#world-lighting

4 messages · Page 25 of 1

buoyant current
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I will try that thank you!!!

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So I have to select every model in the scene separately to generate a new lightmap for it?

warm jungle
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You must look for the FBX file in your folders and check on every fbx file Generate Lightmaps UVs on and also look in the Lightning Tab if your settings are not to low otherwise it will not bake or the results a very scary

buoyant current
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The FBX files all have Generate Lightmaps UVs checked, all static, lighting is all set to baked, but every time i generate lighting nothing happens.

warm jungle
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Can you send me an screenshot of your lightning settings

verbal cape
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Contribute to GI must be checked in the meshrenderer to bake. If you hover the option it will confirm this. Make sure that is checked as well.

rotund ibex
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I need some ideas for physical lights for this scene.

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Anyone have any references I could model for a small skyline apartment?

verbal cape
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modern would be recessed ceiling lights, could use spotlight or point light for those. If you want modern+hip then you are looking at emission bars (led strips). Also that city view is physical isnt it?

rotund ibex
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That is the issue, honestly, I get tired of the HDRIs that everyone uses.

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I've optimized the textures to look good while being tiny file sizes

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The HDRI shit that I see is really annoying because I see a really pretty world with.... a nobody outside

verbal cape
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The video is about making your own so its not just an typical hdri, but yeah, whatever works 🙂

rotund ibex
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This keeps the file size down considering my HDRIs I do use are paid and honestly amazing

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Though I don't understand smoothness vs Roughness

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I make textures alot and these fuckin' smoothness values are going to make me shoot something I swear

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But, trying to experiment with lighting styles.

verbal cape
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without mapping the reflectiveness the smoothness is just that, how much light you want reflected off the surface (shine), to utilize it appropriately the shaders needs checked for reflective and you need reflection probes.

Ied dim the ceiling lights and maybe substitute the lighting with smaller light sources like table lights, standing lights, I also like to add lights behind pictures. Almost all my home worlds use those. Just looks so crisp and gallery like to have back portrait lighting.

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You can also make portraits emit their self making it look like the frame has a lightbar

rotund ibex
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Why tf can't I use another texture

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😦

verbal cape
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texture would be the metallic part. like a matcap

rotund ibex
modest vapor
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Smoothness and roughness are the same

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Just inverted

rotund ibex
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When I use a roughness it looks like its overwritten by the slider

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The outside thing paid off really well.

mystic escarp
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All of my models in the world have that but i still get blockness

mint cipher
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any good tips on how to get good lighting within unity for per say, a cozy night time vibe bedroom??

twilit lily
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different colored lights, fancy reflections, PBR materials and bake it

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also some calm music in the background helps a lot

fallow lark
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look at pictures of cozy night time bedrooms and see how they do the lighting visually

white fog
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I wanna make a night mode for my world while also still having baked lighting. Are there any tutorials I could be pointed to?

modest vapor
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You'd still have to use realtime lights for day time, unless you plan on teleporting all users in a copy of your world

glossy meteor
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sometimes using post processing may suffice to fake night mode, it's not perfect but it surely can work

thorny forge
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really cool map so far!

modest vapor
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Under gameobject at the top, you'll see an option to convert

keen gorge
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im not sure whats causing this issue, everytime i go to bake lighting it halts on preparing bake and wont move. my console has no errors.

modest vapor
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How much geometry is there in your world ?

rapid burrow
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how do I unconnect these from the others?

glossy meteor
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unity will draw gizmo lines between all light probes to show how they will sample the colours (mixed between 3 probes)
you will have to do different probe groups and disable the others, if you want a cleaner view

rapid burrow
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So would this be impossible then? Since if I disable the others and bake it will break the other side 😦

glossy meteor
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you will enable all for baking, my suggestion was solely to provide a cleaner visual workflow

rapid burrow
glossy meteor
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if you bake without a lightprobe group enabled, they won't be baked

rapid burrow
modern matrix
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everything's static, everything's baked, I got light probes and reflection probes

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I feel stupid

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this mirror doesn't reflect any lighting

modest vapor
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Did you enter playmode ?

modern matrix
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no..

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should I add a camera again to look at the game view

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all the materials are metallic so idk if that affects stuff

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there is one texture that is unlit that's the only thing reflecting in the mirror

modest vapor
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RuuuThunk Should have worked, have you tried doing a test build through the sdk ?

modern matrix
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mmm I'll try

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maybe I did bakery wrong

modest vapor
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None of that should affect the mirror

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unless you somehow set the mirror to not reflect any layer

modern matrix
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facepalm

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the mirror is set to water for some reason

modest vapor
modern matrix
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idk how

modest vapor
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ez fix at least

modern matrix
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oh wait

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isn't it always set default to water

modest vapor
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The mirror ? I would hope not

modern matrix
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I rebaked nothing changed im sad now

modest vapor
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it has nothing to do with light baking

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can you show your mirror component

modern matrix
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It just shows water as soon as I drop it in and nothing reflects

modest vapor
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Is your reflection probe set to baked ?

modern matrix
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yes

modest vapor
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both ?

modern matrix
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yes

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were they supposed to be static

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aaa

modest vapor
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i don't think so

modern matrix
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also another thing is even tho the lights are set to baked when i go in vrchat i can clearly see real time lighting even tho i have it disabled so idk maybe i did something wrong with bakery

modest vapor
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what are your lights components ?

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also can you scroll down to the mirror reflection component in the screenshot above

modern matrix
modest vapor
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yeah none of those have the bakery component

modern matrix
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aaa

modest vapor
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so they're just realtime lights

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make sure to read the bakery documentation, it explains the basic setup

modern matrix
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I thought it was simpler

modest vapor
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it requires a tiny bit of work

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which layers are your mirror reflecting ?

modern matrix
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I set one to default the other is water

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I'll try to fix the baking setup first

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cuz I guess I haven't actually baked anything yet

modest vapor
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it doesn't need to be to be in the mirror

modern matrix
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aaa

modest vapor
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This is the default

modern matrix
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oh

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I check

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my big one is set to everything

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and my default is different

modest vapor
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you should probably revert those two

modern matrix
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I think I figured out something

sleek sentinel
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I need help, I am in the process of making a world and using a lot of Audio link lighting for spots and moving heads for a disco and my mixed point lighting for the room will glitch dramatically when the Audio link pluses a light. Changing the PixelLightCount fixes the issue in unity and it looks amazing. However when I upload it, it resets it back to 8 and the glitching keeps happening. Any way I can either keep the PixelLightCount as I set it or is there another way?
I've already tried changing render mode from important, auto, and not important and nothing helps.

modest vapor
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What is your graphic setting set to in vrchat ?

sleek sentinel
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Ultra which maxes PixelLightCount to 8

rapid burrow
modest vapor
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Are there any other enabled realtime lights enabled in the scene ?

modern matrix
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I'm gonna redo all the lights

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I'll get back to you laaater

sleek sentinel
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nope everything is either baked or mixed, only the audio link lights use realtime.

modest vapor
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mixed is realtime

sleek sentinel
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then yes

modest vapor
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ok, that probably prevents you from reaching 8 with the audiolink lights

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Either bake all the non audiolink lights, or disable them once you want to start using the audiolink specific ones

sleek sentinel
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Is there no way around the cap, as I will be having about 20+ lighting with moving heads, strobes, and RGB washes? or will I just have to limit lights with audio link....

modest vapor
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Nope sweat, 8 is the unity level limit vrchat has at the ultra graphic setting

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Other solution would be to use fake lights like silent's, noriben, etc

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but that might not look the way you want

sleek sentinel
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Okay thank you anyway ♥️

wise hollow
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When using raytracing do polygons matter? Because ray tracing unlike rasterization doesn’t proccesses vertexes. It’s all bounces.

glossy meteor
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raytracing? for baking with bakery?

wise hollow
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Nah real-time. This isn’t just VRchat related. More just the future of the technology

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I’m wondering for the future

glossy sluice
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VRChat + Unreal Engine 5 + Quantum Computer = RayTracing

fallow lark
wise hollow
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Path Tracing, in like 5-10 years. Im saying so like will raytracing have a benefit beyond stupid lighting reflections and shadows which I hardly notice if its decent?

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Id prefer wayyyy more detail

fallow lark
wise hollow
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lame

fallow lark
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you would probably want to be looking at like Unreal Engine nanite if you're looking for stupidly big triangle counts

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but even that doesn't currently work on avatars

mystic orchid
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trying to do something similar to this, but for point lights. Replicating what's shown here doesn't get the effect I'm looking for- what's another method to stop lights from going where I don't want them to?

verbal cape
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enabling shadows is what allows light to stop at solids

modern matrix
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this confuses me so much

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my yellow light isn't working at all but the blue light is

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and I did bake everything and it is all static

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I give up for now

modest vapor
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increase its intensity by a lot and tryagain

modern matrix
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alright

modern matrix
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Oh yea I have a question about reflection probes

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Does it have to be in the center of the room

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I think I figured out what happened lol

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I'm stupid

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vrcAevSip for some reason I thought the box determined it but no..

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This solves all my problems lol

modest vapor
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probe is where the reflection is captured from, bounds is the extent of the capture

modern matrix
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I think the light is broken somehow ..

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I'ma just

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remake some of the lights

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Even simply duplicating the yellow light fixed it

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shrug vrcThinking

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shenanigans

modern matrix
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I have no idea why the yellow and red lights don't bake..

modern matrix
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Well my thing is I never actually used these with my baked lights usually anyway I usually have an emissive mesh so I'ma go with that vrcThinking

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I appreciate all the tips I was given it did help me a lot

modern matrix
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I'ma do it this way uwu

modest vapor
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Don't forget to reenable lighting in your scene

modern matrix
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I knu I had to see what i was doing first

outer aurora
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MagicLightProbes tool is pretty dope

royal swift
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I just noticed the bloom option in my world no longer renders for players when enabled, but still shows in camera screenshots. (My world hasn't been updated since May)

lucid onyx
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Light only visible at a specific angle. Really Strange guys. How could i fix this?

modest vapor
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how many realtime/mixed lights do you have enabled at the same time ?

lucid onyx
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It was a lot. I've change everything to baked. It looks better now, but still a little bit buggy. Thank you

modest vapor
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changing to baked doesn't do anything until you actually bake them FYI

sullen solar
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Can someone help me out with the lighting in my world?
I want the lighting to be smoother like this but im not sure how im supposed to configure the lights

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Am i doing lighting all wrong?

modest vapor
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14 intensity is a lot, your light is also not placed correctly physically, so you end up raising the intensity to make up for the distance

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you're also casting no shadow

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you can increase the indirect multiplier a bit if you want more diffuse lighting

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@sullen solar ^

sullen solar
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thank you, ill try this out 😄

fallow lark
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example with the lights in a more correct position

sullen solar
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when i did things like this, the ceiling was pitch black

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is there any way to make sure the ceiling is also lit somewhat?

fallow lark
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use Point lights

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as the spots lights are only going to provide lighting in the light cone

sullen solar
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ok, so when I changed the position of the light and intensity, they suddenly become too dark

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for example here

fallow lark
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I suppose increase the intensity and might suggest trying a point light

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as with the spotlight all of the walls are going to be quite dark as they're outside of the cone

sullen solar
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now it's kind of looking good

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id say the lighting was fixed

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thanks @fallow lark 🙂

fallow lark
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glad to be of help

vast pebble
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How can I light the whole room without having bright spots anywhere?

sullen solar
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i think if you use a directional light it just does that

fallow lark
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directional lights are only for the Sun

verbal cape
hardy terrace
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My light probes solve through geometry - causing dynamic items placed on static table to be dark. Anyone know if that is intended behavior and I need to adjust probe placement? Or is there an occlusion setting I am missing? Would appreciate any thoughts anyone has

lunar narwhal
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You need to adjust probe placement. Probes sample light from where they are, so if its inside under the table, its going to be dark.

outer aurora
hardy terrace
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will give placement some tweaks and see how it goes, thank you ^^

(added a ring of light probes to the surface of each table, works perfectly, thanks for the sanity check)

sullen solar
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Can someone help me with Overlapping UVs? I'm not sure why my bed is baking like this

teal star
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Hey all, I just generated light probes over our city and for some reason when I bake the light probes it greys out and disables light probes on all our objects with light probes enabled, any idea what's wrong?

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I've rebaked lightmaps twice to figure out if it's an issue with the order of doing things but it's still disabled for everything :/

modest vapor
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nothing in the console after baking probes ?

teal star
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Let me bake probes again and watch the console...

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Just says it's finished

modest vapor
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53k probes sweat

teal star
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This is our first time working with probes, we haven't even had the chance to test if that's bad or not xD

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But we already have this issue lol

modest vapor
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baking with bakery or unity lightmapper ?

teal star
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Bakery

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Our probe mode is L1

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I guess I could always try rebaking on probe mode Legacy and see what happens

modest vapor
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might want to ask in the bakery discord server, i've never heard of that issue before

teal star
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do you have a join link for that? 🤔

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I've tried googling for it before but end up just getting a unity discord link

modest vapor
teal star
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I ended up figuring out that those instances of the prefabs were corrupt and literally I could just copy/paste them and delete the old ones and the new ones would work with probes

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My new issue is now that for some reason objects that align with the terrain aren’t catching light probes very well for some reason 🤔

modest vapor
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it really depends where your lightprobes are

teal star
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And I re-baked and everything went to broken light probe mode again

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Are you supposed to disable light probe objects every time you bake??

glossy meteor
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bakery ignores receive GI, you will have to disable contribute GI or set light map scale to 0, for objects to properly receive probes only

lucid onyx
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Can light drop your fps? For some reason at some places the fps drop like from 90 to 70. Never had that problem before

glossy meteor
rustic cypress
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Please tell me its possible to setup volumetric lighting in a VRChat world

teal star
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Alright so... how do I force-delete light probes if rebaking them doesn't delete the old ones?

mint heart
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so when using bakery, the world debugger tool for unity says that the lights are unbaked after baking via Bakery. Can I ignore this or will it actually make them realtime lights like the tool says?

glossy meteor
teal star
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hmmm, okay

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Seems like we did this wrong every possible way we could xD

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Thank you so much cake, you're a huge help

glossy meteor
mint heart
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Its weird, seems like baking reflection probes is baking the directional light despite my having deactivated it in the inspector, its adding a tint to everything that is in direct light

glossy meteor
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the reflection probe will add a reflective flavour to all objects in its proximity, which is the reflection, especially visible on metallic materials

mystic gust
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Anyone know why I'm getting extremely low resolution renders with bakery?

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my probe setup is fairly dense

modest vapor
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what are your bakery settings ?

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Light probes are irrelevant

mystic gust
modest vapor
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GI samples should be 64, and your lights should also have samples increased

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how big is your lightmap texture size ?

mystic gust
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idk how to check besides the unity lighting menu, its set to 4096

modest vapor
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you can check in the lighting tab at the top, or in your bakery lightmap folder

mystic gust
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Oh dang its fairly low res

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do change the max size parameter to 4096 to fix it?

modest vapor
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Depending on the size of your world you can increase texels on the main bakery settings window, but your issue almost looks like the wrong file type

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Should be compressed BC7

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Can override those settings in the texture settings

mystic gust
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got it. i'll try all of this, thanks

mystic gust
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that seems to have worked, thanks!

modest vapor
teal star
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Does VRC support L1 Light Probes from Bakery, or should I be using Legacy?

modest vapor
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they're both supported

verbal cape
modest vapor
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we are using the built in render pipeline

verbal cape
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yeah you know what i mean 😛 volumetrics would sure be nice 😉

twilit lily
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hdrp vrchat would fry everyone

modest vapor
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I would be happy with volumetrics as well CryingWeeb

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We had them at some point with volumetric fog and mist, that is whitelisted, but broke a while ago without a chance for us to fix it properly since it's too heavy, but fingers crossed we'll have time to add a solution for prettier things in the future

simple fox
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Few ways volumetrics can be faked with good performance too

twilit lily
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vrchats own volumetric light/fog when? :3

random talon
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i got some lighting flickering in my world depending on the angle u look at it, i fixed most of it by putting render mode for every light i had from important to auto

modest vapor
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Bake your lights

random talon
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tho it is still a thing a bit, tho its not as trippy flickering anymore is rather like, disappearing on distance, i guess / assume this is because of the range of the light ? i am not too sure, maybe i should learn a proper way of making lights ? no clue, i feel they working pretty alright like, they give the light where i want it and not on everything tho these small things like flicker and what not would be nice to know how to fix

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  • i see so baking the lights will solve that, i will note it thanks a bunch ❤️
random talon
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Mode : Baked

modest vapor
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They need to actually be baked

random talon
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i see i appreciate once again, i will look further on that subject thx for quick response 😄

modest vapor
random talon
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oo, thanks alot<3

cold marsh
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So my avatar is too bright and I figured out it was because of my world specifically. It's way too bright and it's just an outside world. How do I fix it from being so bright bad making my avatar blinding.

modest vapor
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Any picture ?

cold marsh
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The world is wip and I have no mirror. I can show the world but I can't show how the lighting appears on the avatar currently.

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I guess I have two questions.

  1. Any settings I should enable to make the world more optimized? (For both PC & Quest)
  2. Any settings to adjust the lighting so it doesn't make my avatar appear so bright?
modest vapor
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You're using realtime lighting ?

cold marsh
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How do I check?

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Wait, no. Realtime global illumination is off.

modest vapor
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Alright if you don't know how to tell then your lighting is definitely realtime lulw

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It's probably the source of your performance and visual issues

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refer to the tutorial above to fix both

cold marsh
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So even though realtime global illumination is off in still using it?

modest vapor
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yeah that's a completely different thing

cold marsh
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Is it mixed lighting?

modest vapor
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Do you have objects marked as static ?

cold marsh
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How do I do that? I'm not sure, maybe.

modest vapor
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If you're not sure then likely not, which means you're not making use of mixed lighting

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just realtime

cold marsh
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But the baked global illumination under mixed lighting is on.

modest vapor
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But you never baked it

cold marsh
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So how do I fix this?

modest vapor
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By following the tutorial i linked above

cold marsh
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I don't see one.

modest vapor
cold marsh
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Thank you.

mint heart
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Well that helps lol. I was wondering why my world was 100mb. Saw Bakery was set to 4k lightmaps. Set it to 2048 and the size dropped by 40mb. I gotta say Bakery is amazing compared to the base unity lightmappers.

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And it looks pretty much the same

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It used to take 14hrs to bake my lighting, now its done in 5 minutes AND it looks better

vernal schooner
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I'm working on a map, and have a basic, 2D plane with a transparent texture on it. Despite the edges having a alpha value of 0, and the shader being a standard, transparent shader with no shadows, reflections, or specular highlights the transparent area is darker than the space around it. It seems to be something to do with real-time lighting, since baked lighting vs no baked lighting has no effect. Any idea how to fix this? For reference:

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Changing the standard shader's render mode to cutout fixes this, but removes transparency, so maybe its something to do with how the standard shader handles transparency? Am I likely to have to write a custom shader for this?

modest vapor
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Did you set your texture settings to alpha is transparency ?

vernal schooner
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I didn't. Enabling it seems to break it more, and causes artifacting in the transparent areas if emission is enabled. That said, even if I disable emission and turn on alpha is transparency, it doesn't fix or otherwise affect it.

mint cipher
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how do you make the lights in a scene of unity not effect the avatar cause the avatar is so bright in testing?

verbal cape
mint heart
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Anyone know how to fix this? I assume its because that is a skinned mesh, but it breaks if I take of the skinned mesh renderer

lunar narwhal
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you can't bake lighting onto skinned mesh renderers

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if there's no reason's for it to exist as a skinned mesh, you should remove the rig/blendshapes

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otherwise you'll have to settle with light probes

mint heart
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So now its not longer a skinned mesh in Unity but still maintains the animation position.

mint heart
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So it would appear that baking at 4096x4096 with bakery and then resizing the lightmap tga to 2k looks much better than just baking in 2048x2048, and results in the same size lighting data

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I wonder if I could reduce it even further to 1024x1024 without any major noticeable artefacts or loss of quality

glossy meteor
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bakery has a setting to scale the light map after baking, no need to resize it yourself

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Scale per map type

wet lava
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for some reason the area light doesnt havy any brightness, ive baked it and theres still nothing

ruby narwhal
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how do you do efficient baked lighting in large worlds?

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or do u just not, and fine tune realtime lighting settings?

verbal cape
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lowering the resolution of your bakes, or using bakery so you can bake in 4k without taking a week. Realtime lighting is very situational and should never be used to light an entire environment but when you are new to lighting it is the easiest at the cost of high performance.

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you can also specify the lightmap settings per object, so a large terrain can have a lower setting and your objects can bake at a higher resolution

ruby narwhal
fallow lark
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then you probably need to go back to the drawing board on your props if it's that complicated

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like that object probably has way too high of a polygon polygon count if it's breaking the unity unwrapper

verbal cape
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you can fix many light map UV's by using probuilder. Probuilderize the object, click flip normals twice, and typically all is good. You can also edit UV, set planar, then set auto and world. < this last part only really works well with single material UV map fixes.

ruby narwhal
fallow lark
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yeah that is way overkill for a prop

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like that's more than the entire render Budget on the quest

ruby narwhal
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@w@

fallow lark
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what kind of prop is it to see if there's a easy substitute that's more low-poly

ruby narwhal
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it's the output of a minecraft exporter

it's not rlly a "prop" it's just one big chunk of terrain

fallow lark
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that makes more sense then

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I thought you were talking about a 536k tri's potted plant

ruby narwhal
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LMAO-

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☠️

fallow lark
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well I've seen people do that on their Maps accidentally

ruby narwhal
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im not yandere dev

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with the toothbrush

fallow lark
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unfortunately some folks can be like that with their avatars

ruby narwhal
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lull

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well, i have a 960 and an i5 4690k so im forced to optimize (which is rlly good imo)

verbal cape
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Everyone starts somewhere. Fortunately when you start here and are worried about compatibility you are forced into optimization.

fallow lark
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but as far as your Minecraft chunk maybe make it into multiple smaller chunks so your modeling software doesn't freak out

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and maybe see if there's anything to do with your Minecraft export settings to not export faces you don't need

ruby narwhal
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i kind of did an overkill piece of land as a test

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to see if i can trim it down

fallow lark
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how big did you do as a test as far as like the size of the map

ruby narwhal
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well it's 1,336,928 minecraft blocks total

fallow lark
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yeah that's a little Overkill to start

verbal cape
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x y and z? or just surface blocks?

ruby narwhal
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xyz

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so cave generation

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it's from y0 to 256

verbal cape
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😛

ruby narwhal
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amplified world

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lol
but i've done a few of these already

fallow lark
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I'm not sure you need the entire Minecraft chunk to show off a cool house or a town

ruby narwhal
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i just wanted to see if there was a "quick fix" before i dig in for real

ruby narwhal
fallow lark
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could you show up wireframe of your Minecraft map

ruby narwhal
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yeeeh one second uh

fallow lark
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mostly just wondering so I can check if you used a inefficient export setting or it's just so gosh darn big

ruby narwhal
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the exporter is not too good

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it's meant for blender renders and 3d printing

fallow lark
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like one thing to note about it being one giant object is it has to render all of it constantly instead of not rendering stuff it doesn't need

ruby narwhal
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if i break it up into say, 4 pieces

fallow lark
ruby narwhal
#

can i then like, uhhh i forgot what the word is, when u hide certain parts of the world when the player is in one spot

#

culling

verbal cape
#

occlusion culling, and not effectively with only 4 pieces

ruby narwhal
#

yeeeh

ruby narwhal
verbal cape
#

The more parts, the easier it will be to cull

fallow lark
#

like honestly you'd probably want more closer to something like the size of Minecraft chunks with it also sliced Up height-wise so you're not rendering all the caves when you're above ground

ruby narwhal
#

also i kinda bugged the thing when i attempted to generate lightmap uv's so imma re-export one sec

fallow lark
#

thanks

#

okay so it's not worst-case scenario where it's having triangles for blocks that are covered up

ruby narwhal
coarse hill
modest vapor
#

only one light in your world ?

coarse hill
#

yea only one

modest vapor
#

can you enable gizmos and show where that light is in your world ?

coarse hill
burnt cypress
coarse hill
glossy meteor
#

have you baked this light?

#

it looks like the light is somehow occluded, so i assume it is real time

coarse hill
glossy meteor
coarse hill
glossy meteor
coarse hill
glossy meteor
# coarse hill Where's that 😅 sorry this is my second world and the first one that I've put l...

You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...

▶ Play video
burnt cypress
glossy meteor
#

watch the video to get started with performant lighting in vrchat/unity

languid fable
#

Silly and awfully specific question. Any advice on baking realtime GI from a video player using Bakery? I'm approaching the phase in my project where I'll need to do that, and I just can't wrap my head around how I'm going to make it work.

mint cipher
modest vapor
#

Do they have lightmap UVs ?

mint cipher
#

how do i check that

#

they have normal uv

#

like it has been unwrapped in blender

modest vapor
mint cipher
#

ok

toxic viper
#

I can't bake using gpu

#

this is a brand new project

#

i have already cleared the GI cache

#

oh wait nevermind. I closed unity and open it again and it works. weird.

steep lodge
#

i have generate ligth a lot of time but this thing style being black why ?

fallow lark
#

do you have any light probes on your map

steep lodge
fallow lark
#

those are reflection probes not light probes

steep lodge
#

huh ... so what i exactly do with that ?

#

this ?

fallow lark
#

video tutorial that shows how to light probes

tame crater
#

Ugh, I give up trying to use baked lighting with terrains... VRChat apparently doesn't support distance shadowmasks, but that seems to be the only way to get my terrain trees to be properly lit with baked lighting.

With it disabled, ,my trees are either brightly lit, or if I disable light transmission, have ugly specular highlights on the parts facing away from the light.

And you can't bake lighting into terrain trees, and manually placing every tree would be too time consuming. Not to mention trying to lightmap every tree would be insane and take forever and make the world size huge.

This is unfortunate because with realtime lights, the poly count for my scene is 4M, while with baked lighting, it's 1M, and with distance shadowmask it's 2M. I don't know why VRChat would default to a setting which makes it harder for world authors to create maps with good performance. As far as I know Distance Shadow Masking should only improve performance over regular Shadow Masking. But there's no way to use it if the quality settings in the player forbid it.

tame crater
#

This is what it's supposed to look like...

#

And here's what it looks like as soon as I go to upload and VRChat disables the distance shadowmask setting I'd enabled in Bakery:

#

It also looks like that if I attempt to use regular shadowmask mode and re-bake the lighting for that.

#

If I lower the light transmission on the tree shader, I can kinda get the trees dark again, but the specular highlights remain which looks even worse, and I lose all the nice definition from the light coming in around the edges of the foliage as in the top image.

#

Plus even if regular shadow masking worked, I'd lose all the moving shadows from the trees, which are blowing in the wind, which also kinda sucks and makes the world feel lifeless. So I wanted the nice shadows up close, and the static shadows in the distance, but without distance shadowmasking, I can't do that. It's all or nothing.

steep lodge
prisma radish
worthy crater
#

is it possible to have real time reflections off of the vrc sdk prefab video player in unity?

steep lodge
#

i have set Ligth prob group and directional ligth and other but this thing still dark why ?

glossy meteor
glossy meteor
glossy meteor
#

yup, watch the video to learn how light probes work

steep lodge
#

i like watch this video 3 time i dont understand like what moment i must see or what i am doing wrong

#

the "reflection probes" moment ?

glossy meteor
#

the light probe segment, since i said light probe

steep lodge
#

i did the ligth prob group

glossy meteor
#

show me your light probe group

steep lodge
glossy meteor
#

watch the video segment again, akalink explains how to place them properly

#

they sample from the light map, you placed them out of bounds, they will sample darkness, therefore placing more probes to represent the change in light will help your scene

steep lodge
#

so i set it like in every corner ?

steep lodge
#

well i actualy did that and is looking fine now i think

#

thanks !

glossy meteor
#

glad it works now!

mint cipher
# steep lodge a lot

You know that you can make the size of your gizmos (icons for things like light sources) smaller, so they don't overwhelm ur scene view right?

#

drop this down and there is a slider that changes gizmo size

worthy crater
mint cipher
#

no problem lol

steep lodge
barren marlin
#

does someone know how i can exclude avatars from baked world lighting? if i got a baked point light for example, avatars become very bright and i don't want them to be affected by that. i tried removing the player and player local layer from the point light but it didn't do anything

modest vapor
#

Toon shaders can often give you the option to have your own lighting

#

but you can't chose to not affect players

#

at least not specifically avatars

#

If you want players to be less bright, you'll have to move your lightprobes further away from your lights to reduce the intensity

barren marlin
#

ok thanks 🙂

vast pebble
#

How do i make certain lights togglable? I need to put a mirror light on a switch.

vast pebble
#

I just tried to brute force my way through. I really need help.

verbal cape
#

Realtime light can be toggled. Baked lights can but not in vrchat.

#

to toggle a light just use any gameobject toggle graph or script. If you want to be neat about it you toggle the Light component Light.enabled=false;

vast pebble
verbal cape
drowsy pendant
#

That looks clean

supple burrow
#

how do i make these strips glow ?

verbal cape
glossy meteor
#

even with bakery, you can simply use emission and set it to baked, then increase intensity as needed

snow tartan
#

Good shader for christmas lights? I want something that blinks

#

I’m not gonna use Poi, I need something else

snow tartan
#

Could someone help me with this

snow tartan
fallow lark
#

yes

snow tartan
#

Perfect

#

I don’t like using assets other ppl make other than particles and shaders

fallow lark
#

glad to be of help

fervent mirage
#

Any way to brighten this?

twilit lily
fervent mirage
#

Thank you!!

verbal cape
# fervent mirage Any way to brighten this?

you can also set your screens material shader to emit their own image which will look more realistic and add a small surface light or point light with a slight blue tint at maybe .5 intensity. Not a hard blue, very soft (most people use an unnoticeable blue tint dark mode ).

toxic sedge
#

Can anyone explain this with the lighting? I keep getting light leaks in strange spots and everything is the way it should be (Connected mesh, normals are correct why, etc.). The lighting has also been changed and seems to happen no matter what type (Baked/Realtime)

modest vapor
#

Wdym by "connected" ? If it's just snapped then it'll leak

toxic sedge
#

I mean its one mesh

#

not separated faces

#

moved a face to show its connected

verbal cape
#

What did you build the room with?

toxic sedge
#

Blender

verbal cape
#

double check your edges, use a shaded wireframe view and make sure your verts/edges are actually merged there.

toxic sedge
#

they are and why I am saying connected

#

as well as showed that I just moved the one face and the other face moves

#

plus the lighting does not match anything I see that would be like what shows

verbal cape
#

Did you verify your UV map is mapped correctly at those folds?

toxic sedge
#

yes, they are

verbal cape
#

🤷‍♂️ yeah if your verts are merged which they are, and your uv map is correct then the issue does not make sense. sry

toxic sedge
#

yeah I know. Made other worlds and seems like this is the first time this happened

modest vapor
#

No errors in console after lightbaking ?

verbal cape
#

worth a shot: install probuilder, select the model, open the toolbar and select probuilderize then retry. just duplicate the model you already have so you dont lose anything.

This method works for me most of the time

modest vapor
#

oh god, don't bring in probuilder into this lmao

toxic sedge
#

lol

verbal cape
#

hater lol.

toxic sedge
#

Also, I have checked the model with lighting in Blender, it shows everything in there fine so what ever it is, its Unity side and can't figure that out. I even deleted anything baked, changed the lighting, the works

empty pecan
#

any good ways of making neon lights/strips without doing post processing?

fallow lark
#

I suppose you could do a particle for the the glow surrounding the neon

empty pecan
#

how can i make a light that matches a neon light? do i just do a bunch of point lights in a row?

fallow lark
#

have a bright emissive material or a arealight?

empty pecan
#

alright ill try it out thank you, do you also know how I could temp disable lights/all of them at once so I can add stuff without much lag? sorry for so many questions lol

empty pecan
#

thanks

tranquil scaffold
#

Anyone know what caused this? Only happens when i look in that direction.

toxic sedge
# modest vapor No errors in console after lightbaking ?

@verbal cape So the only way I was able to fix that lighting issues after everything being ok was to turn on two sided for cast shadows. Still not sure why it was needed but it worked. I also noticed an other part of the light leak and there was nothing going in the direction to even make that light so I am still confused on where that was coming from. But I guess this is a work around for now.

verbal cape
modern matrix
#

Is there some kind of setting I can do to make the baked lighting better cuz I keep getting things like this

#

I have like 20 emissive objects in the map, no point lights or anything

modest vapor
modern matrix
#

well im still having issues but it's better I think I'll try using bakery again

#

but I generally already know how to bake

#

I have no clue why this happens

#

but I'll switch to bakery

lyric jay
#

Can anyone tell what I'm doing wrong here?

#

Everything looks pretty good except that plane, & the reflections seem to double up in some areas, but I can live with that.

#

I watched that video that was just linked.

#

I bought this build as a prefab but messed up the lighting as I added things to it & edited colors, so I'm trying to go back & fix it

empty pecan
#

how do i fix this? light is different in different surfaces? same thing is happening in some other spots of the map, im new to lighting so any pointers would help too

gaunt harbor
#

what would cause the screenspace reflections to not be present in vrc?

timber obsidian
#

does Bakery have No Shadows for Point Lights?

#

i don't see it anywhere?

#

shadow spread to 0 also didn't help already resolved Solution: change samples in bakery light to 0

empty pecan
#

lotta issues with my lighting, i have no clue why some surfaces are wacky while others are fine,

tranquil scaffold
#

Did occlusion culling and this happens.. anyone how to fix this?
After deleting oc, its still here..

modest vapor
#

I don't think that's related to occlusion culling, probably too many realtime lights

tranquil scaffold
#

Not using any realtime lights, all on baked

#

Unless am overseeing things.

modest vapor
#

Have they actually been baked or just set to baked?

tranquil scaffold
#

Well that might be it, just set to baked. I never baked lights, need to look it up how to do that x)

#

I moved the light somewhere else, reduced it too - its better and not really noticable

modest vapor
tranquil scaffold
#

Thank you, i'll watch that

empty pecan
#

any fix for these black lines? I have fully baked lights

pallid flint
#

are those lines black or are they the same color as the skybox?

empty pecan
#

black/grey, kind of like a weird shadow, My skybox is navy blueish

pallid flint
#

so it's definetly not the skybox shining through?

empty pecan
#

i dont think it is no, it might be due to the clipping into the wall slightly but im not sure

lyric jay
#

Should post processing be turned off when baking? Or does it matter?

glossy meteor
steep lodge
#

why does this props glow like that ?

glossy meteor
steep lodge
#

this ?

#

or this ?

glossy meteor
# steep lodge this ?

yes, and you can see that it has the emission enabled, make a new material without emission

steep lodge
#

Okay thank !

lyric jay
#

I spent all of last night just trying different settings, trying to fix my issue. I added more lights, more light probes, changed around resolutions & settings in the reflection probes.. It looks a lot better on the top half but I still have no clue what's causing problems on the lower half. Everywhere else in the build looks pretty good.
Any ideas what could be wrong?

glossy meteor
#

maybe bad light maps

tranquil scaffold
modest vapor
#

Bakery is on sale !

fierce hawk
#

Heey could anyone recommend a light weight material that mimics a light very well? Like as emissive as possible without actually being a light

#

I've used Poiyomi and the standard and neither are emissive enough

#

or... should I just move to lights

#

10 fps, but it's really not bright enough

modest vapor
#

Should just be white emission tbh

fervent mirage
#

Odd thing- when I bake my lights they all vanish

modest vapor
mint cipher
#

Could someone link me a guide for migrating from unity lighting to bakery lighting? Decided to get bakery with the recent sale because I don't like waiting for years when baking lights lol

mint cipher
#

Yeah I still had realtime lights in my scene, swapped them all over to bakery lights and baked them, looks better now 😄

uncut hollow
#

Any idea why this specific part of my map is being lit like this?

#

Using bakery

jade aurora
#

Hi, after a while of not using Unity I have noticed in a world project I had, everything is transparanet basicially in the scene but in the Game scene it looks normal. Its just an feature I don't like in scene, is there any way to fix it?

modest vapor
mint cipher
#

Anyone ever ran into issues like these with Bakery? It's been stuck at 46 for a long time now.

#

These are my bakery settings.

modest vapor
#

200 texels ???

#

what is your world ?

uncut hollow
#

Lighting was being wacky in my case cuz the interior lighting was using emission

#

I fixed

mint cipher
#

I assume 200 is too high? 😛

modest vapor
#

like 5x too high

#

especially with 2 bounces

#

it should be 5 always

#

aslo enable hole filling

#

and don't set the min resolution lightmap to 16, more like 1024

mint cipher
#

👍 going to give that a try

#

Much better, thanks @modest vapor

eternal rose
#

why does light do this

#

just @ me if someone knows

jade aurora
modest vapor
#

shadow bias is the cause of this

#

Since your walls aren't merged

eternal rose
#

ohh okay ill take a look into that ty

tribal linden
#

My lighting won't bake no matter what I do, its been stuck like this for about an hour and a half. I only have four lights in my scene and a reflection probe set to a resolution of 128.

#

everything is default

#

except for the things I made static

#

I haven't even added the descriptor or any colliders yet

fervent mirage
#

Do I have to bake lighting everytime I add a new object? As any new object I add has super dark shadows and almost looks black (static is checked)

fervent mirage
#

Ah okay, thank you!! Only downside is it takes 30min to bake xD

fallow lark
#

oh dear

#

maybe see if you can GPU bake your light

mint cipher
#

Get bakery it's 50% off on the unity store

fallow lark
#

oh yeah that one works a heck of a lot nicer and a lot faster

mint cipher
#

It's worth every cent if you build worlds often

#

The realtime preview addon is nice as well

fervent mirage
#

Oh I definitely would! Tho I'm completely broke ATM lol

#

My PC definitely isn't made for processing this kinda stuff. It can, it's just slow with either one

verbal cape
#

no worries, it goes on sale many times a year 🙂

modest vapor
#

Well that's tough if you're using a toon shader

#

But generally, bake lighting and then lightprobes

elder merlin
#

uhh <@&397642795457970181>

fallow gull
#

bruh

limber jungle
#

oi what in the fuck was that

fallow gull
#

ayo mods

dusky pier
#

discord bots

vivid lodge
#

bruhh

tulip topaz
#

What the dog doing

valid veldt
#

god damn

dusky pier
#

ban these people

coral ermine
#

Ah one of these mfs

boreal remnant
vernal rock
#

.....

latent reef
#

pineapple

valid veldt
#

waste of my time bruh

graceful gazelle
#

Nice

mental inlet
#

im trying to block as much of them as i can XD

past ingot
valid veldt
#

omfg

vivid lodge
#

im gonna commit cri

past ingot
#

same

tepid minnow
#

cool then

valid veldt
#

same

coral ermine
tepid minnow
#

i sure do love being pinged

raven estuary
valid veldt
tepid minnow
#

hello fellas welcome to the world lighting channel

#

I was only pinged personally in this channel

#

so here i am

plain wharf
#

🗿🗿🗿🗿🗿

sturdy garnet
#

i have been summoned ....

plain wharf
#

so have hundreds of others

past ingot
#

ok ima go

sturdy garnet
arctic latch
#

<@&397642795457970181> in here please

steep osprey
#

I was pinged?

elder merlin
#

bot wave

#

of just spamming folk

#

you didnt miss anything

arctic latch
#

Yep

spiral dove
#

Whomst'd've pinged

tranquil bough
#

ping where

sonic marsh
atomic path
#

there was a riad

open geyser
#

Epic

modest vapor
sonic marsh
#

It's... incorrect? 👀

random talon
#

whomst've pinged

random talon
sonic marsh
# modest vapor Why not ?

It rubs me the wrong way because it only makes sense if you ignore shaders like mine that work with baked lighting, when I think it's pretty common for cel/toon shaders to handle world lighting in the current age

modest vapor
#

They all seem to look pretty different though still RuuuThunk

#

And i'll never assume someone is using your shader since the extreme majority now is poiyomi, XSToon or even cubed

sonic marsh
#

Well, last I checked Poiyomi uses a simple version of what my shader does, XSToon does something similar that also reflects ambient light, and Cubed... people still use that?

#

Clearly the solution is to just recommend my shader to everyone--

modest vapor
#

If you can get poiyomi and xiexe to agree, then i shall !

sonic marsh
#

I know XSToon is almost always accurate to Standard

autumn plinth
#

dang, here i thought that there was a new update

weak glade
#

Never used silent shaders, but i remember using Poiyomi toon for my world and the baked lighting was... non existant.

timber obsidian
#

poiyomi is not supported for worlds

#

also is there a way to tell if reflection probes are working in your world at first glance? or looking at the scene?

verbal cape
# timber obsidian poiyomi is not supported for worlds

Don't know what the readme says but poiyomi works fine in worlds. A lot of people use it especially for metal surfaces. Probably not the most efficient shader for world use but I'm no expert.

You can tell reflection probes are working when you can see a reflection on high shine surfaces. Also after you bake a probe a preview of the baked probe material is shown at the bottom of the probe in the inspector.

timber obsidian
#

bake the reflection probe instantly and then metal surfaces shines

simple fox
wary sonnet
#

i've tried everything i could, my modeller buddy looked at the model too and its optimized

#

any idea what i can do to fix this?

#

i'm using bakery

verbal cape
#

you should be seeing overlapping uv warning when baking. Thats a gorgeous concrete texture btw.

wary sonnet
#

i don't see any such warnings though

verbal cape
#

What do your bakery settings look like?

wary sonnet
#

here they are @verbal cape

verbal cape
#

hmm, not seeing anything wrong with your settings, I have to use opti 5 because im on a 1650 super but other than that, unless im missing something, settings look good. So not sure. That clearly looks like a uv issue but if you arnt getting warnings... idk

wary sonnet
#

i tried to probuilderize the object just to see what would happen

#

holes appeared in the top edge of the windows

#

and some polies became black

#

im no expert on models and so on but do you think its possible that certain polygons or something are inverted?

#

heres some pics after probuilderizing

verbal cape
#

If you probuilderized it and had those results then verts are distorted beyond their capabilities. In blender you see this with warping of the textures sometimes, in probuilder you see it with black poly. Holes can be fixed by selecting two edges or verts and clicking fill hoels.

wary sonnet
#

i tried filling holes, didn't work

verbal cape
#

Ok so whatever format it is now, is giving uv issues without warnings of uv issues. You did generate uv. Probuilder breaks it. Try using another format. If you did fbx, try obj. If Temp has a better idea go with what they say first 😛

wary sonnet
#

cool, will try thx

lunar narwhal
#

was just gonna ask if those normals might have been flipped

wary sonnet
#

how do i verify that ?

lunar narwhal
#

if you're not using a shader with backface culling disabled then its probably not that

wary sonnet
#

just unity standard shader

#

its a plain old wall

verbal cape
# wary sonnet just unity standard shader

side note, not related to your issue at all just an visual improvement. weathered concrete doesnt have a shine (maybe a tiny tiny bit) look into normal maps and ambient occlusion maps. they can quickly be generated in gimp or photoshop if you dont have them included 🙂 sorry for the detour.

wary sonnet
#

it's actually marble 😄

#

but it looks a bit scuffed up-close

#

but thanks for the suggestion, i do need to learn more about materials

#

here's a screenshot from unity 2018 when the walls were still behaving well 😛

verbal cape
#

that looks pretty

timber obsidian
fierce hawk
#

Hey everyone, I have a lighting question about shadows

I have a world with a room that has recessed lighting in the ceiling, but it creates these really weird shadows and I'm wondering if anything comes to mind for what is happening here

sonic marsh
fallow lark
#

so dumb question what kind of visual effect would you be going for that you would want to even use a toon Shader on worlds

sonic marsh
#

If it's for a visual effect or something then that's different, I use my simple Magic Particles for all kinds of semitransparent visual effects, but if you're making a world with semi-realistic materials, anything that can use reflections or whatever, then the only real choices are things that work with the lightmap data

simple fox
#

Dunno. Looks fine when baked using bakery to me and I have a world with almost 200 poi materials that is only like 40mb and only about 2% of that is shaders despite so many poi materials yuishrug just my own experience ig, looks good when I've used it and doesn't balloon filesize when I've used it so whatevz, I mean each locked shader is like 1-200kb, that's not really gunna balloon anything, I stand by what I said because it's based on my own personal experience and years of using it across many worlds.

fallow lark
#

out of curiosity what are you trying to do with your world that requires Poi

simple fox
#

Lots of various effects

#

There's simply no alternative that I've been able to find for what I do aside from writing my own shaders. So I just use what works, and poi works for me just fine. Only other shader that comes close to having the features I need is Mochi's Uber shader, but it's far too limited for most things. I've used poi for two worlds I've done that are entirely baked as well without any issue and they look nice and perform well so idk. Again. Just my own experience but works just fine for worlds and I know I'm not the only one using it. Having so many possible effects and lighting settings, is very useful. It's come a long way since Master.

simple fox
#

Also if it didn't support lightmapping, it's kinda odd that there's a section for it, and that it works when baked using my lightmaps. Like in this shot, Entirely baked scene using Poi 8 set to standard shading.

fallow lark
#

I don't see anything in that screenshot that that suggests it would need Poi

simple fox
simple fox
fallow lark
#

okay that's some helpful context what you're doing with the shaders

#

because honestly screenshot 1 could be using the vrchat mobile lightmap Shader

simple fox
#

Sure, It may look normal, but standard wouldn't give you the fine control over the actual look of the end product that poi offers me, like being able to go in and slightly lower the strength of shadows in the lightmap after baking or change how lighting will affect a specific material pre bake is useful.

cosmic torrent
#

Got a baking question; My snow's coming out blue because of the skybox, and I'm not entirely sure where I'd tweak it so it doesn't take the Skybox coloration.

simple fox
cosmic torrent
#

Found it, cheers!

small garden
#

Greetings! trying to set up my scene for baking lights, but im not seeing the option to mark things as "lightmap static"

#

model on import has "generate lightmap UVs"

#

am i missing something?

verbal cape
#

Contribute GI @small garden

small garden
#

okay....... i guess i baked lightmaps last time only in 2018...

#

highly intuitive rename, 5/7 would spend hours in despair in unity manuals again

small garden
small garden
#

aahhhhh the glory of a GPU instead of a CPU 2h long baking

floral aspen
#

anyone else experience area lights creating dark spots instead of light ones?
I recently updated bakery on a new project but kept the old lights
idk what's recommended but thought I'd ask if there's a simple solution I'm missing

paper gust
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Hey so i use bakery to bake my light it all worked great but i apparently change a setting or so but now it dosent work properly anymore

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this is how it looks now which is the broken version

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Before the black part on the left also got light

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ill send how it looked in just a sec

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this is how it should look and did look before i changed whatever setting i really cant remember

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please if anyone knows what i did please dm me i really need help i cant figure it out

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I have already tried re-importing bakery no change i reset everything that i know of and i really dont know anymore

wet void
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I’m trying to get the lighting correct in this scene. How would I go about doing this, and how would I make the tunnel not receive any lights?

paper gust
weak glade
weak glade
wet void
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Found a solution
Just use an unlit shader

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I found a UVScroll shader and luckily it’s unlit based

steady plaza
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Hi! im making a world and the particles are not being reflected in the mirror! im very new to world creation so this may be a easy thing so sorry :p

weak rampart
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How do I prevent full bright happening in the mirror, the main issue with it is that it makes some other avatars glow in the mirror and only the mirror

weak rampart
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(Fixed - Issue was caused by Reserved Layers 2, 3 and 4 still being turned on)

woeful nexus
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The lighting on pretty much everything in my world constantly flickers. i tried setting all of my light sources to "baked", but that doesn't seem to have changed anything.

glossy meteor
woeful nexus
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Nope, how do I do that?

modest vapor
lyric tulip
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is there a way to change the skybox exposure with a slider on a vrchat level?

lyric tulip
modest vapor
lyric tulip
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im not seeing an exposed option anywhere for a slider. only in the sky box section

modest vapor
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in that case there isn't a way sorry

lyric tulip
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:CCCC

verbal cape
# lyric tulip

Not that type of exposure, you need to script it and reference the script, where it asks for a function you pick your udon behavior that you scripted and type the Event that you are going to write. keyword for changing exposure in a default skybox is "_Exposure" unless you use a custom skybox shader, then you might have to look it up.

lyric tulip
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i was hoping it would be a little more simpler, scripting isnt really my area of expertise

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ill look into it

verbal cape
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kk, you want to read up on unity RenderSettings and then simply google changing skybox exposure with script. As long as generics arnt used it will directly translate to UdonSharp.

mint cipher
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any1 that have a good advice on how to make an object glow? (and have the reflection on the wall/floor? (btw its a long object)

verbal cape
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Unless you are using a shader that doesnt support emissions, the material on your object should have an emission toggle. Adjust that until it is the correct color and brightness for you. When you bake your lighting and bake your reflection probe the light will be cast. It is important to not forget the reflection probe part.

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You can also use Bloom through Post Processing effects. Post Processing is not rendered on Quest however.

undone nova
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I love tweaking lighting.

mint cipher
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I would need help to improve the illumination of my world.

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currently creates a lot of annoyance, creating latency in the world.

torn rock
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Unsure if this is the right place. But I'm curious. How do you make the neon sign? I know about bloom, but I mean like how you make a neon sign?

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Perfect example

slim ridge
humble condor
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When I try to bake with GPU Unity crashes

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maybe it's just my GTX 660 being itself tho

teal star
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Hey y'all, somehow somebody on our dev team screwed up the lighting settings in our world and our lightmaps are incredibly miscolored and distorted

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This is the Terrain lightmap:

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Does anybody know at a glance what could be wrong here? We use Bakery for our Lightmaps.

glossy meteor
pine trench
weak glade
teal star
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That’s so weird. I’ll try skipping denoising on a bake

glossy meteor
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if you need to skip denoise, applying bakery patches and updating gpu drivers should resolve it

teal star
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yeah skipping denoise didn't do it xD

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I feel like that's not supposed to be set to shadowmask

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I'm going to see what happens if I rebake with it set to Baked Indirect

teal star
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oh my god

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that was it

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okay so like

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note to everyeone

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your world is red?

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turn off shadowmasks

teal star
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nope

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so I'm back after reverting everything and re-running through the various changes I made and now I think Optix 7 denoising is broken

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Originally I think we used to bake on Optix 5

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And I just disabled denoising and it worked like a charm

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So I'm going to re-enable and set it back to 5 and pray to all that is unholy that this works

glossy meteor
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you need update drivers and bakery if optix 6 and 7 are broken, there was a bug with those

timber wagon
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probably was asked million times already, but, after baking light with bakery everything looks alright except that most of players avatars (depending on shader/material mostly) look really dark or pitch black

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how do people make baked light work with avatars?

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alright I learned what light probes are thanks to the video above

humble condor
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I'm still a noob with light probes

teal star
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Are planar reflections not supported even for PC?

haughty zenith
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Need help, most of the textures in my new world are completely black for some reason. They look fine in unity. I have never had this happen before so I am wicked confused.

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Pretty sure its the lighting

tulip sonnet
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unity will use skybox's color as default light source, but you can change that manually, did you somehow change the setting?

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try add a light source in your map, test it see if it work, if it works then its the problem with skybox

humble condor
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Anyone else have Unity crash if you try to bake lighting using GPU?

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CPU is fine for me

haughty zenith
proper crystal
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i made a world for the first time yesterday and its all great but my avatar is way too bright for some reason : (

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not sure how to fix it without changing too much of the world lighting since i really like how it turned out

next owl
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it means your character's albedo+emissive value is likely above 1.0, or at least it's bright enough to be higher than your bloom threshold in the post-processing layer

proper crystal
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truuue forgot about bloom threshold

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ill mess with that value thx

next owl
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you should try a couple other toon-like avatars to see if it's your avatar that's balanced wrong, or the window brightness

proper crystal
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not sure what value to tinker with to get it to a normal level

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whether that be the skybox intensity or the directional light intensity

next owl
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well in PBR, you generally have a "safe" range of albedo values that will work under normal lighting. typically this maxes out around 0.90 or so for very, very bright colors. it would be very unusual to see any reflective material with a value near or at 1.0.

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emissive shaders, though, those can get much brighter, including shaders that are transmitting or refracting a skybox.

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your bloom's threshold should probably be above 1.0. if your windows are too dim, you probably need to crank the brightness on that shader (or the skybox depending on how you have it set up)

proper crystal
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ooooooh alright tysm i appriciate it

versed herald
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Can anyone tell me how to make my lighting super detailed and such? Like I got basic lighting. But I see some worlds with super fancy lighting that reflects and special lighting effects.
Dm me please. I’d like to learn as much as I can

hushed coral
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My bake keeps coming out dark, darker than how it looks with realtime lighting. Looks weird.

ancient wharf
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Any good tips for baked auto light generation? I am currently waiting 3 hours :(. Guess I play more vrchat while I wait. vrcBlush

modest vapor
ancient wharf
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I left everything at defualt each index size is 1024X1024

modest vapor
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Can you screenshot your unity window with the actual baked lighting settings included ?

ancient wharf
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it went down to 20 minuets

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I closed out of amazon music vrcWOAH

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That Vrchat baked Lighting tutorial is very helpful though

hushed coral
modest vapor
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yep

versed herald
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In my scene the lighting looks good. but when running it it gets darker. Making seeing your avatar more difficult. why

modest vapor
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Start with this to make sure you got the basics down https://www.youtube.com/watch?v=dKgUJccjWRU

You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...

▶ Play video
versed herald
versed herald
modest vapor
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Can you be more specific about your issue ?

versed herald
# modest vapor Can you be more specific about your issue ?

i fixed my post processing issue. sorry.

but my other issue.
Is there a way to fix the lighting so i dont have to add more lighting close to the mirrors? when in the scene the lighting looks good. But when loading / testing avatars seam to get dark

modest vapor
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Did you bake lightprobes ?

versed herald
modest vapor
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Are you sure

versed herald
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yep

modest vapor
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Can you show them ?

versed herald
modest vapor
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doesn't meant they're baked, you need an object in your scene

versed herald
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thre are lots of objects in the scene? and i used generate lighting. 5.3MB for light

versed herald
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... ?

modest vapor
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You just need to have a non static object affected by lightprobes you can move in your scene to visualize the probes

versed herald
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yeah i got that. my things are baked and i have an object. like i said, the object seams to be dark in the front. is there a way to rid of the darkness without adding more lights

modest vapor
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nope

versed herald
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so your saying to add more lights... ;-;

modest vapor
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You need lights where you need brightness yes

versed herald
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rip. alright

versed herald
# modest vapor You need lights where you need brightness yes

are you able to assist with this lame post processing?
for some reason my camera wont pick it up. i folloed this video exactly and still nothintg https://www.youtube.com/watch?v=gUsIOKSOXBU

modest vapor
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You can't see it in unity ?

versed herald
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in unity i see it. but the camera doesnt show it. nor does it show it in vrc

modest vapor
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And your camera is set as the reference camera ?

versed herald
modest vapor
modest vapor
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No clue then sorry, setup is fairly straight forward

versed herald
modest vapor
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vrworld toolkit has a one button click setup for it as well, if that doesn't work yes you might want to try reinstalling

barren crater
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What layer is Local Player on for lighting? I have a realtime light for player avatar lighting, but it only lights Remote Players. I have only Player and PlayerLocal selected for the layers

hushed coral
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my bake using bakery has turned out pitch black, is it because i am missing light probes?

fallow lark
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Bakery uses its own light components so if you haven't added those to the lights Bakery wouldn't know there's any lighting

hushed coral
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oohhh riight, i forgot lol

hushed coral
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well I added the bakery light components and it still came out pitch black vrcStoic

versed herald
modest vapor
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I'm out of guesses sorry tohrushrug

next owl
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@versed herald do you actually have an object defined as the post-process volume? the camera needs to have the post-process layer component as you have it, but then you actually need a gameobject with the post-process volume component on it set to "Is Global"

versed herald
versed herald
modest vapor
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Those are enforced by the client so iirc there's no point messing with them

versed herald
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enforced by client? darn. alright

silent coral
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Why cant I change my reflection probe size?

sly cloud
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Heyo, wondering if anyone knows a good way to implement fake volumetric lighting / godrays at a window?
Any pointers in the right direction would be appreciated c:

tough rivet
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i generated the lighting in my world and now its really bright when i test it in game. it seems to be cming from outside lighting because it only is extremely bright where the "daylight" would be and the shadows are fine.. how do i fix this

hushed coral
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originally using the default unity lighting/lightmapper the bakes were coming out way darker than before baking, then i decided to give bakery a try and now the bakes are coming out with no lighting despite following multiple guides

silent coral
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as soon as I try to edit a light probe group my arrows dissapear and it drives me nuts

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why does that happen????

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I had reset my UI

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wtf

silent coral
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why does my light bake through certain objects??

silent coral
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nvm it was an emission material which messed it up

modern matrix
versed herald
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Is there a way to make it so some objects are not baked or effected by light? So they stay bright / are uneffected?

small lynx
worn vessel
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you can give it that light "flickering" effect by having it slightly change colors

lethal mortar
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do unity shaders like this work on vrchat world

ancient wharf
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This is a question about fog in the unity lighting setting. I know technicality lighting but is part of the lighting setting. But I was wondering if there was a way to disable it inside buildings and only have it outside? I am currently getting a foggy haze inside buildings.

modest vapor
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In SDK3 you can disable/enable it at runtime

ancient wharf
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So I would have to create a script?

modest vapor
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An udon behavior program yes

ionic torrent
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very recently just invested in bakery and notice these issues on the walls now, any tips?

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much worse around some other objects

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the object is a regular mesh
the wall is pro-builder if that means much

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i know they can bake differently

twilit lily
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you could edit em out afterwards manually somehow afaik, but i didnt get rid of em either. they do seem to only appear when 2 seperate meshes cast shadows on each other (like a Box on a table)

modest vapor
hushed coral
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I have this lamp that I want a bakery light to emit from but if I put the light centered in it, the bake will not work

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I can place it above and it will work but it shouldn't look like that

modest vapor
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Your light mesh shouldn't be static

hushed coral
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my light mesh?

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The light as well as the lamp are both static

modest vapor
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yeah, the light shouldn't be

hushed coral
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oh I thought it had to be in order for the baking to work properly

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you are saying that if I make the light non-static and place it in the center of the lamp it will emit light through it?

modest vapor
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correct

hushed coral
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I will try it

hushed coral
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did not work

modest vapor
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Are you sure those two are different meshes

hushed coral
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Those two? if you are referring to the lamp and the ship that it is attached to, no, they are not separate

modest vapor
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Well that's the problem

hushed coral
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So then my only option is to put the light outside of the lamp?

modest vapor
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If you're unable to separate those two meshes, then yes

hushed coral
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Okay thank you

short relic
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can anyone guide me to the most optimal reflection probe setup?

next owl
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silent has a solid guide

short relic
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thank you ! 😄

golden stone
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Can we set a reflection probe for environmental reflections during runtime?

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I know we can swap skybox with udon but trying to swap the environmental reflection too (to something different than the skybox)

next owl
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that same guide i just posted explains how to create a default reflection map to set as env reflections

golden stone
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Yhea, I want to swap them real time if possible, I know skybox has to be done through udon but not sure if we can separately swap the environment reflection too

golden stone
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Ah should be thanks

small lynx
versed herald
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is poiyomi shaders quest compatable? and usable for worlds?

golden stone
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I don’t believe poiyomi compiles for quest in worlds, it’s not available for avatars

sullen solar
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Anyone know why post processing causes this?

flint path
sullen solar
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thank you

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i think i fixed the post processing up but i dont want my character to be fully illuminated

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or is vrc just like that

flint path
strange schooner
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Hey does anyone know if the post processing for bloom is only applied to all objects? I want to have different shapes glow different colors but they all change color at once??

next owl
sullen solar
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can someone help me with my light probes? i have them all setup and made sure the balls dont go inside any objects. when i build my world, the player is at full brightness

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*all the lights are set to mixed