#world-lighting

4 messages · Page 27 of 1

molten kestrel
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Ah, those were set up by someone before

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They must be way off

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I have postprocessing

glossy meteor
molten kestrel
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Thanks, I'll have a look. Seems like I should have this stuff disabled for now so I can get the lighting right without it.

glossy meteor
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you will need to know how it looks both ways

molten kestrel
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I guess

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Looks like more trial-end-error as I have no idea what I'm doing 🤷🏻‍♂️

glossy meteor
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post processing does not affect how the world will be baked, it is a final additional processing of the scene

pearl sinew
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what are some good settings that look good and optimized, but wont take 40+ hours to bake like my current ones?

glossy meteor
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depends on your scene, try the gpu lightmapper, it's often faster
some people use bakery, a paid lightmapper, also requires nvidia gpu though

also, share your lightmapper bake settings

pearl sinew
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already using gpu, and i think my settings are default, i dont recall changing them

glossy meteor
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i would reduce lightmap resolution down to 20 and see how that goes

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what hardware do you have?

pearl sinew
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lemme check, its been a while

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Radeon RX 570

royal latch
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Would anyone mind giving me some advice? I'm working with one 3d mesh (190mb .fbx + 90mb .png) and one directional light. I have both set to static. I've got a reflection probe and light probes set up. I am using the enlighten lightmapper with the lowest possible resolution and other settings. When I click to generate lighting, I get stuck on "0/11 Create Geometry|1 Jobs" for at least two hours. I don't want to eat up power if this just isn't going to work. My CPU is 4.2 GHz Quad-Core Intel Core i7 and my GPU is Radeon Pro 580. Any help is much appreciated.

twilit lily
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how do you get a 190mb fbx file?

royal latch
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yeah one mesh

green vault
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assuming it has a lot of vertices and woa

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hmm, ye no the unity lightmapper will not like you

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is it all one material?

royal latch
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yessir thank goodness

green vault
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might be able to bake in blender

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unless you need lightprobe stuff

royal latch
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so i was able to get it up on vrc for quest without any lightmaps, little "cheating" that usually doesnt cause any lag. but this one is super buggy

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and i assumed its because of no lightmaps

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maybe theres a better way to optimize it?

green vault
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um, how big is it in unity meters and how many poligons?

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there might be via camera tricks but since its all one mesh, its gonna be weird

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youre batching the mesh right?

royal latch
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I have it scaled so that a vrc avatar is like 1/3 the height of the big building

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sry idk what batching is

green vault
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when you set the mesh to static

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theres a dropdown for batching

royal latch
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batching static is enabled

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is it bad that i have the mesh scaled to 100x100x100? i didnt do anything in blender before trying to use the fbx in unity

green vault
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no, unless it says theres a floating point issue

royal latch
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it doesnt

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wait a sec im seeing "objects size in lightmap has reached the max atlas size"

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not sure what that means either

green vault
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did you generate lightmap uvs?

royal latch
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i tried to generate the lightmap uvs with import settings like usual but it did infinite loading wheel which i assume meant same thing as the other way stuck on 0/11 generating geometry

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maybe it would help to crop it and decimate it in unity? the vrchat file is 88mb

green vault
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i think its just way too much geometry to handle. id go to blender and make your own uv2s and import it back in and see if it attempts baking

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along with decimating it a little bit

glossy meteor
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how many tris is this mesh?

royal latch
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not sure how to tell

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also whats a uv2

glossy meteor
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you can see that in your 3d program
also, it's the lightmap uv you generate in your 3d program or in unity

unity may generate suboptimal uv2s though

royal latch
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okay its 3.93m triangles

next owl
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that's ludicrous

green vault
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thats big number, if you really need all the polies, i suggest cutting up the mesh into like, 40 different sections at least

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otherwise, please decimate

royal latch
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I decimated it in half and still having troubles

next owl
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many worlds have a poly count of like... 150k or less. if you're going to use geometry that dense, you definitely can't rely on unity's built-in unwrapper for uv2, you'll have to lay it out yourself in blender or whatever app you're using

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at half density you still have 2 million triangles which is just completely nuts

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my advice is to spend some time breaking down your models and figure out what you actually need as geometry vs what you can fake with baked textures, what you can break into modular parts and instance on the GPU, etc

ionic torrent
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so im here to pick someones smart brain hopefully, im experimenting with unity terrains and trees but every time i bake the lighting the trees also get lighting, i think this is because of emission materials baking onto them, how can i stop this

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they are too far to be all glowing

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bottom one is when i clear baked data

ionic torrent
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i have officially reached the bottom of my rope, ive tried everything i know, my brain is now mush, ive been bested by trees

analog raft
worthy void
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Is there a way to make a directional light that only effects players? Not the world

green vault
oblique badge
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Hey guys im new to building worlds i did my first world and im trying to bake light but whenever i bake it its coming out so bright, heres some pictures before bake and after. also this my first time using unity so sorry if this is a newbie question

oblique badge
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i figured it out it was one of the emissive materials it was too intense

mystic orchid
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alright, returning after a week break, tried troubleshooting this. Changing the filter changes the light color, but it still absolutely ignores temperature...

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oh, and I have stringlights I want to emit light- emissions works for that, right? I can't seem to get it to work..

next owl
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you need the string lights to be flagged as static, along with anything you want to receive the light, and then you need to put an emissive material on the string lights, something fairly bright. then bake. you'll probably also want some post-process bloom to make the lights look like they're glowing.

wooden zenith
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Ok can someone help me with my lighting as i after baking it, it looked terrible and then i was able to bring it back to the way i want but now when i go into my world it looks a lot different then what unity shows me as the everything is so dark and shit

twilit lily
trim tusk
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Anyone know why my pillow are lighting up properly but the other asset isn't?

twilit lily
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are they marked static?

trim tusk
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Both are.

twilit lily
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are generate lightmap UVs enabled for both too?

trim tusk
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Yep

trim tusk
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Fixed it!

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@twilit lily Thanks for your help

twilit lily
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what was the issue now?

trim tusk
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Set the layer to "Playerlocal"

trim tusk
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Actually maybe not.

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Doing that just makes my character fall through the world.

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The lighting is good though when I do that.

oblique badge
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any idea how to fix this

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also how do you make your shadows appear more high quality, I baked in 4k but here is how some of the shadows look

wooden zenith
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Hey how did i decsrease my mb size when i bake the lighting

wooden zenith
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ok why is my character giving a weird red haze after i baked lighting

modest vapor
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Do you have post processing in your world ?

wooden zenith
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No

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But i ise poyomi

brittle saddle
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I need help. I've been trying to bake lights for two days. this is pre bake

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And this is when I bake it

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I followed Iconoclass's tutorial on this exactly and his came out so realistic and vibrant where as mine.... well didnt

mystic orchid
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getting color artifacts on everything- no errors about lightmaps overlapping or anything :v

rugged harness
mystic orchid
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what's a good texel size?

modest vapor
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Up to 40 for interiors/smaller maps

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Increase your samples too

mystic orchid
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that's on 40 ;;

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32 samples

modest vapor
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Way too low

mystic orchid
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ah kk

modest vapor
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Try 512

mystic orchid
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wheezing

modest vapor
flint path
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I never bake with a texel size over 20 :pressure:

tacit nova
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How do I set a Directional light that only affect the users that join the world?

modest vapor
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That's an Udon question

tacit nova
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okay ty

uncut hawk
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does anyone know how to make lighting and lasers rotate to the EQ band of music? I am using the VRstagelighthing pack and they all flash to the beat but i would like rotations and angles

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this is what I have so far

mystic orchid
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Heyo! I've been having a hard time with bakery spot lights for the past week ;;
This is the same light as the one on the left, after baking
The left one is a regular, non-bakery light, set to realtime for comparison of the effect I'm wanting
What am I doing wrong?

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Should be noted it seems it's this specific room; the spotlight in the hallway works just fine, and all I did was copy/paste em

agile night
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is VRcat down? I'm looking for XieXie's lighting tutorial since i'm getting back into making worlds

modest vapor
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Mmh, it does seem to be down currently

agile night
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it be that way 😔

mystic orchid
modest vapor
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yes, the light component themselves also have their own sample count that you can increase

mystic orchid
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wild. I upped it to 512, took about 45m to render, and I'm left with the same colors everywhere ;;

modest vapor
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might want to add a bit more padding to your lightmaps then

mystic orchid
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Turns out they are overlapping, I had the warnings turned off vrcAevSlap

ionic torrent
next owl
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is there a reason why avatars would be reflecting differently than static objects? i have plenty of reflection probes in the scene, but i noticed that avatars with specular materials are looking much brighter than they should compared to the world itself

ionic torrent
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also do you have any post processing that might kick bloom up alot?

next owl
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light probes only affect diffuse lighting though, right? this is definitely specular/reflective lighting i'm seeing.

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it's not bloom, there's no glow around the reflections or anything. my avatar is a little specular and the edge lighting on it gets too hot in the world i'm building

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like if it were properly reading the reflection probes, i'd expect the underside at least to be darker, given that it should be reflecting the floor... but it's just as bright underneath

ionic torrent
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as silly as it might be, have you tried using real time reflections and different avatars with similar settings but slightly altered?

next owl
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i haven't... was avoiding realtime reflections as much as possible

ionic torrent
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yeah i do not blame you

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is there a distant object that might provide excess light or anything in the scene

next owl
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one directional light in mixed mode and one baked skylight

ionic torrent
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try messing around with the directional light, maybe make it so it doesnt cull players or playerlocal

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things that would cause the player to be highlighted

next owl
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worth a try. thanks

ionic torrent
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😅

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best of luck, hope it helps somewhat

next owl
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i'm used to lighting in offline renderers; unity is very finicky.

celest sedge
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I'm getting a lot of artifacts when baking in android build. Does not happen in PC. I've tried increasing lighting quality settings like texels per unit and such but it does not seem to make much of a difference

does anyone know any way to improve this?

fallow lark
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apparently swapping the lightmap compression format to ASTC 4x4 helps

celest sedge
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hm I don't see ASTX format

fallow lark
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ASTC sorry made a typo

celest sedge
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will try thanks

fallow lark
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currently loading Unity so I can screenshot how to set that

celest sedge
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yeah that worked, thanks!

fallow lark
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glad to be of help and good that you're doing baked lighting

wooden sail
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Im adding lighting to my world, and wanted to add in neon lights. I've set it to bake and Emissive and then generated lighting yet it doesn't seem to change. Brand new to lighting, so any info helps

wanton wind
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Hello, following along with iconoclass’s vrchat world building tutorial series. The baked lighting in my unity scene looks good, but when testing in vrchat the whole scene is over saturated. I can’t seem to find what I am missing…

wanton wind
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I noticed the lighting settings change when pressing Build & Test in the Builder tab of the VRChat SDK control panel. So I'm assuming there is a build setting I need to change somewhere.

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Lighting Mode changes from Baked Indirect to Shadowmask

modest vapor
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Do you use post processing in your scene ?

wanton wind
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I setup post processing through VRWorld Toolkit following the tutorial.

modest vapor
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Do you have a comparison image between the two ?

wanton wind
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In unity vs VRChat:

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It seems like it is completely ignoring the lightmap that I baked in Unity. I'm completely new to this so not sure if I missed something in the tutorial or there is something simple I am missing.

modest vapor
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Can you look at the generated lightmaps ?

wanton wind
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In the preview pane?

modest vapor
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yup

wanton wind
modest vapor
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Can you locate them in your Asset files ?

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If for some reason they're not located where Unity expects them, they might not be bundled on export

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Could be something else I'm unaware of though

wanton wind
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I found Lightmap-0_comp_light.exr in Assets/Scenes/SampleScene

blazing stream
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it seems like the lightmaps are there but their not being decompressed properly

modest vapor
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Try changing the lightmap compression format to ASTC 4x4

wanton wind
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Apologies, I am trying to find where that is. Also, it seems like it is rebuilding my lightmaps with different settings when I select Build & Test. In the lighting window the settings change when I perform that action.

modest vapor
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Have you tried doing a full upload ?

wanton wind
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No, maybe I should try that. I was testing in CyanEmu and decided to test it in VRChat when I discovered this problem.

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I'll give it a shot.

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Same issue after uploading.

modest vapor
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Have you tried a new blank project with a simple scene and baking with default settings ?

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You can then switch the main lighting/baking settings in that test scene and then you might find out what the cause is

wanton wind
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I'll have to give that a shot. Since it doesn't seem like a simple solution at the moment I'll probably have to call it tonight. Thank you for your help!

modest vapor
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Let me know if you end up figuring it out thumbsup

wanton wind
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Will do

mint cipher
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I have a pickupable object on a table. When I bake my scene, it permanently creates a shadow where this object is. How do I disable this pickupable object from casting a shadow?

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Oh I see, you can disable it in Mesh Renderer > Lighting > Cast Shadows

hallow hound
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@mint cipher if its a pickup object that make the shadow you got it on static un scheck it you cant move the pick up if its on static expect if you have a realty in then yes uncheck the cast shadows

agile night
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Is there a way to get my light map UVs to not overlap that doesn't involve editing my meshes in blender?

glossy meteor
agile night
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I've generated UVs on the building itself

glossy meteor
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low texel count can cause artefacts

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low sample count and texture compression too

agile night
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This scene is a bake after ticking this option on all objects. I will keep these things in mind. Thanks cake

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Also I've noticed that applying materials to models through the import settings is incredibly slower after generating light map UVs. I don't know why this is.

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It's made me think twice about the order of how I build my scene

wanton wind
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@modest vapor So I'm not sure what I did. But I deleted the lights before I got off last night. Got on tonight to work on my problem and added a directional light and point light back in to the scene. Baked lighting and tested in VRChat, here is my result.

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So, turn it off and back on I guess? lol

modest vapor
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Fits most of the debugging I've had with software over the past decade, sometimes that's all it takes catYes

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Glad you got it fixed

wanton wind
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lol yeah - thanks!

vernal storm
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For more complex worlds is it better to bake lighting in unity or in blender... Just wanted to hear your thoughts on this. Cheers

next owl
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it's best to bake lighting in unity if you can so you can take advantage of light probes and such

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if you can spare $30 or whatever it's on sale for now and you have an RTX GPU, the bakery plugin is very much worth the money

fallow lark
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you basically have to use Unity as avatars won't receive any lighting if you do it in blender and basically your normal Maps won't work because there's no directional light Maps

fallow lark
next owl
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yeah, either way it's a huge improvement over the native light baker

vernal storm
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Cheers thanks for clarifying that as there is alot of different methods out there

cerulean zealot
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How can I block light from reaching one room without effecting anything else? Basically I want a dark room while everything else is lit with a directional light. Everything I'm seeing on google is about making the entire scene dark.

next owl
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if the room is enclosed so that the directional light can't reach the interior, it'll be dark. use walls with thickness, not just quads / planes, as those are only one-sided and won't shadow the room

cerulean zealot
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The room does not become dark like that. It becomes shadowed, but still clearly visible.

keen ivy
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Hello peeps. I'm having two issues that I can hopefully get some help with:

  1. Both the inside of this building and the furniture have a lot of artifacts. Everything outside the building is totally fine. I've changed their size on in the lightmap atlas, increased the lightmap size, and did advanced filtering. Everything only marginally helps.
  2. On the right side you can see the pictures look washed out. This doesn't seem to have anything to do with the intensity of the lights as they do that regardless. This sort of washed out effect doesn't appear until the bake applies the reflections (which none of the pictures have smoothness or metallic).

If I use reflection probes instead, the artifact problem is fixed but then there are absolutely no shadows.

low karma
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I have a world that has a cave area, how can I make avatars in this cave dark so that emissions are easily visible. Avatars seem to be a constant brightness in my world and it looks kind of strange in this dark cave

oak elbow
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Light probes @low karma

low karma
next owl
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the way the shading model works, you would definitely want some smoothness on the pictures... there's hardly a material out there that's 100% rough

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this is of course assuming you're using the standard shader and not some toon shader

keen ivy
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They're both in my scene. I can show the reflection/light probes (although I deleted the lightmap since it doesn't look good).

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Would adding smoothness to the pictures solve that issue? I am using the standard shader.

next owl
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it might help a little. 0% smoothness would make for very, very broad highlights

keen ivy
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Actually what did it is turning off all the reflections for the pictures. They're canvases so they don't really need to reflect. Maybe not as realistic, but I want the most vibrant picture.

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Thank you for getting me to think about the reflection probes in that regard.

next owl
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np. if the reflections are that distracting it's possible that your skybox is too bright, or the values you're using for the base color of some of your materials are outside the PBR-safe range. worth checking out.

tight marten
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does anyone know of a way that isn't super performance heavy to have caustics from water hit some walls/floors/ceilings for an aquarium in a world?

Any shader recommendations or ideas for this?

keen ivy
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I do have warnings about overlapping UVs, but I set the model to generate lightmap UVs like it told me to.

next owl
modest vapor
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It'll tell you of any glaring issue with your object/world

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There might be objects with missing lightmap UVs

clear mirage
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maybe with some volume trickery

keen ivy
keen ivy
modest vapor
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Might wanna try with adjusting the UV padding on the meshes that have artifacts

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increasing it a tiny bit and then another bake test

keen ivy
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I'll give it a shot, thank you!

tight marten
low karma
# low karma I have a world that has a cave area, how can I make avatars in this cave dark so...

I'm still having this issue, I tried adding light probes but that didnt change anything (yes they have been rendered). I'm using realtime lights in my world with baked indirect lighting with occlusion probes enabled in bakery settings. If I add a dynamic sphere to my world and move it around it reacts properly to lighting conditions but If I build and test, my avatar is still constantly lit up no matter where I am. This shouldnt be an issue with my avatar because it works properly in other worlds. The only way I could get it to work is if I fully baked all my lighting in my world. My issue then is that the shadow quality is horrible with lots of artifacts especially in darkness and is not at all my desired look. Im able to get avatars to cast shadows, they just cant seem to recieve them... I've been working on this all day and have gotten no where so any help is greatly appreciated

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if I add a dynamic sphere to my scene, it properly casts shadows on other dynamic objects but it just doesnt work with avatars for whatever reason

keen ivy
tight marten
keen ivy
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Non-baked lighting

tight marten
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I've had issues with a couch I made where the UVs on one cushion overlapped with another cushion's making them blend together when having a lightmap baked. I.e. they'll look fine with the same repeating texture, but when light data is then applied to them, they'll overlap and create effects like that sometimes. Maybe check the UV mapping on the walls and make sure that they aren't overlapping?

keen ivy
ionic torrent
# keen ivy Oh they're all over each other. I had Unity generate lightmap UVs but perhaps it...

if after blender you still suffer the same issues, it may just be a unity problem, i would suggest checking the object is setup correctly by generating the UV's and making sure the object is also set to static, make sure inside the lighting settings that the global illumination is set to Baked indirect, maybe bump up the Resolution of the texels, this problem can also occur because of the outside map, try making the environment outside completely hidden and change the environment light source in lighting to color and just do black

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one strange thing ive encountered also is that transparent objects like windows can cause issues, if after everything, you can try baking the lighting but make all the windows a solid material temporarily

low karma
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Are you just not able to have shadows on avatars with realtime lights?

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Im boutta give up fr

glossy meteor
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disclaimer: realtime lights will, especially when casting shadows, shred fps

glossy meteor
# low karma Directional light

that's a point light
also it has a bakery point light script on it, bakery flags real time lights to stop working

i think you may be a bit confused as what you are trying to achieve

low karma
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should I remove the bakery script on my realtime lights?

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I still am baking indirect lighting from them

glossy meteor
low karma
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what do you mean?

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separate the unity light and bakery light components on different game objects?

low karma
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something like this?

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what does that do?

glossy meteor
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i explained that before

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bakery stops real time lights from working on the same game object

low karma
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sorry Im still learning this kind of stuff

glossy meteor
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but when you separate them, it will work still

fallow lark
low karma
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will this allow avatars in my world to be darker in dark locations?

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if I baked only indirect lighting

fallow lark
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a handy text tutorial on Bakery

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"Advanced Bakery Notes

Mixed Lighting
Mixed lighting incurs the same costs as realtime lighting for dynamic objects. Because the first directional light is free, you can combine high quality baked lighting with real-time shadows using Shadowmask mode. Combine a Unity directional light in Mixed mode with a Bakery directional light set to "Shadowmask and Indirect" and you'll create a shadowmasked directional light. With this, you can get the look of dynamic shadows while only needing to render a depth buffer and dynamic object shadows.
To take full advantage of this, enable Occlusion Probes in Bakery. Occlusion Probes store the shadowing of the directional light into the light probes. Unity will darken the main directional light when objects are in shadow according to the probe values, as though they were receiving shade from the lighting."

low karma
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ah thank you

glossy meteor
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you should look into light probes on its own, you should not mess with realtime and mixed lighting unless you really know what you are doing, they can mess up performance a lot

fallow lark
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yeah I do agree you should stick to a baked only set up to start

low karma
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Ive set up light probes but they didnt affect avatars lightings at all

fallow lark
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question did you test on Avatar as using the standard Shader

low karma
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No but Ive used this avatar in other worlds where it worked fine

fallow lark
low karma
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when I bake the lighting in this world, the shadows look horribly low resolution. I tried to figure out why for a long time but i just ended up using real time

fallow lark
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you didn't set the lightmap resolution terribly High likely

low karma
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i had the max resolution at 4096

fallow lark
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and do not use real-time Shadows for static objects that'll murder your performance

fallow lark
low karma
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how can I make the shadow resolution higher?

fallow lark
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that would be the Texel density settings

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I'd recommend you read the text link or watch the video tutorial I linked from beginning to end

low karma
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oh I had that at 5, but even at 20 it looked pretty bad and took nearly and hour to render

fallow lark
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what were you using to do the baking

low karma
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bakery

fallow lark
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do you have a Nvidia graphic card

low karma
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yes GTX 1080

fallow lark
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weird

glossy meteor
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can you show your settings?

fallow lark
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yeah that would help a bunch

glossy meteor
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even with my 1060 back then i baked only a few minutes

low karma
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it only takes a few minutes with texels at 5

glossy meteor
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use optix as denoiser

low karma
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which one?

glossy meteor
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uncheck terrain optimisation

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that often slows stuff down like heck

low karma
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okay

glossy meteor
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image denoise is a cpu denoiser, it can be fairly slow

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do the bakery hardware check

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tile size at 512 is really low for your gpu, you can do 4k i am sure, it's a bit faster that way

low karma
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bakery hardware check?

glossy meteor
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bakery -> utilities -> detect

low karma
glossy meteor
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yea, set optix 5 then

low karma
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yep

glossy meteor
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you can try using rtx mode too, they patched the capability in for 10xx cards, it may benefit your speed or not, gotta experiment with that

low karma
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okay Ill watch the bakery video/manual and see if I can make baked lighting work with this world, cus thats the only way I can get this damn avatar lighting to work

glossy meteor
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set up light probes properly, switch to full bake mode, not just indirect, it should work after baking with L1

low karma
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@glossy meteor I used the settings you told me and the shadows look much better now, albeit it took 70 minutes for texels at 20

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one more question: I have grass in my world and obviously the baked lighting isnt going to bake on the grass so I duplicated the directional light and set it to only affect players and the grass layer but now I get something like this

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would it be wise to add the default layer onto that duplicated directional light so that the grass has shadows or is there a more optimized way to do it

glossy meteor
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don't use rt lights if you don't know why you use them, prefer using light probes for the grass

grass can be baked however usually, depends how the shader works

low karma
low karma
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actually i found the terrain is not set to static, im going to try to bake it again

#

ok I did a quick render with low texels and it actually does bake the lighting on the grass, tested it in vrchat and avatars actually respond to lighting conditions, and it runs much better. Thanks guys ive been working on this the entire day

tight marten
rustic cloud
#

Hi, I'm following a tutorial just to get into the swing of world creation and I'm in a bit of a weird situation. I'm setting up light probes, but the point are just really big in the view and it's making it hard to set them up. In the tutorial I'm following the points on his are way smaller than mine are, and I was wondering if anyone knew how to reduce their size? (see picture for reference)

fallow lark
rustic cloud
#

Thank you so much! I'm still a bit new to Unity so I don't know a lot about sub menus etc.

fallow lark
#

no biggie and you definitely picked a good like exercise to learn baking

ripe hemlock
#

is it worth making the the world layout and materials in blender then exporting to unity? Or would I be better suited learning unity with its tools and whatnot, then making my world there and importing just objects from blender?

fallow lark
#

I guess would kind of depend on what you're trying to make?

ripe hemlock
#

With loft, city view, jaccuzi

fallow lark
gray maple
#

Yo, im running some tests, stresstesting mostly

And it seems bakery keeps resetting values
As if it doesnt want to

Such as setting AO intensity to 1
Yet after the bake
There is no AO, and the setting has reverted itself back to 0

ionic torrent
gray maple
#

vrcLike
Will check it out tomorrow!

ionic torrent
#

😎

stark raft
#

Hello. I was following a video guide on creating your first vrchat world, and was at the point of lighting. They went with baked lighting and it looked amazing. I followed every single step, didn't miss anything, and triple checked the settings, but when I generated/baked the lighting, all my objects (walls floors etc) became a bit transparent, as I can see the grid through them and other walls, and the lighting didn't actually seem to bake or work, as nothing changed, and it definitely did not look like theirs did. I am on SDK3, if it helps. May I please get help with this?

oak elbow
stark raft
#

I don't have any custom meshes. I just use 3D Object > Cube

oak elbow
#

Pretty sure the cube UVs overlap in unity.

short cipher
#

Does anyone knows how the glasses with liquid in it pickups work on vrchat ?

oak elbow
#

Wait...

#

It should automatically...

green vault
oak elbow
short cipher
#

Thanks

stark raft
next owl
#

you really want to bake lighting if at all possible. realtime lights are a huge performance hit

glossy meteor
#

you cannot expect to start baking lights and be amazing, game dev is not easy (there are many parts you gotta learn/understand for it), you should hang in there and improve, real time lights have a huge performance impact, as toadstorm said

molten kestrel
#

Just hopped in to ask how necessary baked lighting is for PC worlds and there's already a discussion.
I'm hopefully releasing a world into Labs today and it's only possible because I have someone else for lighting with Bakery.
I could not get baked lighting to behave and I don't have a NVidia card for Bakery.
If I make another world it will probably have to use real-time lighting as I'm unlikely to get a helper next time.

green vault
#

what was stopping you from baking before?

molten kestrel
#

I just couldn't get things to bake properly. 🤷🏻‍♂️

#

I followed the popular tutorial and it turned out badly.

green vault
#

i highly suggest trying again on youre own, realtime lighting is a very tall order on thr render pipeline

molten kestrel
#

Realistically I'll make an outdoor world next time and rely on a single directional light for sunlight/moonlight

green vault
#

hmmm, ok, thats still going to be a lot of calls being made since its a 1d light source being projected on everything

oak elbow
#

I basically didn't follow any tutorials in my world...

#

I just tested out what was the least intensive memory-side while still looking good.

#

The best tip for baked lighting is: test things. If it bakes fastish, looks good, doesn't take too much size... everything's well.

next owl
#

baking involves a lot of steps but if you're not getting good results usually the culprit is bad lightmap uvs, forgetting to flag things as "static", or simply having materials with albedo or emission values well outside the PBR safe range

short cipher
#

Anyone knows why I can see the sky in smooth metals walls even tough I'm indoor ?

#

And how to fix it

next owl
#

it's reflecting your skybox because you probably haven't baked reflection probes yet

#

place reflection probes in your rooms, then bake them

#

make sure the geometry to reflect is set as static

short cipher
#

How do I place reflection probes ?

#

and the metallic thing is a door so it's probably gonna move

next owl
#

the metallic object moving is fine, it's not reflecting itself. start by placing a reflection probe in the middle of each room, then bake them.

#

you can get more specific with placing them later if you need to. depends on the complexity of your environment.

short cipher
#

I'm gonna try to do so thanks again man !

peak nimbus
#

does setting the rendering path to deferred not work?
looks fine in unity but not in vrchat

glossy meteor
peak nimbus
#

ah darn, no way to do screen space reflections then

next owl
#

screenspace reflections would melt your brain in VR, there's no good way to get it to converge in stereo at the moment

odd smelt
#

Newbie question,

wet void
#

I'm trying to get the best lighting settings for my world without taking up too much space, but nothing is working...
Any advice?

north ridge
#

what have you tried?

#

id suggest baking and then compressing the lightmaps

robust warren
#

Using the baked Indirect GPU lightmapper. Using the generate new lightmap uvs on the model used to make the world, and I'm getting these kind of errors. any ideas?

uncut hawk
#

how can i stop this lens flare from stretching and skewing when i try to rotate it to match my light bar

glossy meteor
#

likely related to the parent's transform values being different, skewing it

uncut hawk
#

i tried removing from parent and fxing scale and readding it but still does it

robust warren
molten kestrel
#

Unfortunately Bakery is only compatible with Nvidia cards

languid tulip
#

Just made a basic 1-minute lighting tutorial in the style of Ian Hubert's Lazy Tutorials, covers post-processing & using the lightmapper c:
https://youtu.be/NOv31HSqs6U

Your VRChat world will thank you!
Video style entirely stolen from the original legend, Ian Hubert: https://www.youtube.com/mrdodobird
Thumbnail is from Furality Luma: https://furality.org/
Ending is VirtualFurence: https://twitter.com/virtualfurence

More advice:

  • Spot Lights are (almost) always better than Point Lights
  • Keep realtime/mixed l...
▶ Play video
fallow lark
#

that covers alot of ground in 1 minutes good job

tight marten
#

Planning on creating a quest version of the world I'm making and I was wondering if anyone knew the best way for my to get my lightmaps (using bakery) on quest. I don't think I'll be able to use the bakery shaders to bake the lights since they aren't supported on quest, so is where a way for me to use my current lightmaps on quest?

fallow lark
tight marten
fallow lark
#

you should be able to use the exact same lightmap between Quest and PC as what shade are used to render it has no bearing on the light map itself

tight marten
#

Cool, thanks!

fallow lark
#

hope your quest build goes okay

uncut hawk
odd smelt
#

How to solve the weird lightning to get a smoother one

green vault
#

i would make your texal value in tour lighting settings higher if so

clear mirage
odd smelt
green vault
odd smelt
#

Assets folder, built by blender

green vault
#

check if the model has a “uv1” (secondary uv map)

#

if it does, make sure its unpacked, blender has a lightmap unpacker, i suggest setting the res of the unpack to 2048, and padding to 3 and that usually gets the job done

odd smelt
#

This already in unity stage

green vault
#

save model and then rebake model in unity (making sure it updated in unity)

odd smelt
#

The lighting is from surface that can illuminate itself

green vault
odd smelt
#

The model exported from blender has no lighting

#

In unity I reserved some materials served as purpose of ceiling lights, which have them self-illuminated

green vault
#

right, but when you bake. they bake the emissions from thos materials onto another texture on the uv2 layer

odd smelt
#

I will check it now

#

Only got primary map seemed

green vault
#

in unity, you can click on the model file in the assets folder, and in the inspector, theres a generate lightmap uvs option in the first model tab and at the bottom

odd smelt
#

Yes it generated

green vault
#

did the lighting change at all or was it already ticked on?

odd smelt
#

The main issue is the lighting is weird

green vault
#

right but did anything change

odd smelt
#

Already ticked on anyway

green vault
#

cus your next thing to check after is your texal size and you actual lightmaps

#

are you using bakery or default lightmapping?

odd smelt
#

Bakery

green vault
#

i would set your min and max res to 4096, and set direct samples to max. and make the texal number higher (i can’t remember what the texals are called in bakery right now)

odd smelt
#

But I might make it quest compatible, will that setting ok?

green vault
#

yes

#

what does your bakery window look like right now?

odd smelt
green vault
# odd smelt

your texals definately need to be higher, its not utilizing the whole map

keen ivy
#

I'm at my wits end. I re-UV mapped everything and it made very slight improvement, upped my texels and maybe it's an improvement? I'm really hoping that solution isn't "buy a $60 addon" but I'm about to use real-time lighting for this building. TTwTT

keen ivy
modest vapor
next owl
keen ivy
modest vapor
#

What is the toolkit showing you ?

next owl
# keen ivy I'm sorry I don't know what that means.

okay, so, there are two uv sets for any model. one of them, the primary uv set, is what your materials are typically going to use to look up textures. the secondary uv set, i dunno what it's called in blender, is not always there by default. unity generates it for you if your mesh doesn't have one. this set is what the lightmap is baked to.

#

lightmap uvs generally need a lot more padding than regular uv maps.

odd smelt
keen ivy
keen ivy
next owl
modest vapor
#

Nothing in the console ?

keen ivy
#

So I'm going to try and make my own.

modest vapor
#

You can just try and adjust padding from the generated ones

next owl
#

in addition to all this, i know you don't want to spend money but if you plan on continuing to build environments in unity, bakery is absolutely worth the $60

keen ivy
#

It definitely looks like it, I just can't at the moment. I do plan to maybe next time I get paid, but I was hoping to put this out in less than a month. 💦

keen ivy
#

I upped the padding on the generated UV maps and there was marked improvement, thank you! I'm not getting errors for overlapping maps anymore but I still have some annoying artifacts. Is there anything else I could do? (Also, not as pressing, why would these walls be so dark even though there are clearly lights there. Just wondering.)

odd smelt
#

I feel these lights are weird, the meeting room use area light so is fine, should corridor like this also doing so?

green vault
odd smelt
green vault
#

set lightmap size to 4096

#

you can change size after if needed

odd smelt
#

Changed to 4096 but the lighting still not balanced

#

Not like something you will see in office corridor

green vault
#

you rebaked?

simple fox
#

Tbh spot lights would prob be a better choice there vs points for that kind of setup. More natural/correct. Point shines light on all sides which isn't accurate or needed for something like a ceiling can light. Changing to spots might also fix the issue you're facing, while that's not the root cause, simply directing light only to where it should be in a more natural way may lessen or bypass that issue.

green vault
#

mercs right, youre using cuffed lights so spot lights would make more sence indeed

modest vapor
modest vapor
# odd smelt

You can bump the direct sample to 512, set the bounces to 5 and increase lightmaps padding to 4, that will increase bake time by a lot but worth it for quality

next owl
fallow lark
#

like basically you never want to use a pure black or a pure white on a PBR texture because you can't make a like a 256 White any lighter so that's not going to work if you point a light at it

next owl
#

it's not even just pure black or pure white... for most non-metallic materials the safe range is sRGB 50-240 or so.

fallow lark
#

good to know the proper range

keen ivy
next owl
#

I don't think your windows are at fault there. They're transparent anyways. Seems like most of your materials are fine in this sense, so that's not the problem.

odd smelt
#

And I might need to use in quest so

modest vapor
#

@calm forge Yo, small question, why is "receive casted shadows" 0 by default on realistic sadcat

keen ivy
#

Omg I used Enlighten to bake and it fixed everything. TToTT Unity calls it "deprecated" so I didn't even try.

fallow lark
#

deprecated just means they're not doing any more work on it not that it's going to break if you tried using it

keen ivy
#

Yeah, figured I shouldn't use something that isn't gonna be updated anymore, but VRC is 2019 anyway so might as well.

#

Looks beautiful, so happy! Thanks Toadsotrm and Ruubick for trying to help me out.

fallow lark
#

glad you got it figured out

odd smelt
#

Still struggle here

glossy meteor
#

deprecated is not even the right term to use here by unity hah.. they had to bring it back cus they failed to bring a realtime gi replacement in time..

#

deprecated in software usually means it will break next major update but there is a replacement.. which was not the case so yea

calm forge
modest vapor
#

That looks fucking awesome thumbsup

keen ivy
mint cipher
#

how do u add glow /emission glow?

modest vapor
#

Emission is on the material, bloom is post processing

rotund ibex
#

Not sure why this is happening. Heavy light leaking.

modest vapor
#

Are your meshes merged or just snapped ?

rotund ibex
#

?

#

In blender they're merged.

quartz rover
#

Does lighting Fog work on quest?

modest vapor
rotund ibex
#

OKay what do you mean by snapped?

#

I have no doubles

modest vapor
#

I don't know how light could possibly leak if you have a tight mesh then

#

that's usually the cause of that in unity

simple fox
quartz rover
#

Thanks!

molten kestrel
#

Looks like I'm incapable of even the simplest bakes

#

Realtime for comparison:

#

'generate lightmap UVs' was unchecked for some reason - now it looks okay

sullen solar
#

the light source in question:

sullen solar
#

oh my god thank you, ive been working like this for months

leaden cave
#

Are the colors in the editor accurate to what's in VR? I can't tell if my headset's screen is just really really bad, or if there's something wrong with the tone mapping once it goes through SteamVR (Godot 3 has this issue with render options).

#

Wait, nevermind, it's the same (and the colors in the headset are bad), I took a screen shot of my screen, with VRC's camera, and a screenshot through SteamVR and they all the look the same.

The actual problem is the maximum shadow distance

twilit lily
trim tusk
#

Anyone have any idea as how you would light up objects orbiting a sun for instance?

#

Right now all I have is directional by that looks abit scuffed.

leaden cave
twilit lily
#

did you bake the lights?

sullen solar
#

Can someone help me with light baking? My editor freezes as soon as the bake starts and I have to restart it using task manager every time

#

NVM, the issue was that my lightmap size was too high [ 4096 > 1024 ]

molten kestrel
#

I made a world extension in a separate scene (the above one). I can copy everything over with open scene additive, but I lose the lightmaps.
Can I either:
A) Copy the lightmaps over
B) Only bake the top area after copying the assets over

molten kestrel
#

I should add that the original scene was done with Bakery, which is incompatible with my graphics card.

#

I can't rebake the original, which is why I had the new area in a separate scene.

sullen solar
#

Can someone help me create fake volumetric lighting cones with unity?

#

i need something like this, kind of how they did it in source games like half life 2

#

with models

#

the cones would go on those lights

simple fox
sullen solar
#

seems nice thanks

summer jay
#

Fix black cat lighting

#

It’s shit

next owl
#

no u

sullen solar
#

Can someone help me with post processing? When I test in the game i can see it but not when im actually playing in VRC

fallow lark
#

a tutorial on vrchat post processing

mint cipher
trim tusk
#

@sullen solar have you got it on the right layer?

#

Got to Post-process Layer

#

In your camera

#

Check what Layer it is on.

mint cipher
#

I have a problem as well where it isn't even showing up in unity

glossy meteor
#

are your lightmaps still existing? the other bake may have deleted them if they were in the same folder

teal star
#

How does one remove a certain layer (or set of objects, I'm fine if it's a manual process) from being affected by Post Processing?

molten kestrel
formal spindle
#

so awhile back I would have light leak from top level to bottom. I was using polybuilder then and had everything snap so it exactly fit, though it still leaked. Now trying it in blender and was wondering if its okay to have different meshes for floors and walls, and will that cause lighting leakage in unity. or should my floors just be random triangles that are apart of wall mesh.

#

first seperate and second is one mesh

molten kestrel
twilit lily
#

fair enough

#

just shoot me the project and ill bake it

manic tree
#

I’m getting a warning saying that I need to bake my lights, else they’ll function as real-time lights in game. Does anyone know where a bake lights button is?

fallow lark
manic tree
#

Thanks

leaden cave
# twilit lily did you bake the lights?

I did, but only on the main area of the world. The clouds, where the shadows are a problem, would be a PIA to unwrap with the way I made them. I just turned down the exposure and up'd the gamma, looks fine enough at lower graphics settings now.

sullen solar
#

What would the most effective way be to isolate the red lighting from the white lighting in the other rooms?

twilit lily
#

a wall

normal idol
#

I was noticing that my avatar's normal and smoothness maps show up really nicely in other worlds but they don't in mine even though I have baked reflection probes and light probes, object reflections look fine and the avatar is being lit properly relative to the light sources, there's just no shine or texture like there is in other worlds. What might be causing this?

#

I'm using Bakery with a combination of mostly point lights and emissive materials with the occasional single realtime light.

jade shadow
#

IIRC bakery has their own reflection probes you'll need to use instead of the unity default ones?

twilit lily
#

nope bakery uses the default ones afaik

jade shadow
#

Oh! You'll have to bake reflections through bakery

glossy meteor
#

no, bakery just runs them all at once

#

ensure you bake reflection after baking though

normal idol
#

Yup, did all that, the environment reflections look like they should so unless there's some unique setting for avatar reflections, I don't think it's that. It may be more related to how the world is lit moreso than a technical issue so I guess I'm just looking to see what has worked for other people in getting avatar features to pop. The world is a bit on the darker side which could effect things but it also has areas that are pretty well lit. I also use a lot of colored lighting so maybe that is dulling things? I feel like I would still be able to see something but when I look in a mirror it's like the model has no normal map at all when it's really clear in other worlds.

#

It's a night club so I can't really afford to make it super bright, at least not everywhere but I have to imagine there's a way to do that without making everything look super flat.

glossy meteor
#

do you have enough light probes?

normal idol
#

Yeah, I think so. I use a plugin called autoprobe that does a pretty good job. I can see the light cast from the point lights and emissive surfaces quite clearly on the avatar, it's just flat. I wonder if the light is too diffuse which is minimizing the specularity. Not sure what to do about that with an emissive surface.

simple fox
normal idol
#

Yes but it's quite dim. I kind of like things dark outside the various pockets of colored lights I have but maybe a directional light is important for specularity? It does tend to be the outdoor worlds that create the most noticeable shine.

glossy meteor
#

what's your bakery directional mode?

normal idol
#

@glossy meteor I haven't set a directional mode so none. What do you recommend? This needs to be Quest-accessible so the lightmaps can't be too huge.

glossy meteor
normal idol
#

I see, would that require re-baking when I switched platforms or is there a way to keep them separate? I will try that, thanks!

normal idol
#

example of the difference. I get that if you have a strongly colored light that it won't have a pure white highlight like that but the whole thing just looks flatter.

#

Apologies for the low resolution, using the Quest photo camera.

#

Maybe the color is just too saturated? I tried switching the directional mode to dominant direction and it added another 9 MB to the world which is acceptable but that picture is taken with dominant direction and I'm not noticing much of a difference.

glossy meteor
#

is this both quest?

#

not entirely sure what you expect visually, the first has a more vibrant looking environment/lighting, hard to tell from a small close-up screenshot

normal idol
#

Yeah, both Quest. I did some experimenting with the avatar in Unity and it really seemed to be affected by the directional light, with a point light never producing specular highlights so maybe I have to bump that up more? I'm just trying to make things shiny but not excessively bright (at least not everywhere, that room is too bright but I figured it would be the best place to try and get specular highlights. When I make the directional light a strong pink like in the image, it looks like I would want it to look but I don't want it to be bright pink everywhere.

glossy meteor
#

is your directional baked?

normal idol
#

No, realtime.

glossy meteor
#

why is that?

normal idol
#

At least in that image it is, I'd have to check in the actual world. It has very little directional light at all and might be baked. But the problem with using a strong directional light is it's going to make the entire world that color when I would prefer to get lighting from my emissive surfaces and lights placed around the world rather that having a high level of ambient brightness.

#

But emissive surfaces don't seem to produce shine and I'm not sure if they can.

#

Same with point lights, they don't seem to make things shiny regardless of intensity.

#

Maybe I should use more spotlights? Area lights? I'm not sure.

#

Okay, it looks like I got rid of the directional light entirely and so I added one in. As expected, at full power it made everything look flat and bad but if I dial it down to the point where things aren't too bright, I don't think it's going to do anything.

simple fox
green vault
#

Anyone have difficulty getting realtimeGI to stick on the quest build? unity has been giving me a difficult time just keeping it in the unity editor but even then, it appears RTGI keeps shutting off on load for quest

mint cipher
#

hello friends, I have a question, I have a tests world, I have baked lightmap and realtime GI the lightprobes also baked, but when I enter play mode the light probes turn black, any solution to that? It never happened to me, the truth is I'm dismayed.

twilit lily
#

quest is not meant to handle realtime

green vault
twilit lily
#

does quest even support that?

green vault
#

yep

twilit lily
#

huh

#

i never experimented with precomputed realtime GI

green vault
#

ive done it a few times, just been getting weird unity sperts with, i have to make an editor script to keep it on for the pc side actually

twilit lily
#

i see

green vault
#

not sure what was goin on

twilit lily
#

i just use bakery and call it a day

green vault
#

im a lighting nerd but ive never had unity just deside to ignore it in 2019 unity

twilit lily
#

i see

green vault
#

was hoping someone mightve known

twilit lily
#

got any docs for precomputed realtime by any chance? might need that for an project of mine which currently only works either with SH or realtime only

#

and SH is barely because of its limitations

green vault
twilit lily
#

ahh gotcha, thanks a lot

normal idol
orchid nymph
#

is it common for quest builds to be much brighter than pc? My pc build has a darker more ambient quality lighting setup but as soon as i build for quest the lightmaps become instantly 10x brighter, i'll attach an image if anyone has any suggestions

#

PC Build:

#

Quest Build:

#

No artifacts on my lightmaps which is good, but super bright anyone got any clues?

twilit lily
#

missing post processing most likely

orchid nymph
#

I have post processing in my project, unless it needs to be changed for quest or something

#

maybe it needs to be reimported? or something like that

#

Just noticed that the VRWorldToolkit doesn't allow me to setup Post processing on the quest build, the option is greyed out. That is how I set it up for my pc build

supple harness
glossy meteor
#

also no hdr on lightmaps for quest

orchid nymph
mint cipher
#

Do you guys know why the world is giving off this weird reflection?

rich ocean
#

anyone know why there are these pixely gradients here on the diagonal? my samples are 10K and the resolution is 52 tx

#

all baked indoor lighting

orchid nymph
rich ocean
#

in the lightmap settings

eager hemlock
#

Anyone know why there is is very dark spot?

#

Even when I remove the couch its still there

#

Happens when I bake it and didn't happen before

twilit lily
#

generate uv lightmap enabled?

#

maybe there is an object there?

lean dome
#

does someone have a file for fairy lights? i sadly cant find any free ones

vernal storm
#

Just a quick workflow question , does bakery require uv maps to have islands non overlapping , or can I use my trim sheet uv map? If not are you guys runing out multi uv sets one for bakery light maper and one for trims . Or is bakery smart enough to generate its own and doesn't care how i uv an object and i have just been over complicating it

glossy meteor
#

they may not overlap

vernal storm
#

so If I check the generate lightmap uvs in the object in unity , doesn't unity generate these , or is it still picking up my uvs from blender and converting them

glossy meteor
#

if you tick that, unity will generate them and use that, they can yield suboptimal results sometimes

fallow lark
#

also cool that you're doing trim sheets D34DP1X3L

vernal storm
#

ahhhh ok , so that makes sense why when i cleaned up all my uv's nothing changed in lightmap errors , sounds likea second set of uvs is the way to go then , one packed for lightmaps one for trims, then im guessing I wont need to check that lightmap box then as it will be picking up the ones i make

fallow lark
#

yeah you only click on that check box if you don't have your own provided lightmap uvs

vernal storm
#

cheers , I'll give that a go

white nexus
#

not mine but seems like this is the one everyone uses. There's a free version and full version is $1

opaque garnet
#

would anyone know why my shadows are disconnected like this? I tried adjusting the biases on the light but that didn't fix it.

odd smelt
#

Light probe setup done, but no shadow 😦

lean dome
opaque garnet
twilit lily
#

thats why, bake it and you will have better looking and better performing lighting

candid dagger
#

should i do lighting and texturing in unity or blender?

pure widget
#

im not an expert or anything, but ive found texture optimizing using blender/image editing program to be easier because you can make a texture atlas in your image editing program, and correct the uv maps in blender to match

#

lighting should definitely happen in unity but you can make the physicality of the light in blender, ie make a table lamp in blender, import to unity and put a point light in it

next owl
#

texturing should happen in a combination of blender and some dedicated app for texture generation... substance, photoshop, 3dcoat, etc

#

UV layout happens in blender, as does any necessary material assignments, then you export that to your painting application. then import to unity when you're done.

odd smelt
#

The characters did not show shadow, checked light probe in the world seemed fine (only having baked light)

strong solar
glossy meteor
#

you should consider baking your lighting

tame salmon
#

Anyone know what causes this weird smearing when I bake the lighting?

vernal storm
tame salmon
#

I don't have bakery so it's just unity. I'm not using my own uv's for the lightmap and generate lightmap uv's is checked

next owl
#

you could try increasing the padding on the lightmap

opaque garnet
#

can I bake the specular reflections? I want the gold to look shiny like it does with the realtime lights, but when it's baked. if that makes sense. is this possible?

next owl
#

one workaround is to place an emissive object where the light is, and just leave it enabled only for the reflection probe bake. it's not exactly the same as a specular highlight but it'll help add some shine

opaque garnet
next owl
#

how bright are those emissive materials compared to your light intensities? could try cranking the emission strength temporarily for the bake?

fallow lark
#

there's also some shaders that have baked specular highlight options https://twitter.com/orels1_/status/1493026541256773634?s=20&t=RUMQSH1ukLOAKE9m7uUT3A

My Shader Package is finally out! Need a feature-rich PBR shader for your worlds? Check out ORL at https://t.co/kfT4pZtpyU ! Layering, Displacement, AudioLink, Glass and much much more. As well as the demo world which was built with it: https://t.co/momHk85oKX e #VRChat #unity3d https://t.co/PkMuh2nDyb

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189

▶ Play video
opaque garnet
#

@fallow lark thanks

fallow lark
#

and question is your reflection probes rendering correctly as you put it in the middle of a mesh

opaque garnet
#

i thought it was, but maybe not. i'll check it

rocky mauve
#

greetings all. what terms do i search to find out how to get world point lights (sdk3) to affect avatars? this is whitelisted right? i get that its a threat to optimization, but i want to know how to do it for exceptional cases. thanks in advance.

fallow lark
#

you would probably want to do baked lighting with light probes for the avatars as reeltime lights are kind of expensive

rocky mauve
#

i want to know how to make point lights affect avatars. i know how to bake environment lighting

#

it would be a single nonstatic point light with limited range

modest vapor
#

Any realtime light will

fallow lark
rocky mauve
#

i get that its not best practice, i want to know how to do it

modest vapor
rocky mauve
#

the whole world would be well below 1k poly and the light would have about a radius of 5 meter

#

the whole point of the world design is about having a pick up single point light that affects avatars

#

it doesnt work when i try using realtime lights with default settings aside from intensity. it shows on world objects but not avatars. is it a layer thing?

simple fox
rocky mauve
#

i use one light one point light

#

the whole point is to have a pickup with a point light on it, just the one. not even a directional light

#

the world is otherwise an empty plain and skybox.

#

im stumped as to why i cant get the point light to behave with avatars the way everyone expects it to. i do try with default realtime lights but i dont see it on the avatars, just the world objects. thats why im bothering to ask here.

fallow lark
#

question what shaders are on your avatar as your testing with

rocky mauve
#

im going to try different avatars, thats a good point

fallow lark
#

try something with the standard Shader for the avatar

#

because who knows what the heck a toon Shader is doing

rocky mauve
#

ill look into the avatar side. im making an example world of my problem to reproduce what im talking about with as many defaults as possible. if i figure out what im doing wrong ill report back. otherwise ill be asking again. thanks everybody

rocky mauve
#

yep its the avatars

#

its so obvious to me in retrospect. derp. thank you.

fallow lark
#

glad to be of help

rocky mauve
#

they didnt look like toon shaders or anything but, sure enough

#

it kinda takes the fun out of the thing i wanted to do if you cant reliably light avatars

twilit lily
quasi hedge
#

I'd start with a dominant direction bake and then move to SH if it's too approximate for your needs! SH will be slower + will add to your build size.

twilit lily
#

but looks best

opaque garnet
opaque garnet
#

is it bad on performance to use mixed lighting?

next owl
#

generally speaking, yes. the more lights you have that aren't fully baked, the more performance will suffer.

glossy meteor
#

mixed lighting has the bad of both worlds
real time calculation AND light map calculations

worn salmon
#

Im setting up some lights for baking and they all have the same settings but some don't show any glow at all. Know what i'm doing wrong

next owl
#

the mode on that light in the inspector is set to realtime

#

your lights need to be set to baked mode, and the geometry needs to be lightmap static

worn salmon
#

alrighty thank you i missed that part

worn salmon
#

unfortunatly now none of them show after baking

next owl
#

so are you not getting illumination of any kind after the bake? or you just aren't getting visible glow from the light sources themselves?

worn salmon
#

no visible glow from the lights

#

i also cannot generate lighting anymore

worn salmon
#

im trying to follow a tutorial but what i have doesn't work compared to the video. In multiple place it just behaves differently

#

is there a limit to how many lights can be in a room at once ?

next owl
#

no, not really.

#

lights themselves aren't visible when you bake. if you want things visible to the eye, make an object with an emissive surface.

worn salmon
#

well i dont see any reflections lie before

next owl
#

the standard shader isn't going to bake specular reflections IIRC.

#

if you want those reflections, you can try to place self-illuminated objects where your lights are before baking reflection probes

worn salmon
#

im not using the regular shader im on poiyomi's

fallow lark
#

why would you be using a toon Shader on a world

worn salmon
#

im not using the toon version

#

im using the realistic lighting setting so i also have access to other effects on the shader

fallow lark
#

none of the stuff in your screenshot was showing special effects

worn salmon
#

no cause it's not yet there....
but right now that's not the issue i have. I'm just trying to set up a very simple baked lighting and something isn't working

fallow lark
#

I would honestly suggest using the standard Shader for the stuff that doesn't have the special effects

worn salmon
#

well the floor has specular and metallic mapping so i can't do standard

fallow lark
#

the standard Shader can handle metallics

#

I would suggest at least doing a test we're all of your materials are standard Shader to make sure it's not your Shader breaking your baked lighting

worn salmon
#

nope doesnt show up on the floor at all

#

some light dissappear when i actually have them in view

fallow lark
#

question have you watched or read any baked lighting tutorials

#

so you can go down the checklist to make sure you're not goofing up something

worn salmon
#

i have and when it breaks before step one

#

i come here looking for help

fallow lark
#

question does your lighting break if you try it on like a empty world with just a plane and a cube and one light

worn salmon
#

i didn t try that yet .

fallow lark
#

well that way it would cut down on all the variables

vernal storm
vernal storm
next owl
#

usually when light baking isn't working the way you want it, there's a few common missteps.
1.) your lights aren't set to baked
2.) your geometry isn't lightmap static
3.) you didn't generate lightmap UVs on the mesh import settings, or you didn't make lightmap UVs in 3D
4.) you don't have reflection probes, or forgot to re-bake reflection probes after baking lights
5.) your light sources aren't bright enough
6.) your material base color isn't PBR-safe (too dark or too bright, use the Validate Albedo shading mode)

vernal storm
#

pbr material validator in scene , I didn't even know this existed , thanks for the tip

next owl
#

if you're not building PBR materials in substance painter or designer or something else with a validator, it's very handy!

#

GI will not bake well on textures outside the safe range, either you'll get too much bounce light or you won't get any at all

twilit lily
worn salmon
#

I checked all of the above and when i bake the lights just dont show anymore on the textures

worn salmon
#

and for point 6.) i don't know what that is

next owl
#

it's the dropdown in the top left of the viewport. by default it's on shaded mode. all the way near the bottom is a PBR validation mode

worn salmon
#

i tried to do a quick one light bake and see if it would change anything and it's preparing baking for hours....

worn salmon
#

does preparing bake over and over without ever really completing

worn salmon
#

to make sure it wasnt shader related i also changed the wall and floor to be Standard shaders

next owl
#

are you trying to use the GPU lightmapper or CPU?

worn salmon
#

the tutorial i saw said gpu .

#

but i tried both

#

got it to finish and the whole room be dark still

#

mesh is static

#

light is too

#

light is at baked

next owl
#

what does the room look like when there's no baked information

worn salmon
#

like ... with the light before i bake it

next owl
#

yes

worn salmon
#

like the realtime light?

next owl
#

delete the baked lightmaps and show me that same angle

worn salmon
#

how do i delte those ?

next owl
worn salmon
next owl
#

what's the light's settings look like?

worn salmon
next owl
#

okay. and the ground object you're baking to?

worn salmon
next owl
#

okay. in that first screenshot, had you already baked reflection probes?

#

what i'm seeing currently is that your ground material there is 100% metallic. that means that it's basically not going to receive any global illumination... it's entirely dependent on reflections for the color you see

worn salmon
#

oh ok

#

i have one reflection probe

next owl
#

try baking reflection probes after you bake lighting

#

but again, you should be certain that you want the entire ground plane there to be a metal.

worn salmon
#

i baked the probe when the lighting was visually there

fallow lark
#

like that looks like marble so that shouldn't be metallic

worn salmon
#

i showed the metal plate in the middle as a material not the marble

fallow lark
#

thanks for the clarification

worn salmon
#

baked it after and everything still dark

next owl
#

what's that marble material look like, the one that makes up the majority of your ground plane?

worn salmon
#

its a standard shader too

next owl
#

let's see it.

worn salmon
next owl
#

set Metallic to zero and try baking again

fallow lark
#

and metallic values are supposed to be zero or one for the metallic PBR Shader

next owl
#

in general, yeah. a surface is either metallic or it's not. you generally don't want to use values halfway in between

fallow lark
#

which is why metallic maps are black and white with no Gray

worn salmon
#

same result

worn salmon
#

Metalic are at 0 on both material and walls ....

next owl
#

i'm stumped man, sorry. it's pretty tough to diagnose lightmapping problems when you don't have the project in front of you.

#

if you have $60 or so, Bakery is infinitely easier to use than the built-in lightmapper, you might have better luck.

worn salmon
#

Its my first attempt at any of this so everything will be hard and a process to learn anyways

#

I tried to put a unity cube and place the light next to it and both static cause the same issue. Maybe its something to do with my lighting seting

north nexus
#

Recently switched from Nvidia to AMD and can no longer use Bakery.
Anyone know of any AMD baking plugins like Bakery? Considering Bakery is for Nvidia only.

mint cipher
#

Anyone know how to fix this, the lighting is not good, using bakery btw

modest vapor
mint cipher
#

Not sure if I have to add a metallic texture to my model or change a settings or create a material to make it look nice?

modest vapor
#

32 samples is very low, might wanna bump that up to 512

mint cipher
mint cipher
modest vapor
#

The fix bright edges could come in handy given the intensity of your lights, in case of bleeding, but could be solved with more padding

#

Global illumination

#

You might want some AO

#

0.5 in intensity

mint cipher
#

Okay

modest vapor
#

Bake will take a bit longer lol

mint cipher
#

idm lol ill let it bake as i sleep

mint cipher
#

any better tips for faster and good lighting

glossy meteor
#

512 samples for gi is way too much
bakery will warn you past 64
it will go crazy with 5 bounces

timid sparrow
#

anyone know why this might be happening? there's a sharp line in the middle. It's wherever the light is placed.

timber wagon
#

is it possible to have several baked lightmaps per scene?

#

I have a world that grown too large for just one light map and now using bakery quality became considerably lower

glossy meteor
#

bakery will start a new lightmap once your max size has been exceeded

timber wagon
#

for some reason it keeps baking everything into one 4k image

glossy meteor
#

then you did not exceed its maximum density or you use lightmap groups

#

what's your loss in quality? share your settings too

timber wagon
#

well shadows became more uhh, blurred?

glossy meteor
#

why do you do shadowmask?
depending on scene size, you may adjust texel count too

timber wagon
#

should I change it to full lighting? I don't really know much about bakery

#

scene is quite big, changed texel count to 40 for test

glossy meteor
#

take a look at the bakery wiki, shadowmask has a specific use with realtime lights
use full

timber wagon
#

yup, changing these fixed issue, thanks!

glossy meteor
#

that's good, texel count will correlate to fill rate of each lightmap, causing bigger file sizes at the advantage of detail, you will have to balance that

timber wagon
mint cipher
#

idk why but ever since i added some metallic textures... this happens

#

any ideas?

#

only in bakery^ in the regular lighting setting it shows up perfectly fine

random talon
mint cipher
#

yeah they are all static

random talon
mint cipher
#

yep

random talon
#

is it only certain parts or is it everywhere on the black objects ?, do u have proper light sources to interact and try see if its the ratio of the light etc ?

#

other than that, im not exactly sure what would then cause it, it looks like a common lightmap UV issue

mint cipher
#

yeah look ima render it using the regular lighting

#

Reference1

next owl
#

did you bake reflection probes after baking lighting? metallic surfaces generally aren't going to receive GI because they're dependent on reflections

mint cipher
#

oh snap do I have to do that every time I render after adding or modifying stuff? i thought bakery always did that

next owl
#

yeah, it's always the second step after rebaking GI

mint cipher
#

ah gotcha well see give me a second

#

using unity lighting baking

mint cipher
mint cipher
#

well i think this solves an issue

mint cipher
next owl
#

well the albedo looks pretty different between those two

#

that color affects the reflected color, even on metals

mint cipher
#

that solves 99% of my issue

#

thanks for the help guys ♥️

worn salmon
#

What is a good shader that i can use for Baking lights in a world.
I need 3 things to be doable on it that the standard shader doesn't support.
1: Scaling textures
2: Matcaps
3: back Face culling OFF

fallow lark
#

could you clarify what you mean by Scaling textures and why do you need a Matcaps

#

and that's better for performance to jest duplicate some triangles to cover the two-sided bit instead of using backface culling off which basically would be doubling the triangles rendered on everything in your scene

fresh pier
#

has anyone had a problem where all of the spotlights stop being spotlights? lights decided to break for me

fallow lark
#

are they real time or baked

fresh pier
#

real time

fallow lark
#

because if their real-time there can only be so many real-time lights rendering at the same time

#

and you would want to bake your lighting for performance reasons

fresh pier
#

so i should set them all to baked?

fallow lark
#

yes

fresh pier
#

alrighty thanks ^^

fallow lark
#

I'd recommend giving this video a watch to learn the the basics

#

and your frame rate is going to thank you

mint cipher
#

Any ideas on fixing this

#

i've been bashing my head against the keyboard for 4 days straight and i can't get baked lighting to look good

#

also this situation here

#

im THIS close to dropping my marbles and abandoning my project

modest vapor
#

Any warnings in your console ?

#

Did you follow a tutorial ?

mystic escarp
#

Anyone know why my second reflection probe is combinging images with the first one?

modest vapor
#

You might have to manually set your probes anchor overrides

mystic escarp
#

i sadly dont know what anchor overrides are

modest vapor
#

top right corner of that screenshot

#

It helps objects determining which reflection probe they should base their reflections on

#

Right now your object is mixing two

#

So creating an empty object and placing it within the bounds of the first reflection probe and setting it as the anchor for the mesh should fix it, hopefully

mystic escarp
#

oki i will try that. Thank you

mystic escarp
#

I have just realised that all of my Glass walls are actually 1 object made in blender with just a shader added to it. Could that be an issue?

modest vapor
#

If you wanted each piece to have their own reflection, it might be necessary to make them individual objects, or making sure no reflection probe have intersecting bounds

rapid spindle
#

Hey, so I’m really new to unity, and I’m following a tutorial. I’m trying to bake lighting but it suddenly looks like this (it was fine before baking) what could cause this?

olive glen
#

@noble heath hey , im following ur tut. i was wondering if u could help. for some reason , when i try to change the color of any lights , whether it be my directional light or my point light , it doesnt change the color at all

#

or if anyone could help ^

noble heath
#

did you re-bake?

olive glen
#

should i delete the point light and try to re-do it ?

noble heath
#

always send screenshots with your problems if they're not super obvious

olive glen
#

i would like to make the room a bit darker , but i cant seem to

noble heath
#

light settings won't change until you bake again

olive glen
noble heath
worn salmon
#

im getting really weird shadows after baking on my floor and walls. I tried to lightmap parameter highresolution but it didn't help

graceful tartan
worn salmon
#

Yup i had it checked.

#

I fixed it by changing a few sliders in that section

graceful tartan
#

Ah yea, sometimes the default unwrap paramaters need some tweaking

chrome kite
#

Anyone know why the table is responsive/sensitive to realtime lighting but the floor/walls are not/very barely light up? Same shader (shader lite), contribute global lighting is unchecked for both (everything else seems to be similar basically from what I can see in inspector) and idk where else to look cuz am big unity noob

next owl
chrome kite
fallow lark
#

the bottom 3 wood materials look like they could be the same material just with different veritex color is on the objects

chrome kite
#

they're from the same pack yes

#

tho, the table legs are responsive too

next owl
#

those values all look pretty reasonable to me

#

are you generating lightmap UVs for your floor and walls?

chrome kite
#

I did bake lights earlier but since I have 0 baked lights, and using just ambient color for environment lighting it bakes no lighting data

#

it like very barely responds to the light

next owl
#

hmm, though i see smoothness is set to 0 and you have a map connected. might want to set that to 1 assuming your map values are correct

#

can't remember if that's a scalar on the map or not

chrome kite
#

smoothness looks weird but then again I'm a noob at lighting and just design in general

#

hence why I turned it down

#

doesn't explain why the table responds to it tho

chrome kite
#

are from unity store

#

ok it does have to do with the scale it seems

#

since it's a big wall the light for some reason is just spread out over it I guess that it's hardly visible

#

when I scale it down in unity I see the light effect much more intensely

#

duplicated the wall behind and scaled it down in front of the light

#

not sure what I should do unless this is something that can't be changed in unity...?

next owl
#

you might need to adjust the lightmap scale of the asset in unity if you have it scaled quite large

#

this is in the mesh import settings for the source FBX

chrome kite
#

it's the prototype wall, but where would I find mesh import settings?

barren crater
#

Is there a way to toggle between baked and fully realtime lighting?
Basically toggle the baked lightmaps at runtime

vernal storm
#

just curious why you would want fully realtime lighting toggle ?

barren crater
#

Currently running into the issue where baked lightmaps don't take light color into account. I'm also trying to replicate an older map which was entirely realtime lightmapped

vernal storm
#

ahhh gotcha

graceful tartan
barren crater
barren crater
#

Seems light it's just light temp that doesn't get added to baked lightmaps. Regular color works

mystic pebble
#

Question, for quest any suggestion to make the change to vrchat standard light shaders not as terrible/horrible?

sterile viper
#

why does my light after baking look like the 2nd picture show and is there a way i can make it to look like it is in the first picture where it is not baked?

modest vapor
#

You want it to look wrong ?

sterile viper
#

do i? im sorry im a bit new to this

modest vapor
#

The second picture result looks great, and accurate

sterile viper
#

i think on the first pic the way the light throws is smoother somehow

#

like around the lamp

modest vapor
#

Oh, that, try changing the lightmap compression format to ASTC 4x4

#

Raising the samples could also help with general quality

sterile viper
#

what would be a general samples value ?

#

im on 32 direct samples

modest vapor
#

256 is a good halfway point, but will take much longer to bake, so only to do as a final bake

sterile viper
#

okay. thank you very much 🙂

#

btw the compression change already fixed my first problem, ty

modest vapor
fallow lark
#

cool

olive glen
#

i cant figure out why the avatsr in my dark world are like , super lit ;-; pls help

fallow lark
#

it's likely using a toon Shader

#

I would check your lighting with a avatar using the the standard Shader

next owl
#

you don't really have any control over avatar shaders that aren't Standard Lite, it's up to the shader to determine how to interpret light

olive glen
fallow lark
#

and question do you have any light probes

olive glen
#

yes , i put some around the room

next owl
#

when you bake lighting, you're probably losing specular highlights, not lighting itself

fallow lark
#

do you have a reflection probe

next owl
#

all of your surfaces look super dark, i'm guessing the albedo is very low. this means that you're going to be very dependent on reflections to get any lighting at all

fallow lark
#

and there are a couple of ways to fix the specular highlights not showing up on baked lighting

next owl
#

you need to rebake reflection probes anytime you bake lighting. and i recommend using the Validate Albedo shading mode to see if your walls / floor materials aren't too dark... they'll appear red if they're out of range

fallow lark
#

one of them involves like baking extra data to a reflection probe and the other has the Shader handle fake specular

olive glen
graceful tartan
sinful herald
#

Anyone know common reasons to unity not baking? Ifollowed Iconoclas in a lighting tutotrial and triple checked all my settings but whenever i press generate lighting it just jumps to being nearly done and back to the start again, no ETA or issue reports just "Preparing Bake" and constant up and back progress bar jumping, i have all objets set to static

#

If anyone has even a slight idea on how to fix it i would be grateful :))

ornate nova
#

Hey this morning the SDK3 is telling me I can't use unity 2019 anymore and wants me to use 2017, did the version change? It's doing this and I've tried reimporting

sterile viper
next owl
#

i always have to re-bake the reflection probes after baking lighting, but i'm using bakery here

sterile viper
#

oh okay i guess its bakery then. when i bake with unitys lightning settings it says in the end "baking reflection probes" so yeah. thanks anyway for the reply tho

weary folio
#

I was following a tutorial and got this lighting glitch anyone know how to fix it?