#world-lighting

4 messages Ā· Page 22 of 1

sharp robin
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It allows for "Real time" bounced lighting updates

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So you don't need it for shadows

fiery cape
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Oh... Hmm.. What kind of effects do you want it for then? Worlds with lots of dynamic lighting like a club or moving sun?

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Though I remember reading at the Furality Luma event, they did something clever that apparently gave real-time GI like effects but faked it for much better performance.

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I think it required you to be using an avatar with their specially made Luma shader though.

sharp robin
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You can use it it any situation where you would want the lighting to look more realistic

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Unfortunately it can get pretty expensive to run for large maps

fiery cape
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What would count as a large map? Or just the overall complexity of it?

sharp robin
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Usually just how much baked "Real-time GI" data you have

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The more you need to update the more expensive it becomes

fiery cape
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I see! I am going to need to study how to do dynamic lighting well, as I've got a friend interested in me helping them create a music venue so learning all the tricks that don't involve blowing the entire real time light budget will be fun...

sharp robin
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Some arguably good aspects of it is that it is heavier on your GPU than CPU which for VRChat is nice considering most people will always be CPU bound

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And you can also just choose to not update it at all meaning you could give users a toggle for if it's enabled or not

fiery cape
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Always good to have a potato toggle in your world.

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So to speak :P

neat rivet
fiery cape
neat rivet
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Feel free to ask more question about the setup

fiery cape
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Is the world project open source / available to see to see in terms of how it works? Or can you point me towards tutorials on the subject? Seeing the end result afterall doesn't exactly reveal how its done. 😁

neat rivet
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There isn't actually much to it though. Precomputed realtime GI is a lightmap that calculate how would the light should reflect on certain surface. It actually helps enhancing indirect light reflection from realtime light source.

fiery cape
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Oh wait, so this world can show the difference between the option turned on and off?

neat rivet
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I'd love to but udon doesn't support much about manual lighting data settings.

fiery cape
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ah, yes, I know that issue. You'd have to have an 'off' and 'on' version

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I thought I'd be able to do lightmap switching but doing day/night versions requires more tricks than just that

neat rivet
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Yes kinda. I'd need to upload another version of the world with realtime GI turn off.

neat rivet
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I had the idea about using realtime GI and realtime directional light source, but not sure how the performance will turn out in the real world with a lot of players.

fiery cape
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This is a nice demo world, I see what you mean in terms of the strong colours reflecting properly and such on to surfaces.

neat rivet
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I increased the indirect contribution so the reflection effect is lot more noticeable.

fiery cape
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Ooh, and I see how if I shine a spot on a strong colour, that colour does then get stronger

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The pickup lights, are they set mixed or realtime?

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and important or not-important?

neat rivet
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They're all realtime and set to auto.

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The current setup for auto is important light

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Not sure if graphic settings will set autos to not-important though

fiery cape
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And cubes are point lights, torch shapes are spots and the single circle one is the sun controller?

neat rivet
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All correct

fiery cape
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I'm at 90 FPS on my older desktop right now, but as you say, this is with just one avatar in a test world.

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Might be something just to turn on towards the end of dev of my world and review the performance results.

neat rivet
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I had my friend with intel GPU in the world with all 5 lights on and about 5 players, and they said they're fine.

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Probably need to increase things number next time to simulate how it will perform in the real world.

ruby lagoon
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Could do with some lighting help, who here has played Fable (OG, TLC, or Anniversary)?

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XBOX and PC versions are okay, same game

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Oh I'll just cut to the chase, if anyone's played Fable, you remember the Razing of Oakvale? You'll notice that a fiery red light is cast down whenever you're in a clearing, but under the shadows, it's a normal night time light, I wanna do something similar, but I'm not sure how

fallow lark
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maybe it would help if you had a picture of the light

ruby lagoon
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Aye aye, in-game? or what I got now?

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This help?

fallow lark
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yeah that said helpful visual reference

ruby lagoon
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Like genuinely? Or....?

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Sorry.... I tend to have a hard time telling if someone is being genuine about something being helpful or if they're joking...

fallow lark
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mostly that just looks like having enough light probes to make sure you have the appropriate lighting on your avatar

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and I suppose you might could have the ambient color be Gray and a decent amount of red like Point lights to provide the red in the clearings?

ruby lagoon
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So set lighting to "color", set color to gray, and have multiple point lights?

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Was hoping it'd be easier than that....

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Like a singular directional light...

fallow lark
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if you're trying to match the non-realistic lighting of that screenshot

ruby lagoon
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Sorry....

fallow lark
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no it's fine

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question do you have a screenshot with the Avatar standing in like the red part

ruby lagoon
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I can take one, since I've got the game running on my XBOX

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There ya go

worn river
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Everytime I try to generate the lighting in my world, Unity crashes šŸ™ƒ

ruby lagoon
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Ouch X_X

worn river
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Had it with an earlier version of this world too… then it worked again and now it’s broken

fallow lark
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does this work okay

worn river
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My settings are almost identical to those

ruby lagoon
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Yeah, I'm using a custom skybox w/ shader, since I really hate the default skybox....

fallow lark
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in this case it's just a singular directional light turned red and the ambient color being a dark blue

worn river
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I always use custom skybox lol

ruby lagoon
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Awesome

ruby lagoon
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Looks like my light source will need to be- OOH! GIMME DAT SKYBOX XD

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Anyway, light source, brighter, gotcha

fallow lark
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I forgot where I grab the skybox

worn river
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But anyway, if anyone knows how to fix my issue, please please please slide in my DMs

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Or ping me idk

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3 hours of troubleshooting instead of relaxing worldbuilding is not how I expected my night to go 🄲

ruby lagoon
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Hmmm.... my guess is poor system specs? @worn river I'm not sure though, I'm no expert...

worn river
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My pc isn’t too beefy, but seems odd that it can’t handle this

ruby lagoon
worn river
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So I doubt it’s my pc

ruby lagoon
ruby lagoon
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Well.... this.... isn't right X_X The shadow is darker than the sphere actually is X_X

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To be fair.... I'm using the VRC Default floor

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There, looks a bit better, ish

verbal cape
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Have you tried Bakery? Unity doesnt calculate rays accurately so you end up having to play with the settings far to often, and then complex scenes just take an absurd amount of time to bake (like 1hr - DAYS depending on the rig). $55 on the asset store when not on sale.

ruby lagoon
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Bakery costs money? Money I don't have? Goodness gracious....

verbal cape
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huge 1k x 1k terrains takes me about 30mins to bake.

ruby lagoon
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Bakery's not an option for me then.... I have a budget of $0

ruby lagoon
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@fallow lark Ever find where you got that skybox?

fallow lark
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no I hadn't

ruby lagoon
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Aww, all good, hope you find it soon

fallow lark
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I'm not in a big hurry to search for it

ruby lagoon
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Fair enough

dire osprey
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Is there a way to do non additive lighting in bakery?

modest vapor
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Bounces to 0 ?

lethal nebula
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opinions? (don't mind the interior lol)

modest vapor
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You should bake that

lethal nebula
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which?

modest vapor
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All of them

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Realtime lighting doesn't look good

strange bone
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^

timid totem
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Getting this weird noise on my baked lights, and this awkward squaring on the things my teleports are going to be in, any ideas for fixes?

modest vapor
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Generate lightmap UVs

mint cipher
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UV problems right?

modest vapor
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lightmap UV yeah

flint path
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What if this happens with Generate Lightmap UVs on?

twilit lily
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then you have a problem and might wanna make your own lightmap UV

jolly cedar
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So I've run into a little problem. I'm using baked lights and everything renders fine, except for my pillars

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Only one seemed to turn out fine.

twilit lily
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are they set to static?

jolly cedar
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Yes

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I've turned static off and on, on all of them.

sharp robin
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@jolly cedar Do you have generate lightmap UVs enabled?

jolly cedar
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Lemme check

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Where would that be located?

sharp robin
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On the mesh file import setting right at the bottom

sharp robin
# mint cipher UV problems right?

It's kind of a UV issue but more of an issue with the unity lightmapper and default settings. You can reduce those seam artifacts by enabling stitch seams on the mesh renderer

jolly cedar
sharp robin
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Unless you are using probuilder?

jolly cedar
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I am

sharp robin
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On the mesh itself then it should have this right?

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Change those settings around and see if it fixes it

jolly cedar
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Yeah I see that

sharp robin
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Unfortunately though ProBuilder is very bad at doing UVs

jolly cedar
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What do I change?

sharp robin
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Increase hard angle

jolly cedar
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Alright

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I should regenerate my lightmaps right?

sharp robin
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Yeah

jolly cedar
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Alright, lets hope that fixed it

sharp robin
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Because ProBuilder is very bad with UVs I would doubt it would be fixed

jolly cedar
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Alright

sharp robin
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Still worth trying but if it doesn't might have to consider exporting the mesh or editing the mesh to have seams which could also fix it

jolly cedar
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Yeah it didn't work

jolly cedar
sharp robin
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If you select the mesh and under the ProBuilder settings you will have this

jolly cedar
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Alright

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Can I select mutiple?

sharp robin
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Oh are they all separate objects?

jolly cedar
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Yes

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I haven't merged all my objects yet

sharp robin
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You could try merge them and see if that fixes it

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And if that doesn't work I would seriously recommend moving away from ProBuilder and switching to Blender instead

sharp robin
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So you could easily export everything to blender and continue from there

jolly cedar
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Alright

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Wait why am I exporting them?

sharp robin
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If merging the meshes doesn't fix the issue you would want to consider exporting and using those meshes in blender

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If this is the only world you plan on making using ProBuilder is fine

jolly cedar
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Alright

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Yeah merging everything didn't seem to work

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Is there any way to un-merge objects?

sharp robin
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Select the parts you want to separate and in the probuilder settings there is an option to split

jolly cedar
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Can't seem to locate the split option

jolly cedar
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Alright well thanks for trying to help

sharp inlet
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If i want to make lighting global, without my character being black because of the shadows how do i do it?

verbal cape
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Might not be related but I can replicate that effect with a poorly placed reflection probe. (some pillars being blackened.)

verbal cape
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make sure the probes are in the light not the shadows and the character will only receive the data from the lighted areas

sharp inlet
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Thanks!

prime fox
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Has this ever happened to anyone else?
Realtime lighting lights everything up just fine, but when I bake, everything on the ceiling REFUSES to receive any light at all. It's all just black up there.
Been trying to fix this for 3 hours now and I have no idea what I'm supposed to try.

modest vapor
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Check out the basics, might have forgotten something simple

ruby narwhal
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do you guys use generate lightmap uv's? im dealing with a particularly stubborn mesh and even making uv's in blender for better lighting is kind of annoying, (also i don't got the muns to buy bakery sadge) any pointers on where i should go from here?

sharp robin
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Doing the UVs manually in blender is much better and pretty fast to do once you get used to it

wraith heron
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What's the best lightning for a world

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lighting

twilit lily
# wraith heron What's the best lightning for a world

there are only 3 ways you can light up your world
-real time (worst performance, no Ray Traced lights, characters and other objects cast shadows when moving around)
-baked (best performance, Ray Traced, characters and other objects dont cast shadows when moving around)
-mixed lighting (performance depends heavily on how much dynamic objects you have, basically a mix of the other 2)

wraith heron
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but it doesnt seem that baked would work well for an outside world

twilit lily
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baking always works

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for outside areas you just have to lower the resolution a lot to keep filesize at a reasonable level

wraith heron
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I am not looking for the best baked lighting in the world, just something that'd work

fallow lark
strange bone
verbal cape
# wraith heron but it doesnt seem that baked would work well for an outside world

Unity 2018 has known issues baking outside; if you use terrain you need to drop that resolution and that just isnt acceptable. Its better in 2019 but only slightly. If you want a no hassle baking experience get Bakery. You can have skrewed up lightmap uv's and it will still look sxy. If you have an emissions addiction you might get a weird speckle; just use legacy denoiser in the Bakery settings. Literally that is all that needs changed from the default settings to get a masterpiece.

twilit lily
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+1 for bakery
best thing you can get as world creator

obsidian cape
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can someone tell me why sum of my assets are black only after building and testing for vrchat but not black in unity ? everything is set to baked and static as well

modest vapor
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Are they static ?

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Ah, just read your edit

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Make sure there's nothing in the console

obsidian cape
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all the console has is that theres overlapping UV's for 200 objects

modest vapor
mystic pulsar
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so i tried to bake lighting into an area, i have this campfire with a baked mode point light, and a dim directional light as sun, but after baking it still doesn't light up any thing, normally with no baked data and realtime lights objects do light up
i have set the terrain, chairs, trees and a part of the staircase on lightmap static
light probe groups and reflection probes are set up
any tips?

obsidian cape
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and also make sure u set everything not only to lightmap static but also static in general

abstract drift
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Anyone have problems with Bakery's Xatlas just suddenly not working properly?

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I'd prefer to use it in the atlas packer but it won't bake after a LONG period of time anymore

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default packer works but leaves this entire wall (supposed to be blank) to have all sorts of weird lightmaps in just one area

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top: weird bakery lightmap
bottom: clear and intended lightmap (when Xatlas still worked properly)

sharp robin
abstract drift
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disabled but no luck

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still gets stuck on the same mesh

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which is tiny

sharp robin
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Other than that you can try put all meshes you think might be causing issues into their own lightmap group

mystic pulsar
mint cipher
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I have Ambient Occlusion on but for some reason it doesn't seem to be taking effect, can anyone help me with this?

sharp robin
mint cipher
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In the lighting settings

sharp robin
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That only applies if you have baked the lighting

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You have real time lighting

mint cipher
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All my lights are set to baked I'm pretty sure

sharp robin
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They will be realtime until you actually press the generate lighting button in the lighting settings

mint cipher
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I baked the lighting and it still appears as if theres no AO

sharp robin
mint cipher
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what could be causing it?

verbal cape
ruby narwhal
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i've been fighting this for weeks, what are my options here

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all separate materials, and in blender, all separate objects

verbal cape
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well, right off the bat I would suggest you just do one cube and not 25+scene. Getting one cubes lightmap uv correct is a little less stressful than watching 25 fail each time. And if you cant sort it out in Blender, its just 6 quads. a unity quad is going to have its uv sorted.

ruby narwhal
verbal cape
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Not sure how that helps but 6 quads exported as one OBJ instantly solves your problem in Unity. Its a cube. Don't you think thats a little more efficient than playing with those magic numbers all day?

ruby narwhal
verbal cape
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You cant sort out the lightmap UV on the Blender cube right?
A cube has 6 sides. In Blender you had to separate the faces.
If you use a Unity Quad, its already going to be UV mapped and UV light Mapped. Put 6 of them together in the form of a cube and you have 6 face just as before to decorate only now the light mapping uv works.

ruby narwhal
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well, that would work here sure, but for bigger exports it would be extremely time consuming

verbal cape
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you make one prefab. Its the same thing.

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took me 20mins to import every texture into my faux minecraft.

ruby narwhal
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like, what im saying is if i exported a huge mansion, i'd have to do all of that by hand

all of the texturing and uv mapping and stuff is handled by the program im using to export the mesh

verbal cape
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so you are creating one mesh, dividing it into 1x1x1 cubes and auto texturing and uv mapping?

ruby narwhal
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uh, the exported mesh already has all of that, materials and all, it splits it up into 1x1x1 cubes (only visible faces) and then uses one material per texture (it has an atlas option but mipmapping doesn't work well and it's got other issues)
it makes no lightmap uv's

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but blocks of similar "families" are all one mesh

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but when you have differing blocks in like a floor for example you get the issue im having

verbal cape
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well yeah, same family of blocks sharing the same mesh will have the same uv. your issue is overlapping uvs. You tried the default settings for the generate in Unity? you can also view the uv map to see how much you have to edit it.

ruby narwhal
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cause i'd have to up the pack margin almost to max and even then i'd get certain things with overlap

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i've cranked the pack margin to 35, cleared baked data and rebaked, no overlap at all says the console, i still get the weirdness

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ah, i used a few of the fancy de-noising thingys in unity 2019 and greatly reduced it

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(optix will crash u if u don't have an rtx gpu)

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im still open to suggestions to actually fixing it, if anyone has any, just ping me pls

modest vapor
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(what are you trying to fix ?)

round moon
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Is there something about baking light probes in Bakery that breaks Silent's fog and lens flare shader effects? Every time I bake the lightmap in bakery it just turns off both effects, and the sun gets turned off too (which may be the key issue)

fallow lark
ruby narwhal
# modest vapor (what are you trying to fix ?)

im trying to make it so that instead of each block having it's own UV and the auto generate making the whole thing have tons of uv's, instead, i have a second UV, that all the blocks have, which makes it one big face instead of alot of little ones. but ofc, im newish with blender and i've had 0 luck trying to do this

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i don't even know if it makes logical sense

hallow epoch
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Does anyone have advice on combating gradient jitter when baking light maps using bakery? Upping the sample size increases the number of bands but doesn't seem to do anything to smooth the transition between them. Higher resolutions and texels don't seem to have any effect.

modest vapor
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for lightbaking you can't have any overlap

ruby narwhal
modest vapor
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yeah, because you have a ton of overlapping faces in the actual mesh, and the vertices aren't connected

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All invisible faces should be deleted

ruby narwhal
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the inside faces are all gone, there's backfaces but that's about it

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the vertices aren't connected? how does this affect the lightmap

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i could send the blend file so that you could look at the mesh

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this is what it looks inside

modest vapor
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You should generate your lightmap pack after that

ruby narwhal
modest vapor
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Alright, then select your UV2 and lightmap pack it

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also there's a lot of useless vertices to dissolve

ruby narwhal
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like, i have to click each mesh, go into object data properties and add a UVmap, then select it

modest vapor
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Why would you want to do that ?

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You'll be left with hundreds of meshes

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Still unsure what you're trying to achieve here

ruby narwhal
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one sec

modest vapor
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Yes, that's a new lightmap

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UV2 is for lightmaps, not textures

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If you want to make a texture atlas, there are tools like material combiner addon from shotariya

ruby narwhal
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i don't get it at all, if i export that my textures will be broken regardless of what UV i use

modest vapor
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Each of your meshes is a separate texture and UV, so if you wanted to have them all as a single mesh and texture, you'd need to texture atlas them

ruby narwhal
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can i just, have all the meshes share one uv and also retain their individual primary UV for texture?

modest vapor
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Yes, if they all have the same UV1 map name, when you join them they'll retain their uv islands

south furnace
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Can someone recommend a place where I can get skyboxes from? I see a lot of worlds use skyboxes of different cities at night but if I try to search for something like "Hong Kong HDRI", "Tokyo HDRI" or skybox/cubemap but I just get nothing usable out of that

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There are lot of skyboxes of night sky but not cities

fallow lark
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equirectangular/Panorama cities in Google would help

south furnace
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Are there any tutorials on how one would convert that into usable skybox in unity?

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Okay I think I got it, thanks

obsidian cape
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does anyone know some good ways to reduce baking time ? im using progressive gpu already and its not fast enough. i have a fairly small world

modest vapor
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Seeing your settings would help

obsidian cape
obsidian cape
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so the bake time kinda bumped down to an hour and i had nothing better to do so i jus waited for it to finish and now i stumbled upon another problem. the shadows are weird. is this cus of overlapping UV's or sumthing else? cus i already have the models set to generate UV's on the import settings

modest vapor
obsidian cape
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ya uhh it says theres like 207 overlapping UV’s

modest vapor
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ouch

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Might wanna try with bigger sized lightmaps ?

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You sure you generated lightmap UVs for all your objects ?

obsidian cape
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yess i think so, just to make sure tho, after checking Generate UV’s on import settings, do i have to put the model into the scene again, or does it apply it to the already existing models in the scene ?

modest vapor
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It applies it, but you have to bake the scene again

obsidian cape
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oh ye i did that

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imma try bigger sized light maps and bake again and see if that makes a difference

true herald
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Anyone know what could be causing this on my plane?

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Yes, I've generated lightmap UV's. Yes, it's properly UV Unwrapped.

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I've cleared baking data, re-setup the lighting, reapplied Bakery lights to everything, and removed/added different types of lights to the scene just to see if it's some problem with the direct light.

sharp robin
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Every lightmapped object in your scene needs to have proper lightmap UVs

true herald
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Well, they all do from what I can see.

true herald
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And it's ONLY with Bakery, but the built in lightmapper with Unity is so slow with this scene but it does work without having this problem.

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Welp, now I got it to do this, but still can't figure out where the shadow is coming from.

sharp robin
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Shows you the UVs and you should be able to see if there's any overlap

true herald
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Give me a sec, was fiddling with Bakery settings to see if it was the amount of texels I was using.

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If I have to remake the plane I'll remake the plane.

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...Oh wait a second.

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Could it be the glass panes I threw in, because I just stretched them out slightly past the walls (Because I'm lazy)?

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Anyways, baking currently, give me a moment and I'll check here.

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This is literally the lightmap, I don't see anything overlapping other than the findley piece in the center which is just where an elevator goes below the map.

sharp robin
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You could try put it in its own lightmap group

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If it still had that shadow after that something is likely wrong with the mesh

true herald
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So I've never actually done that, how would I throw it in it's own lightmap group?

sharp robin
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Add a component called bakery lightmap group

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Should be pretty straight forward after that

true herald
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Can do, I'll give it a shot.

true herald
true herald
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Nope, didn't fix it...That's so odd, I don't know what would be wrong with the mesh suddenly.

sharp robin
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I have seen similar issues with the unity lightmapper but not bakery

true herald
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I seem to have a problem with this every time I start a new project at least once.

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And I never know what I do to fix it.

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I'm gonna try just doing a blank plane without the trees on it once, just overlapping the old plane.

obsidian cape
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hi can someone tell me what this means

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Lighting data asset ā€˜LightingData’ is incompatible with the current Unity version. Please use Generate Lighting to rebuild the lighting data. Realtime Global Illumination cannot be used until the lighting data is rebuilt.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

sharp robin
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You need to rebake the lighting

obsidian cape
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oh okay

true herald
sharp robin
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Unity planes?

true herald
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Just a generated one in Blender.

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I just don't know where the heck it's getting the lighting information from.

true herald
sharp robin
true herald
sharp robin
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Yeah really strange

true herald
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And it's only those side pieces.

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If I change the direction of the light, the top part of the building is mapped appropriately.

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It's just those two random blocks.

sharp robin
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If its a separate mesh try move it away from that area and see if it still has the same blocks?

true herald
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I can find out here.

true herald
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Though I think ^This is caused from the mirror modifier still on that particular part of the building...That lower half seems to be the problem child actually.

sharp robin
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My guess is something with the mesh itself

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That rim looks like typical UV overlap though

true herald
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How would one fix UV overlap at that point?

true herald
sharp robin
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Are you doing the UVs in blender or auto generate with unity?

true herald
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Auto Generate, I don't know how to do UV's in Blender.

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It seems like some worlds I've done I can just auto generate and others I can't, it's weird.

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I’ll have to probably sit there and really fiddle with it, or maybe just reimport everything…I just don’t know why it randomly started to break

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Literally had a perfectly good bake last night and then I added the staircase inside and everything broke at once

true herald
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Kill me please.

inner harness
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Hello! I bake light in my world with Bakery GPU plugin.., but when i using any water shader (clear water, perfect water etc..) I lose depth and fog in the water. what ideas to bake properly ?

twilit lily
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try not marking the water as static

inner harness
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Yes, water box not a static.. I think the problem is in z buffer or smth.. Cause after baking, even a foam start appearing from camera but not from model edges

modest vapor
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You tried deleting and adding your depth buffer back in the scene after a bake ?

inner harness
#

No, i really dont know where can i found this buffer.. Its in baked maps or it s in each model proprietes?.. Sorry, i Will be glad for any info

modest vapor
#

The depth buffer is an object

#

You should have one already in your scene if your water relied on a grabpass

inner harness
#

@modest vapor thank you so much!! you saved me a lot of time - I was already going to paint the bottom with fading texturesšŸ˜€ vrcLike

modest vapor
#

It's working ?

inner harness
#

yes!

ionic torrent
#

any tips how to remove things like this happening on baked lighting?

azure sparrow
#

Enlighten?

#

Progressive gpu?

azure sparrow
#

I have a issue

#

In My World the directonal light goes through all the Walls and Hits the person everywhere

#

But it Hits the Walls and causes shadows

#

But at the Same Time it Hits me the Player through all Walls

sharp robin
#

Probably due to your avatar shader and not the world

azure sparrow
#

and shaders dont do that

verbal cape
#

If you dont want the directional light to effect the player change culling from everything to just what you want the light to effect. Players should be lit using light probes only.

verbal cape
#

Great, so then you only need to change the culling options on the directional light šŸ™‚

hidden patrol
#

Help I am stuck in light generation

#

and I can't cancel it

ionic torrent
azure sparrow
ionic torrent
#

nvidia

azure sparrow
#

Hmm

azure sparrow
#

In the unity asset Store

azure sparrow
ionic torrent
#

culling options for lights btw

sharp robin
#

Have to do it per mesh renderer

ionic torrent
#

it was originally a regular mesh but i probuilderised it to customise it šŸ˜…

sharp robin
#

It should

#

But ProBuilder is pretty horrible for lightmapped objects so also possibly not

azure sparrow
#

But idk what to set it to

dire ibex
#

How to make volumetric light in vrchat? I tried all the options that I found in your discord and nothing works. For example, rays of light from a window or light from a projector onto a screen.

upbeat tendon
#

I'm using ProBuilder for all of the geomatry in the house I made, however I somehow keep getting this message in ProBuilder about "There are 2 meshes missing Lightmap UVs in the open scenes" and when I click -Build Missing Lightmap UVs- the button does not work. Has anyone had this gltich before when you go to click the -Build Missing Lightmap UVs- before and it does not work?

mint heart
#

Does Bakery use default unity lights or do I have to add the components and completely replace the area lights?

modest vapor
#

Bakery has its own components

mint heart
#

The area lights look complicated. I added the point light component from bakery to my point lights and it seems to have no effect after baking

modest vapor
#

You should take a look at the pinned tutorial in this channel

mint heart
#

YEah, I just got a 3060ti, so I'm finally able to use bakery

verbal cape
#

Easiest way to use Bakery is to use the unity lights, attach the matching bakery component and add +5 to the light intensity and click match to... to make the bakery component match the unity one. Do that for each light and then Render. Bakery lighting is smooth so you will need about +5 more to get the light you want. After you bake the old lights are disabled if they are marked as baked.

azure sparrow
#

So still Uhm havent got a answer How do i need to setup My culling on My directional light

modest vapor
#

People explained it to you twice, you remove the layers you don't want to be affected

azure sparrow
#

what do i not want to be affected

modest vapor
#

what do you not want to be affected ?

azure sparrow
#

.>

#

See i have a map setup and walls everywhere and one directional light, But on players only the light goes through walls it should Hit the player yes but not If there is a wall

modest vapor
#

What are your current layers ?

azure sparrow
#

Everything

modest vapor
#

check your mesh renderer component for your walls

azure sparrow
#

Let me boot the project

#

One sec

azure sparrow
modest vapor
#

if it has cast shadows enabled

azure sparrow
#

Well Yea two-sided

#

Was i supposed to use smth else

modest vapor
#

Nope, that should just work, if your wall isn't casting a shadow that's a bit odd, i'd suggest posting screenshots of your objects and light settings etc

mint heart
#

So My Area lights are working fine after adding the Bakery components, but my Spot lights are SUPER bright and my Point Lights are barely working at all or not working

modest vapor
#

you'll most likely have to change the values, they're not worth the same as unity light components

torn rock
#

Any idea why the baking time keeps increasing? I made four worlds and I baked lighting many, many times, but this is the first time the time keeps increasing.

fallow lark
#

are you putting more stuff in the map?

torn rock
#

Yeah. I put in a couple of new stuff in the world. I haven’t touched the light setting and probes.

fallow lark
#

are they terribly large?

torn rock
#

Not really. I added a small wall and a few small planes.

fallow lark
#

okay then that probably isn't it?

torn rock
#

Nope lol

azure sparrow
#

Here this bed is not baked has not light map or anything

#

And it’s not being affected behind the wall

torn rock
#

So, the baking time was still increasing when I went to bed. I just woke up and checked on it now. It’s over 15 hours?! Wtf. It went from 20 minutes to 10 minutes to 15 hours and still going up.

#

I really need to finish this world today. I would appreciate it if anybody can help me out.

verbal cape
# torn rock I really need to finish this world today. I would appreciate it if anybody can h...

If you Googled "Unity "your lightmapper here" times increasing" you would find that there are millions of reasons this could be happening and unless you break down your entire project and spam the channel with every tiny and mostly useless detail no one can do anything but give an educated guess or Google for you. If your time is increasing my first thought would be to check the console for errors. Install the vrchat toolkit , do build and publish then abort after the upload screen is live and check the debug for the toolkit to see how many of your UV's are skrewed.

#

LODS will also create an infinite bake timer

torn rock
verbal cape
#

I literally just told you how to get closer to a solution and 2 possible causes. "but whatever" lol

torn rock
#

I already did everything I saw on the forums. I decreased the resolution. I decreased the size. I removed/or added the light probes. I changed some setting.

verbal cape
#

and no errors in the console?
pos cpu on a cpu bake will give errors and infinite time
pos gpu on a gpu bake will give errors and an infinite bake.
if you have a potato you usually need to bake in indirect + enlighten.
If you have terrain, forget about it using enlighten.
also want to turn everything down to the lowest settings if using a potato.
bottom line, if the timer is increasing as the bake continues something is not working correctly thus an error is produced in the console.

#

And if you have an error than you have something to google other than a generic question

slender pebble
#

Hello! I've been scouring the discord here, as well as google and twitter, but I cannot for the life of me find any sort of step by step to help me through a lighting process. I was hoping some one here might be able to lead me through it or at least point me in a direction to where I can find the information I need. Keeping it short, I'd like to use real time emissive lighting from a video screen to illuminate a room. However, I'm using bakery, and it's my understanding that there are additional hoops you need to jump through to get it functional.

#

Everything I've manage to dig up on it seems laid out in a way that assumes you already know the fundamentals of how it works, so it all just kind of glosses over me and has left me a bit stumped.

sharp robin
#

@slender pebble Set bakery to experimental mode then scroll right to the bottom of the bakery settings and enable combine with enlighten real time GI

#

After that set the unity lightmapper to enlighten and then depending on if you are using SDK2 you will need to add a custom renderer behavior component and for udon you want RendererExtentions.UpdateGIMaterials on the video player screen mesh

slender pebble
#

Appreciate the input! So, I am using Udon. I went ahead and swapped to experimental, made sure the combine w/ enlighten was checked, have light probes in the room already (assuming those are necessary). Unity set to enlighten, then I ran bakery. I believe the screen has the renderer extensions on it already, assuming this is the correct script.

#

But I got nothing in world, both in the unity player as well as in a test build.

sharp robin
#

Is the video player screen set as lightmap static?

slender pebble
#

It is currently, yes

sharp robin
#

If you make a realtime light and set its indirect intensity to something very high does it have any effect?

slender pebble
#

It does light the world up a bit, yeah

sharp robin
#

So GI is working then

#

Is the video player screen material set to realtime GI instead of baked?

slender pebble
#

It is currently on realtime

sharp robin
#

Can you screenshot the material

slender pebble
sharp robin
#

If you change the emission color to something that has color does it have any effect?

slender pebble
#

Tints the screen, but still no light emission

sharp robin
slender pebble
#

Unity's standard shader

sharp robin
#

Does the screen have a lightmap scale of 1 in the mesh renderer settings?

slender pebble
#

It does

sharp robin
#

Can you screenshot what it looks like when you have a high indirect intensity light in your scene

slender pebble
#

So this first one is w/ an indirect intensity of 1

#

and this is with 100

sharp robin
#

Try increase the GI emissive boost on the video shader to something much higher?

slender pebble
#

Oh! That might be it!

#

I got light now. But I have a static image video, so let me get something with some movement

#

Awesome, that's it. It's working now.

sharp robin
#

Yeah the indirect light strength is oddly low though

#

Increasing the values works though

slender pebble
#

I'll have to play around a bit and see what I can manage there. Thank you so much for taking the time to help me troubleshoot, though! It's very much appreciated.

mint heart
#

So my computer died mid bakery bake due to another app (Warthunder), and now my whole scene is flat white despite all the materials still showing in the inspector. Anyone know how to fix this?

modest vapor
#

clear lighting data, rebake

mint heart
#

Tried it

#

That had no effect

sharp robin
#

Try enable and disable the show checker option?

mint heart
#

Damn that actually worked! Thanks man šŸ‘

real crag
#

does baked light effect preformance if i have a lot of them?

#

like 50+ish?

sharp robin
#

If baked the lights themselves wont have any performance impact

real crag
#

so i could have like 8 area lights that are set to baked and be fine with other lights in the world as well?

#

i just dont want someones pc to crash just because i want to make a good looking neon sign that has more then one color

sharp robin
#

You could have as many baked lights as you want

#

Only thing that will be affected how long it takes to bake the lighting

real crag
#

ignore the unfinished look, i have stuff moved so it can be worked on cleanly

#

ok, thanks :U

blissful raven
#

this

#

where do I get docs for this

#

i have no idea what's possible with it without just messing with it and im lazy

pine fox
#

Any idea why bakery is giving me those dark spots in several corners in my scene? If I lower the bake quality from 100 texels to say 20 texels it goes away (but the world looks much worse)

verbal cape
pine fox
#

Let me check!

#

I didn't see anything, I think it could be due to my area light placement.. I'm doing a test bake to see ... might just have bad coverage for corners

verbal cape
#

maybe, gl. Beautiful emissions though šŸ™‚

mystic gust
#

first time trying baked lighting and... is this right? idk why the wall on the left has no shadow cast on it?

pine fox
pine fox
#

Is the wall a model you imported, or a primitive (like a cube)?

mystic gust
pine fox
#

if you swap your light to realtime, does it look how it's supposed to?

mystic gust
pine fox
#

Cool... yeah I like to get it looking good with realtime then swap over to baked (with the exception of Area lights, those are baked only)

#

For area lights I just keep the texel rate low and bake for testing

mystic gust
#

Thanks for the help

ruby narwhal
#

how do i fix diss

modest vapor
#

Could you describe "this"

ruby narwhal
modest vapor
#

That's with generated lightmap UVs ?

ruby narwhal
#

well it's with uhh, i think smart uv project in blender

modest vapor
#

Can you point out the team in the pic ? Not sure i'm seeing it

#

Also, what lighting settings do you have ?

ruby narwhal
#

one sec

#

i call it "seam" because idk what it would be actually called

modest vapor
#

oh, it thought that was an actual mesh separation, damn

#

Does the smart UV unwrap show that in blender ?

ruby narwhal
#

i think it is mesh separated one sec one sec

modest vapor
#

ah yeah that would explain why

#

Everything needs to be merged and connected

#

Or you'll get those seams

ruby narwhal
proud ginkgo
#

the lighting looks way different before and after baking

#

I think it just ignores the spotlights or something

modest vapor
mystic gust
#

Alright, i have one last lighting problem that ive been trying to fix for an hour now. I'd like the lighting in this room to look like this (realtime in this screencap for demonstration)

#

But when I bake it using baked lights, it ends up looking like this

#

screencap of the light probes for good measure. its the only point in the world that has scuffed baked lighting

sharp robin
#

Then in that lightmap parameter set the backface tolerance to 0

mystic gust
mint heart
#

So I don't know what I'm doing wrong, but Bakery will not bake Point lights. I added the component to all my point lights, set their intensity very high, and nothing happens. All other lights work fine

modest vapor
#

Can you post a picture of your unity window with one of your point light selected ?

mint heart
#

I can in a bit, not home atm

#

Also, is it normal to have to set intensity to 1000 for area lights when using them for a street lamp?

modest vapor
#

Area lights require very high intensity yeah, at least from my experience using them

mint heart
mint heart
modest vapor
#

You tried changing the light to something very colorful and bright ?

mint heart
#

Bright yes, colorful no

modest vapor
#

might wanna try, depending on how your world looks, a greyish light might not be very obvious

#

you can also just enable the lightmapped view in the unity scene

mint heart
#

I'm gonna set the intensity to half the area light and see what happens

lilac axle
#

I have no idea what's up. In-game looks completely different than in-editor

supple loom
#

That almost looks like the in game picture is missing post processing? Did you make sure the upgrade didn't unset the reference camera in your VRCWorld or something similar?

lilac axle
#

It seems to be correct. I tried toggling post processing off just to compare and it looks different than in-game as well.

lilac axle
#

Also, it doesn't seem to affect most objects as seen in the pictures.

peak nimbus
#

anyone know why bakery is giving me this error out of nowhere?

shadow jay
#

I'm building a world and very new to Unity so I'm not really sure what I'm doing when it comes to lighting. Which is fine. My question is if there's a faster way to preview my light changes than clicking Generate Lighting? This can take a while.

peak nimbus
#

realtime first, bake after?

shadow jay
#

and then what i see in the Unity Scene window is what i'll get after i switch to baked?

#

thats a great news

peak nimbus
#

I believe, might be wrong but

#

use realtime

#

see if u like the look of it

#

after try switching it to baked and then generating lighting and see if it's the same

#

if that works ur good to go

shadow jay
#

i will try that right now thanks!

lilac axle
#

It seems like all the shadows are being lightened in-game.

sharp robin
#

Also is that occurring after a switch to 2019?

lilac axle
#

Was fine before

sharp robin
#

Have you rebaked since moving to 2019?

lilac axle
#

Yup

#

Tried GPU and CPU

sharp robin
#

If you go to Edit > Project settings > Other settings and find the lightmap encoding option what is it set to?

lilac axle
#

I don't see an "Other" option

#

Ohhh, found it

sharp robin
#

Oh yeah sorry forgot about mentioning its in the player tab

#

Yeah that wouldn't be the cause then

#

My next thought is it might be something with the Skybox/Environmental lighting in the lighting tab

lilac axle
sharp robin
#

Try change it to color and make that color dark

#

Oh you have realtime GI enabled too

lilac axle
#

Yeah, for video player stuff only.

#

Might affect other stuff though.

#

The color option didn't seem to change anything sadly.

sharp robin
#

Yeah nothing obvious I can think of

#

You can try go through and change things like realtime GI enabled or not and rebake and see if the results are the same

#

Or I would wonder if the world was brighter in game even if you had no lighting data

lilac axle
#

I'll test it

#

It's the same in editor and game without lighting data

lilac axle
#

Ok, it is an issue with realtime global illumination.

#

However, I have no idea how I'd get the video to light up the room around it without it.

sharp robin
lilac axle
sharp robin
#

You could try replace the default skybox with one that is much darker

#

If you have an indoor scene it's something you should do regardless

lilac axle
#

I'll give it a go

#

Doesn't seem to affect it sadlyy

#

Oh... That's weird. If I turn off indirect lighting for lights, it appears darker in editor, but the realtime GI that runs on startup happens to create the same exact effect indirect lighting does.

gleaming mica
#

first time baking lighting in rtx mode

mint heart
#

It seems like my point lights aren't projecting on the main mesh that is marked lightmap static. They still seem to be lighting the poles they are on though.

gleaming mica
#

How many point lights do you have?

#

There is a max amount of point lights that can affect 1 object

#

I think by default it's 8

#

You can increase this setting in the player options in unity I think

#

They're also known as pixel lights

#

@mint heart

urban sigil
#

use vrworld toolkit debugger and autofix the build platform

#

then rebake lighting

#

nothing else I tried worked

#

I guess platform somehow got broken in between

urban sigil
#

this might not be a bakery specific discord, but does anyone know if the bakery standard shader has GPU instancing pre-enabled? there is no checkbox for it

mystic gust
#

Hm, How would I go about making a lightswitch while using baked lightmaps? I assume it has something to do with postprocessing

verbal cape
fallow lark
lilac axle
urban sigil
#

its an additional package

lilac axle
urban sigil
#

oh, interesting, huh

lilac axle
#

Yeah... Really annoying as I was basically done with my project. I'm glad this is the only issue, but this issue seems very difficult to fix.

south torrent
#

im having issues with the gpu lightmapper in 2019

#

it prepared to bake for a while, it did some baking with an ETA of 10 minutes, even though i saw nothing happening, after a minute it gets stuck on baking...

#

any ideas whats going on with this?

verbal cape
#

your samples are really high, which isnt a problem unless your gpu cant handle it. Did you check the console for errors? before you start a bake, bring your console up and clear it. then bake. If anything goes wrong it will give an error.

south torrent
#

no errors, i got a 2070 super, which i assume would be up to the task

verbal cape
#

hehe ye, ied hope so.

lunar narwhal
#

iirc 4k lightmaps on gpu requires like 12gb vram? unless thats changed in unity 2019

verbal cape
#

"There are known issues with excessive memory consumption in the GPU lightmapper when baking lightprobes which have been fixed in recent versions." fixed in 2020 btw

south torrent
#

ahh, well obviously cant go to 2020..

verbal cape
#

if your up to treating yourself, bakery is easier.

lunar narwhal
#

might be worth trying to bake at 2k first to see if it was that

south torrent
#

ill try that

south torrent
south torrent
verbal cape
south torrent
#

what about light probes?

#

and emmisive textures, i got a lot of those instead of lights

verbal cape
#

you just use unity light probes. and emmisives are the same, bakery just handles them like unity would but with realistic light bouncing and falloff.

south torrent
#

i see, ill look into it

verbal cape
#

title is missleading. its about bakery... nvm wrong video. ill be back when i find it lol

south torrent
#

looks pretty good

verbal cape
#

Oh yeah, but if you commit make sure you do fully, don't skip the documentation. Nothing sucks more than buyers remorse.

#

it goes on sale from time to time as well. 50% off

south torrent
#

ill be checking it out later, for now i got the gpu lightmapper working by lowered the size to 2048, which will suffice for now while im testing stuff

south torrent
lilac axle
#

When I tried bakery is completely messed up my lighting and looked horrible. I don't know what was up.

verbal cape
lilac axle
#

Sounds like something that should be mentioned in videos more. None of what I saw mentioned that.

#

I still don't even know how to fix my issue with normal unity in 2019 x_x

verbal cape
# lilac axle Sounds like something that should be mentioned in videos more. None of what I sa...

The settings are, the light effects arnt because its what you already expect in Unity. The lights you see in the editor will never match the lighting in game; realtime light never matches baked. So you setup bakery, bake, and then adjust. If you have speckles you need to use denoiser, if you are using denoiser you need to tick legacy denoiser šŸ™‚ I use most software by feel but the documentation on it is thorough enough as are the forums when searching google.

lilac axle
#

I've never had lighting be different in-game compared to editor until this 2019 version and it's super irritating x_x

#

plus doesn't that ruin reflection probes?

urban sigil
#

I agree, lighting shouldnt look different ingame

#

and it generally doesnt from my experience

#

unless something is badly wrong with the lighting setup

lunar narwhal
#

generally lighting should match, unless your project was in the wrong colour space or something

#

also keep in mind scene view won't show post processing if you don't have any camera's with post processing active

verbal cape
#

yeah in all my time working in Unity I have never had realtime ingame lighting match editor light. Only when baking seems to keep the lighting consistent. As far as versions go, Ive yet to have any issues with 17-21. * any issues not caused by myself refusing to read the doc. lol which is why I now read before I ask anywhere.

south torrent
#

first bake with bakery

#

its looks very moody, kinda cool though, i didnt switch all the lights over to the bakery lights yet so this is all from the emmisive wall textures

verbal cape
#

that looks sexy. Creepycat asset? Never seen it put together that way. Looks very trekkie

south torrent
#

yeah creepycat scifi vol 3

verbal cape
#

looks good, nice job

south torrent
#

this is for my world, spaceship hangout, its currently live but hasnt been updated in a while. currently working on the next version

south torrent
#

i got a couple questions though

#

how do i fix the obvious lighting seams?

#

and this weirdness

#

any settings i should change in my bakery?

verbal cape
#

i get seams like that when uv2's are not setup. I normally fix them with the vrc toolkit. Sometimes boosting the samples or textiles per unit helps

south torrent
#

i have no clue how uv2 or any uv stuff works for that matter, world toolkit has no found issues with that right now

#

a lot of unbaked lights though, i still need to go through those

verbal cape
#

you are currently relying on pure emissions so bounce samples is going to be your friend, try 32. Yeah, toolkit says your assets are fine.

south torrent
#

for global illumination samples you mean?

verbal cape
#

ye

south torrent
#

cool

#

and for the ligths that i have in my scene, is there a way to easily convert them or do i need to re setup all the lights with the bakery lights from scratch?

verbal cape
#

select each light and add the component. when added it should match the current setting, if not a button to match will popup

#

point lights get a bakery point light

#

directional light is called direct light i think.

south torrent
#

what about area lights?

verbal cape
#

area lights you want to do from scratch. they have a visible white quad on them for reference. you can disable the quad later.

south torrent
#

alright

#

one last thing, what setting do i change to make this look a bit nicer? texels per unit?

verbal cape
#

speckles on the handle?

#

or pipe lol

south torrent
#

well in general and specifically the light on the ceilling looks kinda spotty

verbal cape
#

that improves with samples, textiles might help, but you are already boosting samples soo... But the pipe is speckled to fix that switch to experimental and check legacy denoiser. That happens when emissions are too close to surfaces.

south torrent
#

legacy denoiser, you would think newer would usually be better haha

verbal cape
#

you'ed think lol

south torrent
#

which one?

verbal cape
#

oh i have no clue, i havent read up on those, legacy is a tick box

south torrent
#

oh

#

uhh

verbal cape
#

down the menu towards render

south torrent
#

am i blink? xd

verbal cape
#

if you like playing with your lighting and finding the best results you'll want to stay in experimental for most builds btw... OptiX 5.1 AI * thats the legacy

#

sry

#

looks like I need to update my bakery haha

south torrent
#

alright, thanks for the help, looks like i have a lot of work to do haha

#

does the match material to light on the area light matter? when i set it, it changes it for all area lights on the material of the mesh, but my area lights have different colors

verbal cape
#

ary you trying to do it to all lights at once?

south torrent
#

no, i created to area lights, one is blue, one is pink, when i set match material to light on one of them, both turn that color cause they both have the same material

verbal cape
#

yeah then try just not matching

south torrent
#

so that error of color doesnt match material doesnt matter then?

verbal cape
#

it shouldnt* that visible quad is just supposed to be a reference. Unity's doesnt have that, it just has an arrow

south torrent
#

alright

verbal cape
#

if you play with the renderer options see the prefab list for Bakery adapters. VRC wont understand the Bakery lightmaps when you use the tool to its fullest so youll need to use the adapter. https://github.com/MerlinVR/VRC-Bakery-Adapter
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#

only if you switch renderer modes

GitHub

A script that handles converting Bakery RNM and SH directional lightmap bindings into a format that VRChat can process - GitHub - MerlinVR/VRC-Bakery-Adapter: A script that handles converting Baker...

south torrent
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so i had set up a new empty project to mess around with bakery for a moment.

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how do i fix the weird light spots, there are 2 area lights opossing each other

stray bay
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how do i lower ambiant lighting

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becase ATM its kinda bright

sharp robin
peak nimbus
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been using bakery for awhile, trying to render now and it does this

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any help?

modest vapor
peak nimbus
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ty

mint cipher
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I wish I wasn't on AMD so I could use Bakery vrcSad

modest vapor
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2019 GPU lightmapper is a lot better than it was in 2018

south torrent
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i tried the gpu lightmapper from 2019 today, its better than 2018, but i think still not as good as it could be

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with bakery, the whole lightmap looks very nice, but theres 1 spot in the whole map where there is this minecraft like dark pixels on the wall near the posters, any idea why this thing is happening only here?

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and also, this one chair on the right, why does it have super bright highlights?

mint heart
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I'm having a weird issue with bakery. It seems that the point lights are beinf blocked by geometry that didn't block them before. Basically I have a bunch of little post lamps, where previously I had placed the light inside the post and it worked just fine. When baking with bakery, the post appears to be blocking all light from the point light inside it.

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Anyone know how to fix this?

urban sigil
frozen perch
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Hello I have a question, I had a world which would be a dark world but for some reason everything is so light now, how do I fix this 😮

harsh rain
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attempting to replicate roblox-style lighting but not exactly sure what to do with lighting since its fairly confusing for me, help would be appreciated

shadow jay
harsh rain
shadow jay
harsh rain
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well really just take any aspect and ill probably have no clue about it

fiery cape
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Just hit bake after switching to GPU Baking and Unity appears.. extremely busy. But it doesn't seem to be using my GPU much yet.

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Unity is presently fully unresponsive (without being 'locked up' from Windows' point of view). But this GPU bake is... not doing much on the GPU yet.

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Is this normal? :D;;;

fiery cape
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Hmm.. end task'd and restarted. Tweaked settings. getting CL_MEM_OBJECT_ALLOCATION_FAILURE, and then it falls back to the CPU lightmapper instead and it also seems to think I have 322 objects with overlapping UVs which is not true.

slow shuttle
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Does anyone know why my world has gotten much brighter, but only in-game, after upgrading to 2019?

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left: editor. Right: in-game

slow shuttle
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none of them have changed since my 2018 build, and the lighting looks correct in-editor, so I'm not sure what I could have wrong there that would only mess it up in-game

fiery cape
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It seems to be a universal thing @slow shuttle

slow shuttle
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universal as in everyone is having this issue?

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it seems like a lighting gamma issue

fiery cape
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I've noticed everything is a tiny little bit brighter

slow shuttle
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dang, pretty bad bug. how did that not get caught

fiery cape
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I know the post-processing system has changed some

slow shuttle
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I dont use any post processing

sharp robin
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Only with certain setups

fiery cape
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what is the 'certain setup'?

sharp robin
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Using realtime GI is one of the causes

slow shuttle
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oh great...

fiery cape
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Is it just the case one should overall lower the levels a little?

slow shuttle
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is there a canny for this bug?

sharp robin
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not as far as I know

sharp robin
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@slow shuttle Could you try disable Realtime GI and see if it actually what's causing it

slow shuttle
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sure I'll double check

south furnace
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any idea on why everything in the mirror appears so dark?

fiery cape
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What kind of lights are they?

slow shuttle
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I remember having that issue in mirrors long ago when using post processing

south furnace
south furnace
fiery cape
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And all happy and baked?

south furnace
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yeah

fiery cape
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hmm

slow shuttle
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@sharp robin

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This is without Dynamic GI

sharp robin
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That lighting isn't baked and the reason it's dark is because of disable pixel lights on the mirror settings

sharp robin
south furnace
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It is baked, I will check the setting though

sharp robin
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I can see that it isn't

south furnace
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Yeah that solved the issue, thanks

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I have 0 realtime lights in my scene

sharp robin
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You set them to baked but did you actually press the generate lighting button?

south furnace
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Yes i do that every now and then, I have done quite a few changes since i baked last time so thats maybe why it appears odd

sharp robin
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If changing the mirror setting fixed it that means it wasn't baked

south furnace
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Hmm, odd, I'll double check

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Yeah I left one spot light that I was experimenting with yesterday 450 units outside and it was realtime :p

graceful jetty
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Is there any way to include metallic surfaces in a reflection probe without them turning black in the bake?

south furnace
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any ideas on how i can get rid of this pixelated mess? it only does it for this 1 specific light

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my settings are

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Also, I have a really weird problem where after pressing Build and Publish or Build and Test, all baked lightmaps are gone and it looks really weird?

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thats how it looks like after i pressed Build and Publish

lilac axle
lunar narwhal
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Did you rebake after upgrading to 2019? I have realtime gi for video emissions in my map and I don't notice any differences

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however I did uncover an issue with vram leaks when updategimaterials/vrc_customrendererbehaviour is used to update the emissive albedo

lilac axle
mint cipher
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Hello everybody! I recently found this error when rendering for the "bakery" lights. Can anyone help me with the problem I encountered?

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These are the console errors

verbal cape
# mint cipher

Did you try exporting an FBX or OBJ instead of using the .blend file?

mint cipher
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yes, but it's useless. gives me the same problem.

verbal cape
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woops, discord removed my message when i attached the invite hahah. d**k bot.

mint cipher
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I have already tried to export the project to FBX, but it didn't solve the problem for me.

verbal cape
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I read that, did you try checking uv generation after inspecting the model in unity?

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did you try disabling the automativ uv stuff in bakery?

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if all that fails I suggest you ask the Bakery discord. Might be quicker. Not saying someone here wont have a solution but ied assume the bakery ppl would be experts.

mint cipher
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can you give me the link of the discord bakery in private?

slow shuttle
south furnace
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Does anyone have any idea as for why it does this? I am using bakery

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The most right object appears fine while as the two on the left are completely black

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All of them are marked as static and have same shader properties (minus the texture of course)

timid totem
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Is baked lighting really as fast as they’re saying it is in 2019?

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I haven’t updated yet because I’m out of town but I’m skeptical

south furnace
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It is definitely faster

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But I wouldn't say crazy fast

timid totem
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Fair enough

graceful jetty
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How would I set a directional light up so that it only applies to non-static objects?

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I've baked the lighting on a world using Bakery but I'd like players to cast shadows.

verbal cape
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it will make the players brighter though

graceful jetty
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I set a gameobject to the player layer just to test, and it didn't cast a shadow

verbal cape
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the directional light also has to have soft or hard shadows enabled.

graceful jetty
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It did

verbal cape
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Im assuming you have receive shadows enabled on your statics. If so, then thats it. You can try player and player local. But like I said, the players will be godly bright. Lighting from light probes plus a directional. If you dont use probes then depending on the player angle they will be black

twilit lily
south furnace
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Yes

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I found a workaround by changing shader parameters so it's not relevant anymore

twilit lily
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ah i see

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shader would have been my second guess

wooden sand
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Can someone help? I’m trying to remake the monkey business stage from dark deception but all the lights keep on flickering when I look towards a certain direction

modest vapor
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Because they need to be baked

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You can't have more than 4 realtime lights active in view, so they disable each other when you rotate your view

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@wooden sand

mystic gust
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Anyone know how to do ambient occlusion with baked lighting? I heard you had to use baked indirect or subtractive lighting, but i've tried both with AO enabled and neither create the effect

modest vapor
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Are you using Unity's lightmapper ? I don't think those settings can be changed

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Bakery has a few options though

mystic gust
crimson verge
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I still cant get my lighting to start baking in 2019

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i've imported the world to 2019 a few times and finally got it fixed and no horrible console errors so the world should work, but i cant get the baking to get past this

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i've tried it with CPU and GPU lightmappers, super low samples, different lightmap sizes, i've cleared my GI cache, but nothing will start

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It's most definitely making my system work for something

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This is every error i'm receiving atm, none of which seem map breaking to me

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unfortunately looking the issue up online i'm finding tons of others on unity forums saying they're having similar issues

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they're also getting a secondary issue that i've also been having, where after attempting to bake, i cant close unity, i have to kill it in task manager

ancient fossil
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How can I simulate HDRP + VR (since its not supported)?

verbal cape
crimson verge
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i do

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have 3 rocks in the world with them

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i can turn off the lod group component and delete the other meshes that should be fine

verbal cape
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Ok, so LOD's get their own LM for each layer and all LOD's get recalculated which takes for ever in unity. Try disabling them and bake. If it works, you know you can remove th lod groups, set the rocks to only have the mesh you want, delete the unneeded lods and use occlusion culling instead.

crimson verge
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right i'll try that

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is there an easy way to find other lod's in a scene?

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i feel like there might be one hiding around

verbal cape
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its just rocks right? Then just search in the hierarchy for the rocks name

crimson verge
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ah i meant for other items that may have lods besides them

verbal cape
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can try searching for LOD Group. the search allows you to look for components.

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the hierarchy search anyway

crimson verge
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ohno

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false alarm i seem to have previously deleted every lod off these

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they're all just themselves, still named LOD however

verbal cape
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oh, sweet. Well thats all I got, sorry. LOD's have always caused the same issue with me.

crimson verge
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well trying the bake again it seems like its still trying

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it at least filled out the occupied texels part but no more lol

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thank you for help, maybe someone else here has a trick lol

crimson verge
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this is the farthest i've gotten it and it still stops

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blecchhh

crimson verge
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All I wanted was to fix my terrain in my world ;-; latest update made it pitch black for some reason

pure bobcat
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having a similar lightmap issue

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Unity gets stuck at Preparing Bake... and does nothing

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No errors, Task manager isnt reporting anything, restarting unity doesnt work, restarting pc doesnt work.

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Not sure whats causing it

crimson verge
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You imported from 2018 to 2019 too?

fiery cape
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I've had issues with running out of memory when trying to gpu bake and so I switched back to enlighten

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Specifically gpu vram. However sometimes unity won't tell you this, and will instead keep trying to bake each light by gpu, failing, switch to fall back to cpu and taking forever

ruby narwhal
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i thought i'd finally fixed this, i went in blender, selected everything, went to edit mode, merged by distance, went to object mode and joined it, and yet it still looks like this when i bake lighting onto it in unity grrrrrr

ruby narwhal
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i've found the new denoisers don't like lines in the uv's like this

sharp robin
ruby narwhal
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i made my own in blender

sharp robin
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How did you do them

ruby narwhal
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u-> lightmap pack

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after i did the stuff i listed before

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i made sure there was no overlap

sharp robin
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Try unwrap manually or cube project

ruby narwhal
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šŸ¤” ok

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shesh cube project made it angry

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this is what it looks like in blender

sharp robin
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Are the cubes all one mesh or are they separate cubes?

ruby narwhal
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it's all one mesh, like, the inside is hollow

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i merged by distance in edit mode then did ctrl+j

sharp robin
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Do cube project again but do each side individually and make sure they don't overlap

ruby narwhal
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in object mode

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each side? šŸ¤”

sharp robin
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Actually is there a reason you don't just merge all the vertices on each side?

ruby narwhal
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unless im doing it wrong, that just breaks my textures

sharp robin
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Oh yeah you would need to rebake the texture

ruby narwhal
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šŸ„“šŸ¤” all of the texture and uv stuff is handled by the exporter program i use-

sharp robin
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So unwrap each side of the cube individually then

ruby narwhal
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how do i do that

sharp robin
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You select one of the 6 sides and unwrap one at a time

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And position it manually in the UVmap

ruby narwhal
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well, it's more than one face tho

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is this fine tho

sharp robin
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Yeah now do that for each side

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But position them in their own UV space so they don't overlap

ruby narwhal
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ok

ruby narwhal
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like, instead of it being visible on the top it's just on the sides and it's only on 4 of them

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i used ortho mode and project from view to get it faster but same thing

sharp robin
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If you are still getting shadow bleeding that almost always means your lightmap size is tiny

ruby narwhal
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lightmap is 4096 and lightmap res is 40 texels

sharp robin
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Can you go to the lighting tab > baked lightmaps and look at it?

ruby narwhal
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i mean yeah, what am i looking for tho

sharp robin
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It is actually 4096 there? and can you see the lightmap

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Screenshot it?

ruby narwhal
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it's

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it says 512x512

sharp robin
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Does that UV match with how you aligned it in blender?

ruby narwhal
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err, i mean yeah look one sec

sharp robin
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Okay what does the actual lightmap look like on the mesh in unity

ruby narwhal
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wdym by "actual lightmap"

sharp robin
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What does it look like in the scene

ruby narwhal
sharp robin
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On the mesh renderer settings try enable the stitch seams option and rebake

ruby narwhal
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it's already enabled

sharp robin
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Alright not sure if theres much more you can do then

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You could try mess with the unity mesh import settings

ruby narwhal
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all i know is that if i completely remove filtering it fixes it but... noisy lighting looks like garbage

sharp robin
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Like changing the normals calculation

ruby narwhal
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from what i've found it's the de-noisers fault

sharp robin
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Try set directional mode to non directional and rebake?

ruby narwhal
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ok hold on

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i did and also restored the denoise stuff and changed the filter thingy but still

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ooh i'll set normals to calculate

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dam, still bad

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these are my import settings

sharp robin
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I mean if you add textures to it that would be very hard to notice though

twilit sluice
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can i use bakery and unity mixed light at same time?

verbal cape
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skip the stuff you dont need, just ctrl F and search mixed

mint cipher
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hi kinda new to lighting stuff and was wondering why when i bake my scene it turns out like this

most of the world is made out of probuilder meshes so i dont think i can generate uvs for it. and the other models that have that check on still has this lighting effect on it

verbal cape
wanton spindle
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Is there solution for Volumetric lights for VrChat ?

modest vapor
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Xiexe/Silent have made prefabs

twilit sluice
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everytime i try to bake with progressive gpu

verbal cape
twilit sluice
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2060

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its was working fine

verbal cape
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if you didnt change anything, sometimes unity just needs a reset on rare occasions a full pc reboot.

twilit sluice
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hm

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ill try

twilit sluice
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i tried new project and same problem

orchid saffron
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So I’ve been having issues with lights clipping through structures for no reason and it’s confusing, surely by default they shouldn’t be clipping?

modest vapor
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Merge your meshes to avoid gaps

orchid saffron
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There aren’t any gaps, that’s the issue though, it’s like as if it has a higher render than the shader I’m using (which has a render of about 3000)

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I sadly don’t have photos of the light clipping..soooo...

mystic gust
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Whats the best type of light to use out of these? baked, of course

slow shuttle
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Anyone know how I can improve this noisy realtimeGI?

fallow lark
slow shuttle
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I've tried upping the antialiasing samples in the lightmap parameters. I'm using Enlighten (and cant switch from that until progressive fully supports realtime GI)