#world-lighting
4 messages · Page 23 of 1
Was your world build in blender ? 3000 render queue is transparent btw
My world build was mostly in blender but the render queue is the default queue..so I’d have no idea
Mostly house interior, something like this, im using realtime point lights just to prototype before switching to baked. but idk if theres a better type I should be using
yeah that would probably be mostly Point lights
but it does look a little goofy not having any visible causes for the light
Did you generate lightmap UVs
yes
Did you get warnings in your console
how i can fix it?
Generate lightmap UVs on all those meshes would be a start
has anyone used bakery
was in the middle of baking and power went out
the scene is now empty and reloading it doesnt fix it
by reloading you mean loading your scene file or just restarting unity editor?
bakery unloads your scene by default when baking so it just sounds like you need to reload your scene again
if you don't know where or what that is chances are you're using the SampleScene in Asset/Scenes
when it opened back up the scene was entirely blank
and then the power went out again
adn when opened up again it said it didnt have any saved changes
err unsaved changes
just opened up the scene in notepad, totally gone
you probably just need to find the correct scene to open
unless you're sure thats the correct scene file?
Another question about bakery, but I baked my light map using it and build and testing my world causes an instant crash in vrchat. Would anyone know of a solution to this problem? Nothing is wrong in Unity and I have no errors
i get error
vr chat crash
How do I find the VRChat output logs?
The VRChat output logs are located at C:\Users\[Username]\AppData\LocalLow\VRChat\vrchat. The output log is named output_log-HH-MM-SS.txt. You can quickly find this directory by pasting this into your Windows Explorer address bar:
%AppData%\..\LocalLow\VRChat\vrchat\
Your logs are kept for 24 hours, where the HH-MM-SS portion of the filename describes the time at which you launched the application for that log. When VRChat launches, it checks to see if any of the logs are older than 24 hours. If there are any, it deletes them.
check that for why you crashed
Oh ok I will check this out thank you
the meat is towards the bottom of the log. all the stuff at the beginning is just api and startup bs.
the game doesnt seem to really get a chance to start anything
Thats the only log? you should have client information and a bunch of information that doesnt matter.
that is the log from my last launch a second ago
there must be something broken with my world
it crashes the game so quick
Its normally a couple hundred lines of client information before the world load attempt. Regardless because there is a lot of communicating with vrc before your world is even loaded.
oh
the game like
instant crashes the moment it starts
so that would not be world related?
ok yep something else is up. Are you a quest user?
no pc
try #user-support-old and if no luck #vrchat-support because it doesnt look like a lighting or bakery issue so diagnosing here is just us spamming 😛
alright thank you for the help
i feel kind of stupid i reinstalled the game and its working now so something must have broke some how
it happens, glad you got it sorted. 🙂
Any ideas as for why lightmaps looks like this when on Android build platform is selected? (For Quest)
https://cdn.discordapp.com/attachments/631103135129272321/875435312938090556/unknown.png
do you have an android format override selected?
For what exactly? I did not manually select anything of that nature
For the light maps, you have to select an android compression method for however many lightmaps you have
If you have/get VRCWorld Toolkit it’ll give you more info but basically you have to select the light map file, go to the import settings, then select “platform override for Android”, then select an option like ATSC 4x4 block (or along those lines)
I have the toolkit, I will do that, thanks
Gotcha gotcha, I can get you a screenshot or two in a minute if you still need help
Yeah that looks way better now, though theres still a bit of color banding
I guess I can try compressor quality to "Best"?
yeah, make sure it doesn't blow up the filesize though
typically you're trading quality for file size
Right
Didn't really do much, so I'll leave it at "Normal" as it was before then
Also, is bloom not available on Quest?
nope
Actually it seems that it is, but just doesn't affect some materials for me, i'll check that
Or maybe not, it behaves differently from how it does on PC
So I’ve been having my own issue where my lighting on some specific objects looks completely incorrect when in VRC versus in unity, ive rebaked the lightmaps and made sure to create my own light map UVs, but nothing really seems to make a difference
You checked your console after lightbaking ?
i hadn't, no, the only thing i can think of is that it would warn me about overlapping UVs, but this model doesn't have any
ill do a rebake later today and check again
Less about the model itself and more about your whole lightmap
ah, could it potentially be a settings issue then? its a consistent issue between bakes yet these are the only affected models (that im aware of)
i'm so confused right now, spent so long messing with light baking got it looking fantastic, when i hit build and publish to windows, all the objects in the scene become black
;-;
what the hecc
theres SOMETHING in there
a single crystal of the dozens in the world is on there 😢
Yeah not sure how or why that happened but I'm done for the day this is exhausting
@modest vapor As far as I can tell this is a Bug. https://feedback.vrchat.com/sdk-bug-reports/p/lighting-in-game-not-matching-2019-editor-lighting Lots of people seeing the same issue. Ruins movie worlds.
Only seems to happen with dynamic GI.
oh, well i don't use realtime GI so idk
all good all good
also how are people getting realtime GI to work? ik its depreciated and all but every time i'd try to bake with it on it would just get stuck in an endless loop, or crash unity
That's bizarre, first off it only works with Enlighten, are you using that?
Also your indirect resolution needs to be pretty low res (or your scene's default lightmap parameters need to specify a smaller than 1 number to keep the dynamic part low res)
yeah, enlighten is a pain, but its also the only fully featured light baker in Unity.
yeah, progressive just looks so much nicer in my world compared to enlighten
Even other bakers, like Bakery, use enlighten behind the scenes for some of the features
yeah you really need to know you're using it before you start. A normal unity world set up for progressive doesnt look better just by switching to bakery
that or i never really wanted to go through the effort of redoing my lights for a maybe
right, exactly :P
i will miss realtime GI though, i was using it to change the time of day in my world
i just gotta fake it with material changes now
yeah I'm about to just give up for now. My only good worlds are movie worlds so they all look like trash now
damn
Good to know, we'll investigate ! Hopefully something we can fix
SDK2 or Udon?
udon
Can you try create a realtime light and see if it shows up in VRC
how do you mean, i've got one in my world as an option but it doesn't interact with this object
I just mean place something obvious to see if its being included in the build
oh, well i know things aren't being left out bc i made some major map changes in the build & test that i took that screenshot in
What are the mesh import settings for the ones that appear incorrectly
defaults afaik
I would guess it's an issue with the mesh geometry
but why would it only show up in vrc though? not even in unity or play mode
There isn't much else that could cause that to occur
given the dark areas are along particular faces, ied like to point out that duplicate faces cause blackened renders. Normally it should also be visible in the editor after a bake, but the accident does mimic your results. Duplicate faces ontop of each other facing the same direction
Turning off batching fixed it?
idk why, but that seems to have done the trick so oh well i guess
also the face geometry doesn't even really flow like that, but tha's not a bad idea at all, if turning off batching didn't fix it i'd try this, but i did manually make the UVs for the lightmap anyways so i'd see duped faces
but also the faces only turn black at runtime, not just baking
Nope
btw now that i see one of you, is there a chance of the 2018 home to be updated to Unity 2019? the shaders broke. id love to use it as my home again
i would do it myself too, but i dont have all the necessary files to remake the entire map
I'll ask our art people
thanks a lot ^^
Hello.
How do i fix over lapping UVs
ping or dm me
Could Someone help me add lighting into my world as i really don't know how to
Yeah
Can you define "this"
Your asking about the pink but there is 3 dominant colors there that look intentional. Nothing is pixelated so I doubt it's a UV issue (could double check generate uv's ) But I am looking at the texture source. For that you'll want to just find another texture , or try converting to grey scale and then adding color to that.
Change the texture format of all your texture and lightmap to ASTC for the quest platform
Manually
Automatically everytime you import an image
I will try that tomorrow thank ya
My lightmap file size is like 50 mbs on it own
Bake with lower texels or downscale the lightmap texture
How many texels (im trying to make a quest version)
lower than what you have up until you can upload your world
Lol fair enough
Ok well it's now 4mb but still there is slight discolor
Photo
Even with astc
Yep
Are you on windows or android at the moment
Photo
Of what, I am about to headout
Also quick question
Is everything in the assets folder regardless if it is in the map downloaded into the world file size
Only what happen in the scene get upload
Ah alright damn
Was hoping I was able to make the file size smaller for the leftovers in the assets so I can build a better lightmap
hi i get this error message , it doesn't let me bake my lighting
Hey, why is my fur not getting any light but the objects around it are?
anyone know how to fix this lighting issue
generate lightmap UV enabled in the import settings?
thank you so much !
Click the mesh in the inspector, then enable it from there
well there is a problem how did we actually do that with the sdk 3 ?
Thats unity functionality not sdk related. just select the texture and it will display in the inspector.
yay but there is not the option that is showing
liar 
???
find the lighmap texture that was created in your project
it will be in a folder named after your scene
i found nothing ?
look for a folder with a name identical to the name of your scene
not in hierarchy... thats shit in your scene. look in project
im realy sorry but i dont find it
just go to light settings, and rebake. it should replace the old pc bake with the android formatting
Well. What we can do
here ?
yep, right at the bottom, just generate like you did on pc
the auto generate ?
no, not auto, just press Generate Lighting
it should have the exact same setting you used on pc so everything should bake just as it did before, only this time it will have the correct file format
okay my unity freeze i think this is working
it can, watch the bottom right corner for updates
A lot of variables are at play with Unity freezes but usually Unity works through it. Always best to be patient and try to never abort or force quit. If it crashes you will get a popup.
okay thanks
Your gpu is a bit dated if it hangs for too much longer set your direct samples to something manageable. 32, 500 500 maybe. Because those numbers dont look right.
you can cancel the generation at any time by pressing cancel if that is the case
no, in the Lighting tab, the button you pressed to generate lighting should now say cancel. you can just press that
might take a minute to respond
okay so how i do the 32, 500 500
did the bake stop and you now have control over unity?
yes
just set direct samples to 32. just click where it says 1024 and change it
okay i dit it
change both the 2048's to 512.
the two ?
this ?
np
Hey @verbal cape im back and its finish but i think that didnt work well that still doing me the weird color
see those three folders? one of them is holding your lightmaps for this world. the folder with the identical name of your scene
4 folders lol
select the first light map, the inspector should show the import settings. set format to... 4x4 something, might as well show me a screenshot, i dont have an android build up
a screenshot of the format options
that onlu show me this
nope thats not a lightmap, next one over
yes, thats one, lets start with the black n white one beside it though
exapand automatic and show me what you got.
screenshare?
sure but i dont have a mic
thats fine as long as you can hear me
private call ?
yep
fixed in voice, but the resolution was selecting the android tab, changing formatting to 4x4 block Just in case anyone needs it.
How do I fix this? the floor (Fur) isn't getting light.
Does anybody know what causes baked lighting on terrain to break after the 2019 update?
Those settings are set by VRChat itself and you can't change them in your own project
And even if you did it's still set in the VRChat application
are you sure the shader supports lighting?
well one way to be sure is if it has "lit" in the name, if not you could check the info where you got the shader, maybe it says there
When i baked the lighting the lighting data shows 2.3mb but when im uploading it for quest it suddenly gets 137mb but when i uploaded it for pc its only 30mb.
Are you using the VRCWorld toolkit ?
Need some help with post processing. It appears no matter what I do, bloom, color grade, and everything doesn't affect anything about the scene. Can anyone help me?
Go through the steps again
it worked, but i nuked myself with turning bloom to 100 :3
help why all the material of my map change into white is it because light problem ?
@wispy whale
https://i.gyazo.com/865229c2a5c565828605e485b5d22ccf.png
Some Ideas ? 😄
Bake them
The curtains?
the lights
The mode is set to baked
Did you actually bake them though
How do I do that?
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 ...
No im not using vrcworldtoolkit
Hey, I baked them properly, but the light is still passing through the curtains?
Your curtains are static too ?
Yep
What does it currently look like ?
What does the ground being smooth have to do with anything?
Sorry if that sounded rude.
I have everything selected.
So you actually generated lightmaps in the lighting window ?
Since your whole world is smooth (shiny), can't really tell if anything is baked
Hi there, I'm new to world creation.
What's the most used lighting source for indoor lighting?
Point/spotlight, area if you're planning on baking
Yeah
Thanks! I watched some tutorial for baked light, if I want to switch light on/off, should I use baked light?
I have some objects that can't be light up by spot light, is there any setting I should tweak around? I tried with other material so it has noting to do with shaders I guess
Sadly no, baked lighting is not meant for dynamic lighting
I use two large real time spot light from two opposite direction, but there are still some walls can't be lite up, should I add more light source?
that looks like you have the wrong formatting. Are you on an android build now? Android needs at least 4x4 block
No turns out I needed to remake the matress
For some reason bakery really hated that mesh
ah, lol
two large real time lights huh? Not the best for performance. Adding more lights will certainly solve your light problem, you can also use emission maps (just use your albedo map for stuff that doesnt need to glow) and the walls will show up a lot easier.
Thank you! By using emission maps, do you mean change the shader of wall material? I manage to lit things up with new shader, now the problem is how to make the room dark when the light is off
after moving to Unity 2019 i get this when light baking with Bakery, any ideas how to fix?
@modest vapor any idea perhaps?
That's funky, I've seen other people with this issue, so I'm assuming you'll have to update bakery first
looks like a disco world ngl
I get that if I don't use legacy denoiser(1.7) opti 5 I think it is in 1.9.
All optix denoisers cause that now
I dont know what causes it
But even on my 2018 project with old bakery it suddenly happens
well sht, thankfully it hasnt hit me. 2019 with Baker 1.7 been looking at the update button for a while, but why bother if it's working the way i need it.
Open image denoiser is king !
So i'm inexperienced when comes to unity and adding descent lighting to my world seems like a daunting task, any tutorials for absolute beginners?
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
thanks!
Why are my baked point lights (Purple) not giving off any purple light?
do you have the little sun checked on on your top bar as it looks like you have all the lighting turned off
yeah you need to have the thing with the circle turned on to see any lighting
I turned it on but the light is still white?
Is there a way to turn the skybox I made using the node editor in blender into a texture that I can use for unity skyboxes?
You can maybe display that on a large sphere around the world, but not as a skybox no
any particular reason it couldn't be rendered into a cubemap or equirectangular as there are Skybox options for using using those
If there is a way, i'm completely unaware of it, the pipeline from blender shader to unity is mystical to me
basically you can render any blender node setup to a texture
Anyone know what kind of shader I need to get my glass to look like this?
Guy that sold the asset gave zero insight on how to set up the shaders on this chandelier
Person didnt include a demo scene? Basically its a transparent material with high shine and a reflection probe. Will have to play with the probe quaality and level of shine. Ied imagine the images are also enhanced with post processing so maybe a bit of bloom giving that white an extra kick.
yeah, the demo scene he included didn't have the shader set up correctly, unfortunately. It looks like there's some distortion in the shader from the picture, do you know how I'd add that in?
for the bloom try youtube here is one link: https://www.youtube.com/watch?v=Pi1OBXUIuKg
but the glass should start looking close with a reflection probe. 512/1024 on the probe quality 2048 is going to be expensive but realistic. And I cant give you numbers for your material shine, you just have to play with it.
@verbal cape Do reflection probes not work in VRChat?
Unity vs VRChat, and I do have the reflection probe tied to the object
The light in the chandelier is a realtime light, do you mean the reflection probe?
yes silly me I meant reflection probe
gotcha, nope, the reflection probe was set to mixed. Let's see if this fixes it
a pretty good guide for vrchat lighting
for some reason setting it to baked only shows the skybox instead of the the surroundings
that's because you need to bake the baked reflection probe
and eventually you would want to convert your lighting over to baked lighting as real-time lighting is quite expensive in VR
I did actually, it looks like something else is wrong
Unknown reflection probe mode: 1
UnityEditor.GenericMenu:CatchMenu (object,string[],int)
Got an error message
I have no clue but very cool looking Chandelier
Thanks!
damn at $44 the author better be providing assistance lol. Damn fine looking collection tho.
Solved by creating a custom HDR from the reflection node and saving, then using that as a cube map. Looks like this is a unity bug, I'm not sure.
lol I have a halo 5 forge background, so I have a natural instinct to avoid baked lighting
Were the meshes set to use the reflection probe ?
Yes, for some reason the reflection probe had something wrong with the baking, but setting it to custom and manually baking the HDR worked and does the same thing essentially.
(Throwing this here since it still kinda pertains) Would someone happen to have a solution to make a day and night toggle via Udon? I’m looking to change the skybox, lighting, and also areas where lighting is, along with some particle effects and such…
realtime or baked?
I actually got it, now, was sorta simple really...
Hey, why is the lighting on the curtains messed up?
have you generated lightmap UVs
Also, I want this whole section purple but theres no purple?
do you have your object set to lightmap static
as I'm seeing a spotlight on the wall but not the floor
could I see the settings on your purple lights
okay your lights look fine so that's not the problem
does your floor have lightmap static turned on
it also needs to be lightmap static to actually get any of your lights https://forum.unity.com/attachments/yes-png.163650/
Theres nothing called lightmap static under static
can I see a screenshot of what your static is showing
also I think I figured out the curtain problem, my sun source (Directional light) had no shadows.
yes
How I screenshot? whenever I open snipping tool it closes static
okay now I feel a little silly I just checked Unity 2019 and yeah contribute Global illumination is the lightmap static
what happens if you add a point light to the room
Only little purple on wall
weird
This
But I don't want to use point light cause I wan't spotlight to point down so it looks like its actually coming from the light prop
see how it looks if you put the point light next to the light fixture model?
weird suggestion but try putting in a new Spotlight and see what happens
New spotlight (Default settings)
okay so that one actually works
so maybe just delete all the old lights and copy paste the new ones?
How to I get the purple light to bounce around the whole room making everything purple without changing the spot angle and making it look bad and too bright?
probably add a purple Point lights as the spotlight just going to stay in their cone
Huh?
I don't understand that sentence
also
I noticed that as I was copy and pasteing the working spotlights this happen
It broke again after I copy and paste spotlights
potentially a limit on how many realtime spotlights can be rendered
set them all to bake and try giving it a light bake
Where is that setting?
you would want all of your lighting to be baked anyway
It's gonna take like 10 minute to bake, hold on.
is it on CPU bake GPU bake
and I was able to replicate the spotlight bug https://i.gyazo.com/b3c6f55f7adf51af3c455ea4f9391033.png
It fixed but it looks horrible cause the light isn't bouncing off everything and lighting up the whole room.
How did you say to fix this Rainwolf Plush?
lower the radius and brightness of your spotlights and they don't have any great suggestions about bouncing light besides maybe put a point light in there somewhere
But wouldn't that make the light quality bad?
perhaps I don't know of any way to tell the lights to bounce more
Rainwolf Plush how do I make the light "Bulbs" glow (Only the light bulbs not the whole light)
post-processing Bloom & emissive material on the bulb?
Whaa
if you do just be emissive material it'll be bright but no like glow surrounding it
yes that would be the checkbox
What about bloom and post prossessing
Is bloom, post prosessing, and emissive quest supported?
bloom & post-processing is not Quest compatible
but you can use emissive materials on Quest
yes that would control the color it glows
https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/I'd also recommend giving like this a read as it's a pretty good article about vrchat lighting
that page errored for me
"VRCAT: COMMUNITY-RUN VRCHAT FORUMS - ERROR
The requested page could not be found."
Here https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
thankses
does anyone know of a post prossesing untiy asset cause the one in xiexies tutorial is no longer avaible
nevermind
whats the new name for eye adaption in the current unity version udon
And dithering
After baking my lights, they've all gone completely dark
Anyone know how to fix this?
Check that your shader supports lightmapping, and that your lightmaps show anything different
Not sure what was causing the problem. Duplicating the lights and deleting the old ones seemed to fix the issue. Baking the lights now works correctly.
glad it got fixed
Why is bloom not working on purple lights?
Normal light material
Purple light material
Bloom
Why does realtime lighting look dramatically better than baked lighting? Shouldn't it look the same after baking?
its how the project is setup. The realtime shadows look the way they do because of the shadow presets. Just like the baked options have their own presets. If you want better baked shadows you need to increase your resolution/bounces/samples/etc in your bake options. Better quality bakes require a better performing gpu/cpu's depending on your bake setup.
or just waiting more time for it to bake
Why can't objects have bloom if the emission isn't white?
the objects are static? Could you show me the configuration of the lights?
Sure
Not working lights ^
Working lights ^
The purple ones won't bloom, I've tested it and they stop blooming when I change the emission color from white to purple-pink
the emissive lights, sometimes they are not strong, try raising the hdri level otherwise reinforce them with area lights
I have a dark ceiling and super bright light on my walls, is there any way to fix this issue?
im using bakery and I have enabled generate UVs but have also made both objects static, I even tried to turn off recieve shadows for the ceiling
Im using area lights and the full lighting setting on bakery
the area light is on the ceiling?
Area lights in bakery emit in the direction they are facing only. so if you want a soft glow on the ceiling as well dupe/invert and turn down the intensity or use quad with an emission map and disable after bake. *I use this method to illuminate around pictures *
turn up bounces if you havent already to 5 as well, that helped me make the old UPD stations lighting fairly nice
also @autumn cove if you need help with lighting, you know you can ask me as well, we are no strangers after all
It seemed that I needed to turn the cut off radius down
huh, interesting
also, is it baked already? cuz the reflection looks like its real time
aight, no worries ^^
of course
started working on it last week and it should be ready once the lighting gets done
sorry for being the cause of that, im back where i belong lol
no worries, it was partly my fault too that i only had one week to go. should have taken over earlier already
ok guys i have the horrible issue idk what to do i baked uv lightmaps already i made sure the uv isnt overlapped nd still this happens
How did you make sure ?
How do I make the light probes in this room the priority and not the one that is half across the other room??
So I was wondering: my computer isnt the best graphically. Are there any public bakery rendering servers I can use?
You can use the normal baked render lighting thing
Making a horizontal low loopcut in blender and then maybe pulling it inwards of the room by the faces to give the light liner some depth and then like seperating all of the light liners into its own mesh
I think that would work if i can explain it right
idk its late i thought there was walls in that picture
Hi! So im new to Unity and world building. (Im on SpookyGhostBoo's patreon so the Attic Prefab is theirs.) But how the heck do i fix this? also on my android build EVERYTHING was pitch black except for 2 candle flames. i managed to find my way to my mirror button and i could see the room in the mirror but ONLY in the mirror.
As you can see, the box for "Generate UV lightmaps" is already checked.. everything in this room is a part of a single prefab scene.. all i have done is remove a few objects i didnt want/need, compressed textures to optimize, and changed all the shaders i could from "standard" to "VRChat-Mobile-Standard Lite" because i intend on making this world for quest. (i am a quest user.. my PC cant handle VR currently) Oh also.. my string lights no longer "light" up/ give off light.. Oof i need help baaad...
Try deleting all you're light sources and replacing them or change the lightmap uv size bigger, and are you sure all you're items have static?
And change you're sun source to have shadows
hey, is it possible to make a shader that will hide everything exept the skybox behind it?
so I could for example have a cube behind a plane, and the plane will obscure the cube to show only the skybox, as if nothing was there
Huh why nobody answering my questions tf
Because nobody knows how to fix that.
Anyone have an idea why this single face is darker than the rest?
uv overlap, or reset Normals
How would i fix UV overlap? im using probuilder mostly and regenerating the lightmap UV didn't fix it either
problem, never use probuilder, I would make a simple mesh as a floor, with two channels, the first for the material and the second for the lightmpas, 0 problem
There is nothing wrong with proBuilder. It earned it's right to be in the included assets. Black face is typically caused by messed up normals. When you moved that angle into place it probably over lapped. That or you could have a duplicate face. You can try moving the edge until the whole face is rendered again. Likewise, you can check to see if the face is duplicated, and remove it if so.
takes the three closest probes into account
Lol I've been faking lighting like that by creating a texture with a gradient on the end and then adding an emmissive to the texture
I guess the way to do it would be by making an area light and stretching it across as a strip
Hey dink I see that your pfp is dark link, do you make Zelda avatars?
thanks
in SDK2 there was something called "VRC_CustomRendererBehaviour" (https://docs.vrchat.com/docs/vrc_realtimegiupdate ) ... in SDK3 this is not longer availible , did this mean this feature is completly lost or is in sdk3 another way to archive that feature ?
This script is used to apply custom renderer behaviours to an object. Currently, the only supported custom renderer behaviour is "Update GI Materials". This enables the object's GI attribution to be updated in real time. This is useful if you have objects that change their emission attribution and y...
thank you ! 
Any news on this issue? https://feedback.vrchat.com/sdk-bug-reports/p/lighting-in-game-not-matching-2019-editor-lighting
yooo so i was messing with post processing stuff and it let me put the camera in deferred and it all looked fine but when i built and tested it didn't show?
i dont think vrchat runs on deffered (only forwarded)
camera set as reference camera in the scene descriptor too?
@mint cipherhttps://github.com/AcChosen/VR-Stage-Lighting
getting these results on bakery 1.9 in unity 2k19
with these settings
In 2k18 it was working fine. Any tips?
this is what its supposed to look like btw
what I would do would be to lower the size of the lightmaps to 2048, activate Denoise, and increase the density of Texels, and see how many lightmpas it generates.
thanks @glossy sluice
what do you mean by increse density of texels?
is that a higher or lower value ?
by increasing the density of texels there is an increase in the quality of the global illumination, the cons is the increase in the number of lightmpas, you have to find the balance between quality and weight, you have the checker tool to see the density of texels
a perdon por mi ingles uso google para traducir 😆
aha so its "texels per unit" setting i see
yes, it would look something like this, I'm in the process, all Bakery lights...
still the same problem i'm affraid
Anyone else that might have some thoughts about this problem?
all the objects have to be static, and with the uv either generated by unity or (3ds max, blender ..)
oh yeah the UV map looks really bad right now
it was fine before
is it possible that upgrading from 2018 to 2019 messes with the ProBuilder UV maps?
If your UV maps are overlapping it should tell you in the console (yellow notifications). If they are not generated it will tell you in the vrc toolkit and allow you to autofix.
thanks guys, this was the fix
How can I fix this?
My world is a lowpoly world with extremely tiny textures since there's no details, and baking good lighting is hard because of this error
this is how the inside of this room looks baked
The rest of the world looks fine
Did you generate lightmap UVs for those meshes ?
I have generate lightmap UVs enabled on the FBX is that what you meant?
sip 👍
Thank you, I will try that ^o^
Any news on this issue or a workaround? https://vrchat.canny.io/sdk-bug-reports/p/lighting-in-game-not-matching-2019-editor-lighting
Can someone help, why won't the two seperate blocks blend?
white to purple?
Yeah
they are trying too... what are you using Unity Or Bakery? what do your lightmap settings look like
samples/textiles are high enough 🙂 bounces are low. You made sure both areas are static right? If I were forced to use Unity's lightmapper I'ed try upping the bounces.
6?8? I'm just guessing. Also, light probes might make transferring light data easier. If you dont have them setup maybe setup a test around the curtain.
The max is 4!?
ok 4 lol
I have light probes but I set them not to affect the floor cause it wasn't working very well
I'm probably wrong, because I work in Bakery when objects are close the light transfer can get sketchy; but my thought is maybe the curtain could be effecting it. If bounces at 4 doesnt solve it maybe try disabling the curtain and re bake. See if that helps.
If I disabled the curtain light would get in the room, and I want it to be dark in there
that's beside the point. We need to verify the curtain isnt preventing the blend. If it is then I have a fix for that.
Getting off discord... If you do get a good blend after disabling the curtain and re baking. Then enable the curtain, make it not a static and make sure your light probes are setup to account for it. It will become a moderator between the two rooms and should get proper lighting for itself if you have your probes setup right.
It is still broken
Do you have a reflection probe in your scene that might be affecting one of those meshes but not another?
Uhh
Disable the reflection probes and see if the result is closer
It's a little closer, but it's still noticeable.
Yes so it was the reflection probe
Other than that it's your UV's/lightmap resolution
Increase the scale in lightmap to like 3
Do I have to rebake?
Yeah
What do I change my stairs to?
Those look fine for lightmap scale
Only other thing isn't a lighting related issue which is the UVs not aligning
Best way to handle world lighting in an open enviorment?
Let's say I just want to have an small open space, A tree, mirror and music,
Should I just use direction light real time?
Pc and quest
I'd suggest just using baked spotlights and one directional light set really low
After upgrading 2019 I'm unable to change the shadow distance in quality settings(keeps reverting on upload) so my shadows don't look quite right on my large map. Is there a way that I can make sure they are set to a certain distance for all quality settings?
Is there anyway to make low brightness light sources not do this banding affect? I am pretty new to world lighting so if its something obvious I don't know lol
Also its a point light
It is due to the compression of the textures, try to use the lightmaps without compression
How do I do that?
Can't find anything in unity 3d docs or anything in the lighting settings under render that is affecting my light in any capacity
or well that is showing any visual change
uh oh well now im generating uvs from my exporter settings and its taking forever.. might be related to me making the textles thingys 400 somethign
64 seems safe
yeah idk I cant figure it out
you use Bakery or Unity Bake??
This is realtime not baked
unless that doesnt matter
i think im more lost than i thought
im just gonna sleep
In general I use these parameters are more than enough to obtain an image without noise and more when it is medium dark
ok i saved
any tutorials for lighting in 2019
Same as 2018 for the majority of the steps
i was following a tutorial on vrcat which worked kind of well but post processing wouldnt really work as they used an old unity package that doesnt exist anymore
You can get the post processing package from the package manager
i have the built in unity one but it was a different post processing package
That shouldn't matter 
you can also use the vrworld toolkit to import post processing into your scene
k
got another issue.
What's with Pickups and lighting? I'm adjusting lighting layers for the sake of optimizing.
I'm setting lights to only hit Pickup, Player and PlayerLocal. They work fine in Unity but all of a sudden when I throw it into VRChat, none of them give them lighting
it's SDK2 if that matters :p
it seems that only when they're scanning for the Default Layer, is that when they're effected. Not Important/Important/Auto doesn't make a difference.
"I'm setting lights to only hit Pickup, Player and PlayerLocal."
Totally didnt understand the question but you should never have lighting effecting the player if optimization is your goal. Light probes are for dynamic objects.
well, that aint an option without tryna bake this map and fine tune it multiple times without a super computer
i'd love to but, there is no fuckin performance impact at all with just playerlights
also everything's literally proximity-trigger based so it's like what...5, 10 batches? nothing.
how many light sources?
it really isn't somethting I can just "consider" right now.
i love the idea but these are all off, and do nearly nothing at all for impact
anywho
wait- actually no, light probes wouldn't do shit in this case
because vrchat's just ignoring the fact that the lighting's setup to include pickups, period
that's going to make the draw calls go up quite a bit having several lights active at the same time
" these are all off"
1 light with 1 20k poly player no particles is 20k poly. 2 lights, 40k poly. adds up real fast. Dosnt take a super computer to bake.
yeah but you do have several of them in close proximity to each other so you should really just get the lighting's where you like it and then bake it overnight
also if you turn on a mirror that doubles all of that
it literally doesn't matter through the way I've set it up
that would be incorrect as having any real-time lights are going to double amount of triangles drawn on screen
if i had optimization questions I'd try throwing my line into #world-optimization
ANYWAYS
stubbornness is no reason to lash out. Just friendly lighting advice in a lighting channel. you do you.
Reiterating for people to understand my Question:
For some reason, objects on the Pickup layer, are not responding in VRChat, with lights that specifically specify the Pickup layer.
There's no issues in Unity. It works completely fine in any case in the engine.
It's only with VRChat. For some reason, Pickups seem to only respond to lights that utilize the Default layer, and nothing else.
SDK2, 2019.4.29f1
the "fix" appears to be moving everything in the default layer, over to some other layer, and then using the Pickups layer as the Default Layer, in order for lighting to properly work.
Am I wrong about this? Or is vrchat's lighting-layer system unspecifically strict for some reason?
Because even if I try moving the pickups to my own custom layer it doesn't work.
Ah- got it.
Apparently the "VRC_Special_Layer" script overrides lighting....why?
Well, whoever recommended adding that script to every Pickup object 2 years ago...screw you. You suck.
removing it from everything rn :/
dare say- if that's on just about everybody's pickups, that's probably forcibly-doubling drawcalls on pickups, period.
most folks tend to have light probes handling their pick up objects
nooo idea why that's common knowledge for SDK2 work, never gonna touch that script again, useless
Anyone have any idea what's going on here? Lighting looks fine in Unity, but is nonexistent ingame. It worked in unity 2018, and I wanna say I had at least a few successful builds in 2019 before this suddenly happened. This is using Bakery.
The proper Bakery scripts on the lights, and set to match the light setting? Could also need to generate uv2 on the mesh import
nvm, just checked, does it with built in lighting as well.
I'm wondering if it's a unity 2019 thing. Maps 2yrs old and I haven't had this issue until recently, so it's not UVs or any of that other stuff.
SDK2 or 3?
SDK3
What shader is your world using?
quite a few. Standard, particle, a bespoke one for the skybox, and poiyomi for one or two specific objects.
standard being the majority though
Hm, what I would have suggested if you said it was SDK2 was to check if the scene you have loaded was the same scene that it says it's building when you go to build and test
Not sure if that would also be a bug with SDK3
yeah I've gotten bit by that one before, but no, I had checked for that
You could try going to the project settings>player and change the lightmap encoding quality
is there something recent that would have prompted this behavior?
I've definitely had at least a few successful 2019 builds, even
Switching between Android and PC possibly
PC only for the time being, though I do wanna give a stab at quest one day
Try build a new simple scene and see if the lightmap shows up properly for it
good idea
And if you haven't already make sure there are no errors in console
hmm. happens even in a clean scene.
If you go to Edit > Project Settings > Player > Other Settings what are the lightmap settings there?
gonna put a hold on this real quick though, might have borked something on my end
dunno what it was. apparently something broke so bad in my bakery import that it was even breaking vanilla lighting.
completely clearing out all references to it, deleting all files, and reimporting seemed to fix the issue. Odd that it just kinda happened out of nowhere. I blame solar winds.
How can i have my particles react to realtime light sources colors?
On the particle render module, is there a light probes option near the bottom
anyone able to help?
well im not sure. it's as soon as i convert if to quest - the lighting gets all messed up 😄
you need to select the lightmaps and change their formatting to 4x4 block
on it ty Kev 😄
ehh where do i do that xD
yours will be in a different location but thats how you change it. just select the light map and change in the inspector
oh okay 😄
If you havent found your light maps, if you go to Lighting and selected the Baked Lightmaps tab you can click the lightmap and it will navigate to its location for you.
ohh okay 😄
kind of a stretch for "lighting" but how do i get post processing to work in the actual game?
it works in the scene viewer and game window
just not in vrc
Kinda looks worse now xD
Thats the proper formatting for quest. You can try rebaking the light map now.
i did a few times just kept resetting it. just gonna start over with the world. - did have alot of issues making it in generel
do you have the camera that has the post processing layer component set as reference camera in the scene descriptor?
yeah but otherwise it wouldnt work not even in scene view
my question really was how to set the vrc avatar camera as the reference camera
hey i need some help with lighting stuff
After I bake my lighting my world looks like this
Any clue as to why?
anyone able to help? @verbal cape how about you mate xD ?
so its just probuilder itself?
🤷♂️ all you can do is try pressing the lightmap + button for each object missing a lightmap. They should retain their configuration if you export each PB object to a obj/fbx after edits are final.
yeah ive been looking for the lightmap + xD
probably says UV2 and not lightmap
Another option is just to say fk it and export the pb objects anyway and once they are in obj/fbx format you can select generate uv2 in the inspector while the obj/fbx is selected.
so i gotta press the lightmaps + and disable the auto?
hey, I was curious if anyone could point me in the right direction to a tutorial or resource for creating a toggle for a light? I found a tutorial that kinda touched on it at the end but it was for SDK2 and I can't follow along with it
If you know how to code in C# it will be rather ez
Please.... tell me someone knows HOW to fix this? I've read so many forums about this weird blue tint lighting issue.. but im not using the default skybox, i also had the lighting PERFECT til i added fog, but that made it go crazy like this AGAIN. Even after removing fog and rebaking lights its STILL THERE.. the textures on my avatar and objects will "flicker" from blinding white/blueish to neon red depending on where i stand. Im using a prefab with the lighting already set up. all i did was change the color and re-bake.. like i said it was FINE FINALLY after 2 weeks of struggling to make a stable build for Android.. but now i cant go back to a previous "safe build" because it didnt save or somehow poofed ... Please help me, this is my first world and it was great til i screwed up again.. Thanks for your time.
remove baked lights, clear your GI Cache under preferences, save then close and reopen your unity then rebake the lights
remove baked lights? like delete them??
yea
Ooof as i said this prefab came with lighting already. its like a heavy complex spiderweb in here lol im not sure ill add them back properly x.x
but i will definitely try thank you!
Hey uhm... is there a "safe way" of adding fog WITHOUT killing the lighting and textures/shaders?? Im trying to make a few spooky maps. but im focused on fitting it on Android builds for Oculus
not really i dont mess with fog
ahh okay
10 texels para los lightmaps? no es muy poco?
do what they tell you, you should not have problems, if you prefer, make a copy of the project and test those changes in the copy
i fixed it, all it took was clearing the cashe. deleting ALL my lights would have screwed my world further. its fine now 🙂
well.... fine til i try to add fog or anything else that alters/ adds to the environment lol
why does my baked lighting change every time I build and test?
It continuously gets darker for some reason
anyone got an idea why bakery doesn't bake the emission of those little lights?
they're set to static and it shows a lightmap for the object itself but it doesn't glow onto the underlying surfaces
Emission in Bakery is based on UVs so I'd imagine the light parts don't have dedicated UV space
Enabling generate lightmap UVs for that mesh would likely fix it
i checkmarked generate lightmap uvs
Try set their lightmap scale to 0?
Otherwise its possible the emission is not high enough for it to have an effect
set the emission to 10 and still no result lol
i guess i can try setting the lightmap scale to 0
setting the lightmap scale to 0 actually worked, thank you a lot!
Does anyone know wtf this is? I just got bakery and it’s giving me this bizarre error
usually just baking again works
sometimes this error happens to me too. Are you using an RTX card?
does it happen randomly? might be an OC stability issue
I have to tune my OC back a bit when using bakery, even if my gpu ran fine on everything else
Anyone know W H Y baked lights go super nova/ over saturated and dont show up that way unless you;re play testing? (side note i DID close unity and reopen it since i cant upload my world since it keeps telling me something went wrong with the ID blueprint.. ive detached it, ive copied my pre-existing ID over, it keeps logging me out too.. god i hate unity sometimes..) Anyways i went to check the cashe to clear it since that seemed to help a previous lighting issue.. and it was at 0 mbs yet i clicked it anyway and POOF my lighting was back to normal?? BUT like i said it shows up SUPER bright when im in the world outside of unity.. so i dont trust it.. ive been up ALL night and its 9:40 am.. im a zombie and i need to crash.. but i would greatly appreciate any help i can get with this. (I DID try rebaking.. and im thinking thats what screwed up to begin with? a picture/poser i put on the wall wasnt getting dark like the rest of my images so i thought, 'hey just re-bake the lights right?" W R O N G ... it was something wonky with the actual image, NOT my lighting..
Are you using post processing? Did you verify the image format of the lightmaps? Do they appear bright in explorer?
@mint cipher @lunar narwhal I’m not using an RTX card and all related rtx settings are off and the error happens 100% of the time.
vrchat doesn't support any of the Universal Render Pipeline
at what resolution are you trying to bake the lightmap? 4k bakes need 8gb of VRAM to calculate i think
It was at 1K or 2K I think but def not 4k
When I bake Lights, the lighting goes to a sort of choppy and noisy black and white color. Heres a before and after image
Ive been trying for several hours now and have no idea why it's doing this.
Here are my light settings, I've also gone through and enabled all meshes to have lightmaps generated for them. And i have reflection probes and light probes setup. And I have everything that's static as marked static.
from what i am seeing the carpet and top shelf is working
maybe you have to go through each mesh and double check the "Lightmapping" category under Mesh Renderer
Try a test bake under shadow mask lighting mode
does anyone know how to fix this for baked lights?
The usual white or highlights on edges after baking
i think most lightmap sins can be resolved by increasing lightmap size
yeah i actually tried that, it somewhat helps, but not fully
Two sided shadows on the mesh maybe?
i don't think so but i'll double check
Sometimes enabled helps stop light bleeding through
Its partially working
I found the problem, if I click on a specific object it tells me this message. I already have generate lightmap enabled
It didnt work but apparently I have overlapping uvs
On the fbx, on the import mesh settings is a checkbox at the bottom for generate light map uv, enable that
could you fix it? Basically you broke the bake, it usually happens very often in unity, what I would do would be to delete the bake and do it again, make sure that all the objects are marked as static, and that unity is generating the lightmaps
And I would recommend that you use Bakery to make the bakes, you have more control in the generation of the lightmpas, for example what are walls you can send to a single map etc.
Ive deleted the bake many times now and everything is marked as static that's static and unity is generating the lightmaps
Bakery costs money though, I can afford maybe $5 or $10 but anymore than that will take me a while to be able to get
those parameters are ok, it is not necessary to change them
fixed my own baked lights for those unusual white edges or what they call it Bleeding Lightmap, just putting it here. Usually increasing the Scale In Lightmap supposed to work in the Mesh Renderer, but in this case i went back down majorly. Value of 0.15 works for me. So depending on the Objects and such in the scene, decreasing or increasing it to a certain value will work. Of course, you will have to go through trial and error to find to correct value for your specific objects since this was my example. Lights placement and intensity could also play a factor in nearing the said specific spot for that mesh, so move lights away from shining in that spot.
Another discovery just now is to set the highest value possible for it to effectively make it look better.
I've added post processing to world which is working the way I want, but I've also got some audiolink lights that I do not want to be effected by the post processing. Is there an easy way to omit those from the post processing effect? Currently these lights blind everyone when they come on when bloom is added and it's too much. 😩
Does post processing allow layer culling? You could put the lights in a different layer that’s not enabled in the post process volume you are using, don’t recall though
No way around that
I guess since it goes to the main camera, hmm
hey i’m sorry for asking this but is there a way to fix the ”black lighting” problem for quest users without updating your world to unity 2019?
I mean just update to 2019 tbh
like why wouldn't you wanna update? There shouldn't be anything that wouldn't work anymore
no, 2019 has way more glitches vrchat-wise than 2018. and i’m trying to preserve disk space, and i’m usually busy, so i don’t have time downloading the new version.
I set up post processing layers but it won't affect my in scene camera? Play testing, it only affects the skybox but and game but bloom seems to not affect my emissive material. Any reason why?
What are the component settings on your in scene camera ?
Sure, give me a second
What happens if you switch the target camera in the Post processing volume component setting ?
Nothing happens. It seems to work in game for some reason but doesn't show on my Scene. For example, I tried putting Motion Blur. It doesn't affect the Scene. But once I start Build and Test for VRC. It shows up. Bloom doesn't affect it

You sure you don't have post processing effects disabled in Unity scene ?
There's a button for that, easily missed
That button exists????

How to find such button
i found it
Thank you
But bloom still doesn't work with the Emission in materials

Is the intensity high enough on the emission, and is the bloom strength high enough ?
light leaks with Bakery, does anyone know how to fix this?
have something solid covering the top of your map? but with a checkbox do not take up any lightmap space
Someone answer the sacred question. Single mesh single texture vs. batching and culling?
does it depend?
Atlas helps with the batching as as the batching can combine more stuff together
multiple mesh multiple textures where it makes sense. a group of objects on a shelf and the shelf itself can be one object with one texture. the sofa, the table and the chairs can be one object and one texture too
If you are fine with 4K atlases, then it can be good
I'm embarrassed asking about something simple lol. I'm trying to get back into world making after almost...a year? And I'm a bit rusty so bear with me lol.
I'm trying to bake but nothing wants to bake and I've rewatched guides a billion times and done the exact same thing they've done, so I'm sure there's something tiny I've forgotten to do. I turned on checker preview and it's always just black, is that normal? My textels are low because I'm trying to figure out what's wrong before I bump it up (unless that's the issue).
are your objects set to static
Yes
are there any errors popping up in your console log
no clue either and might suggest as a test like making a a new scene with like just a cube and a plane
that way you can eliminate a bunch of variables
perhaps
hopefully it's behaving better after a re-import
Hopefully, I've been so annoyed by it and tried everything lol
Been dealing with it for a few days
Yep it was definitely that
Hmmm for some reason the building is still not baking
Using the same thing as the cube, it's baking just fine but the building won't. I'm confused at this point lol
is the building static
Yes
odd
hey guys, having a bit of issues with the lights in my world. i have a motel world with wall lights, and i want the same lights on the top and bottom floor
however, duplicating the lights for the bottom floor causes some lights to stop working at certain viewing angles
anyway i can get around this?
have you baked your lighting as there's probably a limit to how many real-time lights can be active at any given time
i figured it out
cool
okay, now after baking my scene is WAYY too dark. im using bakery, anyway to fix this?
Are there ways to have objects or avatars use more than one light probe? Like if the probe by their head is bright but probes near their feet are dark than only their top half is lit?
Instead of just taking one sample for the whole world object / avatar
i think you need to add a reflection probe to ur scene
@fast shoal try to add a bakery skylight
Any idea why my directional and point light cannot cast shadows? i am using some post processing.
check your lighting settings on each of the lights to see if cash Shadows is turned on
can anyone tell me how to change the light for the world
i turn it to pink and it still show as yellow
@craggy fractal send a shot with your light selected
@scarlet moss
That world assets comes with baked lighting thats been pre-baked, if you change any lighting settings, you'll need to rebake the lighting again
if you're not familiar with the process theres a tutorial pinned in this channel
ok
i know im kinda late, but are bounces set to 5?
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Use the emission option in the shader. Set the Emission map to be the same image as your albedo (the main image).
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What can cause a bake to keep getting stuck? o.< I've got a very simple world still in prototype stage and its taking ages to bake.
Anyone knows how can I fix this? I get this noisy, patchy shadows on the walls and ceiling when I bake the lights, not sure what could be causing it.
anything transparant being static
There isn't any glass yet
static mirrors?
I do have a mirror present for testing yes
make it not static i guess, if it is
Trying again now
I'm not sure what could be causing the walls to bake like this 😦
I'm assuming it's something with the UV maps
Okay, my system is claiming its going to take 30 minutes to bake a scene that just a bunch of cubes. Something must be up here.
Unity's little performance thing says currently... 6.00 mrays/second
Do post-processing volumes have any affect on lighting systems? I woudn't think so...?
I can see cubes very slowly coming in now
It is working as its very slowly calculating each cube
And these are my settings
Which is basically almost default but I turned on OpenImage Denoising which didn't add any significant time in previous bakes
see if it's any faster if you use GPU light baking?
It jams up completely and Unity stops responding
nevermind then
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set the normal map to be a normal map and not a texture. set metallic way lower. and try using a smoothness mask and see if that makes it any better
also - put a reflection probe above the floor and bake it and see what it looks like from there
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just do the reflection probe for now. light probes are bit weird. especially with probuilder
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depends. some diffuses are just the albedo and displacement could be the heightmap
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autodesk interactive shader usually has more names that connect better
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has anyone replace a lightmap with a rendertexture before?
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is the mesh set to static?
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Is anyone having color grading issue with the new version?
In-Game
In Unity (how it's supposed to look)
after re-opening the package Unity looks the same as in-game now
i have a script attached to a spotlight which adds a perlin breathing effect, and works fine when playing the scene within the unity editor, as shown in this video
however, when i build and test for vrchat, the breathing effect doesn't happen. i'm fairly new to vrchat world development, am i missing some important info about script limitations or something?
the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Light))]
public class BreathingSpotlight : MonoBehaviour
{
public float minRange = 3.2f;
public float maxRange = 4.5f;
public float minIntensity = 1.2f;
public float maxIntensity = 1.6f;
float seed;
new Light light;
// Start is called before the first frame update
void Start()
{
seed = Random.Range(0.0f, 65535.0f);
light = GetComponent<Light>();
}
// Update is called once per frame
void Update()
{
float noise = Mathf.PerlinNoise(seed, Time.time/1.5f);
light.range = Mathf.Lerp(minRange, maxRange, noise);
light.intensity = Mathf.Lerp(minIntensity, maxIntensity, noise);
}
}
You can't just run C#, you have to use UdonSharp
or just the udon graph i'm guessing?
yea, or do it using UDON.
But UdonSharp is a C# compiler for UDON https://github.com/MerlinVR/UdonSharp
ohhhh cool, thank you
Does anyone know how to deal with this error? It only happens with Bakery, works fine with regular lightmapper
And then after that it claims that my GPU doesn't have RT cores, but it does
what I would do in your case is
1- Clear Clear Baked Data
2_generate a new LightingDataAsset using Unity's regular Lightmapper
3-return to Bakery and set RTX
How do I generate a new LightingDataAsset, just click generate lighting?
And RTX mode is enabled
I also have tried reinstalling bakery
And I've tried creating new scene and copying everything over too
same errors
If you deleted the project, reinstalled Bakery, created the scene again and it keeps giving you the same error, it could be a gpu failure, did you try the typical empty scene with only one cube?
LightingDataAsset you generate it by making a bake using Generate Lighting (Unity Standart) that creates that file for you
Does anyone know what could be causing the walls to bake like this?
works with the cube, i did not create a new project though, just new scene, i will try to do that other thing in a bit, thanks
the classic, check the uv of the lightmaps
are you using Bekery?
Yes
If they are the black spots on the wall I would check the uv, if it is due to the lack of light I say from the ceiling you would have to see if you put lightmap scala to 0
I'm not sure how to fix the UV, it shows the spots on the uv map
I'll check the lightmap scale
Alrighty you wonderful light gurus, help me fix this:
I noticed after the 2019 unity update my terrain doesnt show the lighting anymore, just like Tupper said, however, I have rebaked and tweaked settings within Bakery and the lightmapper on the terrain and nothing is working for it. Anyone had a similar issue with this and fixed it?
Scaling didn't help anything for me 😦
for a surface to emit light to me in Bakery, I add the BakeryLightMesh component to the emitting surface, that always works.
Thats what I do
Still didnt work unfortunately
is fine if i have real time for the ambient mode for lighting. everything else is baked.
Ooof another question, so uh... My world when i go to play test it.. its bright, like REALLY BRIGHT ... but its supposed to be dim and moody.. its almost as if the scene lighting is still on somehow? I rebaked my lights.. somehow that breaks things donno why.. (after becoming BRIGHT) i tried deleting my overhead "sun" directional light, i rebaked lights, i turned off the two large overhead lights, i even cleared my cashe which DID change the shadows in scene for me, but play testing its still super bright.. what happened?
This is how bright it is now HOWEVER the darkness between lights is still seen on my avatar... plus the shadows on the floor/objects
do you have your objects in the scene set to static so they can receive baked lighting?
this is a prefab world and they set up all the lighting, it WAS fine so im guessing yes ill have to look
maybe you could just reload the prefab?
here it before it went super nova