't change it if you don't clear your baked lighting.
You can just disable it from being shown using the gizmos drop-down menu at top right of the scene view.
weird, the probe covers a small area but the white ball goes infinitely into space, ill have to disable it that way then
It fully depends on how you have your gizmos set to display
I can't verify since I'm on my phone but you might want to turn on 3d gizmos and turn the size down
probably default, I've only been using this for a couple of days. Never even heard of gizmos before.
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
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
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?
anyone know why this happens when I bake lights? No overlapping UV maps
hmm
It can and likely will cause odd artifacts as UVās get overwritten
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
is HDR activated on your Reflection Probes?
alr thanks
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
what shader is that ?
how does it look like when you enable the lightmap debugger?
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
having issues with lighting cookies, anyone ran into this? Can't get them to work at all.
I'm trying to get my world lighting to... work like, at all with quest safe shaders... for the quest version
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our Quest Content Optimization page.Although the ...
currently, I'm just trying to get the quest avatars in the world to not be pitch black or blinding white
make sure you do baked lighting
how can I make an emission material in unity
you check the checkbox in the materials for is emissive
What has more graphics, bakery or unity default lighting?
I saw the checkbox for it but no value to change intensity like in a video I saw.
How do I fix the light that leaks through the corner?
Merge the vertices in blender
Ok thanks
I've had an issue for a long time where baking reflection probes is super reddish, like a sunset color https://i.imgur.com/7k7d9ef.png
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
Alright, new question! Is there a way to adjust the shadow fade distance? https://streamable.com/tzybwy
try with directional light
does anyone know why the only way i can bake through bakery is combining with enlighten GI
Unity 
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
I'm trying to get it similar to blender if I can https://cdn.discordapp.com/attachments/820039509462351903/855405398014427166/render_4.png
Why are you trying to light up a room with emission ?
yeah
is there another way of doing it where a light can be inside the fan mesh and pass through it
what should I be doing
Yeah, have the fan mesh not be static lightmapped
I'm not sure what the whole static thing was for
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
so i did that, made everything but ceiling fan static with a spot light in it. now its doing that splotchy thing again
splotchy ?
wait ruuubick is this a known issue? it says my lightprobes arent there, but the enlighten renders them immediately
Did you generate lightmap UVs ?
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 ><
Does your reference camera have a PostProcessing component on it?
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?
Are they metals? Metals will look darker as they reflect most of their light and once reflection probes come online they start appearing actually as they should do realistically. If you want them to be less reflective, you will need to reduce their metalness and/or reduce their smoothness and rebake.
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.
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
Do multiple spot lights work together? In unity it appears only one is lit at a time, and when theyāre both in view itāll only show the new spot being active
Spot lights that are set realtime or mixed are very expensive so by default will limited. You can change their importance from auto to important to raise their priority but it will be more expensive to render. Use mixed mode to increase performance, especially if it doesn't need to move. And bake them entirely if they are largely decorative.
You probably have too many realtime lights in your scene, you'll have to bake
I only have four, one directional and three small spot lights
Yeah, had to get rid of the spots. They were eating up my laptop.
Just bake them lol
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.
Which shader is it using ?
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.
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 ?
Yeah I tried making it static but it just broke the pool game. Meh, have to live with it I guess haha
Yeah just the table, found out after I hit yes without reading it wanted to apply it to all haha
mmhmm
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
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
@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:
the light is not a child of the game object
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
when I generate lighting for my world it keeps coming out looking like this. would anyone know how to fix this?
That's.. very strange. Which lighting engine are you using?
where can I tell what engine I'm using? I believe I'm using the starter or basic one
On the Lighting panel, the default is called Progressive I believe...
There's also Enlighten
Have you edited your world geometry heavily and not updated your UVs possibly...?
oh the light mapper. it is set to enlighten
I made the map from scratch in blender, the uvs are crazy, could that be whats causing it?
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 Just doing the automatic option should be enough for most things:
Just make sure to select all faces first
yes
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.
so, would making my uvs huge be the thing thats causing this problem? or would it just be that my uvs are messy?
Can you post a screenshot of what the UV grid looks like?
heres the uvs for the roof
That does look.. not ideal :D;;;
the thing is, in order to keep the shingles going the right direction I unwraped from view, instead of doing to auto unwrap
Ah right I see.. okay, yes, you'll want to use two UVs
I'm pretty much brand new to making maps in blender
One moment, making some screenshots for you
thank you very much
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.
i see
Here in Blender, you can create Multiple UV's, Do something like this....
i have made a 2ed uv map
click the camera to make it the 'active' one.
Select all Smart unwrap
You should then get a cleaner look like this:
so the uvs should look like this on the 2ed one right?
That looks better yes
And if you click the camera for each, you should be able to switch viewing between
i see, cool!
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!
well if i export wont the roof in unity look like this?
Both maps will Export
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.
More advanced shaders let you pick many UVs
i've seen that setting in poyomi but never really knew what it did till now
Yup, that's what that does
so you can do stuff like have tiling roof but some unique details on top
Yeah, the standard shader also let's you use multiple UVs
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
should I make it a separate uv for each part or just have the whole building have a separate uv map for the lightmap?
Remember that any objects sharing UVs have to share resolution space
When I built my homeworld, the original model was all one mesh
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?
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
@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
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.
I was explaining to @zealous holly why its good to break up larger objects sometimes.
ah, thought you were requesting help lol
I abuse UV wrapping and bilinear filtering for my textures lol https://i.imgur.com/P1USUyt.png
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
this would probably be a better question in #world-optimization
Always always yes
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.
like station chairs? or model chairs?
anything at all...
another example incoming....
Just gotta load the project, one sec ;)
You can group objects and atlas them if they're in the same space
Not all meshes need to be their own
^ 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?
Really depends on the shading type imo
i think i did that
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
@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...
1.3 not even released and I'm already screwing around with 1.4's environmental update š so hard to follow a distinct development path...
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
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:
That still looks nice! But it is a great time-saver yes! :)
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
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 :(
yeah, I plan to have this map be pretty bigg so Im going to have to learn some major stuff here soon
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...
so like led lights that change color? that sounds really cool
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."
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
You can get a lot of nice effects with careful use of fog and things :)
For that sorta thing I'd imagine!
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?
Haha :D You could cheat it and set that to not cast shadows
thats the plan
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.
i see
@twilit lily@pine trench
thank you i will try those š
@twilit lily @pine trench
yes it works here:
ayy nice!
š
is anyone able to help me with vr stage lighting here?
Nice, glad you got it working!
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
Did you read the documentation ?
can you link it again, I think i was asleep by the time you replied back
sorry about that
do you have Light Probes in your Scene?
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
Why are you scared of fbx ?
well im not sure if fbx will take slightly longer
Fbx will drastically be smaller in file size first of all, and no, it wouldn't be any slower
k. well i started an fbx like 2 hours ago. its still generating
Do you need that mesh to be a single one for something ?
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
4 meshes instead of one won't make a bit difference
Also hoping you have a custom low poly collision mesh for the ground ?
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
unity will take a while, so will blender, there's sadly no faster way
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
Yeah you will need some light probes in the area there, I had the same issue because I hadn't put a probe on my 2nd floor so I was always completely black since my lighting is baked and I forgot to put an extra one.
Or maybe I'm wrong, because I don't know what bakery scripts are. But normally that's my issue.
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 
If you mean the dynamic illumination from the video screen what you want is to setup is realtime global illumination
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.
The bakery documentation should be able to guide you through it
Well... I hope it's clear enough for me.
The short of it is to set the default lightmapper to enlighten and enable the realtime global illumination option
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
The component goes on everything affected by real-time GI?
Just the screen afaik
For each screen I have? Or just the main USharpVideo one?
'Cause I have multiple screens.
You may only need one component
Actually it is needed for video players to update properly
Looking at Merlins video player he has the GI update included by default so you dont need to worry about that
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
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.
are the lights set to bake?
and did you set the objects to static?
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.
and if you are using bakery, the Bakery Point Light component is added to that one light, right?
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.
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)
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?
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"
Good to know. Thanks for your help!
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
check your lightprobes if they are all within the lit room itself. outside the room (like under the floor) is complete darkness
Its not complete darkness, just tad darker. You can check at A Quiet Loft.
I did thought of new ideas, which ill try.
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 donāt have a traditional uv to go by
It's a texture so technically yes, same for blender iirc
Light baking sucks so much sometimes
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
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
Different spotlights affecting different layers
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.
rebaked lights already?
yes
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
If the lights are in the mesh, it won't work, you should make the lamps themselves emissive
ok cause in blender they were just emissives versus in unity they're just spotlights
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~
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
found it, thank you @lunar narwhal
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
no, you cannot download worlds. you can maybe port your own worlds you made over to other games, but thats about it
@heady sinew
Oh ok
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?
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?
Checked the console ?
It says i have overlapping UVs. I imagine this is the problem?
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
Place a single lightprobe in a shadowed corner ?
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?
Did you bake your lighting ?
And how many other lightprobes in your world do you have
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
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?
Some really nice design there. :)
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 :(
Default unity fog is very performant
reaally late response sorry, but the world is using poiyomi's shaders and I haven't found a way to bake the lighting without destroying how the world looks yet
There is a set of baking settings on the shader.
My world looked fine baked
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
One sec, loading project
no rush, appreciate the help
I'm not sure what you mean by that also...?
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
Unless you have nothing at all to cast shadows, you might still want light probes
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
Poiyomi's shader doesn't support lightmapping in toon mode btw
gotcha
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.
I was getting a error because of my anti virus
What are the best settings for good baked lighting while be optimizing and looking good? Iām gonna be using a new windows 10 Lenovo laptop for baking and stuff since itāll be quicker than my old windows 7 laptop
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
I can send some screenshots I took a while back
sure
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
alright, i see
for every light that needs to be baked you have to change the mode from realtime to baked
Alright, that makes sense
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
Oh geez, thatās gonna be a lot
lightmap static to be exact
Alright
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
thats just a very quick n dirty way to bake lights, xiexe made a very detailed and good tutorial on good lighting
https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
Iām 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??
Iām still very confusedā¦
I went to bake and my unity crashedā¦
This is the exact reason why I donāt bake any of my worlds
You need them in multiple areas where the reflection can be different.
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.
The problem seems to arise when publishing to VRChat. The image above is the bake prior to publishing and the one below is after
Been trying to bake lighting for my world, but itās stuck at 5/11 Clustering 53 jobsā¦
What do I do? Itās not moving at allā¦
That means you have a ton of geometry
But the world is only at 26MBā¦
What's in your world ? We still haven't seen it i think
I posted pictures in #world-development
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.
@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
In the scene view change to baked lightmap view
You will be able to see the resolution of objects
Check UV overlap also?
Yep, there is no overlap in these areas
Console warnings ?
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?
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
Set the meshes to calculate normals on the things that have the warnings
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.
UV overlap isn't fully reliable
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
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
Well heck
You do have generate lightmap UVs enabled for every object that needs it?
Yep
I guess so long as you don't see any artifacts its fine
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
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
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
That makes literally no sense to me lol
You need to generate lightmap UVs
Cool, I also get these odd yellow lines on some textures from long distances, anybody know why?
@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
I will try that thank you
Lightmap now gets stuck on clustering and the UVs are still broken
How much did you increase the lightmap size and what lightmapper are you using?
Shadowmask mixed lighting with baked global illumination on, lightmapper is enlighten with 8 indirect resolution, 10 lightmap resolution, and 8 padding
Change lightmapper to progressive and disable realtime GI unless you are specifically using it
Consistently?
If it doesn't crash then yes
It crashes as well
Can you screenshot your lightmap settings
Do you get any readable error when it crashes?
Is there a crash reports folder?
Yeah however I'm not sure if they would help
I am going to wipe the library folder and see what happens
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
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
how do I properly set how dark the whole world is?
You probably want to adjust the environmental lighting options in the lighting tab
this one?
Yeah but if its already set to a dark color its something else you will need to change
hey guys, I'm trying to buy bakery but I'm off by a few dollars, does anyone know a coupon that works?
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
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 uvās
@ruby narwhal
thanks my guy ā¤ļø
how do i tell the lightmapper to use the other uv? does it do it on it's own or
UV2 by default
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.
ah oke
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
ye, light can go thru alpha transparent stuff
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
Baked lighting has no real-time shadows. If you want real-time shadows to merge with baked ones you need a mixed setup
How would I do that.
Itās a third option on your light sources between baked and real-time
And would that make anything thats not Lightmap static cast a shadow as well?
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
do overlapping UV's affect the baked lightmap or is it fine
If you have 'generate Lightmap UVs' selected on the importer, Unity will make its own (though not always great) UVs for lighting. Otherwise create a second UV set in your 3D modelling app for lighting if you're using overlaps.
This will lead to incorrect bakes since itās using the same part of the texture for two different areas of the model
What tool is that
ProBuilder UV Editor
Oh I wasnāt aware it had 2018 support
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
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 UVās in unity
Iād be surprised if your tool didnāt have an option for it
idk blender, thats why im doing it this way lol
Generate lightmap uv is a unity thing
Itās there so you donāt have to separate your UVās and avoid overlaps
It will let your shader use your real UV and then the lightmaper uses the one it generated with them separated
All it seems to have, was allready ticked
Then you should be good anything it generates shouldnāt have a overlap
If it does it might be due to really small margins and itās tripping
If you donāt see a problem with the bake probably ignore it
seems good, vertex colours was an option but the pallette was limited in unity
Can you do volumetrics/sun rays?
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)
Silent has a free shader for sun rays that may suit your needs: https://s-ilent.booth.pm/items/2658287
Unity/VRchatēØć®ć¬ć³ćŗćć¬ć¢ćØć“ććć¬ć¤ć蔨示ććć·ć§ć¼ćć 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.
does anybody know how to change the UV settings to fix this?
If you have generate lightmap UVs enabled for the mesh you could try adjust the hard angle
If that doesn't reduce of fix the issue you would want to make the lightmap UVs in blender
am i loking to increase or decrease the hard angle?
Increase first but either is unlikely to fix it completely
It really isn't once you learn what things do
alrighty, thank you
If you want assistance with blender feel free to @ or dm me even
that would be awesome! I would appreciate that
Open the model in blender and I can explain how to do the UVs from there
okay, I have it open in blender
Will help to know what version of blender you are using
2.92
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
the hierarchy on the right disappears for me
Which hierarchy?
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
ah yes there it is
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
and lets say there's no first UV map
Oh there isn't?
Oh its 17 objects
yeah I had no idea until now, it merged when I imported into unity
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
Okay! Ill start with this, I will @ you when i get all that figured out - thank you so much
hi can someone help me figure out why some point lights are not emitting light but others are ?
They are all baked right?
yup
before baking, they are all very bright, but after baking, it turns into that and some are not even emitting light
just to make sure, they are set to bake, right?
yes @twilit lily
weird. do you use Bakery or the default lightmapper?
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
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 š
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
transparent surfaces shouldn't be set to lightmap static
i see, I didnt know that, just thought it was for things that are, static
i lightmap transparent objects often?
ex: I use graffiti thats set to be transparent, would look mega lame without lightmapping
even glass receives shadows
transparent lightmapping is like a novice thing to do and not like a noob thing noobs should be doing
how can I bake a lightmap, but not bake shadows for a animate object. for a ceiling fan
On the mesh renderer settings you can change the "cast shadows" option to off
Or uncheck the lightmap static option for that object
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
That's fine, but the issue is that people do that while casting a shadow ***from ***their transparent object
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
hmm ok
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
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
Yeah, do we have transmission though
š¤·āāļø id prefer a slightly darker shadow than none
It also depends for objects and things that are part of the building
indirect would save a lot there
Can't control the intensity per object though 
if i could get 01/04 direct control i'd definitely use it, but i don't think we can ?
Isn't that just cutout ?
Shadow is accurate, but i don't know if that changes the shadow intensity
i don get it
isnt that backface gi
Yeah, that looks like it's listed in the notes
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
By default i think we ignore backface GI with Bakery ?
IF im understanding what im reading
yeah by default its set to 0
which I always change š
Congrats on being the top 0.1% of lightmapping users 
š¼ 
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
That might be the best we can do in most cases, but additionally backface GI to 0-1 might be better
doesn't backface GI just tell emissive surfaces to contribute light from backfaces?
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
If you wanted to do two sided emission i feel like that's the wrong way
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
I've use that for vegetation on ground, not for trees though, maybe i should
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
to anything above 0 ?
yeah, probably just have backfaces where they shouldnt be heh
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.
realtmie gi had been depricated for a long time i believe
its probably buggy as hell
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.
What part of it do you not understand? I can try fill in some of the gaps of the parts you don't
Well, what does it enable when turned on?
I thought it was needed if you wanted real time shadows from the directional sun lamp.
