#world-lighting

4 messages · Page 24 of 1

odd matrix
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this isnt the first time ive had lighting do this to me. im HOURS into editing this project.. i would like to fix it and not start over

fallow lark
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okay good to know nevermind on that

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do you have your ambient lighting set to Strong?

odd matrix
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lol yeeeahhh i donno what happened.. rebaking lights sometimes causes this ( I THINK) im still pretty new to Unity and JUST started on Udon like yesterday

fallow lark
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weird suggestion but try clearing your lighting and saving it as a new scene so that it tries to generate a new set of lighting

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Unity scene not like vrchat ID

odd matrix
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i might i just set my environment lighting to skybox and im rebaking now to see if that changes anything

odd matrix
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because im pretty sure i baked the lights AFTER adding the new skybox and as you can see in the last screenshot it had my new space skybox but wasnt bright. i then rebaked sometime after that.. so im guessing maaaybe that did something

fallow lark
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also you could save as a new scene so that you could reload the prefab and compare your current version against the old version to see what changed

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and hopefully the Skybox does it

odd matrix
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Nooope didnt fix it...

fallow lark
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then maybe I will try saving as a new scene so that you could compare the old one to the new one

odd matrix
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looks like i might start over... x.x maaan i hate unity sometimes.. oof

fallow lark
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oh dear

ivory abyss
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Heya. I'm having some issues with my spotlights. The lightmapper is baking the lights on a mesh on the other side of the wall. I'm not quite sure why this is hapening. If anyhone has a clue please let me know 😅 thanks

See video for example: https://streamable.com/tol50l

south furnace
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Any ideas what could cause this?

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Increased overall contrast so that it's more visible, I'm using Bakery

green vault
green vault
south furnace
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That look like smudged shadow that is wrong or something, I don't know what could cause it, it's not major and barely even visible with this lighting but was wondering what could cause it

green vault
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oh i think I know 🤥 what youre asking - those lines usually occur from slightly overlapped lightmap UVs. this usually occurs by accident when lowering already baked lightmaps or just baking far to low

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also- if yoy use ambient occulsion or soft shadows with minimal light bounces. this can also cause the issue i think you are refering to

ivory abyss
green vault
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is the wall attached to the ceiling or is it extruded up to be flush with the ceiling?

ivory abyss
green vault
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make the wall higher or add a temp light blocking mesh between where the light is bleeding and see if that helps

ivory abyss
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Added a big old default stretched cube. Set it to static and voila. Didn't change a thing. Funny enough the cube itself that's in the wall is completely dark

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Whoops forgot the "reply to" @green vault 😅

green vault
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are both ceilings different meshes?

ivory abyss
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Yes they are

ivory abyss
green vault
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ig a weird solution would be to set one of meshes onto a specific layer and tell the lights to only bake on that layer so it does not bake on the layer that is in the other room

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if that makes sence

ivory abyss
weak glade
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Im gonna do a shameless repost since more gurus are online at this time
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?

green vault
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have you implemented them yet?

weak glade
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What are these "patches" you say?

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I have not

green vault
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ive heard people have been using patches to get stuff working on 2019 properly. however: ive never had any issues with bakery and have been using other lightmappers mixed in so i have not needed to find any of those patches

ivory abyss
# green vault yes

Is it even possible make a mesh only receive shadows from a set layer? 😅 😂 I've got the culling mask set on the light and the layer I disabled I selected for the mesh but it still gets affected by the lights.

ivory abyss
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I am yes

green vault
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and even with the mesh disabled. its getting rebaled?

weak glade
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I cant find any patches, but heres a little more context. All my other gameobjects work fine with baking, and bakes very well. Just the Terrain looks like a dark canvas and wont bake. Its almost like the Terrain doesn't support lighting anymore but I know for a fact it should.

ivory abyss
green vault
weak glade
ivory abyss
weak glade
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Which is the default shader for the terrain

green vault
green vault
# ivory abyss

use the reserved layers. layers like pickup is possibly tied to default

weak glade
lunar narwhal
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can you show a screenshot of lighting and lightmapping under terrain settings? is there a baked lightmap there?

weak glade
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Yes it does show a lightmap in there, but its pitch black

lunar narwhal
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whats terrain cast shadow setting on? its all the way up

weak glade
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Its not on anymore. While testing it, id assume there was a weird shadow casting but it didnt fix it

lunar narwhal
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not sure, terrains working fine for me

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I do have cast shadows as two sided though

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and yeah, using default terrain shader

weak glade
lunar narwhal
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yeah

weak glade
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My terrain was set to just On I believe last time, ill try two sided and see if that helps

lunar narwhal
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I also have terrain optimization enabled in bakery

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not sure if that makes a difference

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I don't have rtx mode on, but that's because i don't have an rtx card

weak glade
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And unfortunately did not work

lunar narwhal
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maybe for a quick sanity check, create a new scene, a new terrain, a single spot light and see if that bakes?

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to rule out it being an issue with something in the scene vs something more fundamental

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I have 2 maps that use unity terrain with baked lighting and they both survived the transition to unity 2019 intact

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but i haven't actually done any baking in unity 2019

weak glade
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Well uh.... it did something...

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Funny enough, the point light isnt there its here...

lunar narwhal
verbal cape
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thats noise, not sure which denoiser to use but ied play around with different options

weak glade
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Well the only option I have on switching the denoiser is in experimental and using the legacy denoiser option. That ended up failing the baking anyways so thats a no go

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Um....

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Ok so if you uncheck Denoise, it doesnt... WHAT

verbal cape
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thats backwards but if it works lol

weak glade
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I have several questions, but I will return to my normal scene and see if that somehow fixes this issue and not messes up my other meshes

lunar narwhal
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i can see denoisers having issues, but specifically on the terrain only? is a bit odd

verbal cape
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I think thats why we have the terrain optimization option in Bakery but I think they said they have to use rtx mode...

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might also improve if they update to 1.9

weak glade
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Yep. Now the terrain bakes perfectly fine...

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Well thanks yall, not going to ask why the denoiser is adding noise to only the terrain but I guess this is a Unity Moment...

teal star
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Is there a way to reduce the maximum amount of darkness that your world's darkest shadows can be when baking lightmaps?

teal star
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Ohh, it looks like the issue is also that for some reason our terrain's shadows seem to be darker than the shadows casted onto meshes in the scene

tribal fjord
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Tweaked some of the uvs and got this. Using bakery too.

teal star
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Quick update, we fixed our issue by using a Bakery Sky Light instead of a Directional Light

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looks beeeeeautiful now

verbal cape
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🙂 sweet. Yeah skylight is like the Unity Sun or gradient in Light settings

blazing stream
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anyone else experienced this with bakery?

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seems that all the light values over 1 invert

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bakery 1.9

green vault
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gpu?

mint cipher
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bakery is a scam

verbal cape
mint cipher
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empty promises, just like vrchat canny page

pine trench
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What empty promises? It just works.

mint cipher
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see post above

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bakery only gives you potato results

pine trench
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The one where he had the weird back lights?

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I've never had a result like that before. In fact I've used it to light huge maps with great results

modest vapor
verbal cape
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we really need the ability to share discord links if its not self promotion. common

modest vapor
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Don't know how the bot could tell the difference

verbal cape
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true

modest vapor
fallow lark
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and if it helps here's the instruction manual

blazing stream
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in the mean time i'll downgrade to 1.8, wanted to try out 1.9s better alpha baking capability but again for some bazaar reason light values higher than 1 invert somehow

verbal cape
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Yeah I still use 1.7 because it just works for me lol

blazing stream
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also while im here i may as well ask about another weird bug

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"generate lightmap uvs" seems to be ignoring the fact that these are different pieces of mesh

blazing stream
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oh there also part of the same fbx

restive acorn
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So.. how could I reflect light in mirrors? 👀

lunar narwhal
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if you want real time lights to show up in mirrors you need to uncheck disable pixel lights in mirror settings
obv this is a performance hit

restive acorn
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Ah!! Awesome, thank you so much! I understand is a performance hit but it's a super tiny world with 2 lights

south furnace
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this prob has been asked million times before but can someone remind me what causes my character to be dark in this case 😅

fallow lark
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do you have light probes in your scene

south furnace
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No, not yet, only reflection probes

fallow lark
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then there's your problem as the avatars can't get proper lighting without light probes on baked lighting

verbal cape
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🙂 that goes for all dynamic objects

south furnace
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Ah, fair, thanks

glossy sluice
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reflection probes, light probes, ...

fallow lark
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yep both very important components of making lighting

teal star
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We recently got a hold of Bakery through the Fantasy game design humble bundle, and we've been lightly brainstorming our interior lighting for the buildings in our city...

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At some point most of our buildings will likely be boarded up until we actually have a reason for players to enter them, but does anybody have any specific suggestions for ways to have good believable lighting inside of a building like these?

fallow lark
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just put the light sources where they would be

elfin lance
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hey for some reason the handles that let me resive the Reflection Probe just

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aren't showing up for me

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am I doing something wrong?

modest vapor
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Could be hidden gizmos

pine trench
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So, I have a question about lighting a world with a continuous day/night cycle. The sun is an always rotating dynamic directional lightwith an animation. Would it be possible to enable baked light maps at night and then disable them during the day? It's mainly for interiors of buildings and street lights. Shadows are disabled so i feel like interiors would get too bright during the day if they were always active, and street lights would look weird if they were always on.

glossy sluice
pine trench
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Mkay, that's not really an option with the way my world is set up. I'll try something else. Also will a dynamic light override baked shadows? I was thinking that I could set the sun's intensity to 0 to bake, then reset it after the bake, so the basis is night time.

fallow lark
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nope real-time Shadows would show on top of the baked Shadows

pine trench
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The real-time shadows are disabled, they just destroyed performance so I kept them off

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The real-time light would illuminate baked shadows though right?

fallow lark
pine trench
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Yeah my map is a bit too big to do that with

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Pretty sure I posted this at some point before but this is back from when shadows were enabled, just to give you an idea of what I have going on.

glossy sluice
teal star
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Hey y'all, we're noticing some funky behavior where when using Bakery the PC lightmap seems to be brighter overall than the Android equivalent. We prefer the brightness of the Android lightmaps because unlit rooms are nearly pitch-black... anybody have any idea what's causing this and if we can disable it on PC?

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Android:

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PC:

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Is it the compression type?

teal star
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Billy mays here again with another self-answered question!

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It was the compression 😅

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Or lack thereof

quasi hatch
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hey guys, i need help. i'm trying to publish a world for vrchat (it has terrain) and in the scene the trees that are in the terrtain and the grass gives off shadows, right? but once i go test the world out in vrchat, they aren't casting any shadows anymore, and also the fog that i have on (linear), is gone too. (if it helps, i have post processing on; bloom and ambient occlusion). oh yeah and keep in mind i'm on sdk3.

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nevermind i fixed it

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yee

desert thunder
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What would be a alternative to the fog setting? This way the same effect could be used with toggles. (Using Fog and bloom)

verbal cape
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particle fog. You either use Unity's depth texture fog (the one in the settings) or you do a particle fog.

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they both have a purpose and they normally arnt switched out for one or the other.in first person/vr dpth texture is ideal for blending low poly lods and backgrounds to hide optimization hacks. where as a particle fog is meant to be viewed around the player.

rain magnet
twilit lily
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Unity 2018 👀

novel stag
rapid leaf
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I just started trying to bake my lighting using the Bakery asset from the unity store. If anyone here with good experience baking with that I could use some help figuring out why my renders are so chaotic and garbage.

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I think it's UV overlapping but I don't know how to fix this issue...

glossy sluice
rapid leaf
glossy sluice
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then you may have to increase the density of texels, and make sure you don't have an overlap

fallow lark
rapid leaf
fallow lark
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do you have it set to use your GPU

rapid leaf
fallow lark
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here's the user manual if it might help

rapid leaf
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So I think it's a UV map issue and the manual says to unwrap models for lightmapping but I don't know how to do that.. I made things static so that should be enough.
It doesn't explain how the baking process is destroying the terrain. If you look at the picture you will see tiling and horrible subsurface scattering like the sand is made of plastic.

fallow lark
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you need to generate light maps uvs

rapid leaf
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The baking overwrites my textures entirely and if I clear them I find that it actually broke my shader and won't revert back to normal when it wasn't looking like overglossed plastic sand..

rapid leaf
fallow lark
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cool

rapid leaf
# fallow lark cool

So that fixed the tiling issue, but not the overkill gloss and lack of good lighting all around

fallow lark
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that one I don't have any suggestions as you would have to play around if your settings

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like decreasing the shininess on your like ground materials

novel stag
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basically when the camera is in a certain spot/angle, the lighting darkens for no visible reason

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here is a better example

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why does it do that

fallow lark
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question do you have your lighting baked?

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and that's honestly kind of an excessive amount of reflection probes that close to each other

novel stag
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i have baked it many times

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and those are light probes

fallow lark
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are all of your lights set to baked

fallow lark
novel stag
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lemme check

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lmao

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so uh

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no they arent

fallow lark
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that would explain it as it's like hitting the limit on the amount of the real-time lights so it's flickering on and off depending on which is closer probably

novel stag
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i see

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imma change them all and check again

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well it no longer flickers

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just gotta wait almost 15 mins for it to bake tho 😅

fallow lark
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yeah baking lighting can take a bit if it's complicated you map

novel stag
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anddddd i forgot to re add the light probes

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smh

spare aurora
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Hoping this is a quick one, anyone run into this since upgrading to 2019.4.30f1?

rapid leaf
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Can anyone tell me why this spotlight isn't baking?

carmine cedar
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Might be your bitmask set to 0

rapid leaf
carmine cedar
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Ah, i am not sure. Just thought that 0 would mean none, but if it is default it might be fine.

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Honestly looks correct to me.

rapid leaf
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I found out why, turns out the light is blocked by the mesh inside...

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which is bad because I can't get the proper spread unless the light is back in there..

rapid leaf
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So after baking lights into my world it went from about 27mb to 84mb. I haven't compressed the baked lighting yet and was curious as to which type of compression I should use.

glossy sluice
rapid leaf
forest lichen
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I'm not sure if this is the right place to ask but I'm having a hard time getting the bloom effect to work ;_;

twilit lily
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how that?

forest lichen
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it just- no bloom

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I followed a few tutorials which basically said the same thing, but they were old so I don't know if that has something to do with it

twilit lily
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all you gotta do is
-> create a game object that has the PostProcessing Volume component added
-> add to the main camera the PostProcessing Layer component
-> put the game object with the volume component on a new layer
-> select the newly created layer in the camera
-> add bloom to the PostProcessing Profile
-> enable what you need, set everything up
-> add the camera as reference camera in your Scene Descriptor

forest lichen
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that's exactly what I did 💀
I'm gonna clean everything up and try that again though

twilit lily
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reference camera set too?

forest lichen
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yes

twilit lily
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cuz if it works in unity but not vrc, then this is the issue

forest lichen
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it isn't working in either

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lemme just start from a clean slate and try again

twilit lily
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are the layers set up correctly?

forest lichen
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yes

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yeah, no

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still not working ~_~

twilit lily
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maybe its just the strengh of the emission too low?

rapid leaf
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Is there a godray asset that works with baked lighting somewhere?

modest vapor
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any of them should do, but they're not meant to be baked

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they have their own shader

rapid leaf
modest vapor
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XSVolumetrics, Silent's godrays

rapid leaf
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Also I've lost specular lighting as a result of baking, no gloss on anything and i read mixed lighting is actually worse than realtime lighting so that begs the question, is baking lights worth it?

rapid leaf
modest vapor
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Worth it for looks and performances

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It needs a depthbuffer, that's not a realtime light

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you can find a depthbuffer prefab in the prefabs database

rapid leaf
modest vapor
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that is not a post process no

rapid leaf
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So onto specular, how can I fix that?

modest vapor
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bakery or unity lightmapper ?

rapid leaf
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bakery

modest vapor
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using bakery's shader ?

modest vapor
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You'll most likely have to use bakery's shader in addition to dominant direction

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but it's probably better to use Silent's filamented shader at this point

rapid leaf
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I was using bakery's default shaders, I'll take a look at that shader

fallow lark
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I guess question what were your settings set as far as directional mode

rapid leaf
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The depthbuffer prefab to enable my godrays Rainwolf sent me work but are set as a directional light, will that affect performance? @modest vapor

modest vapor
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No, cause it's configured to just be a depthbuffer

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it'll still double the poly count in your view, but that's all it does

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in terms of performance cost

fallow lark
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would it be cheaper to go with the disabled depth of field post processing?

rapid leaf
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I haven't tested FPS differences yet.
But right now its like a trade off as such:
3 realtime lights, world size 27mb
or
10 baked lights, world size near 100mb

rapid leaf
fallow lark
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you'd probably rather deal with bigger file size than worst frame rate

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and there's probably some tweaking you can do on your light Maps

rapid leaf
fallow lark
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a small room for dancing probably wouldn't make it twice the file size

rapid leaf
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it'll be a ball room 😛

fallow lark
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still a heck of a lot smaller than an outdoor area with a whole ship

rapid leaf
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I want fancy with good fps, no negotiation so I need magic to make it work. That and some fancy new volumetric fog asset is about to get released and I plan to shove that in.

fallow lark
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then definitely baked all of your lighting

rapid leaf
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on the subject of magic.. is there a way to make baked shadows animate to the say.. the sails flapping on my boat? XD

fallow lark
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not really as far as baked Shadows that are on your light map

rapid leaf
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why isn't my bread moving...

modest vapor
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Did you make your bread static

rapid leaf
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lol, have to for it to be baked yeah?

rapid leaf
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I don't expect it to animate, just joking

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oh I probobly shouldn't have my texels set to 120 then

modest vapor
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For anything movie you'd want to have a specific realtime low quality light targeting only a specific layer

rapid leaf
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I watched a video and the dude set it to like 200

fallow lark
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or bake the shadow to a transparent quad and animate that if you're doing like a ceiling fan

modest vapor
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nice for realism and immersion, the cost isn't very high

fallow lark
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but yeah I'd see your file size goes down a bunch if you try 20 on the Texel density settings

rapid leaf
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should my bounce be set to 1?

modest vapor
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5

rapid leaf
modest vapor
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light bounces a lot

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1 means it bounces on one surface and stops

fallow lark
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I'd probably recommend giving the bakery manual a reed

twilit lily
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higher values increase baking time, but also improve visuals a lot

modest vapor
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yeah it explains everything

rapid leaf
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bakery took me about 3-4 minutes before, Now this test bake with directional active is taking about 8-10 in bakery.

fallow lark
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yes because it's having to bake a lot more information

modest vapor
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that's still ten times faster than Unity would take

twilit lily
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once you use bakery, you will never go back

rapid leaf
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no doubt, thank god I have a 3070...

fallow lark
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especially considering how big your map is

rapid leaf
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yee

modest vapor
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The only reason people use unity enlighten is for realtime GI afaik

rapid leaf
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haha, it's been stuck at Denoising direction for 4 minutes now, 85%

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Hmm.. I think something in my settings must have been illogical to have set with directional enabled along with it. It's still at 85%, not sure it will finish.

modest vapor
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denoising can take a while

rapid leaf
modest vapor
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Large outdoor can be 15-20

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You probably have a lot of lightmaps that need denoising

rapid leaf
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Alright, thanks for all the juicy info @modest vapor @fallow lark

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GPU: Baking all this stuff
Me: You okay with me working in Substance Painter at the same time right?

fallow lark
rapid leaf
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The render finished pretty quickly with the samples set low. But I still don't see any specular. @modest vapor

modest vapor
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In which directional mode ?

rapid leaf
modest vapor
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With a normal map and specular map ?

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Did you enable specularity on the material ?

rapid leaf
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Yes both normal and specular, I did enable specularity on the Bakery Specularity materials.

modest vapor
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I'm unsure then, that's pretty much how it works RuuuThunk

rapid leaf
rapid leaf
modest vapor
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shader magic

fallow lark
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basically you bake out additional light maps that tell you the direction of the lighting and the Shader reads that

true grotto
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any reason why area lights wont bake?

twilit elm
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With Bakery, when an area light is placed and baked, how come all avatars are black? Is there something I'm doing wrong or is a Bakery area light just for show?

fluid sedge
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Do you have light probes? vrcBotThink

twilit elm
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Nope just the area light

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I take it that's the reason then? XD

fluid sedge
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Otherwise they just act like there is no light

south furnace
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Any ideas why this reflection probe does nothing? Happened to me in the other project also, so decided to create a new one and it still does it here

twilit lily
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is it baked already?

south furnace
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The reflection probe? Yes i baked it many times

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If i make the probe clip through the ground plane it looks like this

rapid leaf
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Should every emmisive source have its own set of light probes?

fallow lark
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yeah you would probably want light probes in areas next to a emmisive as basically you put them wherever there's changes in the lighting

rocky pollen
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is there anything I can do / should do to make the green reflection less apparent?

rapid leaf
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Because if I use one box, it gets crazy when there are multiple emissive surfaces in view...

fallow lark
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not quite sure as typically I just have like one light probe group and a whole bunch of light probes in it

fluid sedge
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Is there any difference between one group with 80 probes vs 10 groups of 8

fallow lark
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I'm not quite sure I suppose you could test with like two small groups to see what happens when you get to the edge in between them

fluid sedge
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Unity seems to make a spiderweb between them all anyway

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But was unsure

fallow lark
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then I guess do whatever is most comfortable for you?

fluid sedge
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This is my way xD No idea tbh lol

fallow lark
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that is a lot of light probe groups

fluid sedge
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each group is just a vertical line of probes between the floor and celing, then i put one group under each light, one in each corner, and one in each centre of a triangle created by the corner and light groups

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probably not remotely the best way of doing it but its definatly an easy way lol

modest vapor
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That's super unnecessary, you really only need a single group for your world

fallow lark
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and I'd imagine there's probably some minor amount of CPU time for all the extra objects in your hierarchy

fluid sedge
fallow lark
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you would add more light probes to the group

modest vapor
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You created light probe groups

novel stag
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i baked my area light and its not producing any light?

modest vapor
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it's not baked

novel stag
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i did bake

modest vapor
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on a static wall ?

novel stag
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o

modest vapor
novel stag
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aboutttt that

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it uh works now 😅

twilit elm
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always bake on dem statics 😏

teal star
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Nice night lighting is going to be hard to set up O.O

rapid leaf
novel stag
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so i was trying to make my world quest compatible and I noticed that the lighting got all blocky. I tried re baking and also redoing shadows and materials yet nothing is working.

This is what it looks like, and its very pixelated
Image
please gimme some help

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ping me tho when u get an answer please

half panther
rapid leaf
half panther
lunar narwhal
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you want to use ASTC, lower block size is better quality in exchange for file size

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don't use anything with dxt in it for quest, if you're crunch compressing make sure its crunched ETC, not crunched DXT.

novel stag
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Not seeing anything in lighting settings

fossil flax
#

HELP : Unity stuck at "Preparing Bake..." for nearly 6 hours, how to fix it ?

fluid sedge
#

I use 4x4 block one

fluid sedge
novel stag
fluid sedge
#

Format

#

Look for 4x4 block

novel stag
#

there are quite a lot of options

fluid sedge
#

I don't remember them all but 8 bit 4x4 block is somewhere in the middle

novel stag
fluid sedge
#

Yeah

novel stag
#

is that the best one?

fluid sedge
#

That I know of

novel stag
#

oof

#

still a lil pixelated

#

just not as bad

#

aaa why must vrchat mobile shaders be so bad

fluid sedge
#

I can't help much more than that I'm not home to screenshot baking settings and stuff to compare

#

4x4 seemed fine when I used it atleast

mint cipher
#

so, i cant see the box around the reflection probe, can anyone help with that?

orchid epoch
#

Do you have the box projection setting checked?

round moon
orchid epoch
#

Those are often meshes with a transparent material applied

round moon
#

it's.... real though

#

like when you turn the color on for the windows and put your hand in the light you hand changes colors

#

and there are multiple colors/patterens for the windows

orchid epoch
#

Oh, in that case it might be a more complex system...

green vault
#

theres many ways to recreate lighting like that. starting from the mesh method fax said all the way to gluing reflections and rotating lighting based on view

#

it its changing colors on your hands shader. its most likely a geometry shader trick of some kind or transitional blocking

round moon
#

Ah I remember I got a fake lights shader awhile back that did some stuff that I couldn't figure out, maybe that was it

green vault
#

possibly

fluid sedge
#

Be nice if worlds had credits listing every source

orchid epoch
golden stone
#

https://booth.pm/en/items/1782044 it uses this, or variation of this, to project lighting, someone was working on a variation using a render texture to have live lighting effects as well : https://twitter.com/AYANO_TFT/status/1441648981029707782?s=20

VRChatワールド用 プロジェクター ・映像を環境やアバターに投影できます (シェーダーとの相性によって映らない場合もあります) ・物体やアバターで影ができます ・映像が変化すると光の筋も変化します ・Shaft.matとProjection.matにテクスチャを設定するか、  カメラを使ってScreenレンダーターゲットにレンダリングしてください。  カメラを使う場合はHDR, MSAAを無効にしてください。 ■ 使い方 unitypackageを取り込み、ProjectorフォルダのProjector.prefabをワールドに配置してください。 ■ 利用規約

mint cipher
fossil flax
#

HELP : Unity stuck at "Preparing Bake..." for 3 days, how to fix it ?

glossy sluice
tardy rivet
#

Man I missed the Humble Bundle with Bakery im so sad lol

fluid sedge
#

Is there any way to see what lighting information is baked into a probe?

modest vapor
fluid sedge
modest vapor
#

numbers ?

fluid sedge
#

Though I'll be honest I've no idea how parsable that info would be

#

HSL?

#

I assume HSL or similar is what gets baked onto a probe at least, no idea

#

Unless they are actually tiny 3d objects with shadows and everything I guess

mint cipher
#

Technically related to lighting but uh does anyone know how someone would go about having a realtime spotlight follow above someone around a map?

#

Or maybe there is another way to go about that effect

#

this would be a decently dark map

fluid sedge
#

Get any prefab of something world related that's wearable, hat, collar, ect.
Remove the mesh and materials, attach a light
You now have a real time light you can pick up and wear xD
(or you could learn how to make such objects yourself, mabey there is a way to automatically put such things onto players as they join)

mint cipher
#

Alrighty then ill have to look for one of those

#

I didnt realise that you could get a prop that does that so easily

frail atlas
#

I'm having an issue in one of my older projects, where when I attempt to bake anything lighting related, it just sits at "Baking...". I've changed my lighting settings around, and attempted to update any outdated addons I have but this issue still occurs. I stopped working on this world because of this issue, and came back to see if 2019 fixed this. Yet, still running into this issue. Any help would be great.

#

It does show that it's working, but if I remember correctly, it will still process, but after roughly an hour but still unsure why it takes so long, or doesn't work.

fluid sedge
#

usual suspects would be mirrors or transparent objects being set as static

acoustic loom
#

Does anyone have any idea why my unity might be making a secondary lightmap that's essentially mapping nothing? I have my main lightmap texture (which is not even close to fully packed), but Unity seems to be creating a secondary lightmap with nothing baked into it at the same resolution. No idea where it might be coming from

fluid sedge
#

Lightmap and directional lightmap

#

Dont know the difference but there must be some

acoustic loom
#

Lighting is set to non-directional, could it still be a directional map?

fluid sedge
#

I guess thats why its empty?

acoustic loom
#

Hmmm honestly not sure about that, I've never had that happen before using non-directional

#

unity 🤷‍♀️

fluid sedge
#

mine look like this

acoustic loom
#

Oml, i'm a moron, I had a massive plane of water of of the scene and it was set to be lightmapped, it was pure black since there's no lights out there

#

🤦‍♂️

#

The plane's so large it was massively exceeding the existing texture size

fluid sedge
#

all of your map are belong to void

#

atleast thats sorted

acoustic loom
#

Thanks for the help 👌

fiery cape
#

I'm using Bakery and having some strangeness. Just added these new objects to my scene. They look fine in the editor while in edit mode. But if I press play or test in game, its like they are unlit.

#

And yes, I have the editor set to show all post-effects, etc etc

modest vapor
#

are they meant to be lightmapped ?

fiery cape
#

And they are fully UV2'd

modest vapor
#

Did you check your console ? Did you also check that their lightmaps were located in the bakery folder ?

fiery cape
#

I've found them in the lightmap. Odd that this doesn't show up in edit mode.

modest vapor
fiery cape
#

@modest vapor They look like this on that...

modest vapor
#

If only the frame was black i could make a guess, but since the painting also does i'm not sure

fiery cape
#

Though, when I'm in Play mode, if I switch back to the Scene tab, different information is shown

#

This is it in play mode

modest vapor
#

yeah that doesn't seem right, make sure to check your console

fiery cape
#

I've got to head to bed, but I'll ask the system to rebake as I closed it down since then

tardy rivet
#

So I'm pretty new to lighting setup... after my last bake this is what some of the world looks like:

#

Weird geometric artifacts and ugly shadows

#

I added a couple extra rows of light probes, but it might be overkill??

#

Any tips? I'm p new to this all

modest vapor
#

Did you actually generate lightmap UVs for your meshes ?

tardy rivet
#

I followed this tutorial essentially to the dot: https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/ unless there's something not covered in there? I can tell it worked, I see the maps themselves and lighting change significantly + boost in performance, but it looks pretty wonky. I did indeed generate

modest vapor
#

Alright, how many lightmaps do you have and what are your settings ?

tardy rivet
#

These are my settings:

#

These are the maps generated

#

I guess each probe group generates one? I'm not sure exactly how it works yet lol

fluid sedge
#

Those numbers are way to low

#

Like only 5 for lightmap resolution

tardy rivet
#

it was just a first iteration, how high should I turn it??

fluid sedge
#

This is my settings atm

tardy rivet
#

How long does initial render take you? Thank you for sharing

fluid sedge
#

About 5 minutes

#

But my world is pretty simple

tardy rivet
#

Mine was pretty simple too but the initial render took like six hours... consecutive renders took just a few minutes though

fluid sedge
#

And don't worry about having to many light probes, you'll want a actual tutorial but until then put them like everywhere lol

tardy rivet
#

I saw like positioning them smartly is a good idea. Thank you for the reassurance haha! I will probably get Bakery soon lol

fluid sedge
#

Because you'll miss details

tardy rivet
#

Okay slick, thank you for your advice!!

fiery cape
#

Apparently I have 46 items with overlapping UV's, I'm not sure how this is possible given I went I manually UV2'd everthing

tardy rivet
#

So I just changed my lighting settings to match the settings @fluid sedge suggested and it looks very weird now

#

There's a bright flare coming from through that door, that goes to outside so I guess that's the skybox?

#

And it looks very weird and dark inside...

#

Any suggestions? I feel like this is close to right but also still pretty significantly off lol

tardy rivet
#

asjkdhakjsd now my Unity is just stuck at "Baking..."

tardy rivet
#

It's still stuck at "Baking..." am I just like screwed lol

tardy rivet
#

Bakery is revolutionary lol

#

In the standard unity lightmappers changing lights slightly takes far less time to bake, is there a Bakery equivalent?

modest vapor
#

wdym ? after a rebake ?

tardy rivet
#

Got it going I think. thank you!

#

What am I meant to be doing for pickups inside of a room with baked lighting?

#

Just not mark them static and use Bakery probes?

fluid sedge
#

Yeah non static, and lightning from probes

fossil flax
# glossy sluice for 3 days???? 👀

exactly, but turns out, Unity 2018 can bake lights, and it is way faster, in Unity 2019, it took 10 hours and it is not even complete yet, Unity 2018 tok 16 minutes... problem is Unity 2018 cannot deal with reflection probes and light probe groups...

ember torrent
#

Can somebody hop in a call and help me with this lighting please. I've generated uvs, set up light probes, set up a reflection probe, change my directional lights to baked, and generated lighting on my world. It's still dark, no lighting at all from the directional lights. Help please!

#

Please send me a dm if you're able to help. This is the one part of world development that I can't get to work at all

modest vapor
#

Did you follow a tutorial ?>

coral harbor
#

Hi, suddenly after updating/test building my world, it crashes upon joining...
After some tests I found out that it was the directional lighting I use for the moon, more specifically, when the lighting has hard/soft shadows enabled...
I have 2 different scenes for worlds built in the same project, the one crashes when the light has shadows on, while the other using directional lights & shadows too, works perfectly fine...
I don't know why this suddenly now causes a crash as it didn't before, wondering if anyone has ideas as to why or how to fix it?

modest vapor
#

How many realtime lights do you have ?

coral harbor
modest vapor
#

What are the settings of the moon light and what are the stats looking like in the game window with it enabled ?

coral harbor
#

I did replace the moon light with default settings for directional to see if that worked, it didn't, so right now it's just default settings
As for the game window...it crashes as well when trying to open it there

#

Oh, it does open though if I disable shadows first, then open it...
And when switching shadows back on while in the game window, it doesn't crash but it does create errors

#

Oh it does crash when I turn the camera to face the shadows

modest vapor
#

how complex is your scene ?

coral harbor
#

not really complex I'd say...just an outdoors area....
The shadows did work fine a while ago, just IDK what happened that caused it to now crash from them
Last thing I was working on adding was clouds using infinicloud asset as a starting point to create them...I removed them as well to see if that would fix it but nothing...

modest vapor
#

What are your camera settings looking like ?

coral harbor
#

So clicking on the camera crashed unity (shadows were on)
Turned the shadows off, then clicked it and got in, I was looking up that error I sent about the build mask as well, one post I found talked about the clipping range on the camera, which was the problem, I guess at some point I matched it to my other world, which is 1+e7 and that just managed to break this world...
So yah...lowered it down to the default 1000 and works fine now...surprised my other world hasn't run into the same issue, but if it does I'll know why...
Thank for leading me to the error though and getting it fixed!

modest vapor
#

ah, yeah that clipping range would be infinity

#

not surprising it would crash !

#

glad you figured it out !

hallow hound
#

@ember torrent do you got on the objects the light static on?

#

Or you mean on the players?

sweet viper
#

i have silly issue in new world, so my shadows show in the scene but if i hit play they vanish?

tardy rivet
#

What's the technique for making players look reasonably good in varied lighting? I have a dark outside and bright inside - what do I need to do?

#

I'm pretty happy with the look so far

#

Also any other tips just for overall improvements would be of course appreciated haha

modest vapor
#

lightprobes

tardy rivet
modest vapor
#

Did you place them in your world and baked them ?

tardy rivet
#

Even after reading the Bakery wiki countless times and looking at the demo project it's still not self evident to me rip

#

Ok yeah I had some from before but I did indeed disable them

#

So I just place them and Render Light Probes in Bakery? Or is that automatic with a render if they weren't disabled? Anything I need to be careful of when baking them because I have no concept of if I have too many or too few

#

Do I want to try to do like, one mesh of lightprobes that covers just the inside part, and just the outside, or overlap them? sorry for such beginner questions haha

modest vapor
#

You need lightprobes where light intensity or color changes

#

an object will always take light information from the three closest lightprobes

#

to approximate the light around it basically

#

So you need to make sure there is no lightprobe below the ground or inside a mesh, or you risk making these probes turn out entirely black, which will be used for the lighting approximation

rapid leaf
#

can you have too many light probes?

modest vapor
#

Depends on the world

prime token
#

Hi ! Is it possible to cast negative light in unity ?

verbal cape
wooden spire
# modest vapor Depends on the world

To reframe: how performant are lightprobes? I can imagine 10,000 will be less efficient than 10, but by how much, and how many is too many for a mobile platform like Quest 2? They seem like a fairly linear cost.

fluid sedge
#

Keep going until you see a performance loss or unity crashes

modest vapor
rapid leaf
#

Every copy of this door that I make is darker. what is going on here?

#

It's like the lights are hitting duplicates of the door differently, for some odd reason...

modest vapor
#

are they lightbaked ?

rapid leaf
#

is there some lightmap data that is persisting after being deleted somewhere?

modest vapor
#

You can clear lighting data and see

rapid leaf
#

I did

#

I do get a message stating "Scene has multiple lightmap storage objects. This is not currently supported. Make sure you don't bake a scene with already baked prefabs."

wooden spire
modest vapor
#

Yep it interpolates !

wooden spire
#

Tasty 🤌

wooden spire
rapid leaf
fluid sedge
#

What's some good numbers for realistic daylight?

#

Mostly intensity

glossy sluice
#

help, any suggestions on how I can make this style of flooring, with a similar lighting pattern?

rapid leaf
#

At one point I was told to use ASTC for compression of lightmaps but that is not an available option in the compression choices I have available in Unity.
What kind of compression should I use for my Bakery Lightmaps and how do I use it? Atm my lightmaps are between 26mb - 12mb each.

modest vapor
#

I think ASTC is for android

wooden spire
#

Yeah ASTC is for Android. Bakery lightmaps are automatically compressed just like Unity's, you can't really do anything more to them as far as I'm aware.

#

To my knowledge, they become further compressed at build so a 26mb lightmap isn't a huge deal.
Things that take up build memory in my own tests, from largest to smallest:

  • Lightmaps
  • Skybox (especially if 4K)
  • Textures (albedo, normals etc. Use crunch compression to get these down)
  • Meshes (usually tiny)
#

You can reduce the lightmap texel density of individual meshes to get the lightmap size down. Reduce the size that less important meshes take up in the lightmap, especially distant objects that the player won't see up close.
Also, it's generally good practice to delete the unseen faces on meshes. If the player never sees a certain part of a mesh, delete the faces there so they don't take up space.

#

Also @rapid leaf It looks like you're baking out directional maps too? A couple tips around those:

  • If you're not using any normal maps, forget about these entirely. They offer no advantage to diffuse textures and just take up space.
  • If you DO need them: You can reduce their size in Bakery's Experimental settings to a fraction of your lightmaps. It looks like this:
#

Directional maps don't need to store as much information as lightmaps (they only send directional data to normal maps, and this can be approximate without a massive degradation in quality) so you can take them down to 1/2 or even 1/4 of the main lightmap size.

#

Apologies for the text wall, likely you knew most of that but hopefully some of it helps 😬

rapid leaf
# wooden spire Also <@!173125010368495616> It looks like you're baking out directional maps too...

Nope, all new to me this is my first time baking lights, using Bakery and trying to optimize my world lighting.
So I can reduce their sizes with that there. I do use normals in my environment.
Questions:
How do I reduce texel size for individual meshes?
Should I reduce the Shadowmask scale or Main lightmap scale or just tweak other settings?

This is the kind of shadows I have rendered with the current settings which imo look pretty good.
If you think I should drop something specific to yield better file size without loss please let me know.

wooden spire
#

You can reduce the lightmap scale with "Scale in lightmap". This is in the settings per object. If you select multiple objects and change this value, it will apply to all of them.
It's a percentage value, and on some massive distant objects I've gone as low as 0.01 lol. Just go as low as you can without a degradation in quality. Leave areas the player will see up close on 1.

#

I assume you won't be using dynamic lights and shadows in your world so don't worry about the shadowmask setting.
Main Lightmap scale just resizes your main lightmaps down. Usually this is dictated by texel density, but it gives you the opportunity to halve or quarter their resolution without touching that setting. I just change the texel density if I want smaller maps though.

#

You can get pretty great shadows out of Bakery with just 15 texels per unit.
Usually you get pixellation in the shadows, but if you go into Bakery > Global Shader Tweaks you can turn on Bicubic Interpolation. This will soften the pixelated edges.

#

Some more tips based on your settings:

  • Kick it into Expermental mode and turn on Denoise: Fix Bright Edges
  • Use Optix5 denoiser if you have an Nvidia card
  • Turn Ambient Occlusion to 1 for some nice simple occlusion (if you like the look). This also helps to increase contrast (important in VR to stop everything blending into each other).
#

If you want to reduce file size even further, use Crunch Compression on all your textures. This is in the import settings for each texture image.
If you set compression to "Normal" and Crunch at 50% it has virtually no impact on quality.

hallow hound
#

can sobody tell me how bakery make reflection from the skybox i got watter to reflect the skybox bat ther is none reflection from the skybox why?

wooden spire
hallow hound
#

i mean the water was not reflecting the skybox

modest vapor
#

Did you bake your reflection probes ?

hallow hound
#

yes but i got none relfection probe in the map i allways was useng the unity defeult auto reflection

modest vapor
#

Either i'm not aware of that technique or i'm not understanding what you're trying to do

hallow hound
#

the unity add an reflection defeult in the lightmap folder that reflect all with out usend eny reflection probes in the world but on bakery i got none indea

modest vapor
#

Is there a reason why you don't want to use a reflection probe ?

hallow hound
#

why i wand only the watter outside reflect the skybox nothink more

#

the rest not reflecting eny think

#

oo i found the problem i am an idiot sorry lol i forgot to make it static xD

modest vapor
mint cipher
#

sahhh dude

fluid sedge
#

Won't that method make anything dynamic with reflections reflect the default unity skybox? Never heard of this till now

burnt karma
#

Look I'm not sure if the problem is a configuration of my world that buged when I transferred to the new unity but when I bake some parts are weird coloring or missing honestly I'm kinda lost on how to fix it

rapid leaf
fallow lark
#

that's probably not it given the color artifacting

#

like that just looks more like the bake messed up somehow

rapid leaf
#

I'm having issues with all shaders now.. they just randomly break in Unity. Silents for example end up in the failed to compile section and the specular shader no longer has any reflection.

toxic viper
#

how do i prevent the ambient occlusion post processing from appearing to the camera?
this is in unity, but in vrchat, it can also be seen using camera

twilit lily
#

i had the same issue. try using that other mode (idk out of my head what they are called)

twilit lily
#

only one? i remember there being 2 modes

#

i gotta check when im home

toxic viper
#

but what kind of mode? im using the vrc starter kit udon prefab with unity built in post processing, as per instruction in the prefab

cosmic torrent
#

Can anyone tell me why individual coloured point lights wouldn't show up in a baked environment?

#

They're clearly contributing to the lighting, but it's not respecting the point light's colour.

twilit lily
#

range 0.5

#

they shine half a meter only

#

and is the light itself inside an object maybe?

cosmic torrent
#

It is indeed. I was hoping to make it glow from within.

twilit lily
#

yea, thats not possible that easily

#

youd need to uncheck "cast shadows" for the object

#

but also make sure they are not merged with other objects that should cast shadows

cosmic torrent
#

Done and done, but still not seeing any colour in the lights.

glossy meteor
#

and do they have UV2s? you can generate them by checking the Generate Lightmap UVs in the model's import settings or make them yourself, if you are unhappy with the result

cosmic torrent
#

I'm not sure, but I'll take a look. Cheers for the advice.

glossy meteor
#

the static flags can be found in the top row of the inspector, when you clicked an object in your scene
there is a little triangle/arrow pointing down, it will present you a list of static flags

you could also just check the static checkbox

formal turret
#

Is it possible to bake path-traced AO into an AO map in substance?

modest vapor
#

Not sure in substance, but should be in blender

wooden spire
#

@formal turret Yeah it’s possible in Blender.
If you want an addon that helps with that, here’s a couple! Bystedt’s baker is just for baking (just out of beta) while TexTools has been around a while and has a larger UV-centric toolset along with baking (and it’s just awesome regardless):

https://3dbystedt.gumroad.com/l/JAqLT

https://github.com/SavMartin/TexTools-Blender

Gumroad

This addon streamlines the texture baking process in Blender. Tutorial:https://youtu.be/T4GVVQjPi1QYou can find a test file here:https://3dbystedt.gumroad.com/l/uorrJ

GitHub

TexTools is a UV and Texture tool set for 3dsMax created several years ago. This open repository will port in time several of the UV tools to Blender in python. For more information on TexTool&...

formal turret
fallow lark
#

those are both very helpful add-ons

#

the heck of a lot nicer than blenders normal texture baking

toxic viper
#

in this case, the realtime AO post process is needed as baking the lighting is not affordable since generating the lightmap uv option in the import will freeze unity.

fallow lark
#

then generate your light maps in your modeling software

#

as screen space ambient occlusion is not going to substitute for light baking

toxic viper
#

quest users tried the world and i hear no report from it being laggy

#

nevertheless, i need to figure out how to bake AO with transparency in blender.

fallow lark
#

or have models that can have ambient occlusion on UV map 1

#

and you would still need to fix your Unity install

toxic viper
#

It doesn’t crash, it’s just taking a really long time to generate lightmap uv. The progress bar doesn’t tell anything about the progress. After 5-10 minutes of waiting, i gave up and force close unity.

burnt karma
#

Does anyone have any tips on how to configure the gpu bakery for a good lighting with mesh light?

toxic viper
#

It is a huge mesh. I tried separating it apart using material selection in blender but it is prone to human error because sometimes the end, some materials are forgotten and left some part of the world in holes

fallow lark
#

having it as one big mesh will present some problems as that means you can't do any culling

#

so it's having to constantly render the whole world all the time

toxic viper
#

The least accidental error i can afford to do is separating the leaves, grass, and flowers etc.

burnt karma
#

I understand but I'm going to ask you a question has the unity bake system changed from 2018 to 2019? because I realized that you don't react the same way

#

Now I'm using the bakery as a solution so I'm wondering why my map I originally made in 2018 using Unity Bake when I used Bake 2019 was weird, wrong colors on the map, I haven't changed anything

sorry for my bad English

tardy rivet
#

Anyone know if I can use Network Baking on Bakery with a non-Windows machine?

glossy sluice
tardy rivet
#

is unix

#

rip

twilit lily
#

or you beg your friend with a 3090 to host a server for you :p

south torrent
#

im using bakery to render my world, in general i get really nice results, but sometimes this specific wall prefab gets these weird diagonal lines on them, its only on this prefab, and the lines arent the same on every instance, as you can see the one in back has them in a different place. any idea whats going on here?

glossy meteor
# south torrent

they may be missing proper lightmap uvs/uv2, have you generated them?

south torrent
#

i dont really know how UVs work. this is an asset pack i have, all the other walls in the pack work fine without having to do anything

#

where can i check this?

glossy meteor
#

the mesh will have a tag stating when it has uv2 in the preview window for one, i think
you can check the generate light map uvs in the mesh import, unity will generate some uv2s then, but they often have problems with seams

south torrent
#

this preview?

#

these are the settings as they were

stray chasm
#

if anyone uses bakery can ya tell me if it has spotlights and if so where is it at cant find it

modest vapor
#

Bakery has its own menu at the top

#

and its own components

#

If you're starting out, please read the documentation !

stray chasm
#

thank you

#

found it already but thank you

modest vapor
#

Just selecting the experimental dropdown is swedish_chef

#

Imagine not using the bakery shader KEK

#

Also there's an even better version of it if you're relying on specularity !

fallow lark
#

not noticing a huge difference between the two screenshots

modest vapor
#

You can tell where the specularity is correct

mint cipher
#

any idea how to fix this annoying bleeding?

modest vapor
#

Scroll down in your settings ?

mint cipher
#

lightmap settings?

modest vapor
#

2 padding is very low

#

direct samples could also be quadruple that

#

filtering to bicubic would also help

glossy meteor
#

increasing light map size could also help, if i assume unity's baker uses it like it should

mint cipher
#

i guess it was a pain in the *ss to only process lightmaps in your trusty dusty apu

modest vapor
#

unless it warns about reaching max size of lightmap on the mesh renderer you should be fine ?

glossy meteor
#

i am not sure how well unity uses lightmap space

mint cipher
#

i have a bakery gpu lightmapper but it needs e-gpu so that's sad

glossy meteor
#

bakery needs a fairly recent nvidia gpu, yea
it worked fine on my 1060, they write somewhere how new

mint cipher
#

guess it was a bad idea to process everything with only apu

mystic orchid
#

tried doing a discord search... I haven't been able to get baked lights to work for the past couple of days, every time I switch to anything but realtime, my lights completely disappear, and my scene is left dark where previously it had nice lighting

mystic orchid
#

mmmmmm dumb

#

had realtime lighting checked ;;

#

nevermind, seems that the light mode got overridden to realtime somehow, which made everything work again. Back to darkness

modest vapor
#

tiny bulb icon top left of scene window

tardy rivet
#

Any idea what could be causing this weird line descending from the awning?

#

(May have to full screen to see it well)

modest vapor
#

what does the UV for that wall look like ?

bold wadi
#

this might be an impossible question but, how can i make a baked light toggleable even tho i already have the world lighting set and can't darken it without changing to realtime which i don't want to do

#

??

frozen star
#

Why is it stuck like this?

frozen star
frozen star
frozen star
frozen star
frozen star
frozen star
frozen star
opaque pecan
#

How do I create bloom for one side of a room in a world?

#

Also, how do I make an object invisible without disabling it?

hallow hound
#

@opaque pecan on the postproccessing uncheck the is global and use on the post postproccesing object in yor scene a boxcolider and check it is trigger evry time you run in the boxcolider you gona see the bloom and wen you go out you dont see it.now for the object to get it invisible uncheck the mesh renderer on the object.but for what you need the object to be invisible is it only for short time or for ever from the Beginning? i mean if the object need to be renderet?

hallow hound
#

np

graceful abyss
#

I've been working on a map for a while now, and I'm trying to figure out the best way to bake the lighting. There are different settings for scenery, with each one also changing the lights for the given area. What would be the best way to bake the lighting for this, if it's even possible?

modest vapor
#

you can't change baked data at runtime, so either have multiple areas that you move over, or bake basic washed out lighting and do the different settings visuals through post processing

graceful abyss
#

Alright, thanks

opaque pecan
#

@hallow hound Would it be possible to add bloom to a box collider just to add bloom to a separate room?

hallow hound
#

@opaque pecan You got 2 options now or you add more boxcolider on the postproccesing and try to place them to ather rooms or you delete the box colider on the post proccesing and check the is global and add boxcoliders with is trigger checket on and make a trigger wen you on sdk3 to turn on wen you enter in the boxcolider the post proccesing and wen you leave off.if you on sdk2 you use a onentertrigger to turn it on and on exittrigger to turn it off the post proccesing

rapid leaf
#

So with baked lighting metals don't really work. Is there a trick to making player avatar metallics not be black in a world with only baked lighting?

twilit lily
#

reflection probes

#

without them anything that should be reflective will be black

mint cipher
#

anyone have a good tutorial for the glow effect from a lamp?

twilit lily
mint cipher
twilit lily
twilit lily
#

disable cast shadow for the object

mint cipher
#

thanks

golden stone
#

What’s the advantage of having multiple light group objects and not just add probes to an existing light group? Can they store different layer culling data, for example for a dark world but you want players illuminated brighter than the world without real-time light, would you set up a group for player/local/mirrorreflection ( with a baked noshadow directional for those layers) and a different one for world environment lighting?

ember torrent
#

Any idea why a baked light with a warm temperature would be rendering cool when actually baked?

modest vapor
#

Temperature doesn't work

modest vapor
#

there's an option under GameObject then Light which is called Convert all Lights Temperature to RGB, you can also right click the Light component to do just that component. Make a duplicate scene to try it first though just in case

ember torrent
modest vapor
#

Add it to your project files anywhere, then click on gameobject at the top of unity and you should see the Convert all Lights Temperature to RGB option

rapid leaf
#

I need to make my baked lightmaps via bakery smaller but apparently they can't be compressed anymore than they already are, I've tried multiple compression methods.
I've got texel at 15, max res at 2k, min 16, tile size 512, etc... Is there any good method to reducing lightmap file size that won't lesson shadow quality? My lightmaps are still larger than the world in general...

modest vapor
#

texel and mesh scale on lightmap are the only ways to reduce

rapid leaf
#

So I reduced nearly all of my lightmap scales from 1 to 0.5 and the texel count from 16 to 15 but the file size for each lightmap is still the same. @modest vapor

modest vapor
#

yeah, if the resolution of the texture is the same, the file size is the same

#

I'd suggest deleting all lighting information including lightmaps, and bringing down your texel count to 10

rapid leaf
light plover
#

anyone know how to fix this. The overall lighting as you can see isnt light, but for some reason its making avatar emissions really over exposed.

green vault
light plover
green vault
#

go into lighting settings and lower the GI color to gradient and darker colors

#

i can’t remember exactly what its called in unity

rapid leaf
#

I can't seem to bake areas properly using Bakery. One of my areas needs higher resolution while the other needs less but I can't choose which area gets what resolution.. both areas have to be rendered at the same time. I've tried separately but it just removes the previous baked lightmaps. Adjusted the scale of the lightmaps per object is also not doing anything to the file size of the lightmaps. I'm confused as to how you're supposed to optimize baked lighting per area/object at this point if it won't let me render objects differently...

#

I also can't figure out if it's better to have lower resolution or lower texels.. With lower resolution the file sizes are smaller in windows but even if I lower the resolution and try to offset with higher texels, I select all lightmap files and the overall baked data is still huge all together.

modest vapor
#

that's what scale on lightmap is

#

you tell the UVs how much smaller/bigger they can be on the lightmap, texel is across everything

#

as long as bakery can fit things in a texture, it'll keep that resolution

rapid leaf
modest vapor
#

then lightmap size is what you should reduce, and mess with texels over time

rapid leaf
#

Then there's the scale per map type. 1/1 ,1/4, etc... is that the same as the object scale?

#

here you can see I have lightmaps for this clutter set to 0.5.
I have just about everything in the map set to half the size yet there is no loss in quality or file size.. I don't think the scale per object is working.

modest vapor
#

If you're not using any directionality mode for bakery, the map type should be irrelevant

#

you can unable the uv checker in bakery

#

and then preview the scale

native sentinel
#

this happens when I try to bake the light, it looks alright with real time

#

Im very new to unity

modest vapor
#

I don't think that was baked correctly lulw

ornate vector
#

Why do some of my lights renders out when i'm going away and render in when i go closer?

#

Is there a box i can tick somewhere that say "keep all lights rendered" or something?

#

omg i just realized i had over 40 point lights all rendering "real time"
No wonder it lagged

fallow lark
#

Unity is setup to only render a Max of like eight Dynamic lights at the same time and yeah you should be doing baked lighting

mystic orchid
#

despite being underneath the cabinet, the light projects through the bottom of it, illuminating the cups above.

#

I have it set to cast shadows, so I figured that would fix it, but no... And I tried using a spotlight instead, with a wide angle, but it gets too wonky too quick when trying to do it like that. Oh, and that little white line on the bottom of the cabinet is a light bar

mystic orchid
#

and how is it recommended that I light these up?

lyric heart
stray bay
#

how do i get baked lighting from a directional light

#

i have never used baked before and i dont get it at all

mystic orchid
#

everything you want to have shadows should be set to static, if it doesn't move

mystic orchid
#

then beyond that idk vrcFPaulSip

stray bay
#

do i need light probes?

mystic orchid
#

I figured I'll do my lights last out of everything. I literally have no idea. Currently running with only realtime, to get a sense of how it's gonna look. Then do a couple of lighting passes after my map is done

#

Best of luck though^^

stray bay
#

yeh ive never used baked before becase my worlds have such agressive code culling it runs full speed on quest

stray bay
#

if someone can help me would be appreciated
I've enabled generate lightmap UV, I've made the lights mixed mode, light and model marked as static
pressed baked manually

and still no shadows in play mode

glossy meteor
#

not entirely sure why you want mixed mode, is there a reason for this?

stray bay
#

mainly so avitars emit shadows on pc at least

#

and ive also had it on mixed so the realtime portion of it worked as a bandaid fix

glossy meteor
#

you can do this with a directional light that only affects players

stray bay
#

my entire issue rn is getting it to bake at all, also im sure im useing standard already

glossy meteor
#

you need to set the lights to Baked too

#

i would just try all baked for now instead of going to advanced levels of baking that are also very performance hungry

stray bay
#

just makes it dark like its sunset and casts no shaddows

glossy meteor
stray bay
glossy meteor
#

have you tried playing with the intensity?

stray bay
#

that shouldnt be the issue tho as it worked when mixed

glossy meteor
#

mixed and baking are very different beasts

stray bay
#

fair enough, ajusting brightness didnt do anything

#

still that dark even at stupid high like 100

#

the map has genrate lightmaped uvs on

modest vapor
stray bay
#

will do in a sec

modest vapor
#

I assume that creating a cube also doesn't receive light/cast shadows ?

stray bay
#

it effects a defalt cube

#

so ima recheck the materials are standerd but i dont remember changeing the materials

modest vapor
#

Might want to delete baked data at the bottom of the lighting window next to the bake button, then go to edit > preferences > clear GI cache (i think it's under cache ?)

#

And then save, and restart unity

stray bay
#

hmm now im confused af becase ofc when i restared it had to rebake but it went to that same state

lunar narwhal
#

can you show a screenshot with one of the meshes that arnt receiving baked lighting selected?

#

also check that lightmap scale on the mesh renderer isnt set to 0

stray bay
lunar narwhal
#

afaik, you can't have baked lighting on skinned mesh renderers

stray bay
#

well fun
is it easy to swap mesh renderer?

lunar narwhal
#

is there a reason it needs to be a skinned mesh renderer? i don't see any blend shapes

lunar narwhal
#

i'm not sure if there would be any issues with switching it to a mesh renderer in unity

#

personally i would just go into blender and remove any bones, vertex groups and blend shapes

stray bay
#

so just remove there amiture and manualy go every object and remove any remaining weights

#

sounds tedious but fair enough

#

fun blender + dae = broken materials

true grotto
#

who would be our resident stage and particle lighting expert? (animated concert spotlights and lasers)

lyric heart
trail bough
#

How do you make avatar brightness react to baked lighting?

lunar narwhal
#

light probes

trail bough
#

ty

wet lava
#

is that within the world youre making of the avatar?

coral harbor
#

Hello! I'm making an event that spawns a creature in a dark area, along with some fire to act as the light to see it...
My question is how would I go about changing from lights off to lights on without just using realtime lighting? Trying to find the most optimized way to do this...

The creature would be using light probes since it will be moving, but the terrain/trees/spikes would be lightmapped...
I feel like it's possible to just render probes and mapping with lights on and again with them off, and just swap between those renders with an animation, but how do I go about doing that if that's the case?
I'm still new to lights, so any help would be appreciated!
Here's the before and after for an idea of what I'm trying to do...

modest vapor
#

Nope, it would need to be realtime lights

#

You can optimize those lights in a few different ways, but we don't have the ability to change lightmaps/lightprobes at runtime

keen gorge
#

Hey @modest vapor (sorry for ping) does baking the lighting in the world increase demand on hardware, decrease demand or does it have no impact on performance?

glossy meteor
# keen gorge Hey <@97980768323633152> (sorry for ping) does baking the lighting in the world ...

while i am not ruuubick: it usually improves performance a lot in comparison to real time lighting or mixed lighting.
however, it costs file size as it pre-calculates your lighting/shadows into lightmaps (special textures). as a consequence, the lighting won't change anymore at runtime

based on the baking method (bakery, the third party GPU lightmapper), performance can differ, as there are additional techniques such as baking normal maps or specular effects

keen gorge
#

That's exactly what I was looking for! Thank you!!

glossy meteor
#

you can imagine it like this: shaders do their own magic and then apply the lightmaps to that
some shaders can use additional lightmaps, they will also have a small performance overhead (more textures to process), and do even fancier things (specular effects)

glossy meteor
#

here is an example what bakery can do:

#

the built-in gpu lightmapper in unity 2019 got a lot better, no need to buy bakery if you getting started

keen gorge
#

Oh! Okay! What I want is baked normal map then!

#

I appreciate this a lot, thank you!

glossy meteor
#

give it a try with the built-in lightmapper and see if you like what you see. many use bakery nowadays though
i am in no way affiliated with bakery, but i used it a lot

keen gorge
#

🫂

glossy meteor
#

light baking is something you can spend hours on vrcCatWat

keen gorge
#

already spending 10s of hours on building a room lol

#

What's a bit more time

#

Plus, I still need to rank up once more before i can make anything public. Didn't think it would take 47+ hours but still going

#

So yeah, I got time

keen gorge
plush root
#

it b like that.... :-(

#

I'm saving lights for last on my map, not super sure if it's a good idea though

keen gorge
#

work faster plz

#

lighting is my halfway point

twilit lily
#

use gpu progressive instead, its a lot faster
or bakery

mystic orchid
#

When you bake lights, they should look nearly identical to how they looked when they were set to realtime, yeah?

modest vapor
#

Nope, should look much better

fallow lark
#

as baked lighting can have indirect lighting

twilit lily
#

baked lights can be compared to static path tracing basically (aside from reflections), it looks MUCH better than real time

fallow lark
#

and the reflections would be handled by reflection probes

median widget
#

Speaking of baked lighting, I recently purchased Bakery and rebaked the lighting in my map. Yet for some reason, it looks like the lighting is being.. ignored by mirrors? What's going on here?

mint cipher
#

How come I don't have that formatting option? Is it removed in a newer update?

#

Ah I found it

#

Turns out I need to go into android specific settings

#

sorry for the ping

#

I looked for baking stuff about quest

tardy kettle
#

How do remove the blockness

#

this is after baking

mystic escarp
#

anyone know how to make a hue slider in the world to change the hue of lights?

queen spade
#

so i'm having.. issues where uhh.. the "Reflection Probe" makes everything darker, or ever makes everything within it reflect just a black color/darker metal color, I'm not sure whats going on?

#

no reflection probe

#

reflection probe.

orchid epoch
#

What does your reflection probe look like?

#

By default it might not include your environment or your skyback, which leaves... darkness
I'd look into the settings and tweak them! 🙂

mystic escarp
#

Im not sure if this question should be in #world-development or here but how do i make all light reflect through mirrors? cuz i have a light that goes rainbow mode but the mirror doesnt see the rainbow-ness

wet lava
fallow lark
#

how would that remove the blockness that would just be covering it up in bloom

flint path
# tardy kettle How do remove the blockness

This is actually typically caused by the lightmap the model uses, or how it decides where the light-baking textures will go. This can almost 100% be resolved by going to the model file in your project window and checking the very last box, something like "Generate Lightmap UVs" I think is the name. This will require you bake lighting again.

tardy kettle
#

and it would blind people in vr if pushed it any higher

wet lava
#

you should make it thinner, bloom makes it thinner and by increasing the emission or strength itll make it thicker

flint path
#

Again, I'm pretty sure it's Lightmap UVs :3

tardy kettle
#

It is

flint path
#

👍

wet lava
#

have you uv mapped it?

tardy kettle
#

i've fixed it anyway

mystic orchid
#

for each time it loads "preparing bake", what is it? There's no way that's each light, because it's gone over several times more than the lights I have

wet lava
rapid leaf
golden stone
#

it should be for each area transition of light, really depends on the density of lights in that area, that will give you very percise gradients for sure, but cpu has to think which its closest to for each dynamic object

keen gorge
#

Today I learned I have to set objects to static if I want them to bake properly with lighting.
"Preparing bake" ight, I'll be back in an hour

keen gorge
#

Nope, still not done

#

Me to my 3900x and 2080 super: "I thought you were the chosen one!"
Unity: "hehe, Ray tracing hard"

mystic escarp
#

How do i prevent blocks of light appearing in my world after bake?

mystic orchid
#

Hmmm. How long should I expect my world to take to bake? I know it's super different based on different variables, but what's the upper limit of hrs?

mystic orchid
mystic escarp
#

the more lights and probes you have the longer it takes but i think there is a set speed unity bakes but im really not sure at all

mystic escarp
mystic orchid
#

Imma leave this baby for 12hrs, just curious if it should be done by then

mystic escarp
#

how many lights and probes do you have?

mystic orchid
#

I forgor vrcSkull

mystic escarp
#

Anyone know how to fix this?

keen gorge
#

Add lights

keen gorge
mystic escarp
#

i can still see it

keen gorge
#

I even cut the everything in half

#

What's the issue?

mystic orchid
#

Issue is lights aren't soft. They're blocky

#

On that image, I believe

keen gorge
#

Ah, yeah no idea. I'm still learning lighting

mystic orchid
#

Udon? Understandable.
Meshes? Easy.
Lighting? Shaders? What the fuck is even happening.

mystic escarp
#

we all been there before.

uneven lily
#

Hello, anyone knows what is causing this type of lightmap issue and any idea to fix it?

uneven lily
#

nvm, found the solution.

mystic escarp
#

thanks for pointing this out for me

mystic orchid
keen gorge
#

yup, same

sinful wren
#

Hello. I need help because I feel like I have have tried everything. I am making a snow map and so I wanted to use a shader that adds snow on objects. However every snow shader I have used creates this effect in VRchat and I dont know why. https://gyazo.com/13432bf74d2bf87090ffcc126a444fc9

#

I has not shadow and you can see shadows or the AO idk what it is.

#

And the odd thing is. These shaders work fine in unity and only break in the VRC client so... any ideas?

tight marten
#

So I am brand new to world creation and this might be a dumb question. But my world currently functions off of realtime GI and I want to essentially freeze frame what these lighting settings look like right here and bake them in game so that the environment looks like this, without the realtime cost in performance of this lighting. But, I also have an ocean that is still receiving realtime GI.

Can anyone explain to me how I can bake this into my map properly? When I tried baking earlier (with lightprobes/reflection probes set up) the shadows from the trees just don't appear at all on the ground and the lighting also looks more muted than the coloring here.

#

Also, I only have two light sources, the sun (directional light) and the campfire there which is a point light.

golden stone
sinful wren
golden stone
golden stone
#

Play with that render queue value up down a little

sinful wren
#

Already tried that no effect

#

I have been trying to fix this for days I have tried a lot already

#

Although

#

I forgot to say one of the is issues is my directional light

#

if I make it night it looks fine

#

no shadow but it looks fine

tight marten
golden stone
#

Says it uses shadergraph which isn’t fully supported with the built-in unity renderer, try in #shaders for some recommendations

#

Ok it may require a depth pass, set a directional real time light to hard shadows but 0.01 intensity and in culling remove all layers except for the one this object is on

golden stone
tight marten
#

That's what I currently have set

golden stone
#

Hmm it looks ok in quick view.

tight marten
#

this is what i get when i bake

#

flat sadness with no proper shadows

sinful wren
golden stone
#

all I can think of is due to shadergraph it may not be translating to vrc, I can only recommend try the shader channel to see why the background is overrendering

tight marten
#

Hmm so I fixed my issue from earlier, but I'm struggling to get baked shadows working properly with realtime lighting for just player shadows. Does anyone have any advice on this or have any videos they could link me to that helps explain how to do something like this for lighting? Using bakery as well btw.

modest vapor
#

which step are you actually having problems with ?

tight marten
#

Well when I try to bake the shadows for the terrain, the trees don't actually have their shadows mapped on the ground. I have to use real time lighting for them to actually properly be there. I made sure the terrain is static and that it contributes to global illumination as well.

The part im struggling with is that I cannot get the globally illuminated shadows properly baked so that I can just cast players' shadows on the ground afterward.

#

Tried all kinds of things like using the built in unity baking solutions as well as the bakery asset.

modest vapor
#

You watched that one ?

#

Akalink also has a terrain specific tutorial

tight marten
#

I haven't seen this one! I'll check it out, thanks!

lucid onyx
#

So i am trying to use area light for my lamps. But i can't see them making light. I tired some stuff, but still not working -.-

warm jungle
#

@lucid onyx you have to bake them to see them

lucid onyx
#

Ok it works. But how can i get a "reflection" from the area lights on the floor. The floor is very shiny & smoothness is 1. I want to recreate light tubes lighting reflection

warm jungle
#

@lucid onyx you have to put a reflection probe in the scene and place them so they can be close to walls and see the floor and try to leave them as far in the middle as it goes afterwards you bake them and it should appear a reflection

lucid onyx
#

I'll try. Thanks!

warm jungle
#

and dont forget to set everything static that you want to bake or to reflect

tardy kettle
#

So how do I make it for the spot light baked to look like Realtime with this lighting

#

This is after baking

warm jungle
#

If you want to bake something than go in the windows tab than Rendering and Lightning Settings. In this tab you can make the settings for your bake and also there is a button that says Generate Lightning but first select the mesh in your scene that you want to bake and set in on static after that go to your fbx file for the bed and under model it there is a button called Generate Lightmap UVs also check that on and then you can start to bake @tardy kettle

tardy kettle
#

Thnaks

warm jungle
#

did it work?

tardy kettle
#

yea it did

warm jungle
#

perfect

buoyant current
#

How do I make the lighting in the world a different color? I have changed all of the lights in the hierarchy to the color I want but when I generate the lighting nothing changes.

warm jungle
#

If you want to change the led then you must put the Material a different color or go into the PostProcessing volume and change the the color there if its not white and if you want to change the Lightning you must put everyl Light in the color you want and for shure these Lights are baked that why nothing changed for you. now you have to bake it again @buoyant current

#

And if you scroll a bit up I explained what you need to adjust