#world-lighting

4 messages · Page 23 of 1

orchid saffron
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I’ve honestly just been putting in spot lights, I’ll be trying to figure out what lights are the best to put into my map once I get home-

modest vapor
#

Was your world build in blender ? 3000 render queue is transparent btw

orchid saffron
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My world build was mostly in blender but the render queue is the default queue..so I’d have no idea

mystic gust
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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

fallow lark
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yeah that would probably be mostly Point lights

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but it does look a little goofy not having any visible causes for the light

mystic gust
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well of course, I haven't modeled them yet

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thanks

twilit sluice
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what cause this issue?

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the weird shadows

modest vapor
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Did you generate lightmap UVs

twilit sluice
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yes

modest vapor
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Did you get warnings in your console

twilit sluice
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2

modest vapor
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Yeah that's probably it

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The second one, just in case

twilit sluice
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how i can fix it?

modest vapor
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Generate lightmap UVs on all those meshes would be a start

jovial sky
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has anyone used bakery

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was in the middle of baking and power went out

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the scene is now empty and reloading it doesnt fix it

lunar narwhal
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by reloading you mean loading your scene file or just restarting unity editor?

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bakery unloads your scene by default when baking so it just sounds like you need to reload your scene again

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if you don't know where or what that is chances are you're using the SampleScene in Asset/Scenes

jovial sky
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when it opened back up the scene was entirely blank

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and then the power went out again

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adn when opened up again it said it didnt have any saved changes

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err unsaved changes

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just opened up the scene in notepad, totally gone

lunar narwhal
#

you probably just need to find the correct scene to open

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unless you're sure thats the correct scene file?

mint cipher
#

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

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i get error

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vr chat crash

verbal cape
# mint cipher i get error
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

mint cipher
verbal cape
#

the meat is towards the bottom of the log. all the stuff at the beginning is just api and startup bs.

mint cipher
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the game doesnt seem to really get a chance to start anything

verbal cape
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Thats the only log? you should have client information and a bunch of information that doesnt matter.

mint cipher
#

that is the log from my last launch a second ago

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there must be something broken with my world

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it crashes the game so quick

verbal cape
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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.

mint cipher
#

oh

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the game like

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instant crashes the moment it starts

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so that would not be world related?

verbal cape
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ok yep something else is up. Are you a quest user?

mint cipher
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no pc

verbal cape
mint cipher
#

alright thank you for the help

mint cipher
verbal cape
south furnace
cold gull
south furnace
#

For what exactly? I did not manually select anything of that nature

cold gull
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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)

south furnace
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I have the toolkit, I will do that, thanks

cold gull
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Gotcha gotcha, I can get you a screenshot or two in a minute if you still need help

south furnace
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Is it this one?

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Or non HDR one

cold gull
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id say non HDR

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you'll get some discoloration otherwise

south furnace
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Yeah that looks way better now, though theres still a bit of color banding

cold gull
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yeah, that's compression for you

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but hey it looks pretty good

south furnace
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I guess I can try compressor quality to "Best"?

cold gull
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yeah, make sure it doesn't blow up the filesize though

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typically you're trading quality for file size

south furnace
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Right

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Didn't really do much, so I'll leave it at "Normal" as it was before then

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Also, is bloom not available on Quest?

cold gull
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nope

south furnace
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Actually it seems that it is, but just doesn't affect some materials for me, i'll check that

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Or maybe not, it behaves differently from how it does on PC

cold gull
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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

modest vapor
#

You checked your console after lightbaking ?

cold gull
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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

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ill do a rebake later today and check again

modest vapor
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Less about the model itself and more about your whole lightmap

cold gull
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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)

crimson verge
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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

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;-;

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what the hecc

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theres SOMETHING in there

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a single crystal of the dozens in the world is on there 😢

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Yeah not sure how or why that happened but I'm done for the day this is exhausting

slow shuttle
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Only seems to happen with dynamic GI.

cold gull
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oh, well i don't use realtime GI so idk

slow shuttle
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Actually... sorry this is a different issue

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Looked closer at your pic

cold gull
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all good all good

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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

slow shuttle
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That's bizarre, first off it only works with Enlighten, are you using that?

cold gull
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that'd be the kicker lmao

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i figured that was it, so i just gave up lol

slow shuttle
#

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)

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yeah, enlighten is a pain, but its also the only fully featured light baker in Unity.

cold gull
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yeah, progressive just looks so much nicer in my world compared to enlighten

slow shuttle
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Even other bakers, like Bakery, use enlighten behind the scenes for some of the features

cold gull
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oh huh

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ive tried bakery, never really liked the results tbh

slow shuttle
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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

cold gull
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that or i never really wanted to go through the effort of redoing my lights for a maybe

slow shuttle
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right, exactly :P

cold gull
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i will miss realtime GI though, i was using it to change the time of day in my world

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i just gotta fake it with material changes now

slow shuttle
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yeah I'm about to just give up for now. My only good worlds are movie worlds so they all look like trash now

cold gull
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damn

modest vapor
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Good to know, we'll investigate ! Hopefully something we can fix

cold gull
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udon

sharp robin
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Can you try create a realtime light and see if it shows up in VRC

cold gull
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how do you mean, i've got one in my world as an option but it doesn't interact with this object

sharp robin
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I just mean place something obvious to see if its being included in the build

cold gull
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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

sharp robin
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What are the mesh import settings for the ones that appear incorrectly

cold gull
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defaults afaik

sharp robin
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I would guess it's an issue with the mesh geometry

cold gull
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but why would it only show up in vrc though? not even in unity or play mode

sharp robin
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There isn't much else that could cause that to occur

verbal cape
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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

cold gull
cold gull
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but also the faces only turn black at runtime, not just baking

orchid saffron
modest vapor
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Nope

twilit lily
# modest vapor 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

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i would do it myself too, but i dont have all the necessary files to remake the entire map

modest vapor
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I'll ask our art people

twilit lily
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thanks a lot ^^

versed herald
#

Hello.
How do i fix over lapping UVs

ping or dm me

twilit lily
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generate lightmap UVs enabled?

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@versed herald

tardy kettle
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Could Someone help me add lighting into my world as i really don't know how to

versed herald
burnt sable
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how do I fix this

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please

modest vapor
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Can you define "this"

verbal cape
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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.

gentle hawk
# burnt sable

Change the texture format of all your texture and lightmap to ASTC for the quest platform

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Manually

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Automatically everytime you import an image

burnt sable
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I will try that tomorrow thank ya

burnt sable
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My lightmap file size is like 50 mbs on it own

modest vapor
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Bake with lower texels or downscale the lightmap texture

burnt sable
#

How many texels (im trying to make a quest version)

modest vapor
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tohrushrug lower than what you have up until you can upload your world

burnt sable
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Lol fair enough

burnt sable
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Ok well it's now 4mb but still there is slight discolor

gentle hawk
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Photo

burnt sable
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Look above

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Its like that

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Pinkish colors some places

gentle hawk
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Even with astc

burnt sable
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Yep

gentle hawk
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Are you on windows or android at the moment

burnt sable
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Andriod

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Quest version of the world

gentle hawk
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Photo

burnt sable
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Of what, I am about to headout

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Also quick question

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Is everything in the assets folder regardless if it is in the map downloaded into the world file size

gentle hawk
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Only what happen in the scene get upload

burnt sable
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Ah alright damn

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Was hoping I was able to make the file size smaller for the leftovers in the assets so I can build a better lightmap

primal hamlet
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hi i get this error message , it doesn't let me bake my lighting

tardy tiger
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Hey, why is my fur not getting any light but the objects around it are?

peak sky
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anyone know how to fix this lighting issue

twilit lily
peak sky
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give me a sec gotta ask the friend

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where do you find the import settings?

steep lodge
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thank you so much !

hollow quarry
steep lodge
verbal cape
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Thats unity functionality not sdk related. just select the texture and it will display in the inspector.

steep lodge
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yay but there is not the option that is showing

gentle hawk
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liar vrcAngry

steep lodge
gentle hawk
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find the lighmap texture that was created in your project

verbal cape
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it will be in a folder named after your scene

steep lodge
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i found nothing ?

verbal cape
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look for a folder with a name identical to the name of your scene

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not in hierarchy... thats shit in your scene. look in project

steep lodge
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im realy sorry but i dont find it

verbal cape
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just go to light settings, and rebake. it should replace the old pc bake with the android formatting

gentle hawk
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Well. What we can do

steep lodge
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here ?

verbal cape
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yep, right at the bottom, just generate like you did on pc

steep lodge
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the auto generate ?

verbal cape
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no, not auto, just press Generate Lighting

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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

steep lodge
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okay my unity freeze i think this is working

verbal cape
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it can, watch the bottom right corner for updates

steep lodge
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well now nothing is moving

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possibly my unity crashed

verbal cape
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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.

steep lodge
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okay thanks

verbal cape
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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.

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you can cancel the generation at any time by pressing cancel if that is the case

steep lodge
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okay so i restart my unity ?

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dont work

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its freeze

verbal cape
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no, in the Lighting tab, the button you pressed to generate lighting should now say cancel. you can just press that

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might take a minute to respond

steep lodge
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okay so how i do the 32, 500 500

verbal cape
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did the bake stop and you now have control over unity?

steep lodge
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yes

verbal cape
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just set direct samples to 32. just click where it says 1024 and change it

steep lodge
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okay i dit it

verbal cape
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change both the 2048's to 512.

steep lodge
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the two ?

verbal cape
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indirect samples and environment samples

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make sure both now read 512.

steep lodge
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this ?

verbal cape
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yes

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Direct samples should be 32

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bounces need to be lower, try 1

steep lodge
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Thanks you so much for helping me too

verbal cape
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np

steep lodge
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Hey @verbal cape im back and its finish but i think that didnt work well that still doing me the weird color

verbal cape
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go to assets, open the folder named scenes

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show me what you see

steep lodge
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same

verbal cape
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see those three folders? one of them is holding your lightmaps for this world. the folder with the identical name of your scene

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4 folders lol

steep lodge
verbal cape
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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

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a screenshot of the format options

steep lodge
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that onlu show me this

verbal cape
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nope thats not a lightmap, next one over

steep lodge
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this ?

verbal cape
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yes, thats one, lets start with the black n white one beside it though

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exapand automatic and show me what you got.

steep lodge
verbal cape
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screenshare?

steep lodge
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sure but i dont have a mic

verbal cape
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thats fine as long as you can hear me

steep lodge
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private call ?

verbal cape
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yep

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fixed in voice, but the resolution was selecting the android tab, changing formatting to 4x4 block Just in case anyone needs it.

frozen star
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How do I fix this? the floor (Fur) isn't getting light.

winter merlin
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Does anybody know what causes baked lighting on terrain to break after the 2019 update?

supple loom
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Those settings are set by VRChat itself and you can't change them in your own project

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And even if you did it's still set in the VRChat application

humble cypress
frozen star
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How do I check?

humble cypress
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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

hardy epoch
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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.

modest vapor
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Are you using the VRCWorld toolkit ?

hollow burrow
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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?

modest vapor
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Go through the steps again

hollow burrow
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it worked, but i nuked myself with turning bloom to 100 :3

steep lodge
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help why all the material of my map change into white is it because light problem ?

orchid saffron
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Before post processing effects

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After post processing effects

pallid yew
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@wispy whale

wraith cape
frozen star
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How do I get the light to not be able to pass the curtain?

modest vapor
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Bake them

frozen star
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The curtains?

modest vapor
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the lights

frozen star
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The mode is set to baked

modest vapor
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Did you actually bake them though

frozen star
#

How do I do that?

modest vapor
hardy epoch
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No im not using vrcworldtoolkit

frozen star
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Hey, I baked them properly, but the light is still passing through the curtains?

modest vapor
#

Your curtains are static too ?

frozen star
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Yep

modest vapor
#

What does it currently look like ?

frozen star
#

Hmm

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I just quit Unity, shoot.

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let me load back in.

modest vapor
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None of that looks baked

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Also your ground is smooth like your curtains

frozen star
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What does the ground being smooth have to do with anything?

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Sorry if that sounded rude.

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I have everything selected.

modest vapor
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So you actually generated lightmaps in the lighting window ?

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Since your whole world is smooth (shiny), can't really tell if anything is baked

vocal sparrow
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Hi there, I'm new to world creation.

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What's the most used lighting source for indoor lighting?

modest vapor
#

Point/spotlight, area if you're planning on baking

frozen star
vocal sparrow
vocal sparrow
#

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

modest vapor
vocal sparrow
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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?

wise cobalt
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How do I fix this artifacting in bakery

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Changing samples and texels didnt fix it

verbal cape
wise cobalt
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No turns out I needed to remake the matress

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For some reason bakery really hated that mesh

verbal cape
#

ah, lol

wise cobalt
#

Now that I remade it the artifacts are gone

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Only took 3 hours to figure out

verbal cape
vocal sparrow
wary sonnet
#

after moving to Unity 2019 i get this when light baking with Bakery, any ideas how to fix?

wary sonnet
#

@modest vapor any idea perhaps?

modest vapor
#

That's funky, I've seen other people with this issue, so I'm assuming you'll have to update bakery first

twilit lily
#

looks like a disco world ngl

verbal cape
wise cobalt
#

All optix denoisers cause that now

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I dont know what causes it

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But even on my 2018 project with old bakery it suddenly happens

verbal cape
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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.

modest vapor
#

Open image denoiser is king !

terse parcel
#

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?

verbal cape
terse parcel
#

thanks!

frozen star
#

Why are my baked point lights (Purple) not giving off any purple light?

fallow lark
#

do you have the little sun checked on on your top bar as it looks like you have all the lighting turned off

frozen star
#

What little sun, my directional light?

fallow lark
#

yeah you need to have the thing with the circle turned on to see any lighting

frozen star
#

I turned it on but the light is still white?

fallow lark
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okay that's weird then

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try making a new Point light and see what happens?

mint cipher
#

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?

modest vapor
#

You can maybe display that on a large sphere around the world, but not as a skybox no

fallow lark
#

any particular reason it couldn't be rendered into a cubemap or equirectangular as there are Skybox options for using using those

modest vapor
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If there is a way, i'm completely unaware of it, the pipeline from blender shader to unity is mystical to me

fallow lark
#

basically you can render any blender node setup to a texture

lone forge
#

Anyone know what kind of shader I need to get my glass to look like this?

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Guy that sold the asset gave zero insight on how to set up the shaders on this chandelier

verbal cape
#

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.

lone forge
verbal cape
#

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.

lone forge
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@verbal cape Do reflection probes not work in VRChat?

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Unity vs VRChat, and I do have the reflection probe tied to the object

fallow lark
#

did you bake Your reflection probe

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& and yes reflection probes do work in vrchat

lone forge
fallow lark
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yes silly me I meant reflection probe

lone forge
#

gotcha, nope, the reflection probe was set to mixed. Let's see if this fixes it

fallow lark
#

a pretty good guide for vrchat lighting

lone forge
#

for some reason setting it to baked only shows the skybox instead of the the surroundings

fallow lark
#

that's because you need to bake the baked reflection probe

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and eventually you would want to convert your lighting over to baked lighting as real-time lighting is quite expensive in VR

lone forge
#

Unknown reflection probe mode: 1
UnityEditor.GenericMenu:CatchMenu (object,string[],int)

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Got an error message

fallow lark
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I have no clue but very cool looking Chandelier

lone forge
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Thanks!

verbal cape
#

damn at $44 the author better be providing assistance lol. Damn fine looking collection tho.

lone forge
#

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.

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lol I have a halo 5 forge background, so I have a natural instinct to avoid baked lighting

modest vapor
#

Were the meshes set to use the reflection probe ?

lone forge
true herald
#

(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…

true herald
#

I actually got it, now, was sorta simple really...

frozen star
#

Hey, why is the lighting on the curtains messed up?

fallow lark
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have you generated lightmap UVs

frozen star
#

Also, I want this whole section purple but theres no purple?

frozen star
fallow lark
#

do you have your object set to lightmap static

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as I'm seeing a spotlight on the wall but not the floor

frozen star
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Yeah

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only reflection probe static and contribute gi

fallow lark
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could I see the settings on your purple lights

fallow lark
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okay your lights look fine so that's not the problem

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does your floor have lightmap static turned on

frozen star
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Yeah but everything is only reflection probe static and contribute gi

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Under static

fallow lark
frozen star
#

Theres nothing called lightmap static under static

fallow lark
#

can I see a screenshot of what your static is showing

frozen star
#

also I think I figured out the curtain problem, my sun source (Directional light) had no shadows.

frozen star
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How I screenshot? whenever I open snipping tool it closes static

fallow lark
#

press paint screen on your keyboard

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and then pasted into image editing software

frozen star
fallow lark
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okay now I feel a little silly I just checked Unity 2019 and yeah contribute Global illumination is the lightmap static

frozen star
#

kk

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I fixed curtain but room still not purple

fallow lark
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what happens if you add a point light to the room

frozen star
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Only little purple on wall

fallow lark
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weird

frozen star
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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

fallow lark
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see how it looks if you put the point light next to the light fixture model?

frozen star
fallow lark
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weird suggestion but try putting in a new Spotlight and see what happens

frozen star
#

New spotlight (Default settings)

fallow lark
#

okay so that one actually works

frozen star
#

How it work??

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New spotlight (My settings)

fallow lark
#

so maybe just delete all the old lights and copy paste the new ones?

frozen star
#

Would I have to re bake?

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(Generate Lighting)

fallow lark
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yes

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basically you need to rebake your lighting if you do anything to your map

frozen star
#

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?

fallow lark
#

probably add a purple Point lights as the spotlight just going to stay in their cone

frozen star
#

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

fallow lark
#

potentially a limit on how many realtime spotlights can be rendered

#

set them all to bake and try giving it a light bake

frozen star
#

Where is that setting?

fallow lark
#

you would want all of your lighting to be baked anyway

frozen star
#

It's gonna take like 10 minute to bake, hold on.

fallow lark
#

is it on CPU bake GPU bake

frozen star
#

It fixed but it looks horrible cause the light isn't bouncing off everything and lighting up the whole room.

frozen star
fallow lark
#

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

frozen star
#

But wouldn't that make the light quality bad?

fallow lark
#

perhaps I don't know of any way to tell the lights to bounce more

frozen star
#

Rainwolf Plush how do I make the light "Bulbs" glow (Only the light bulbs not the whole light)

fallow lark
#

post-processing Bloom & emissive material on the bulb?

frozen star
#

Whaa

fallow lark
#

if you do just be emissive material it'll be bright but no like glow surrounding it

frozen star
fallow lark
#

yes that would be the checkbox

frozen star
#

What about bloom and post prossessing

fallow lark
frozen star
#

Is bloom, post prosessing, and emissive quest supported?

fallow lark
#

bloom & post-processing is not Quest compatible

#

but you can use emissive materials on Quest

frozen star
#

Do I need a color for emmsive

#

if not whats it for

fallow lark
#

yes that would control the color it glows

mint cipher
#

that page errored for me

#

"VRCAT: COMMUNITY-RUN VRCHAT FORUMS - ERROR
The requested page could not be found."

frozen star
mint cipher
#

thankses

frozen star
#

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

lone forge
#

After baking my lights, they've all gone completely dark

#

Anyone know how to fix this?

modest vapor
#

Check that your shader supports lightmapping, and that your lightmaps show anything different

lone forge
fallow lark
#

glad it got fixed

frozen star
#

Why is bloom not working on purple lights?

#

Normal light material

#

Purple light material

lone forge
#

Why does realtime lighting look dramatically better than baked lighting? Shouldn't it look the same after baking?

verbal cape
fallow lark
#

or just waiting more time for it to bake

frozen star
#

Why can't objects have bloom if the emission isn't white?

glossy sluice
#

the objects are static? Could you show me the configuration of the lights?

frozen star
#

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

glossy sluice
#

the emissive lights, sometimes they are not strong, try raising the hdri level otherwise reinforce them with area lights

autumn cove
#

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

verbal cape
#

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 *

twilit lily
#

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

autumn cove
twilit lily
#

huh, interesting
also, is it baked already? cuz the reflection looks like its real time

autumn cove
#

Yep 👍🏻 I’ll show you settings in a minute

#

I stepped out to play some basketball

twilit lily
#

aight, no worries ^^

autumn cove
#

i figured it out @twilit lily

#

just a little rusty is all XD

twilit lily
#

aight

#

btw, that the new UPD station you are working on?

autumn cove
#

of course

#

started working on it last week and it should be ready once the lighting gets done

twilit lily
#

neat

#

one week to pull up the entire station flashbacks intensifies

autumn cove
#

sorry for being the cause of that, im back where i belong lol

twilit lily
#

no worries, it was partly my fault too that i only had one week to go. should have taken over earlier already

blazing oriole
#

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

modest vapor
#

How did you make sure ?

frozen star
#

How do I make the light probes in this room the priority and not the one that is half across the other room??

real dew
#

I've always loved this, how does one recreate something like this?

dire osprey
#

So I was wondering: my computer isnt the best graphically. Are there any public bakery rendering servers I can use?

real dew
#

You can use the normal baked render lighting thing

mint cipher
# real dew

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

real dew
#

uh

#

idk

mint cipher
odd matrix
#

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...

blazing oriole
#

Guys I'm having issues here

#

How to fix that

frozen star
#

And change you're sun source to have shadows

granite jungle
#

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

blazing oriole
#

Huh why nobody answering my questions tf

frozen star
mystic gust
#

Anyone have an idea why this single face is darker than the rest?

glossy sluice
#

uv overlap, or reset Normals

mystic gust
glossy sluice
verbal cape
# mystic gust Anyone have an idea why this single face is darker than the rest?

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.

frozen star
#

Why is the light probe all the way over here effecting the sphere?

modest vapor
#

takes the three closest probes into account

lone forge
# real dew

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

fading burrow
#

Hey dink I see that your pfp is dark link, do you make Zelda avatars?

terse burrow
#

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 ?

terse burrow
#

thank you ! vrcLove

ruby narwhal
#

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?

twilit lily
#

i dont think vrchat runs on deffered (only forwarded)

#

camera set as reference camera in the scene descriptor too?

mint cipher
#

does anyone know how can I make stage ligths

#

like this u know

frozen star
#

How can I get these to blend?

#

Two seperate cubes

pale spruce
orchid saffron
wary sonnet
#

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

glossy sluice
#

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.

wary sonnet
#

thanks @glossy sluice

#

what do you mean by increse density of texels?

#

is that a higher or lower value ?

glossy sluice
#

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 😆

wary sonnet
#

aha so its "texels per unit" setting i see

glossy sluice
#

yes, it would look something like this, I'm in the process, all Bakery lights...

wary sonnet
#

still the same problem i'm affraid

wary sonnet
glossy sluice
wary sonnet
#

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?

verbal cape
#

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.

wary sonnet
#

thanks guys, this was the fix

mint cipher
#

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

modest vapor
#

Did you generate lightmap UVs for those meshes ?

mint cipher
#

I have generate lightmap UVs enabled on the FBX is that what you meant?

mint cipher
#

Thank you, I will try that ^o^

lilac axle
frozen star
#

Can someone help, why won't the two seperate blocks blend?

verbal cape
#

white to purple?

frozen star
#

Yeah

verbal cape
#

they are trying too... what are you using Unity Or Bakery? what do your lightmap settings look like

frozen star
#

It's so easy to tell they are seperate blocks

verbal cape
#

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.

frozen star
#

I have both objects selected

#

What should I change my bounce too?

verbal cape
#

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.

verbal cape
#

ok 4 lol

frozen star
verbal cape
#

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.

frozen star
verbal cape
#

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.

verbal cape
#

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.

frozen star
#

It is still broken

sharp robin
sharp robin
# frozen star

Disable the reflection probes and see if the result is closer

frozen star
sharp robin
#

Yes so it was the reflection probe

#

Other than that it's your UV's/lightmap resolution

sharp robin
#

Increase the scale in lightmap to like 3

frozen star
#

Do I have to rebake?

sharp robin
#

Yeah

frozen star
sharp robin
#

Those look fine for lightmap scale

#

Only other thing isn't a lighting related issue which is the UVs not aligning

mint cipher
#

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

frozen star
winged laurel
#

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?

mint cipher
#

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

glossy sluice
mint cipher
#

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

glossy sluice
mint cipher
#

This is realtime not baked

#

unless that doesnt matter

#

i think im more lost than i thought

#

im just gonna sleep

glossy sluice
#

proba con esto ...

#

very hight resolution

mint cipher
#

ah I peaked in there but i didt change that

#

ill have to do that then

#

thank you

glossy sluice
# mint cipher thank you

In general I use these parameters are more than enough to obtain an image without noise and more when it is medium dark

mint cipher
#

ok i saved

unique walrus
#

any tutorials for lighting in 2019

modest vapor
#

Same as 2018 for the majority of the steps

unique walrus
#

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

modest vapor
#

You can get the post processing package from the package manager

unique walrus
#

i have the built in unity one but it was a different post processing package

modest vapor
#

That shouldn't matter RuuuThunk

#

you can also use the vrworld toolkit to import post processing into your scene

unique walrus
#

k

gritty silo
#

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.

verbal cape
#

"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.

gritty silo
#

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.

verbal cape
#

how many light sources?

gritty silo
#

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

fallow lark
#

that's going to make the draw calls go up quite a bit having several lights active at the same time

gritty silo
#

" these are all off"

verbal cape
#

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.

fallow lark
#

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

fallow lark
gritty silo
#

it literally doesn't matter through the way I've set it up

fallow lark
#

that would be incorrect as having any real-time lights are going to double amount of triangles drawn on screen

gritty silo
#

ANYWAYS

verbal cape
#

stubbornness is no reason to lash out. Just friendly lighting advice in a lighting channel. you do you.

gritty silo
#

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.

gritty silo
#

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.

fallow lark
#

most folks tend to have light probes handling their pick up objects

gritty silo
#

nooo idea why that's common knowledge for SDK2 work, never gonna touch that script again, useless

iron solstice
#

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.

golden stone
#

The proper Bakery scripts on the lights, and set to match the light setting? Could also need to generate uv2 on the mesh import

iron solstice
#

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.

iron solstice
#

SDK3

sharp robin
#

What shader is your world using?

iron solstice
#

quite a few. Standard, particle, a bespoke one for the skybox, and poiyomi for one or two specific objects.

#

standard being the majority though

sharp robin
#

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

iron solstice
#

yeah I've gotten bit by that one before, but no, I had checked for that

sharp robin
#

You could try going to the project settings>player and change the lightmap encoding quality

iron solstice
#

is there something recent that would have prompted this behavior?

#

I've definitely had at least a few successful 2019 builds, even

sharp robin
#

Switching between Android and PC possibly

iron solstice
#

PC only for the time being, though I do wanna give a stab at quest one day

sharp robin
#

Try build a new simple scene and see if the lightmap shows up properly for it

iron solstice
#

good idea

sharp robin
#

And if you haven't already make sure there are no errors in console

iron solstice
#

hmm. happens even in a clean scene.

sharp robin
#

If you go to Edit > Project Settings > Player > Other Settings what are the lightmap settings there?

iron solstice
#

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.

drowsy violet
#

How can i have my particles react to realtime light sources colors?

golden stone
#

On the particle render module, is there a light probes option near the bottom

spare sandal
#

anyone able to help?

modest vapor
#

What are we looking at

#

Is that a lightmap

spare sandal
#

well im not sure. it's as soon as i convert if to quest - the lighting gets all messed up 😄

verbal cape
spare sandal
verbal cape
#

yours will be in a different location but thats how you change it. just select the light map and change in the inspector

spare sandal
#

oh okay 😄

verbal cape
#

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.

spare sandal
#

ohh okay 😄

tranquil bough
#

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

verbal cape
#

Thats the proper formatting for quest. You can try rebaking the light map now.

spare sandal
#

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

twilit lily
tranquil bough
#

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

onyx peak
#

hey i need some help with lighting stuff

#

After I bake my lighting my world looks like this

#

Any clue as to why?

spare sandal
#

anyone able to help? @verbal cape how about you mate xD ?

verbal cape
spare sandal
#

so its just probuilder itself?

verbal cape
#

🤷‍♂️ 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.

spare sandal
#

yeah ive been looking for the lightmap + xD

verbal cape
#

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.

spare sandal
orchid hawk
#

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

mint cipher
orchid hawk
#

don't know anything about it 😄

#

I'll keep searching, thanks 🙂

mint cipher
#

rip

#

may jimmy vegas lead you to victory

odd matrix
#

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.

rapid isle
#

remove baked lights, clear your GI Cache under preferences, save then close and reopen your unity then rebake the lights

odd matrix
rapid isle
#

yea

odd matrix
#

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!

odd matrix
# rapid isle yea

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

rapid isle
#

not really i dont mess with fog

odd matrix
#

ahh okay

vocal sparrow
#

what's wrong with my baked lighting...realtime looks fine though.

glossy sluice
glossy sluice
odd matrix
#

well.... fine til i try to add fog or anything else that alters/ adds to the environment lol

onyx peak
#

why does my baked lighting change every time I build and test?

#

It continuously gets darker for some reason

mint cipher
#

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

sharp robin
#

Enabling generate lightmap UVs for that mesh would likely fix it

mint cipher
#

i checkmarked generate lightmap uvs

sharp robin
#

Try set their lightmap scale to 0?

#

Otherwise its possible the emission is not high enough for it to have an effect

mint cipher
#

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!

safe tartan
#

Does anyone know wtf this is? I just got bakery and it’s giving me this bizarre error

mint cipher
#

usually just baking again works

#

sometimes this error happens to me too. Are you using an RTX card?

lunar narwhal
#

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

odd matrix
#

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..

verbal cape
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Are you using post processing? Did you verify the image format of the lightmaps? Do they appear bright in explorer?

safe tartan
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@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.

edgy prairie
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Does VRC support HDRP or LRP?

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How else can I use render graphs?

fallow lark
mint cipher
safe tartan
merry jetty
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When I bake Lights, the lighting goes to a sort of choppy and noisy black and white color. Heres a before and after image

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Ive been trying for several hours now and have no idea why it's doing this.

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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.

timber obsidian
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from what i am seeing the carpet and top shelf is working

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maybe you have to go through each mesh and double check the "Lightmapping" category under Mesh Renderer

golden stone
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Try a test bake under shadow mask lighting mode

timber obsidian
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does anyone know how to fix this for baked lights?

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The usual white or highlights on edges after baking

unique oxide
timber obsidian
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yeah i actually tried that, it somewhat helps, but not fully

golden stone
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Two sided shadows on the mesh maybe?

timber obsidian
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i don't think so but i'll double check

golden stone
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Sometimes enabled helps stop light bleeding through

merry jetty
merry jetty
merry jetty
golden stone
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On the fbx, on the import mesh settings is a checkbox at the bottom for generate light map uv, enable that

merry jetty
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its already enabled

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I went through and enabled all of that on the fbx's

glossy sluice
glossy sluice
# merry jetty its already enabled

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.

merry jetty
merry jetty
glossy sluice
timber obsidian
# timber obsidian The usual white or highlights on edges after baking

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.

timber obsidian
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Another discovery just now is to set the highest value possible for it to effectively make it look better.

viral igloo
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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. 😩

golden stone
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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

modest vapor
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No way around that

golden stone
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I guess since it goes to the main camera, hmm

quasi hatch
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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?

hidden patrol
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I mean just update to 2019 tbh

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like why wouldn't you wanna update? There shouldn't be anything that wouldn't work anymore

quasi hatch
slow verge
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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?

modest vapor
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What are the component settings on your in scene camera ?

slow verge
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Sure, give me a second

modest vapor
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What happens if you switch the target camera in the Post processing volume component setting ?

slow verge
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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

modest vapor
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You sure you don't have post processing effects disabled in Unity scene ?

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There's a button for that, easily missed

slow verge
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That button exists????

modest vapor
slow verge
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How to find such button

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i found it

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Thank you

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But bloom still doesn't work with the Emission in materials

modest vapor
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Is the intensity high enough on the emission, and is the bloom strength high enough ?

autumn cove
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light leaks with Bakery, does anyone know how to fix this?

fallow lark
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have something solid covering the top of your map? but with a checkbox do not take up any lightmap space

formal turret
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Someone answer the sacred question. Single mesh single texture vs. batching and culling?

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does it depend?

fallow lark
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Atlas helps with the batching as as the batching can combine more stuff together

twilit lily
modest vapor
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If you are fine with 4K atlases, then it can be good

tardy gyro
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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).

fallow lark
#

are your objects set to static

tardy gyro
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Yes

fallow lark
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are there any errors popping up in your console log

tardy gyro
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Not sure what it means

fallow lark
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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

tardy gyro
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Thats the first time I've gotten this error

#

Maybe i should try reimporting Bakery?

fallow lark
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perhaps

tardy gyro
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Yeah I think my Bakery was corrupted

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The checkers are showing up now

fallow lark
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hopefully it's behaving better after a re-import

tardy gyro
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Hopefully, I've been so annoyed by it and tried everything lol

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Been dealing with it for a few days

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Yep it was definitely that

#

Hmmm for some reason the building is still not baking

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Using the same thing as the cube, it's baking just fine but the building won't. I'm confused at this point lol

fallow lark
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is the building static

tardy gyro
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Yes

fallow lark
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odd

fast shoal
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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

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however, duplicating the lights for the bottom floor causes some lights to stop working at certain viewing angles

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anyway i can get around this?

fallow lark
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have you baked your lighting as there's probably a limit to how many real-time lights can be active at any given time

fast shoal
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i figured it out

fallow lark
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cool

fast shoal
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okay, now after baking my scene is WAYY too dark. im using bakery, anyway to fix this?

drowsy furnace
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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?

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Instead of just taking one sample for the whole world object / avatar

sick dagger
pale spruce
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@fast shoal try to add a bakery skylight

vapid nebula
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Any idea why my directional and point light cannot cast shadows? i am using some post processing.

fallow lark
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check your lighting settings on each of the lights to see if cash Shadows is turned on

craggy fractal
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can anyone tell me how to change the light for the world

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i turn it to pink and it still show as yellow

scarlet moss
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@craggy fractal send a shot with your light selected

craggy fractal
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@scarlet moss

lunar narwhal
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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

craggy fractal
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ok

twilit lily
onyx wraith
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One message removed from a suspended account.

verbal cape
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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).

onyx wraith
#

One message removed from a suspended account.

fiery cape
#

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.

storm compass
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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.

fluid sedge
fiery cape
#

There isn't any glass yet

fluid sedge
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static mirrors?

fiery cape
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I do have a mirror present for testing yes

fluid sedge
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make it not static i guess, if it is

fiery cape
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Trying again now

tardy gyro
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I'm not sure what could be causing the walls to bake like this 😦

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I'm assuming it's something with the UV maps

fiery cape
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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.

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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...?

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I can see cubes very slowly coming in now

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It is working as its very slowly calculating each cube

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And these are my settings

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Which is basically almost default but I turned on OpenImage Denoising which didn't add any significant time in previous bakes

fallow lark
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see if it's any faster if you use GPU light baking?

fiery cape
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It jams up completely and Unity stops responding

fallow lark
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nevermind then

onyx wraith
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One message removed from a suspended account.

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One message removed from a suspended account.

green vault
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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

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also - put a reflection probe above the floor and bake it and see what it looks like from there

onyx wraith
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One message removed from a suspended account.

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One message removed from a suspended account.

green vault
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just do the reflection probe for now. light probes are bit weird. especially with probuilder

onyx wraith
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One message removed from a suspended account.

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One message removed from a suspended account.

green vault
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depends. some diffuses are just the albedo and displacement could be the heightmap

onyx wraith
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One message removed from a suspended account.

green vault
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autodesk interactive shader usually has more names that connect better

onyx wraith
#

One message removed from a suspended account.

green vault
#

has anyone replace a lightmap with a rendertexture before?

onyx wraith
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

green vault
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is the mesh set to static?

onyx wraith
#

One message removed from a suspended account.

crude bison
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Is anyone having color grading issue with the new version?

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In-Game

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In Unity (how it's supposed to look)

crude bison
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after re-opening the package Unity looks the same as in-game now

inner stone
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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

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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);
    }
}
simple fox
#

You can't just run C#, you have to use UdonSharp

inner stone
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or just the udon graph i'm guessing?

simple fox
inner stone
#

ohhhh cool, thank you

south furnace
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Does anyone know how to deal with this error? It only happens with Bakery, works fine with regular lightmapper

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And then after that it claims that my GPU doesn't have RT cores, but it does

glossy sluice
#

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

south furnace
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And RTX mode is enabled

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I also have tried reinstalling bakery

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And I've tried creating new scene and copying everything over too

#

same errors

glossy sluice
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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?

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LightingDataAsset you generate it by making a bake using Generate Lighting (Unity Standart) that creates that file for you

tardy gyro
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Does anyone know what could be causing the walls to bake like this?

south furnace
glossy sluice
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are you using Bekery?

tardy gyro
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Yes

glossy sluice
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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

tardy gyro
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I'm not sure how to fix the UV, it shows the spots on the uv map

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I'll check the lightmap scale

weak glade
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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?

tardy gyro
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Scaling didn't help anything for me 😦

glossy sluice
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for a surface to emit light to me in Bakery, I add the BakeryLightMesh component to the emitting surface, that always works.

tardy gyro
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Thats what I do

weak glade
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Still didnt work unfortunately

dark plover
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is fine if i have real time for the ambient mode for lighting. everything else is baked.

odd matrix
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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?

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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

fallow lark
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do you have your objects in the scene set to static so they can receive baked lighting?

odd matrix
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this is a prefab world and they set up all the lighting, it WAS fine so im guessing yes ill have to look

fallow lark
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maybe you could just reload the prefab?

odd matrix
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here it before it went super nova