#world-lighting

4 messages · Page 26 of 1

glossy meteor
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why are your lights set to mixed?

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have you tried other avatars too?

sullen solar
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No i havent, my lights are mixed because i wanted shadows to appear

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I think i just had a bad avatar then

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this looks great

short relic
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Hi, i notice in On unity my world looks dark and its great, but when i Build test on the SDK it get super bright. Im not sure what to do so it kept the same lighting in VRC, the brightness gets turned up idk why

short relic
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In Cyan

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in VRC Build Test

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im assuming it has to do something with post processing im not sure

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I want the end result to look like it does in Cyan

glossy meteor
sullen solar
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i meant for non-static objects

glossy meteor
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yup, just have a single real time light and use layers

sullen solar
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oh okay, ill try that for shadows then

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anyone know how to fix this issue? should i use a shader?

rustic cypress
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Any reasons why this is happening?

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it'll flash like this rapidly

modest vapor
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Looks like two overlapping models

rustic cypress
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I fixed it

teal star
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Why does enabling depth on post processing give PC VR two vertical blurred strips on each eye?

teal star
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seems to be an issue with the game thinking there's something in my head

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I tested and noticed that when things are super close to your face, they get that blur effect around them

tardy rivet
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Yooo, if I just turn up the resolution on Bakery will that make this shadow look nicer??

small lynx
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Hey, has anyone ever seen this issue?
The terrain became white after I tried to Render Light Probes with Bakery. At first I thought the meshes on it disappeared, but it looks like they are still rendered if you look from below or if I disable the terrain. It's like something happened to the terrain material.
I think I can fix this somehow, but why does this happen randomly?

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This is where the bench mesh is:

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Just discovered this as child 🤔

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Removing them fixes it. Guess rendering light probes had an error, although I did not see anything in the console.
Still curious why this might have happened.

short relic
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Can anyone tell me why my world is a lot brighter on VRC than it is in Unity?

sullen solar
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why does the baked lighting look like dookie when i switch to android

crimson locust
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Is there a way I can simply toggle off player shadows while still having them lit by a realtime light or is that going to involve some baking/lightprobes? Answered elsewhere. Solution was two separate lights with different culling masks if anyone else is looking later.

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I see the culling mask dropdown for the light itself but not shadows specifically.

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My endgoal was to try having a single realtime 'sun' and only cast shadows for static game objects and the local player.

fluid sedge
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For the baked lighting image

cursive pulsar
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You can turn down the skybox intensity, sounds like thats what's doing it

cursive pulsar
short relic
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I just have a white skybox set, the intensity multiplier to 0.1 on the lighting tab

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i sent images of the lighting difference just bit up

cursive pulsar
rustic cypress
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how do I light up avatars?

fallow lark
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make sure you have light probes if you're doing baked lighting which is recommended for performance

rustic cypress
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how do I add light probes?

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I do use baked lighting

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I have Bakery

fallow lark
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I have the video set to Auto jump to the light probe section

short relic
cursive pulsar
sullen solar
short relic
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I do, as teh sun

cursive pulsar
# short relic I do, as teh sun

Im leaning toward that being the cause, try to drop the intensity on it, or try to disable it all together to see if the issue disappears with it, rebake, rebuild test

short relic
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alrighty, thank you. i will try that and let you know

short relic
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Im not sure why VRC colors are off

cursive pulsar
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do you have postprocessing setup in the world?

short relic
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yes i do

cursive pulsar
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Im new to this lighting shit as well, was going based off of my experiences recently with it. Uhmmmmmmmm

short relic
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thank, you I really appreciate the help

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Its like VRC has its own colour correction built it idk

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Even the LED are an off colour

cursive pulsar
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Having postprocessing setup with like, VRWorld Toolkit, mitigates that, or should

short relic
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Ill tweak around some more. its been bothering me for a few days now I cant figure it out

cursive pulsar
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It's going to be something small and easily overlooked, the life of unity from what i've experienced, best of luck. sorry i couldn't sort it outs.

fluid sedge
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Overrides is at the bottom, has 3 tabs, default, pc and android

short relic
cursive pulsar
short relic
cursive pulsar
short relic
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I honestly feel like VRC isn't picking up the Post processing at all

short relic
# cursive pulsar

yeah my settings are the same as the one you sent, When I turned the Post processing off it l looks as it does in VRC

cursive pulsar
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O.o

short relic
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lol

cursive pulsar
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😐

short relic
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bahaha

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im Gonna tweak around again

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for like half a second its on then it disappears

cursive pulsar
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That's gotta be post processing

short relic
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i think so too, but i dont know why it just turns off

cursive pulsar
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Do you have it as a toggle anywhere?

short relic
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i thought it might be something with having multiple cameras i the scene and the main camera changes but i went into the VRCworld prefab and set the main camera as the camera im sending the post processing too so idk what it could be

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No toggles,

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Other than a simple mirror toggle actaully

cursive pulsar
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Wont mess with it, uhhmmmm

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Have you tried to redo PP? Reove everything involving it and setting back up?

short relic
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a couple times yeah/

cursive pulsar
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AM very much clueless, hopefully someone comes by with more experience

short relic
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i hope so too

modest vapor
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Each room is usually better

lucid shore
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Hello, does someone know how to make a point light that follows the player around? I think I could do this using c#

modest vapor
harsh lintel
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How would I make a handheld light source that is local to the player? I'm making a dark, enclosed maze and I'd like each person who joins the world to be able to carry their own realtime light to explore the maze with without having a bunch of lights lagging up the world

mint cipher
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is there a way i can undo baked lighting?

green vault
# mint cipher is there a way i can undo baked lighting?

go into lighting tab, and right next to the generate button is a dropdown. in there, there'll be a clear button. (if this does not work in game, you may need to manually remove the lightmapdata.asset or the lightmaps entirely from unity)

mortal shale
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hello, how do i make the light looks better if there are more light sources and the lights overlapping?

random talon
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i read above in regards to post processing tho it doesnt seem to have what i need, so i am using the Lura Switches, it has prefab for post processing but for some reason it has no effect at all, any ideas i gladly share screens of how it looks etc. i saw few videos how to setup post processing from scratch but i would love to just be able to use the Lura Switches for that and not make them from scratch.

random talon
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have u tried selecting the floor / cube / whatever that object is and make sure it will reflect to light

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oh wait actually the other does, so its prob because its baked mode but not mapped ?, atleast i had issues like that in the past where as after they got mapped they worked somehow

cursive pulsar
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Are your walls marked as static?

rustic cypress
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Baking with Bakery causes weird artifacts around objects

flint path
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Don't probuilderize

pallid flint
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in a 3D modeling software. preferably the one the mesh was made in(in case you have the original savefile, as opposed to just the exported model)

vagrant briar
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Anyone have suggestions for these light leaks? I've tried messing with the bias on the global light source. My ghetto solution is just an invisible shadow caster above the house but...

hasty ledge
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You could try to patch the hole its coming through

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With another model or something

pallid flint
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depends on exact settings
unity has a limit of 4 vertex("not important") lights per mesh
these come at relatively low performance impact if they don't cast shadows (if they do cast shadows a shadowmap will have to be rendered each frame per light)
there is no limit on per pixel("important") lights, but each per pixel light requires another pass while rendering the frame (if they cast shadows a shadowmap will also have to be rendered per frame per light)

you can think of the creation of the shadowmap as an additional(low quality) camera per light
and each per-pixel light is a bit like adding another copy of the objects it affects.
granted, this second paragraph is a very rough comparison.

mortal shale
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hello, i have a problem, i dont know how, but i have broken the light, the avatars have now a pink touch, anyone knows a solution?

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the hair from her is original yellow

molten kestrel
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Looks like I'm in the 'light through walls' gang.
Disabling shadows fixes it, but then my table in the room below doesn't get a shadow. :/

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The light is halfway through the ceiling of the floor below.

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Turning off either of these fixes the problem, but neither are ideal.

molten kestrel
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Another shot of the lights

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Swapped to spot lights. Set angle to 179 degrees and raised them by 0.05 so they look like they are 180 degrees.

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Problem solved.

molten kestrel
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Turns out raising them isn't perfect, so I'm settling for 0.001 off the ceiling. Can't use 0 or you get buggy lighting. Wish I could just set it to 180 degrees. :/

molten kestrel
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I switched to baked spotlights.

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I don't have any lighting issues with them.

teal star
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So I'm aware this is an issue with the post-processing Depth of Field thinking there's an object extremely close to the player's face, but I wanted to double-check if anybody else here has had a similar issue and what their cause was?

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This is the desktop view, but you can clearly see that there's something in the player's head that's causing the depth of field blur to appear in a strip straight down their vision

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It's going to be a hell of a night with me one-by-one disabling each head-tracked empty we have then rebuilding a 150mb+ project to test in-game and find out what actually has an object inside it

glossy meteor
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just use cyanemu

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also using dof is just asking for trouble

small lynx
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I've been trying to bake the shadows of terrain trees by spawning a bunch of game objects I disable after. It works okay, except that I get the following visual glitch:

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Those dark lines are at the bottom of the tree shadow. Is this because I'm using terrain or am I doing something wrong with baking in general?

brazen summit
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Is it safe to uninstall Bakery mid project? Wanted to go back to the stock lighting and it doesnt seem to be baking new lights.

simple fox
compact flume
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Howdy 🙂 any tips on a simple neon glow for lights?

void pike
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Change lighting color to match the object that is emitting the light

compact flume
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can an object alone emit light or do I need to give it a light source?

fallow lark
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generally you need to add a light source unless it has a particularly bright emissive material

compact flume
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trying to give this thing a subtle neon glow

fallow lark
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then yeah you would want a emissive material and probably a little bit of post-processing Bloom

compact flume
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thank you!

compact flume
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not sure what im doing wrong, cant seem to get the Post Processing settings to show in Unity

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also - what setting do I need to turn on to see the lighting effects?

compact flume
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Yeah I followed that tutorial and got it set up! Guess im just missing something

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how can i get the lighting to show prior to me jumping in the world to look?

fallow lark
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question could you show your whole UI

compact flume
fallow lark
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click this button so it shows the lighting

compact flume
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Gotcha - so is there a way to get it to show the actual lighting in a setting Ive missed?

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Generate Lighting?

fallow lark
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that button you should be it ?

compact flume
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omg xD

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sorry i completely missed that

fallow lark
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you also need to set your objects to static for baked lighting

compact flume
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I was looking in the lighting menu

fallow lark
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did the button work

compact flume
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yep! it shows now

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this is correct for baked lighting right?

fallow lark
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yes

compact flume
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thank you!

compact flume
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awesome!

fallow lark
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glad to be of help hope your world goes okay now

slow charm
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Merry Christmas Everyone,

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Does anyone have experience with AudioLink and making an object react to the music playing in the world??

compact flume
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very confused on lighting - trying to do a neon light effect, following several tutorials, but its just not working out, emissions are on but cant get it to 'glow'

next owl
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glow can only be accomplished by post-process bloom

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make your emissive material's emission brightness higher than the bloom threshold

compact flume
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hmm im trying to play with the Post bloom but it doesnt have to have an effect

next owl
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your threshold is 23

fallow lark
next owl
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that means that if something is to bloom, its brightness needs to be higher than 23

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try turning that threshold down

fallow lark
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"Bloom
This should be enabled and tweaked according to taste.
An ideal set-up means having a low bloom intensity and little to no threshold. This combination means normally lit objects don't produce visible bloom, but bright objects and glancing reflections will, properly simulating a clean but not perfect lens into our world.

Intensity: 0.01 to 0.3, don't go any higher!
Threshold: Below 1.0, but ideally 0.
Soft Knee: 1.0
Clamp: 30
Radius: 7-10
Anamorphic: Ideally 0, but tweak as desired.
Fast Mode: Off, unless your scene has no bright objects.
Dirt: Off. Don't use dirt. As Unity will tell you, "Using a dirt texture in VR is not recommended."

Bloom is additive. Any light that comes out of the bloom effect is added onto the image. If the bloom's Intensity is set to 1, that means the average brightness of everything is doubled, and everything is blurry on top. Also, eye adaptation values are calculated before bloom, so it won't stop your bloom from making the image too bright.

But if the threshold is zero, won't everything bloom?
No, because low bloom intensity means only bright objects will have visible glow!
In VRchat, lighting worlds isn't just about how the world looks, but about how players look in it, too. Because of this, relying on Threshold is a bad idea. This is an example of bad bloom. Because of a threshold, only the bright parts of the image have bloom... but because the intensity is high, the result is completely blown out from just a regular white shirt.
It's also worth noting that a harsh threshold can cause flickering spots of bloom that cause eye strain. So please, ease off on the intensity and threshold! If your world needs bloomy things, make them very bright.
To check your bloom is set up correctly, place a white sphere with white emission at 1.0 strength and verify that it has little to no glow."

compact flume
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^ I replicated those settings and it didnt seem to have any affect

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i think i may have something wrong somewhere else?

next owl
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then you probably haven't properly set up the post-processing volume.

compact flume
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thats probably the case, I followed a tutorial for setting it up, they had it set to 'Water' is that correct?

fallow lark
next owl
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i have no idea what you mean by any "water" setting

compact flume
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Layer - Water

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trying to get that Toolkit imported now

fallow lark
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then it's definitely not going to work if it's only doing post-processing on the Water layer

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what tutorial were you watching that was having that be suggested Layer - Water

fallow lark
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maybe I should have grabbed a different tutorial

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but yeah in general vrchat World tool kit is very helpful

compact flume
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i feel so bad for asking stupid questions but now im trying to import that with the package manager but nothing is happening

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im adding from package the unitypackage file when I open it doesnt do anything

fallow lark
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you just dragged the package into the asset folder

compact flume
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ah ok

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ty for your help and Merry Christmas btw

next owl
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that should be on your camera

fallow lark
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oh yeah that would definitely help

compact flume
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i dont have the option in Layer for PostProcessing

fallow lark
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send us a screenshot of your post processing

next owl
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then this is any separate gameobject, add the post-process volume to it

compact flume
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this?

next owl
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if you don't have a post-processing layer, just make it. set it to the highest available index.

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you can always test to see if the volume is working by enabling color grading and adjusting exposure.

compact flume
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the hue shift is working

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just not bloom

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Its working!

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thank you both so much this is my first world as you can tell lol

next owl
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no worries

compact flume
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how can I make it so I can't see the gridlines when Post is enabled?

next owl
compact flume
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ty!

teal star
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Just bought Magic Light Probes, super excited to see how much of an upgrade it is compared to our older light probe placer!

green vault
frigid void
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hello, I am new to making world in SDK3
I am going to try to make my first world

But why is my game objects flickering lights when I move the camera?

Is there a way to fix this?
Hurts my eyes when moving my view around 😅

sullen solar
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How can I get bloom to work on quest? since it isnt compatible, are there any alternatives? can I bake in the bloom lighting somehow?

void pike
void pike
sullen solar
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I already have it tho

void pike
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I’ve seen some world have it work on quest, I recommend just messing with it until it works well

sullen solar
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Okay thanks

void pike
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You’re welcome

fluid mirage
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im using bakery, I remembered while baking that I forgot something and hit the cancel button. Now when I try to render, it fails, pointing me to the console where there are "index out of range" errors.
What the hell happened?

fluid mirage
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nevermind, the issue was cancelling the bake left temporary game objects behind

tardy rivet
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Do I need to worry about Pixel Overlap warnings from Bakery?

glossy meteor
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overlap is bad in light baking, so yea, what's the precise error?

tardy rivet
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I think I resolved it, but it was giving an error saying that 200px are overlapping in the mesh. I think that might be less than accidental, because I have a placeholder mesh inside of another mesh that is used for liquid physics

abstract drift
abstract drift
# sullen solar Okay thanks

If you want to enable certain post processing effects for quest it would be through some sort of screenspace shader “bypass”

tardy rivet
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Anyone know if Bakery cloud render works on Linux servers by any chance?

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Also:

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How can I more effectively block light from bleeding through a wall? Not sure why it is

fluid mirage
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using unity terrain generation, why does baking do this? where trees in shadow are illuminated randomy?

tight marten
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So I am still learning lighting for world creation, but when I build and test/click run in unity to look at the world (after baking lights) my area lights disappear and dark shadowed lines will run diagonally across some walls and between seams where two walls are right against each other. Does anyone have any suggestions on how to fix either one of these issues?

I've tried normal baking and baking with bakery and get the same results.

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here's an example of the problems

tight marten
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Okay I fixed my issue with the diagonal shadows by re-uv mapping the walls and such in Blender, but my area lights still disappear when i hit runtime after baking them. Anyone have any suggestions on what to do here?

abstract drift
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At least I think that’s whats happening

tight marten
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Okay so I have fixed my area lights and tweaked a lot of the lighting settings, but I cannot get the shadows/lights on the staircase to look less blocky. I have really cranked the bake settings (I believe at least) and the shadows look very clean in other spots, but on this staircase they're still blocky.

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Any suggestions on how I can fix the lighting on the staircase there?

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Would increasing the scale in the lightmap for the staircase help?

supple harness
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Disable compression so that there are no artifacts, select the rest according to the desired quality.

tight marten
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Would I be able to decrease the other quality settings by quite a bit (to bake faster) if I disable compression?

supple harness
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For quick testing, I usually set it this way, for the final version, increase the values.

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Many people recommend using Bakery - GPU Lightmapper for better baking quality.

next owl
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bakery is a bazillion times better than the integrated lightmapper, it's not even close

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you'll have to add a few components to your lights to make it work but it is worth the cash

tight marten
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and I'm only using area lights, with a couple point lights to add a bit more overall ambient light

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although if there is a better way to get the area lighting like I have it then I'd be glad to do it that way

tight marten
next owl
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it does, use the bakery light mesh component for area lights

tight marten
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Oh my god I had no idea.. Thank you, I'll try that out then!

next owl
teal star
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Magic Light Probes is the most hungry thing I've ever run on my PC lol

white wadi
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hey guys, whenever i import the vrcbilliards its always pitch black any idea on the proper way to light it? only way ive found is to use real time lighting

molten kestrel
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I'm worried that I'm going to have to use realtime lighting because baked lighting is so messed up.
Unless I can figure out why it hates my spotlights, I won't have a choice.

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Not sure what's making it a bright mess

molten kestrel
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Perhaps the spheres the spotlights are inside are the problem 🤔

supple harness
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@molten kestrel All directory light change to point light

molten kestrel
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Where's that setting?

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(back in a few minutes, gotta eat)

supple harness
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On stage, setting, all global light sources need to be converted into point ones.

molten kestrel
molten kestrel
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Unless I'm expected to replace all of my spotlights?

fallow lark
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this tab makes it easy to select all of your lights

molten kestrel
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Changing them all to point lights didn't help

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Using progressive GPU as it's much faster

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Reflection probe covers the entire structure

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The light probe group covers the outside and inside

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The building is a single simple object, which was made in Sketchup

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Generate lightmap UVs box is checked

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Directional lights are just as broken. Looks like it's not the lights that are the issue.

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Deleted the light probe group and generated. Still broken, so that's not the problem.

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Same result if I delete the reflection probe

modest vapor
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Still confused as to what your world is supposed to look like when it's working

molten kestrel
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I followed that

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Got proper lighting before baking

modest vapor
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So you got lightmap UVs and no warnings in console after you bake, it's all set to static flag contribute to GI

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alright, that makes more sense

molten kestrel
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Building is static, no errors in console. Here's the other stuff:

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If I use a dark grey-yellow, I get this.

modest vapor
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warnings aren't errors

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check for warnings

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You shouldn't rely on environment lighting since it's an interior that you're trying to bake

molten kestrel
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My complete settings list

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Got this warning me I have overlapping UVs.

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Nothing else though

molten kestrel
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All lights are parents of a sphere and dumped under one of them. I don't know if there's a better way to group things.

modest vapor
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You're using standard shader right ?

molten kestrel
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Honestly no idea

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I would think so though

modest vapor
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Well that's pretty important to know lol

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Not all shaders support lightmapping

molten kestrel
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If it's just the building, then these are all standard

modest vapor
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Nice, what kind of textures are you using ?

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Any metallic/height ?

molten kestrel
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Most are like this, but a few (disabled mirror, metal floor in elevator) have both set to 0.5. Light spheres are the exception, which are both 0.75.

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Also tabletop and wood textures have only 1 at 0.25

modest vapor
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Yeah unsure what's going on then, i'd probably suggest disabling all lights, and enabling them one by one after each bake to see if even that works

molten kestrel
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It seems that disabling the lights before baking makes no difference :/

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Still got strange lighting

next owl
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do you get normal results if your objects are all using a default standard material, no textures? also, are your lights set to "Baked"?

molten kestrel
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With the exception of range, all lights use these settings

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Still getting this when baking

modest vapor
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Good to know that having no lights ends up being the same result at least

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but it means that the environment is still lit by something

molten kestrel
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I haven't got any other lights 🤔

modest vapor
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I'd disable the filtering options in the lightmapping settings btw

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Set your environment lighting to all black btw, unless you've got a visible skybox in the world

molten kestrel
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Skybox is visible, but only for the low quality mirror

modest vapor
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Then all black

molten kestrel
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I haven't actually got a Sun Source light

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Still getting the strange lighting 😮‍💨

modest vapor
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Delete all lighting, all lightmaps, Edit > Preferences > GI Cache, clear it, save, restart unity and try again

molten kestrel
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Everything is now completely black without the lights.

modest vapor
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Good

molten kestrel
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I get the buggy lighting if they are there though

modest vapor
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Even just one of them ?

molten kestrel
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Before

modest vapor
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yeah that makes no sense

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Try creating a new point light ?

molten kestrel
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Still happening with a single baked point light

modest vapor
molten kestrel
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It's a mystery

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I could give up on baking and use realtime lighting, but I get the feeling it will kill performance

molten kestrel
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How many realtime lights can I get away with using? vrcVPoorThinking

next owl
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don't

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you'll need to figure out your baking problem one way or another

molten kestrel
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The problem occurs even with everything disabled. I'm also a Unity beginner so there's not much else I can really do at this point.

next owl
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okay. your project is using the Built-In render pipeline, right? try creating a completely clean scene, place a few default objects in there, do a test bake. at least make sure your project isn't inherently broken.

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what i'm seeing in your screenshot, from here, looks like a baked lightmap with incorrect UVs, like the UVs were modified after a previous bake

molten kestrel
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I don't even know how to modify UVs

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Hang on. I'll delete the main building and bake without adding the textures

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Before

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...looks okay

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If I add the textures after that bake (that I can reach from this angle):

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Okay then. What happens if I clear that bake and do another with the textures on? 🤔

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Still okay!?

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Oh wait. Wait. I haven't ticked 'static' on the building.

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Uhhh... what's that? That triangle on the wall looks just like the one that's lit up in the buggy bakes.

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Breaks with 'static' checked

next owl
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are you sure you don't have overlapping geometry in some of those broken areas? like multiple polygon faces occupying the same space?

molten kestrel
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Behaves if I set this to 'light probes'

molten kestrel
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Lighting destroys this game

next owl
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¯_(ツ)_/¯

molten kestrel
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I hate Unity so much vrcAngry

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I previously had animations and prefabs that wouldn't work.
I made a copy of the scene for testing and the copy worked with NO issues.
Really shouldn't be a surprise that lighting is also painful.

molten kestrel
#

Hang on, has it only been using 4 of my light probes?

modest vapor
#

And you're sure your environment is static ?

#

What do the lightmaps look like once you tried baking the world ?

molten kestrel
#

Given up on it. I'll just have to live without shadows.
Had to uncheck static on everything as anything static had lighting issues.
Also swapped to point lights so the ceilings aren't pitch black.
Looks like this after baking:

#

Could be worse. 🤷🏻‍♂️

modest vapor
#

Yeah that doesn't look like anything baked, very odd

cosmic torrent
#

Do your meshes actually have Generate Lightmap UV's toggled on?

twilit lily
#

if you want you can DM me the project and ill take a look at it if it still doesnt work then

molten kestrel
#

Not lighting ones though

twilit lily
#

sounds good! just shoot me a DM ^^

graceful abyss
#

aside from lowering the lightmap resolution, is there any other way I can reduce the filesize for my lightmaps? I have a world that uses lightmaps, and it bloats the filesize

modest vapor
graceful abyss
#

looks like i'll have to do the scene over again since it currently causes a size overflow error

#

if it helps to get an idea of what i'm trying to do, i have several rooms layered on top of each other, and the player changes the scenery by pressing buttons on the side

#

ie, the player spawns in a basement and switches to a cave when pressing a button

#

they dont move but the room itself changes

#

originally, each one had its own lightmap, which i did by spacing each "room" out, and then merging them again

modest vapor
#

If you have bakery, I'd suggest using Bakery sectors ! Great use for stuff like that

rose dagger
#

Hey anyone know why my lighting goes straight through some of my faces. The faces were done in blender. Ive never seen this happen. (fixed video)

modest vapor
#

Are you sure about the scale of your world

rose dagger
#

Oh. I had it at x2 scale since i needed it to be big while working on it. Seams like setting that back to 1 fixed it. I still dont know why unity was doing that. Maybe ill scale it in blender so it does not do that.

modest vapor
#

I think that's due to the scale and Unity's camera culling

#

Unity is notoriously shit at getting at the correct distance of things in focus and constantly loses reference

#

So it wasn't really your fault

rose dagger
#

Oh alright thanks.

mental charm
#

How could i make a neon bar?

supple harness
arctic bison
#

I am having an incredibly weird issue where "Generate Lightmap UVs" isn't actually creating lightmap UVs, for some of the meshes in my .fbx file

#

Using Bakery, this is before lightmaps are generated, as they look awful

#

And one of the problem meshes only has UV, not Us and UV2

#

Now some of them look wonderful, but some are not quite right

#

The problem mesh is still distorted, and hasn't generated UV2

#

I have followed the same procedure to make lightmaps for each mesh, most are playing nicely, some are just completely ignoring it

#

I've generated Lightmaps in Blender as a second UV, imported it into Unity, and then click Generate Lightmap UVs, modifying nothing of the parameters

#

This is making my bake look awful on the house

#

What am I doing wrong?

modest vapor
#

Is there a reason you can't rely on lightmaps UVs made in Blender ?

formal spindle
#

getting blotchy lighting, heres settings

fallow lark
#

well that's not good to have light probes stuck in the walls

formal spindle
#

moved them inside, same problem

fallow lark
#

could you show me object being affected by your light probes to demonstrate what you mean by blotchy

formal spindle
#

Can in a sec, power went out

#

also selected static objects on side

fallow lark
#

did you generate light uvs

formal spindle
#

that was it, thank you

#

forgot about that step

fallow lark
#

it's a very important step as a lot of models have overlapping uv's for increased texture efficiency

mint cipher
#

Checked on one of my older worlds and noticed that realtime lighting no longer effects trees??? was there some update that changed this?

formal spindle
#

lighting when I bake it on quest? how I fix

lunar narwhal
#

change your lightmap texture compression to ASTC

#

4x4 block size for best quality with file size trade off

formal spindle
#

nvm, I found it

river sand
#

I have been banging my head for the last 24 hours and I have to finally admit I have no clue what I am doing lol

fallow lark
#

question did you set your objects to static

river sand
#

yep

#

everything

#

except for the candles

fallow lark
#

did you set your lights to baked mode

river sand
#

yep!

fallow lark
#

okie dokie just going down the list of common goof-up

river sand
#

nods nods

#

I even made them brighter to test

fallow lark
#

weird

river sand
#

yeah

#

it is driving me nuts lol

#

I have no errors

fallow lark
#

https://www.youtube.com/watch?v=dKgUJccjWRU not sure if it would help but here's a baked lighting tutorial to check to see if there's any differences in your settings that might be causing problems ?

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
river sand
#

haha yep went through it

#

even have light probes

#

I have tried so many things 😦

fallow lark
#

question have you tried like a test scene that's different to see if the problems persist?

river sand
#

that is my next step

river sand
#

Bakery did the trick!! ♥

fallow lark
#

glad you got it working

river sand
#

Thanks! I might have just been too tired last night haha

fallow lark
#

yeah definitely can lead to some trouble working too late

river sand
#

lol right? Thanks for your help - that last bit in the video for bakery is pure Gold

fallow lark
#

yep it's a very handy extension bakery

river sand
#

yessss and so fast

#

I have an rtx so yeah 10 min vs 2 hours haha

fallow lark
#

very nice

vocal zephyr
#

any ideas why my movable pillows dont react to bakery baked lights?

#

and this is with normal unity baking

modest vapor
#

Because they're not static ?

vocal zephyr
#

yeah but in the second picture you can see they look normal with the unity baking

#

with bakery they just look blue

modest vapor
#

Doesn't feel like your scene is baked in the first image

#

also might want to bake lightprobes manually ?

vocal zephyr
#

idk ill try rebaking

#

looks like the second baking worked vrcBotThink

#

thx anyways

ionic torrent
#

any tips how to avoid getting this, i am using bakery at the moment

#

these are my current settings

modest vapor
#

More samples, and maybe more padding on your lightmaps UVs

modest vapor
#

it's a lightmap uv settings in unity on your meshes

dreamy current
#

Hello, how do I make lighting look like this? I've been wanting to add Emissive lighting to get it to look nicer, but I can never figure it out

Another thing is that I can never make worlds look nice like this. I want to make worlds with amazing lighting. Building the world I can do, it's just lighting where it's not the best.

Reference photo is the midnight rooftop

fallow lark
#

a guide on how to do post-processing and not make a big mess

dreamy current
#

I've been wanting to build an airport terminal. Airports usually have a light behind the airline logo, which is why I want to add lighting and make it more like as if you stepped into an actual airport terminal

fallow lark
#

cool

#

I would definitely recommend grabbing lots of reference pictures of airport terminals

dreamy current
#

I already have alot, I work at an airport

#

Thanks for the help tho!

fallow lark
#

nice

dreamy current
#

Just want to start making nicer worlds is all, at least the lighting portion

fallow lark
dreamy current
#

Thanks!

fallow lark
#

it certainly works better than just having a big folder or a big PNG as like a good reference setup could end up with a overwhelmingly large amount of images like oh look I want to make a airport chair let me grab 10 pictures of that and then I would need like 10 more to handle the sign

dreamy current
#

Thanks for the help

#

Hopefully I can improve myself in the lighting department

fallow lark
mint cipher
#

anyone available to help with baked lighting issues?

#

this is what it is supposed to look like:

#

and this is what i'm getting in testing

#

have been tweaking settings/backtracking for an hour. can not figure it out lol

mint cipher
#

it was working fine, then it stopped and i couldn't figure out what changed

fiery cape
#

So I've made these cool light fixtures and surrounded them each with a box of light areas but well, its instantly made the light baking as slow as hell. What's the best way to light with these and not cause the bake to take forever?

fiery cape
#

Switching to single area light + a point light in the middle seems to have resolved things

fringe dust
#

Heyo! I'm looking for a nice string lights asset to use in vrchat worlds I make, any good ones?

fiery cape
#

I appear to be having some kind of overlap going on but everything looks fine on the lightmap. Each wall has been split on to a different mesh now and its own set of UV and UV2s. I'm not sure what's causing the patterning here.

random oxide
sinful herald
#

i come in need of assistance as im not the smartest, i want to make a lamp and cannot figure out which light source to use to make its extremities pop out and be shiny but all i get is light (which is fine) but no light to the lamp surface. anyone know how to do it properly? sorry for the confusing explanation

random oxide
# sinful herald i come in need of assistance as im not the smartest, i want to make a lamp and c...

The best way is probably to make and use an emission texture for the material of the lamp. In that texture you have to mark the parts that should be emissive and glow. Then add post processing with subtle bloom to make it look glowy.
You probably need to learn some blender and UV mapping to make one of those textures though.

If you bake you light(as you should most of the time) you could also try the double sided illumination but I think that might cause some other problems so I would go with the emissive texture. The light you have right now only affects the front faces and won't illuminate the glass from the back like you might expect it to.

sinful herald
sinful herald
#

final result

#

thanks once again for your help

vagrant briar
#

Any ideas for why my lighting in scene view is bugging out but its perfectly fine in play mode? Started happening randomly after adding vrc billards

open cosmos
#

Someone in here good with lighting stuff in unity? Whenever I hit the play button, or upload my world,
all my lightsources just stops working.. If i hit play, they stop working, I stop play mode, and the lights are still off. And only if I delete the lightsource, and then hit CTRL+Z, they work again :/

open cosmos
#

Nevermind! I managed to solve it, after a few hours of internally screaming 👌

sinful herald
open cosmos
random oxide
#

That probably means you forgot to actually bake the baked lights though, when using mixed you are using the realtime light too. AFAIK unity will show realtime lights in the editor until you bake it, even when set to bake.

open cosmos
random oxide
# open cosmos Im not even sure how to properly bake it. I went and did the generate lighting t...

There is a pinned tutorial about how to do it: https://www.youtube.com/watch?v=dKgUJccjWRU
Depending on your hardware it can take a lot of time to bake the light but it will make your world a lot more optimized for the players in it and done properly will also look a lot nicer.

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
open cosmos
random oxide
#

You can also use the built in progressive cpu or gpu lightmapper. Bakery is only an improvement over the built-in one and especially useful for large worlds I think when you have a compatible gpu.
They only explain bakery(the paid thing) after minute 11ish.

open cosmos
mint cipher
#

I think my issue was explained earlier. Thank you other person that had the same problem (mixed lighting)

glossy meteor
#

if mixed lighting fixes your problem, you likely are doing something you don't want to do

mixed lighting can have a very harsh performance hit

#

learning how to bake light is very important and will mostly be a good solution for most worlds

steep violet
#

Okay so how do you get the light the directional lights not to shadow the players ?

#

Kinda like other worlds do like black cat.

fallow lark
#

set your light mode to bake for everything and it'll only be baked lighting no real-time Shadows

steep violet
fallow lark
#

put light probes in

south yarrow
#

How does one put volumetric lighting? Asset Store link? Help?

fallow lark
languid fable
#

Does anyone have experience working with Bakery & Kanikama GI?

#

I can’t seem to get the two to cooperate even though they’re apparently compatible.

silver kiln
#

Is this a okay'ish light probe setup?

#

it's a bit messy but it should get the job done right?

arctic lotus
#

hi there

#

is there a way to keep the baked trees shadows on a terrain?

#

i mean, the shadows baked properly on unity editor but once y upload it to vrc the trees shadows are gone

fiery cape
wet void
wet void
#

Directional light didn’t change anything either

#

This doesn’t make sense…

modern matrix
#

texture is symmetrical so when I bake it the shadows end up being flipped too...

#

how do I fix this vrcThinking

modest vapor
#

Texture should be irrelevant since it's on the lightmap, what do they look like ?

modern matrix
#

this thing?

#

should I increase or decrease somethin

modest vapor
#

Select the mesh in your scene and you'll see where it is on the lightmap, then you can see what actual issues you're running into

#

Make sure to check you didn't miss a step

modern matrix
#

bro

#

I'm using emissions

#

anyway here it is

#

idk what that little square is

#

I changed one setting let's see if it works

modern matrix
#

didn't work

modest vapor
modest vapor
modest vapor
#

Any console warning after bake ?

wet void
#

I've tried to bake, but it just keeps going higher and higher

#

It got up to two hours

modest vapor
#

Lower the texels to 5, you're just testing

lone forge
wet void
# lone forge

Agreed
Sadly, the buildings need lights inside of them and I have never used any lights except directional in my worlds

#

Need to cool my laptop off, then I'll check

molten kestrel
#

My Bakery guy said they would update my lighting yet again and didn't even come online.
I can't do it myself as I don't have a Nvidia card, otherwise I would have weeks ago.
The lighting isn't anything fancy. Just some spherical lights (which are already set-up), plus some coloured glows in the bar and behind some wall props.
If anyone with Bakery has a little free time, please contact me. You will of course be credited.

Got a helper :)

rustic cypress
#

Is there a way to add an SDK3 Toggle to switch from Baked lighting to Realtime?

modest vapor
#

Sadly not how lighting works

#

You'd need your environment duplicated and toggle it entirely on/off

molten kestrel
#

@modest vapor this is the right channel for me to desperately beg someone to bake my lighting, right? Or is there a better channel?

modest vapor
#

I don't think anyone will bake your lighting lol

#

Unless you're willing to pay someone and send them your entire world project

molten kestrel
#

Had to send the world to the guy who did it the first time. I'm almost desperate enough to pay a small fee for rendering at this point.

molten kestrel
#

So I can't update it myself.

rustic cypress
#

ah

wet void
#

Here are some pictures of what's going on in game. I have no idea what's causing this...

modest vapor
#

Did you generate your own UV2s ? Is the other half of your mesh inverted normals or something ? I've never seen this issue before

hasty ledge
wet void
hasty ledge
#

You may need to regenerate them since this seems odd

#

Its a second layer of UV's

#

It fucks with light UV's because its not standard

wet void
#

I don’t think UV2s are activated then. I’ll check here in a little bit.

modest vapor
wet void
lone forge
# modest vapor Sadly not how lighting works

You can swap lightmaps with a toggle, couldn't you, in theory, pre-make a lightmap that has completely flat lighting, then swap that lightmap on with a toggle, and turn on your realtime lights?

modest vapor
#

That would need to be exposed in Udon

lone forge
#

Yeah, I still can't wrap my brain around udon, sadly. It overengineers things that used to be very clear-cut :/

#

I was barely able to get a flashlight to work lol, I still don't know what I did. Others can't see me holding the flashlight anyway

wet void
wet void
modest vapor
#

Did you not watch the tutorial video i posted ?

wet void
#

I’ll try rewatching it to see if I missed something…

wet void
#

I tried watching it, but I couldn’t find anything that I didn’t include in my world…

lone forge
#

I don't understand why I can't my lightmap to work. It looked fine in realtime (it always does). Why can't unity just literally grab the pixels that literally painted on the walls from the realtime lights.

#

GREAT WORK UNITY! That's exactly what I wanted! Good job!

#

Like I really don't understand what I'm missing. Am I supposed to do extra things since my layout is not a square cube? It's so amazingly convenient that these tutorial creators have a single cubic room in their videos. That's really gonna be a great blanket tutorial for everyone on the internet for sure

lone forge
#

I have decided I am going to use realtime lighting, sadly the VRChat devs will have to weep over the minor performance issue it creates and doom my world from escaping the labs.

#

Unity just doesn't seem to be a competent enough program to create lightmaps.

fallow lark
#

liking that screenshot it shows it's going to be seven times more expensive than the baked lighting

lone forge
#

Yeah but watch this

#

😎

fallow lark
#

you're going to have Dreadful performance especially if anyone turns on a mirror

lone forge
#

I even got bakery and tried using it, and it looked even worse

fallow lark
#

have you played around with the settings of Bakery

lone forge
#

Am I doing something wrong? How do I get it to bake correctly?

#

Yeah I spent 3 hours on it

#

wait

#

2

fallow lark
#

have you generated lightmap UVs

lone forge
#

I think I did? I generated one when I imported the model, but I'm not sure where it put it, or if bakery even used it.

fallow lark
#

yes Bakery uses the light map UVS generated by Unity

lone forge
fallow lark
#

I'm guessing the quest is killing any real-time shadows for performance reasons

lone forge
#

Can you tell me how to generate a lightmap UV?

fallow lark
#

there is a generate lightmap UV checkbox in the model import

lone forge
#

So I'd have to reimport the model? I already unpacked the prefab

fallow lark
#

you should be able to change that setting because that applies to the fbx file

lone forge
#

If I've made changes to the model after I unpacked it though, then won't that just make a messed up UV Lightmap?

#

I wish I could share screen in here

fallow lark
#

it probably will be fine and it's worth a try

lone forge
#

I hope these light probes are all they're talked up to be

#

I've got a 30-min light bake, which I hope is a good sign, since before they took about 8 mins'

fallow lark
#

if it's helpful you can lower the baked resolution when you're just doing test bakes

rotund ibex
#

What is happening here

glossy meteor
rotund ibex
#

How do I improve them?

#

And why is this shiny?

glossy meteor
rotund ibex
#

I figured out what it was actually.

#

Reflections, I gotta lay out more reflection probes

ornate kraken
#

So i'm making a world and my floor has this weird reflection and i was wondering if there is a way to make it not look like that

fallow lark
#

lower the smoothness value or put in a reflection probe so it has a more proper reflection

ornate kraken
#

is there a tutorial you can point me to, im new to making worlds and unity

bleak orchid
#

you edit the material?

#

for the smoothness value

ornate kraken
#

which is smoothness

#

heightmap?

bleak orchid
#

thats... different

#

it would be roughness if there wasn't a texture in it

#

i usually use the standard shader

ornate kraken
#

i re-generated the lighting and it seems to be good now

fallow lark
#

roughness is basically the same thing as smoothness but it's inverted

wet void
#

Is there a limit to how many baked point lights can be in a world?

fallow lark
#

no not really as once it's been baked it's just been turned into a texture and light probes

mystic orchid
#

Got this model, it's been generating lightmap uv's for the past 2.5 hrs
Just let it go?

modest vapor
#

Yes

#

What kind of model is it ?

mystic orchid
#

It's a full bedroom

#

the largest model in terms of mb in the debugger, too

mystic orchid
#

still going ;;
seeing other people talk about unwrapCL.exe not working right...

lone forge
#

Ok, please someone tell me, is there a way to edit lightmaps in photoshop? I've been at this for 8 hours trying to troubleshoot lighting. Bakery is the only thing that seems to get me close to decent baked lighting, but they carelessly didn't include a way to blur the terrible artifacts. This is getting ridiculous. How do I manually edit these?

modest vapor
#

You can edit them in any image editor software

lone forge
#

yes

lunar narwhal
#

switch your lightmap compression format to ASTC 4x4

lone forge
#

it's uncompressed rn

lunar narwhal
#

as in, the actual lightmap texture files, change the import settings for compression to ASTC

#

those banding artifacts happen for lightmaps on quest builds on the default import settings

lone forge
#

Do I do that to all of these?

lunar narwhal
#

yes, but oh my god why do you have so many

lone forge
#

I'm not sure

#

I've been trying to get this to work for like 10 hours so maybe they're duplicates or i did something lmao

lunar narwhal
#

probably because you're baking at 512 resolution

lone forge
#

Oh right, yeah I did that to save time while I was testing, does that make more lightmaps?

lunar narwhal
#

yeah

lone forge
#

Should I rebake before I compress these?

lunar narwhal
#

if it can't fit it into a single 512x512 lightmap it makes more

#

nah, just compress to see if that solves your issue first

lone forge
#

oh true

fallow lark
#

it would be more efficient for it to be a small amount of larger textures because that means more objects can be batch together

lone forge
#

oop nvm i see it

lone forge
#

I think you even helped me once at like 4am

fallow lark
#

I tend to have a nocturnal sleep schedule

lone forge
#

I'd give you a wet kiss rn if I could

lunar narwhal
#

my condolences for your 8 hours spent 😅

lone forge
#

It seriously looks so good

fallow lark
#

glad the problem was able to be figured out

mystic orchid
lone forge
# modest vapor That would need to be exposed in Udon

See it in action in Atoll of Ether: https://vrchat.com/home/launch?worldId=wrld_7644eab0-6408-42ab-8088-454c32c08768
The simple solution yet painfully long way around to swap Lightmaps in VRChat. At the cost of your sanity you too can offer this experience to everyone.

thx to Lyuma, the absolute legend for creating the skybox shader:

Skybox Sh...

▶ Play video
#

This was the tutorial I was thinking about. Do you think this is possible with udon?

fallow lark
#

like the entire geometry duplicated twice

glossy meteor
#

the parts needed to swap lightmaps are not exposed to udon

sturdy bone
#

soo, after i baked the lights in my world, its now deep fried, in short words, can anyone help me here?

sturdy bone
#

i redone the scene, redid all the emissions and textures, and i realized, it might be issue with the skybhox, cause without it, it renders all fine

formal spindle
#

whats the best way to get rid of small artifacts. like dark spots in creases

calm basalt
fresh field
#

idk why this light is not working

modest vapor
#

Your environment isn't baked

fresh field
#

tysm

thorn sparrow
#

After baking my lighting, all of my lights suddenly got extremely white. All of the warmth disappeared. Any ideas? If there's any info you need, just lmk.

thorn sparrow
#

Was using temperature and not a filter on my lights, duh

sturdy bone
#

It's been doing this for good hour now, for some reason while I'm trying to bake

lost brook
sturdy bone
#

Check if in the vrcworld prefab the reference camera is set to the one you use

lost brook
oak elbow
sturdy bone
sturdy bone
oak elbow
#

I had the same issue idk

lost brook
tight marten
#

Anyone have any ideas why this "shadowed bleeding" is occurring on my walls? This isn't the only spot, but this one it is really prevelent.

#

for reference, these are my settings for this bake.

formal spindle
next owl
#

Does the built-in render pipeline support HDRI images on Quest? My skybox looks pretty chunky and I assume support is limited or non-existent, but it would be nice to have a definitive answer.

hushed coral
#

Despite having Generate Lightmap UVs enabled as well as increasing the Pack Margin, I am getting black spots on my meshes

#

I have sort of fixed it by increasing my Lightmap Resolution size from 40 to 60 but now there are very clear separations from light to dark in certain areas of the scene

lone forge
#

I swapped my build target to Windows and my lightmap unapplied itself... Anyone know how to fix that?

lone forge
#

Oh epic it didn't unnapply itself, it corrupted itself!

#

Good thing unity doesn't save backups in case that happens!

#

The uploaded build is completely blacked out. I have to re-render and replace the files with backups because I hand-edited some of the lightmap textures in photoshop

tardy rivet
#

Anyone else have Bakery just sort of freeze up at "Unloading scenes..."?

tardy rivet
#

It really took its time but it finally got past that

#

I think it's just because my terrain is huge

#

What is standard procedure for rendering like, big sweeping landscapes? My world is set at night and mostly just a couple of hills near a lake, I think it's just spending a tooon of time on Baking... I'm considering just doing realtime because it got good performance without any changes :/ any tips?

glossy meteor
#

depends on your gpu and your bakery settings

coarse hill
#

i keep having this error spammed and having my whole computer crash when i attempt to bake my lighting i can't find a single thing named "wintermute" and ive already changed all my furniture assets in scene so i don't think its any of those (i only have 1 directional light, a post processing layer, 2 reflection probes and 1 particle system ) how do i fix it? if theres a way ?

sturdy bone
#

another day, new issue, does anyone know why some indoor stuff has those weird like really strong white squares?

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rest of the scen is fine, just this one indoor being stupid

wooden flicker
#

If you baked it with Progressive GPU, just clear the baked data and bake it again

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If thats not the issue i wouldnt know

tardy rivet
tardy rivet
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I think this might be my issue lol

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The cloud prefab was rendering lighting

tardy rivet
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it still doesn't want to bake ;~;

tardy rivet
#

Reposting so I can hopefully get some help here --

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So I have a world that is incredibly large but mostly empty. It's nearly real scale data, a little beach in front of a huge lake and a mountain in the background. Bakery takes absurdly long to lightmap it. Is there anything I can do to speed up the bake? I get decent performance with real-time but obviously I should avoid it if possible

versed herald
#

please help.
I have bakes lighting and i have an object that can be toggled. How can i have baked lighting on the object that is turned off at the time?

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Id like to bake the lighting of an object that is turned off (hidden)

versed herald
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if anyone knows how please dm or ping me

tardy rivet
hallow hound
#

@versed herald if the object not moving why you not bake it and after its done close the object again it gona have the bake light stil you have turn it off

formal spindle
#

so I just got bakery to try and fix issues with artifacts, and it works fine, but now I don't know how you make other objects cast shadows that aren't static

tardy rivet
#

Anyone have any idea why a Baked light wouldn't be working? All I can guess is because the object is so huge it's exceeding the lightmap size or something..? The rest of the light bake seems to be working fine, and the skybox light is affecting it, but the point light isn't for some reason. The screenshot shows real time

glossy meteor
tardy rivet
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On my phone now but, first photo shows one chunk of the mountain
Second photo is the baked light settings
Third photo is how it looks after bake
Fourth photo is if I enable the standard unity real time light

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Very confused

glossy meteor
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not sure what you mean, it has been light baked though

tardy rivet
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It seems the light i want to bake isn't affecting it

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The "Area Light" light has a range of 800 and an intensity of 150, but the mountain is still entirely dark outside of the skybox

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But when I enable the real time light with the same settings it's crazy bright

glossy meteor
#

you likely want to use the bakery directional light for this

tardy rivet
glossy meteor
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you may need a higher intensity and indirect intensity
also may need more samples

tardy rivet
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How does indirect intensity differ?

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I think you probably just solved my woes, it was set to indirect only and the indirect intensity was 1. I bet that's the issue

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Rip

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Likely my fault for using an area light to begin with lol

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I'm pretty new to lightmapping stuff

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Gonna let it bake, let's see how it goes

glossy meteor
#

indirect lighting is light that bounces on static meshes, the indirect intensity amplifies the power this indirect light yields

tardy rivet
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So standard intensity and indirect intensity are related?

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Still no luck after increasing indirect intensity :/ no change

glossy meteor
#

try intensity and range and samples too

white fox
#

After I remove a piece of furniture how to I update the lighting after I delete a item so the shadow goes away?

glossy meteor
tardy rivet
glossy meteor
tardy rivet
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This is so frustrating even when I set everything to absurdly large values it doesn't even slightly change the results ;-; i wonder how much of a performance hit one realtime light on it would be

glossy meteor
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what are you bakery settings?

tardy rivet
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Pretty standard

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I think I need to just switch to directional, you're probably right

twilit lily
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so you tried using an area light with bakery?

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@tardy rivet

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try using the bakery light mesh instead of the point light for the area light, keep the unity light component attached tho

glossy meteor
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i would use 5 bounces too but that will take longer to bake
and up your min resolution to like 2k

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i also recommend using xatlas as atlas packer

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and optix should be faster than open image denoise as denoiser, which optix depends on what bakery recommends you

tardy rivet
tardy rivet
glossy meteor
glossy meteor
tardy rivet
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So as long as a real time light is present in the scene it'll function properly?

glossy meteor
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the patreon package should offer an example z buffer object too which you can drag in, since there are some more expensive settings you can turn off on the realtime light to have the minimum requirement

glossy meteor
tardy rivet
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Yeah I have been using the z buffer object and it seemingly is doing the trick. I'll try switching to the other settings you suggested but I'm probably just gonna set the mountain itself to be emissive rather than bake a giant area light because it's presumably less computationally intensive but yeah thank you for helping answer so many questions, I really need to spend a day experimenting with all of the Bakery settings and getting a better understanding of it

glossy meteor
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well, at least try full rendering mode, emissive mountain won't look as nice i assume

twilit lily
glossy meteor
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pretty sure the indirect bake mode was the problem cus they had no changes at all

tardy rivet
mystic orchid
#

Trying Bakery lights for the first time!
Shadows are a bit extreme in their darkness, especially for the amount of light in the first pic-
any suggestions to fix this?

(Realtime is top, baked using bakery is bottom)
Also, I've noticed that non-bakery baked lighting ignores light temperature, which is really annoying ;;

glossy meteor
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look into the bakery skylight for that

mystic orchid
#

Baking (without bakery) causes my lights to lose all color- how do I fix that?

next owl
rugged harness
mystic orchid
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It'd be hella funny if it was just my eyes after having worked without shadows for so long

Tfw that is what it is

pine trench
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Gonna wait til the whole thing is ready before baking any lights though.

glossy meteor
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real time shadows do not affect file size, if you mean that by world size

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they are calculated in realtime after all

viscid siren
marsh pond
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so I have realtime global illum on and have a baked scene with light probes and it doesn't work ingame, I also just have a realtime reflection probe set to it's own layer to catch just the tv that's at 16x16 to add a tiny bit of spice but the realtime global illum isn't working.

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realtime reflection only working ^

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just noticed i'm using 29f instead of 31 maybe that'll fix it

modest vapor
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Are you using bakery ?

marsh pond
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unity*

pine trench
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Sorry if I forgot to turn off the ping btw

timid sparrow
#

i was working on a world, and my lighting borked up... can someone help?

green vault
dreamy canopy
#

How to add music to a world in sdk2

thin steppe
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Anyone has any idea why gameObject (here the couch) does not cast a shadow ingame despite doing it in Unity? (Cast shadow is set to true)

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Lights are all "Realtime"

glossy meteor
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how many lights? unity does not support many realtime lights at once and you should likely bake this scene's lighting

thin steppe
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I guess more than 4.

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Every light in my scene is realtime

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Where can I increase the max amount of supported Lights?

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I increased the standard VRC Ultra Pixel Light setting from 8 to 16 but it seems that it gets automatically reset to 8 after compiling the world.
I will try and set these lights to baked then.

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Still no shadows :/

twilit lily
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pls bake

thin steppe
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Did

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And no lights show up

twilit lily
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is it marked static?

thin steppe
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The world or the light?

#

Baking only works on static?

twilit lily
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the objects

thin steppe
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Ah okay, I will try that.
I have a lot of physical objects that can be picked up

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Those will not receive any light then?

twilit lily
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dont mark them as static

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they will recieve light from light probes

thin steppe
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Ah okay!

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Thank you 🙂

twilit lily
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no worries

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feel free to DM me when you have any issues ^^

thin steppe
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Thank you 🙂

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Quickly gonna try an udon script to see if that works and when everything works, I will go back to the lighting and try setting the world as static

thin steppe
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Oof, baking's gonna take a couple of hours

twilit lily
thin steppe
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GTX1660

twilit lily
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which lightmapper do you use?

thin steppe
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Unity standard I guess

twilit lily
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there are 3 lightmapper in unity

thin steppe
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Where can I check that?

twilit lily
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enlighten, Progressive and Progressive GPU

mint cipher
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does anyone know why it looks sooo bad when i bake lights with quest as my target platform

twilit lily
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use Progressive GPU

mint cipher
thin steppe
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Progressive CPUI

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ok

twilit lily
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change to GPU

mint cipher
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and these are wayyy darker than they are supposed to be now

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sorry for interrupting as well

twilit lily
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aside from the compression?

thin steppe
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Thank you guys!

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Uncompressed

twilit lily
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meant the question above me 😅

thin steppe
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ah okay 🙂

twilit lily
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but in general, GPU is always faster than CPU

thin steppe
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When I change to GPU it keeps switching back to CPU

mint cipher
thin steppe
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it says Progressive GPU (Preview)

twilit lily
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also try reducing samples and texels per unit to make it go faster

thin steppe
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What is a realistic number that still looks pretty?

twilit lily
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for indoor i usually use 32 - 48 texels per unit and 64 samples (with Bakery)

thin steppe
mint cipher
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im very new to this stuff all i did, was set all my lights to baked and set everything to static and baked it and now it looks like garbage

twilit lily
mint cipher
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how can i fix that?

twilit lily
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also check that "generate lightmap uv" is enabled on the meshes

twilit lily
mint cipher
twilit lily
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its in the import settings on the model itself

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like when you select it in the asset explorer

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also try this for compression

mint cipher
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@twilit lily

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i did the override part

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but where is the texture compression option?

twilit lily
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on the textures

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wait, lemme fire up unity real quick

mint cipher
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is it the format?

twilit lily
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there ya go, and yes, its format

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its on the texture that has the compression issue

mint cipher
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i see a ton of astc

twilit lily
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i used the 4x4 block and it worked for me

mint cipher
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alright

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so just override for andriod and set to 4x4

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anything else before i rebake?

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well

twilit lily
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iirc it fixed it automatically

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also add reflection probes and light probes if you havent already

thin steppe
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It kind of sucks that it switches Progressive GPU back to Progressive CPU all the time.

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"OpenCL Error. Falling back to CPU lightmapper. Error callback from context: Max allocation size supported by this device is 1.50 GB. 3.00 GB requested."

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Can I reduce any specific lighting values to still be able to use the GPU lightmapper?

mint cipher
twilit lily
mint cipher
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this is all it looks like

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tried increasing gizmo scale but nothing

mint cipher
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found the solution

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reset layout

dire compass
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whats the least laggy lighting to use?

glossy meteor
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just full baked lighting

dreamy current
#

Finally figured out the glow effect thanks to you guys! Here is something I made in Blender. I made a sort of Hexagonal "Wall Lamp" and imported it into Unity. No materials, just straight from Blender into Unity. I made emissive materials and added them onto the inner ring, where it shows what color the light is. Some input would be nice. A lot of colors can be combined to make beautiful walls with these hexagonal "wall lamps". Just testing what I can make.

Edit: you can remove the center to make a complete lamp

marsh pond
modest vapor
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Did you rebake it ?

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That's been the only way to do it for a while now

marsh pond
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using bakery right

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rebaked a few times and it just doesn't seem to. do much

modest vapor
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Bakery still relies on Enlighten to bake realtime GI

marsh pond
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mmm gotcha

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means i have to use this right

modest vapor
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Yep

marsh pond
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gi works in unity now thanks will tell if it works ingame 🤞

marsh pond
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@modest vapor sadly rgi still doesn't work ingame.

modest vapor
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Are you toggling it with something or an effect ?

marsh pond
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it's a media player so it's just on all the time

lunar narwhal
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you need to be calling RendererExtensions.updateGIMaterials every frame to update it for rtgi

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(expensive)

marsh pond
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is that an udon thing?

lunar narwhal
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yes

marsh pond
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not saying I want it to be every second I'm sure I could delay it

lunar narwhal
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yeah, you can do frame skipping so the performance hit isnt too terrible

marsh pond
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but like I'd rather it look like this

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then this

marsh pond
royal latch
#

hi lighting experts i was wondering what would happen if I baked my directional lights without putting down any light probes or a reflection probe?

twilit lily
royal latch
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I've heard that baking lightmaps can take a while but it's been like 20 minutes and I'm still at 0/11 creating geometry.. is it possible that my computer just doesnt have the specs for this or will it work if i leave it going for hours

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my cpu is 4.2 ghz quad core intel i7 and gpu is radeon pro 580

twilit lily
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speed depends on resolution of the lightmaps mostly

royal latch
lean robin
#

guys, i need help with the lighting in my new world, I want to apply the black skybox texture, and retain normal lighting, but i can't figure it out

sullen solar
#

Can someone help me get rid of the red spots on the ceiling?

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For context i have some area lights under that location, and the ceiling is set to Receive Global Illumination from Lightmaps

rapid nexus
#

Anyone know why when i bake spot lights, the light disappears after? only the light from the directional gets baked

twilit lily
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is it set to baked?

rapid nexus
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yeah it is

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heres what its supposed to look like then what it looks like after its baked

twilit lily
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also disable prioritise view in the lighting settings when you are at it

molten kestrel
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I followed the tutorial and I'm currently stuck with this mess.
Most posters and on the walls are too dark to see (unless I max out 'metallic')
Some prefabs are super shiny, and dark/desaturated like the posters.
Some shadows are also very strange.

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Here's how it looks without baking:

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I'm using progressive GPU, because CPU takes 10 times longer.

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My lighting settings

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All lights are using these settings:

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Ignore the Bakery tab, I'm not using it.

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Someone please help, the world is almost finished 🙏🏻

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(I also have no idea what 'MLP Manager' is, but it's not in use)

glossy meteor
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ensure to bake your reflection probes too

molten kestrel
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Just checked and they are set as baked 👍🏻

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Baking them and then generating the lighting after makes the room rather painful to look at though 😅

glossy meteor
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you generate the reflection probes after baking

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do you use post processing or strong emission? the scene looks like it will need further tuning in this regard