#world-lighting
4 messages Ā· Page 22 of 1
Oh... Hmm.. What kind of effects do you want it for then? Worlds with lots of dynamic lighting like a club or moving sun?
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.
I think it required you to be using an avatar with their specially made Luma shader though.
You can use it it any situation where you would want the lighting to look more realistic
Unfortunately it can get pretty expensive to run for large maps
What would count as a large map? Or just the overall complexity of it?
Usually just how much baked "Real-time GI" data you have
The more you need to update the more expensive it becomes
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...
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
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
It's actually precomputed realtime GI. I have a test world in labs if you interested.
Sure! Drop me a link and I could take a peek later on! :)
Feel free to ask more question about the setup
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. š
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.
Oh wait, so this world can show the difference between the option turned on and off?
I'd love to but udon doesn't support much about manual lighting data settings.
ah, yes, I know that issue. You'd have to have an 'off' and 'on' version
I thought I'd be able to do lightmap switching but doing day/night versions requires more tricks than just that
Yes kinda. I'd need to upload another version of the world with realtime GI turn off.
That's actually what I'm trying to find too.
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.
This is a nice demo world, I see what you mean in terms of the strong colours reflecting properly and such on to surfaces.
I increased the indirect contribution so the reflection effect is lot more noticeable.
Ooh, and I see how if I shine a spot on a strong colour, that colour does then get stronger
The pickup lights, are they set mixed or realtime?
and important or not-important?
They're all realtime and set to auto.
The current setup for auto is important light
Not sure if graphic settings will set autos to not-important though
And cubes are point lights, torch shapes are spots and the single circle one is the sun controller?
All correct
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.
Might be something just to turn on towards the end of dev of my world and review the performance results.
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.
Probably need to increase things number next time to simulate how it will perform in the real world.
Could do with some lighting help, who here has played Fable (OG, TLC, or Anniversary)?
XBOX and PC versions are okay, same game
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
maybe it would help if you had a picture of the light
yeah that said helpful visual reference
Like genuinely? Or....?
Sorry.... I tend to have a hard time telling if someone is being genuine about something being helpful or if they're joking...
mostly that just looks like having enough light probes to make sure you have the appropriate lighting on your avatar
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?
So set lighting to "color", set color to gray, and have multiple point lights?
Was hoping it'd be easier than that....
Like a singular directional light...
yeah but then you would be red under the shadows
if you're trying to match the non-realistic lighting of that screenshot
Sorry....
no it's fine
question do you have a screenshot with the Avatar standing in like the red part
Everytime I try to generate the lighting in my world, Unity crashes š
Ouch X_X
Had it with an earlier version of this world too⦠then it worked again and now itās broken
My settings are almost identical to those
Yeah, I'm using a custom skybox w/ shader, since I really hate the default skybox....
in this case it's just a singular directional light turned red and the ambient color being a dark blue
I always use custom skybox lol
Awesome
Looks like my light source will need to be- OOH! GIMME DAT SKYBOX XD
Anyway, light source, brighter, gotcha
I forgot where I grab the skybox
But anyway, if anyone knows how to fix my issue, please please please slide in my DMs
Or ping me idk
3 hours of troubleshooting instead of relaxing worldbuilding is not how I expected my night to go š„²
Hmmm.... my guess is poor system specs? @worn river I'm not sure though, I'm no expert...
My pc isnāt too beefy, but seems odd that it canāt handle this
All good, but I guess I oughta say what my idea is, I'm doing something similar, but with purple instead of red, because void fire X_X
So I doubt itās my pc
Unity is always resource demanding, in my experience, but if you can otherwise play VRC and stuff okay, then not sure, I'd say a huge internal error, but not too sure...
Well.... this.... isn't right X_X The shadow is darker than the sphere actually is X_X
To be fair.... I'm using the VRC Default floor
There, looks a bit better, ish
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.
Bakery costs money? Money I don't have? Goodness gracious....
huge 1k x 1k terrains takes me about 30mins to bake.
Bakery's not an option for me then.... I have a budget of $0
@fallow lark Ever find where you got that skybox?
no I hadn't
Aww, all good, hope you find it soon
I'm not in a big hurry to search for it
Fair enough
Is there a way to do non additive lighting in bakery?
Bounces to 0 ?
opinions? (don't mind the interior lol)
You should bake that
which?
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?
Generate lightmap UVs
UV problems right?
lightmap UV yeah
What if this happens with Generate Lightmap UVs on?
then you have a problem and might wanna make your own lightmap UV
So I've run into a little problem. I'm using baked lights and everything renders fine, except for my pillars
Only one seemed to turn out fine.
are they set to static?
@jolly cedar Do you have generate lightmap UVs enabled?
On the mesh file import setting right at the bottom
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
Where exactly should I be looking? I've checked lighting settings and the pillar but couldn't find it
The mesh file itself in your assets folder
Unless you are using probuilder?
I am
On the mesh itself then it should have this right?
Change those settings around and see if it fixes it
Yeah I see that
Unfortunately though ProBuilder is very bad at doing UVs
What do I change?
Increase hard angle
Yeah
Alright, lets hope that fixed it
Because ProBuilder is very bad with UVs I would doubt it would be fixed
Alright
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
Yeah it didn't work
I'm kinda new to unity so I have no idea what all that means.
If you select the mesh and under the ProBuilder settings you will have this
Oh are they all separate objects?
You could try merge them and see if that fixes it
And if that doesn't work I would seriously recommend moving away from ProBuilder and switching to Blender instead
And yes you can export multiple objects at once
So you could easily export everything to blender and continue from there
If merging the meshes doesn't fix the issue you would want to consider exporting and using those meshes in blender
If this is the only world you plan on making using ProBuilder is fine
Alright
Yeah merging everything didn't seem to work
Is there any way to un-merge objects?
Select the parts you want to separate and in the probuilder settings there is an option to split
Can't seem to locate the split option
Alright well thanks for trying to help
If i want to make lighting global, without my character being black because of the shadows how do i do it?
Might not be related but I can replicate that effect with a poorly placed reflection probe. (some pillars being blackened.)
light probes
make sure the probes are in the light not the shadows and the character will only receive the data from the lighted areas
Thanks!
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.
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
Check out the basics, might have forgotten something simple
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?
Auto generate lightmap UVs is pretty bad but usually works well enough for casual world creation
Doing the UVs manually in blender is much better and pretty fast to do once you get used to it
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)
baked looks so advanced
but it doesnt seem that baked would work well for an outside world
baking always works
for outside areas you just have to lower the resolution a lot to keep filesize at a reasonable level
are there any good tutorials/short ones that I can do
I am not looking for the best baked lighting in the world, just something that'd work
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
that can be UV map
or just say yeet and use shadowmask xD
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.
+1 for bakery
best thing you can get as world creator
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
Are they static ?
Ah, just read your edit
Make sure there's nothing in the console
all the console has is that theres overlapping UV's for 200 objects

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?
try moving the point light a bit higher to where its not touching anything. when lights are inside a block the light for sum reason gets trapped. or at least thats how i fixed a similar issue. worth a try for u
and also make sure u set everything not only to lightmap static but also static in general
Anyone have problems with Bakery's Xatlas just suddenly not working properly?
I'd prefer to use it in the atlas packer but it won't bake after a LONG period of time anymore
default packer works but leaves this entire wall (supposed to be blank) to have all sorts of weird lightmaps in just one area
top: weird bakery lightmap
bottom: clear and intended lightmap (when Xatlas still worked properly)
If you have hole filling enabled try disable it
Make sure all meshes have generate lightmap UVs enabled or have a second UV set already
Other than that you can try put all meshes you think might be causing issues into their own lightmap group
just figured out that i had to use a different shader, as it wouldn't support the lightmaps apparently, but thanks for the tips
I have Ambient Occlusion on but for some reason it doesn't seem to be taking effect, can anyone help me with this?
Post processing Ambient Occlusion or in the lighting settings?
In the lighting settings
All my lights are set to baked I'm pretty sure
They will be realtime until you actually press the generate lighting button in the lighting settings
I baked the lighting and it still appears as if theres no AO
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
what could be causing it?
uv maps. check out the video above your post. 2:30 timestamp
i've been fighting this for weeks, what are my options here
all separate materials, and in blender, all separate objects
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.
im using all these random blocks and textures on purpose to try and fix it, cause in an actual export, like a house or something, i get this issue.
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?
i'm confused, im assuming you're saying i get rid of all the textures and just make it a cube?
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.
well, that would work here sure, but for bigger exports it would be extremely time consuming
you make one prefab. Its the same thing.
took me 20mins to import every texture into my faux minecraft.

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
so you are creating one mesh, dividing it into 1x1x1 cubes and auto texturing and uv mapping?
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
but blocks of similar "families" are all one mesh
but when you have differing blocks in like a floor for example you get the issue im having
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.
see here for visualizing https://docs.unity3d.com/Manual/LightingGiUvs.html
all default, what i used to do was crank pack margin and that would fix it eventually but, i guess i do have to do some blender stuff then, which i've ran into a bunch of issues too
cause i'd have to up the pack margin almost to max and even then i'd get certain things with overlap
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
ah, i used a few of the fancy de-noising thingys in unity 2019 and greatly reduced it
(optix will crash u if u don't have an rtx gpu)
im still open to suggestions to actually fixing it, if anyone has any, just ping me pls
(what are you trying to fix ?)
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)
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
i don't even know if it makes logical sense
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.
Not sure i understand the difference in concept between a big face vs a lot of little ones
for lightbaking you can't have any overlap
well, if i tried to bake light onto that cube grid thing, it would come out worse compared to if it was just a default unity cube, and it's always where the uv's meet that i get ugly lighting
yeah, because you have a ton of overlapping faces in the actual mesh, and the vertices aren't connected
All invisible faces should be deleted
the inside faces are all gone, there's backfaces but that's about it
the vertices aren't connected? how does this affect the lightmap
i could send the blend file so that you could look at the mesh
this is what it looks inside
Did you merge all vertices by distance ?
You should generate your lightmap pack after that
i just did but it says "removed 0 vertices"
Alright, then select your UV2 and lightmap pack it
also there's a lot of useless vertices to dissolve
im having to do this for each individual object, i've found, is there a better way?
like, i have to click each mesh, go into object data properties and add a UVmap, then select it
Why would you want to do that ?
You'll be left with hundreds of meshes
Still unsure what you're trying to achieve here
Yes, that's a new lightmap
UV2 is for lightmaps, not textures
If you want to make a texture atlas, there are tools like material combiner addon from shotariya
i don't get it at all, if i export that my textures will be broken regardless of what UV i use
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
can i just, have all the meshes share one uv and also retain their individual primary UV for texture?
Yes, if they all have the same UV1 map name, when you join them they'll retain their uv islands
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
There are lot of skyboxes of night sky but not cities
equirectangular/Panorama cities in Google would help
Are there any tutorials on how one would convert that into usable skybox in unity?
Okay I think I got it, thanks
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
Seeing your settings would help
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
You would have to check the console after the bake, it warns if the lightmap UVs overlap
ya uhh it says theres like 207 overlapping UVās
ouch
Might wanna try with bigger sized lightmaps ?
You sure you generated lightmap UVs for all your objects ?
yess i think so, just to make sure tho, after checking Generate UVās 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 ?
It applies it, but you have to bake the scene again
oh ye i did that
imma try bigger sized light maps and bake again and see if that makes a difference
Anyone know what could be causing this on my plane?
Yes, I've generated lightmap UV's. Yes, it's properly UV Unwrapped.
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.
Having the object properly UV unwrapped isn't enough
Every lightmapped object in your scene needs to have proper lightmap UVs
Well, they all do from what I can see.
This suddenly started happening after I added a staircase in it
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.
Welp, now I got it to do this, but still can't figure out where the shadow is coming from.
Go to the lighting tab and in baked lightmaps open the preview
Shows you the UVs and you should be able to see if there's any overlap
Give me a sec, was fiddling with Bakery settings to see if it was the amount of texels I was using.
If I have to remake the plane I'll remake the plane.
...Oh wait a second.
Could it be the glass panes I threw in, because I just stretched them out slightly past the walls (Because I'm lazy)?
Anyways, baking currently, give me a moment and I'll check here.
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.
You could try put it in its own lightmap group
If it still had that shadow after that something is likely wrong with the mesh
So I've never actually done that, how would I throw it in it's own lightmap group?
Add a component called bakery lightmap group
Should be pretty straight forward after that
Can do, I'll give it a shot.
I'm also recreating the mesh just to see if it was something I changed on the plane or something, thought it was rotation and scale I had to apply but it wasn't, so here goes another attempt!
All I have is Bakery Lightmap Group Selector, is that what you're referring to?
Nope, didn't fix it...That's so odd, I don't know what would be wrong with the mesh suddenly.
I have seen similar issues with the unity lightmapper but not bakery
I seem to have a problem with this every time I start a new project at least once.
And I never know what I do to fix it.
I'm gonna try just doing a blank plane without the trees on it once, just overlapping the old plane.
hi can someone tell me what this means
Lighting data asset āLightingDataā 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)
You need to rebake the lighting
oh okay
...What the heck. This is 4 individual planes and it's doing this even now,
https://gyazo.com/2f6e448cce44f408f9518465f933dfd4
Unity planes?
Just a generated one in Blender.
I just don't know where the heck it's getting the lighting information from.
It seems that the built in lightmapper works but the Bakery one does this...Confusing the heck out of me.
What are your bakery settings?
I'll get them here in a second.
https://gyazo.com/d45848aed18878d7d00df786e0a39caf
Sorry for double ping.
Yeah really strange
And it's only those side pieces.
If I change the direction of the light, the top part of the building is mapped appropriately.
It's just those two random blocks.
If its a separate mesh try move it away from that area and see if it still has the same blocks?
I can find out here.
The plane itself doesn't get the artifact when I move it away from the main building, however I do have this strange one appearing around the rim of the building here, https://gyazo.com/5c068894148e0c63a533d28379041ca6
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.
My guess is something with the mesh itself
That rim looks like typical UV overlap though
How would one fix UV overlap at that point?
I've worked with UV's somewhat but barely understand UV overlap.
Are you doing the UVs in blender or auto generate with unity?
Auto Generate, I don't know how to do UV's in Blender.
It seems like some worlds I've done I can just auto generate and others I can't, it's weird.
Iāll have to probably sit there and really fiddle with it, or maybe just reimport everythingā¦I just donāt know why it randomly started to break
Literally had a perfectly good bake last night and then I added the staircase inside and everything broke at once
So, I reimported everything to a new Unity Project. It fixed the problems.
Kill me please.
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 ?
try not marking the water as static
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
You tried deleting and adding your depth buffer back in the scene after a bake ?
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
The depth buffer is an object
You should have one already in your scene if your water relied on a grabpass
@modest vapor thank you so much!! you saved me a lot of time - I was already going to paint the bottom with fading texturesš 
It's working ?
yes!
any tips how to remove things like this happening on baked lighting?
Which Lichtmapper is that
Enlighten?
Progressive gpu?
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
Probably due to your avatar shader and not the world
its on all the avatars
and shaders dont do that
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.
i have light probes
Great, so then you only need to change the culling options on the directional light š
sorry for the late response, its enlighten
U got amd
nvidia
Hmm
How would i need to change it
culling options for lights btw
On the mesh settings you can enable stitch seams and it should reduce the visibility of those seams
Have to do it per mesh renderer
does it apply the same to something probuilder?
it was originally a regular mesh but i probuilderised it to customise it š
It should
But ProBuilder is pretty horrible for lightmapped objects so also possibly not
I know that
But idk what to set it to
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.
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?
Does Bakery use default unity lights or do I have to add the components and completely replace the area lights?
Bakery has its own components
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
You should take a look at the pinned tutorial in this channel
YEah, I just got a 3060ti, so I'm finally able to use bakery
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.
So still Uhm havent got a answer How do i need to setup My culling on My directional light
People explained it to you twice, you remove the layers you don't want to be affected
But u didnt explain Which Layers š©
what do i not want to be affected
what do you not want to be affected ?
.>
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
What are your current layers ?
Everything
check your mesh renderer component for your walls
What am i supposed to Check here again
if it has cast shadows enabled
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
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
you'll most likely have to change the values, they're not worth the same as unity light components
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.
are you putting more stuff in the map?
Yeah. I put in a couple of new stuff in the world. I havenāt touched the light setting and probes.
are they terribly large?
Not really. I added a small wall and a few small planes.
okay then that probably isn't it?
Nope lol
The wall casts shadows in unity but not in vrchat at players
Here this bed is not baked has not light map or anything
And itās not being affected behind the wall
So, the baking time was still increasing when I went to bed. I just woke up and checked on it now. Itās 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.
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
Ok. I only wanted to see yāall solves for the issue but whatever. Iāll just check Google AGAIN and find no answer.
I literally just told you how to get closer to a solution and 2 possible causes. "but whatever" lol
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.
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
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.
@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
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.
Is the video player screen set as lightmap static?
It is currently, yes
If you make a realtime light and set its indirect intensity to something very high does it have any effect?
It does light the world up a bit, yeah
So GI is working then
Is the video player screen material set to realtime GI instead of baked?
It is currently on realtime
Can you screenshot the material
If you change the emission color to something that has color does it have any effect?
Tints the screen, but still no light emission
What shader are you using for the rest of the world?
Unity's standard shader
Does the screen have a lightmap scale of 1 in the mesh renderer settings?
Can you screenshot what it looks like when you have a high indirect intensity light in your scene
Try increase the GI emissive boost on the video shader to something much higher?
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.
Yeah the indirect light strength is oddly low though
Increasing the values works though
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.
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?
clear lighting data, rebake
Try enable and disable the show checker option?
Damn that actually worked! Thanks man š
If baked the lights themselves wont have any performance impact
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
You could have as many baked lights as you want
Only thing that will be affected how long it takes to bake the lighting
ignore the unfinished look, i have stuff moved so it can be worked on cleanly
ok, thanks :U
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
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)
did you check console for UV errors or the vrchat toolkit? It should have a list of objects that need UV2 mapped with an autofix button. Bakery has a checkbox in experimental (not sure about the other modes) to autofix UV2s but isnt something you want to rely on.
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
maybe, gl. Beautiful emissions though š
first time trying baked lighting and... is this right? idk why the wall on the left has no shadow cast on it?
Thanks!
Is it marked static in the top right of the inspector?
Yes
Is the wall a model you imported, or a primitive (like a cube)?
It's a probuilder cube, all of the world is made up of those
if you swap your light to realtime, does it look how it's supposed to?
now that you mention it... it still looks kind of off in realtime. i'll work with it a bit to get the effect i want
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
Thanks for the help
Could you describe "this"
there's like a seam in the lighting on the top around the skylight, if you will
That's with generated lightmap UVs ?
well it's with uhh, i think smart uv project in blender
Can you point out the team in the pic ? Not sure i'm seeing it
Also, what lighting settings do you have ?
oh, it thought that was an actual mesh separation, damn
Does the smart UV unwrap show that in blender ?
ah yeah that would explain why
Everything needs to be merged and connected
Or you'll get those seams

the lighting looks way different before and after baking
I think it just ignores the spotlights or something
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
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
In the lighting tab near the bottom find the lightmap parameters option and in the drop down create new
Then in that lightmap parameter set the backface tolerance to 0
oh wow that completely fixed it, thanks!
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
Can you post a picture of your unity window with one of your point light selected ?
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?
Area lights require very high intensity yeah, at least from my experience using them
Here's a screen cap through teamviewer, hope it works
You tried changing the light to something very colorful and bright ?
Bright yes, colorful no
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
I'm gonna set the intensity to half the area light and see what happens
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?
It seems to be correct. I tried toggling post processing off just to compare and it looks different than in-game as well.
Also, it doesn't seem to affect most objects as seen in the pictures.
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.
realtime first, bake after?
and then what i see in the Unity Scene window is what i'll get after i switch to baked?
thats a great news
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
i will try that right now thanks!
It seems like all the shadows are being lightened in-game.
Standard shader?
Also is that occurring after a switch to 2019?
Have you rebaked since moving to 2019?
If you go to Edit > Project settings > Other settings and find the lightmap encoding option what is it set to?
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
Yeah, for video player stuff only.
Might affect other stuff though.
The color option didn't seem to change anything sadly.
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
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.
Is your skybox the default one?
Yeah, I have no need for it since the world is all within a building.
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
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.
first time baking lighting in rtx mode
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.
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
I had the same issue just now in #world-development, and I found a fix for it
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
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
Hm, How would I go about making a lightswitch while using baked lightmaps? I assume it has something to do with postprocessing
yeah most Maps I've typically seen it swap out post-processing because it gets much more complicated if you're actually trying to swap 2 light Maps
I don't think I saw that as an option, but I'll try and check it out when I'm at my pc
its an additional package
I have VRWorld Toolkit and opened World Debugger, but haven't found anything that would suggest fixing a build platform.
oh, interesting, huh
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.
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?
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.
no errors, i got a 2070 super, which i assume would be up to the task
hehe ye, ied hope so.
iirc 4k lightmaps on gpu requires like 12gb vram? unless thats changed in unity 2019
"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
ahh, well obviously cant go to 2020..
if your up to treating yourself, bakery is easier.
might be worth trying to bake at 2k first to see if it was that
ill try that
does bakery require other things to work? like do i need to use different reflection/light probes or does it plug in nicely with unitys default stuff?
i lowered the map size to 1024, and i already see the actual world lighting up now
you attach the corresponding bakery light script to each light that gets baked. Its pretty easy but ied encourage you to watch a video before buying and before using.
what about light probes?
and emmisive textures, i got a lot of those instead of lights
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.
i see, ill look into it
title is missleading. its about bakery... nvm wrong video. ill be back when i find it lol
This is a force, you will no longer use this points gun at chu jk i love you
Discord: https://discord.gg/METHRMH
Bakery: https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218
looks pretty good
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
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
good to know
When I tried bakery is completely messed up my lighting and looked horrible. I don't know what was up.
Thats why encourage thorough homework before investing because there are a lot of settings, and because the lighting is more "realistic" its illumination and falloff require compensation. Its usually about 5 intensity points lower than Unity. But, at least until 2020/2021 its light-years above what Unity can do.
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
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 š I use most software by feel but the documentation on it is thorough enough as are the forums when searching google.
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?
I agree, lighting shouldnt look different ingame
and it generally doesnt from my experience
unless something is badly wrong with the lighting setup
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
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.
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
that looks sexy. Creepycat asset? Never seen it put together that way. Looks very trekkie
yeah creepycat scifi vol 3
looks good, nice job
this is for my world, spaceship hangout, its currently live but hasnt been updated in a while. currently working on the next version
thanks š
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?
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
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
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.
for global illumination samples you mean?
ye
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?
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.
what about area lights?
area lights you want to do from scratch. they have a visible white quad on them for reference. you can disable the quad later.
alright
one last thing, what setting do i change to make this look a bit nicer? texels per unit?
well in general and specifically the light on the ceilling looks kinda spotty
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.
legacy denoiser, you would think newer would usually be better haha
you'ed think lol
which one?
oh i have no clue, i havent read up on those, legacy is a tick box
down the menu towards render
am i blink? xd
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
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
ary you trying to do it to all lights at once?
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
yeah then try just not matching
so that error of color doesnt match material doesnt matter then?
it shouldnt* that visible quad is just supposed to be a reference. Unity's doesnt have that, it just has an arrow
alright
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
so i had set up a new empty project to mess around with bakery for a moment.
how do i fix the weird light spots, there are 2 area lights opossing each other
Make sure self shadow is enabled and set the near samples to 16 or higher
ty
I wish I wasn't on AMD so I could use Bakery 
2019 GPU lightmapper is a lot better than it was in 2018
i tried the gpu lightmapper from 2019 today, its better than 2018, but i think still not as good as it could be
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?
and also, this one chair on the right, why does it have super bright highlights?
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.
Anyone know how to fix this?
Ohhh wasnt aware there was a discord, thanks for the link!
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 š®
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
what are you finding confusing? I am also struggling with lighting
well just about everything really
help us help you
well really just take any aspect and ill probably have no clue about it
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.
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.
Is this normal? :D;;;
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.
Does anyone know why my world has gotten much brighter, but only in-game, after upgrading to 2019?
left: editor. Right: in-game
Lighting settings?
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
It seems to be a universal thing @slow shuttle
universal as in everyone is having this issue?
it seems like a lighting gamma issue
I've noticed everything is a tiny little bit brighter
dang, pretty bad bug. how did that not get caught
I know the post-processing system has changed some
I dont use any post processing
Only with certain setups
what is the 'certain setup'?
Using realtime GI is one of the causes
oh great...
Is it just the case one should overall lower the levels a little?
is there a canny for this bug?
not as far as I know
@slow shuttle Could you try disable Realtime GI and see if it actually what's causing it
sure I'll double check
What kind of lights are they?
I remember having that issue in mirrors long ago when using post processing
point lights and emissive materials
disabling it doesnt solve the issue
And all happy and baked?
yeah
hmm
That lighting isn't baked and the reason it's dark is because of disable pixel lights on the mirror settings
Yeah so it is something with GI
It is baked, I will check the setting though
I can see that it isn't
You set them to baked but did you actually press the generate lighting button?
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
If changing the mirror setting fixed it that means it wasn't baked
Hmm, odd, I'll double check
Yeah I left one spot light that I was experimenting with yesterday 450 units outside and it was realtime :p
Is there any way to include metallic surfaces in a reflection probe without them turning black in the bake?
any ideas on how i can get rid of this pixelated mess? it only does it for this 1 specific light
my settings are
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?
thats how it looks like after i pressed Build and Publish
I have the same exact issue. It's realtime global illumination acting differently now. Not sure how to fix, but need it for my videos lighting effects.
Did you rebake after upgrading to 2019? I have realtime gi for video emissions in my map and I don't notice any differences
however I did uncover an issue with vram leaks when updategimaterials/vrc_customrendererbehaviour is used to update the emissive albedo
Yeah. It seems, in-game, it redoes indirect lighting so it's only noticable in rooms with brighter surfaces. At least, for me.
Hello everybody! I recently found this error when rendering for the "bakery" lights. Can anyone help me with the problem I encountered?
These are the console errors
Did you try exporting an FBX or OBJ instead of using the .blend file?
yes, but it's useless. gives me the same problem.
woops, discord removed my message when i attached the invite hahah. d**k bot.
I have already tried to export the project to FBX, but it didn't solve the problem for me.
I read that, did you try checking uv generation after inspecting the model in unity?
did you try disabling the automativ uv stuff in bakery?
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.
can you give me the link of the discord bakery in private?
I rebaked too with no change unfortunately. Dynamic GI is just way too bright in my scene with no clear reason. Tried with Progressive and Enlighten, both the same
Does anyone have any idea as for why it does this? I am using bakery
The most right object appears fine while as the two on the left are completely black
All of them are marked as static and have same shader properties (minus the texture of course)
Is baked lighting really as fast as theyāre saying it is in 2019?
I havenāt updated yet because Iām out of town but Iām skeptical
Fair enough
How would I set a directional light up so that it only applies to non-static objects?
I've baked the lighting on a world using Bakery but I'd like players to cast shadows.
culling mask set only to the player layer
it will make the players brighter though
Does it work differently in-game than in the editor?
I set a gameobject to the player layer just to test, and it didn't cast a shadow
the directional light also has to have soft or hard shadows enabled.
It did
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
are they marked Lightmap Static?
Yes
I found a workaround by changing shader parameters so it's not relevant anymore
Can someone help? Iām trying to remake the monkey business stage from dark deception but all the lights keep on flickering when I look towards a certain direction
Because they need to be baked
You can't have more than 4 realtime lights active in view, so they disable each other when you rotate your view
@wooden sand
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
Are you using Unity's lightmapper ? I don't think those settings can be changed
Bakery has a few options though
I am. I guess it's time for me to learn how to use bakery
I still cant get my lighting to start baking in 2019
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
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
It's most definitely making my system work for something
This is every error i'm receiving atm, none of which seem map breaking to me
unfortunately looking the issue up online i'm finding tons of others on unity forums saying they're having similar issues
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
How can I simulate HDRP + VR (since its not supported)?
sounds like you have done your hw; you arn't using LOD's are you?
i do
have 3 rocks in the world with them
i can turn off the lod group component and delete the other meshes that should be fine
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.
right i'll try that
is there an easy way to find other lod's in a scene?
i feel like there might be one hiding around
its just rocks right? Then just search in the hierarchy for the rocks name
ah i meant for other items that may have lods besides them
can try searching for LOD Group. the search allows you to look for components.
the hierarchy search anyway
ohno
false alarm i seem to have previously deleted every lod off these
they're all just themselves, still named LOD however
oh, sweet. Well thats all I got, sorry. LOD's have always caused the same issue with me.
well trying the bake again it seems like its still trying
it at least filled out the occupied texels part but no more lol
thank you for help, maybe someone else here has a trick lol
All I wanted was to fix my terrain in my world ;-; latest update made it pitch black for some reason
having a similar lightmap issue
Unity gets stuck at Preparing Bake... and does nothing
No errors, Task manager isnt reporting anything, restarting unity doesnt work, restarting pc doesnt work.
Not sure whats causing it
You imported from 2018 to 2019 too?
I've had issues with running out of memory when trying to gpu bake and so I switched back to enlighten
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
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
i've found the new denoisers don't like lines in the uv's like this
Did you make your own UV2 or are you relying on Unity auto generate UVs
i made my own in blender
How did you do them
u-> lightmap pack
after i did the stuff i listed before
i made sure there was no overlap
Try unwrap manually or cube project
š¤ ok
shesh cube project made it angry
this is what it looks like in blender
Are the cubes all one mesh or are they separate cubes?
it's all one mesh, like, the inside is hollow
i merged by distance in edit mode then did ctrl+j
Do cube project again but do each side individually and make sure they don't overlap
Actually is there a reason you don't just merge all the vertices on each side?
unless im doing it wrong, that just breaks my textures
Oh yeah you would need to rebake the texture
š„“š¤ all of the texture and uv stuff is handled by the exporter program i use-
So unwrap each side of the cube individually then
how do i do that
You select one of the 6 sides and unwrap one at a time
And position it manually in the UVmap
Yeah now do that for each side
But position them in their own UV space so they don't overlap
ok
u know what
that actually worked
like, instead of it being visible on the top it's just on the sides and it's only on 4 of them
i used ortho mode and project from view to get it faster but same thing
If you are still getting shadow bleeding that almost always means your lightmap size is tiny
lightmap is 4096 and lightmap res is 40 texels
Can you go to the lighting tab > baked lightmaps and look at it?
i mean yeah, what am i looking for tho
Does that UV match with how you aligned it in blender?
Okay what does the actual lightmap look like on the mesh in unity
wdym by "actual lightmap"
What does it look like in the scene
On the mesh renderer settings try enable the stitch seams option and rebake
Alright not sure if theres much more you can do then
You could try mess with the unity mesh import settings
all i know is that if i completely remove filtering it fixes it but... noisy lighting looks like garbage
Like changing the normals calculation
from what i've found it's the de-noisers fault
Try set directional mode to non directional and rebake?
ok hold on
i did and also restored the denoise stuff and changed the filter thingy but still
ooh i'll set normals to calculate
dam, still bad
these are my import settings
I mean if you add textures to it that would be very hard to notice though
true
can i use bakery and unity mixed light at same time?
requires some setup but yes https://geom.io/bakery/wiki/index.php?title=Manual
skip the stuff you dont need, just ctrl F and search mixed
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
looks like noise to me. try this thread https://forum.unity.com/threads/unity-2019-3-and-a-lot-of-noise-in-light-baking.884620/ for help with some settings.
Is there solution for Volumetric lights for VrChat ?
Xiexe/Silent have made prefabs
everytime i try to bake with progressive gpu
yep, what card u got? looks like you dont have enough vram
if you didnt change anything, sometimes unity just needs a reset on rare occasions a full pc reboot.
still
i tried new project and same problem
So Iāve been having issues with lights clipping through structures for no reason and itās confusing, surely by default they shouldnāt be clipping?
Merge your meshes to avoid gaps
There arenāt any gaps, thatās the issue though, itās like as if it has a higher render than the shader Iām using (which has a render of about 3000)
I sadly donāt have photos of the light clipping..soooo...
Whats the best type of light to use out of these? baked, of course
Anyone know how I can improve this noisy realtimeGI?
entirely depends on the lighting setup you are trying to do as they do different things
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)