#world-lighting

4 messages · Page 28 of 1

graceful tartan
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Whats the issue? I dont see anything wrong

weary folio
graceful tartan
weary folio
graceful tartan
opaque garnet
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how to setup volumetric lighting?

mint cipher
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Hello! I'm trying to use reflection probes in my world, and for me it's important for them to use box projection.
They look wonderful in the unity editor, but when I upload the world they just look awful. I think the reason for this is that VRChat turns the box projection off?
So my question is, are box projected reflection probes not supported by VRChat?

graceful tartan
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As far as i've seen they work just fine in all my worlds

glossy meteor
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they work fine for me as well

twilit lily
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i can safely tell that they do work and that i use them in pretty much every world of mine

mint cipher
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Hmmmm... for some reason in the world I'm making they just break.

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I'm gonna try to update my Unity and see if that helps

marble mist
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they don't like it if you don't have the recommended version

jade aurora
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Hi, I made a new world and the lightning works in scene and ingame. But in camera preview and when Im about to upload the world, the post processing seems to be disabled. help?

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In unity

jade aurora
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See in preview that its off, then in the scene its on..

supple harness
jade aurora
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Can I use my default camera instead of the auto vrc cam?

supple harness
jade aurora
#

Would be much more simple

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Wow thank you so much!!

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I didnt know this

jade aurora
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It didnt work :/ it was visible in unity, but uploading it just showed the camera preview image of the world still

teal star
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It has a really nice UI and allows you to upload custom images

stoic dirge
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Anyone here use Bakery for their lighting and encountered this problem? I've tried almost everything.

I closed my project, it was totally fine and I reopened it made some changes then rebaked the lighting. Ended up with the same last problem each time

lean robin
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Is there a way to make a specific room dark while maintaining the rest with normal lights?

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like i want to make this labyrinth semi dark

glossy meteor
lean robin
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hmmmmm

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alright, so how do i do this? @glossy meteor

glossy meteor
lean robin
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ah, thank you, i'll check it out

worn salmon
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I tried to set up bloom in my world and it only appears in unity, any idea why

graceful tartan
jade aurora
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Hi, is the lightning and shadows ok? Is there anything I should improve?

static plaza
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im trying to make a light that spins and reflects shadow spots of stars- but im having an issue where it wont show up and im wondering if there is a way to put a mask on the light itself so it only shows the stars

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like a kids rotating light ya know

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like this but roating ya know

modest vapor
static plaza
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hmmmmmmm ill try that!

forest lichen
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Having an issue where after baking my lights, I get bright spots and the whole exterior of the room is extremely bright :') I'm not sure how to fix it, I clear the lighting data before baking as well. Please ping me should someone respond :'))

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The exterior doesn't bug me as much as much as the bright spots that you can see inside the room

serene agate
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dose anyone know hot fix light flicker

graceful tartan
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But since yoiu wont be able to see from the outside anyway, you could just delete those exterior faces

forest lichen
graceful tartan
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are all your objects made with probuilder or are they imported stuff?

forest lichen
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General room stuff is made with pro builder, and the furniture are imported so the walls and window and the emissive light on the wall/ceiling are made with probuilder

graceful tartan
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have you got generate lightmap checked on all the imported objects that arent probuilder stuff?

forest lichen
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while I was waiting on an answer, I looked up the issue and did that but it didn't help-

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I get the feeling that I might've messed something up :')))

empty pecan
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i have a probe and everything setup for baked lighting but when i select generate lighting it does not do anything

serene agate
empty pecan
serene agate
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point light

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it flickers randomly

empty pecan
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is it behind something or in it?

serene agate
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it is a light but I try with out that and still flickers

serene agate
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i make a vid

graceful tartan
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you should be able to see what its overlappiing with

empty pecan
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i click baked lightin nothing happens

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is it the silent foliage shader thats stopping it? or

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why cant I bake

forest lichen
serene agate
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tf u only notice it in vr

graceful tartan
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its definitly a lightmap issue somewhere, you just have to find what part is causing it

forest lichen
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I'll just use progressive cpu even if it's more time-consuming :')

twilit lily
forest lichen
twilit lily
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no, enabled is fine

small lynx
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Anyone knows why this doesn't have any effect while uploading?

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Just wanted to make a screenshot with the actual lighting, but the multiplier acts like it's on 0.

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Actually uploading the world makes it look as usual.

vernal swift
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working

rotund ibex
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How could I use an IES photometric file for lights?

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Bakery, the GPU Lightmapper, apparently isn't good enough with 6gb of VRAM.

quasi hedge
rotund ibex
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The issue is that Bakery doesn't like the quality required for the shit I wanted to do.

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4k lightmap generation murdered my GPU's VRAM

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The shitty thing is that Unity can.

fallow lark
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if it helps there are some Shader is that can do some additional filtering on lightmaps so you don't need quite as high-resolution light resolution

rotund ibex
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There is also the issue with planning the shit I want to make.

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This is unrelated but I've been looking for my old house plans, a shitty little trailer, to put into VRC.

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I've found one house but lightmaps fucked my plans

quasi hedge
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You have GI VRAM optimization enabled? You could use Bakery sectors to do partial scene bakes to manage too if needed

rotund ibex
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Now I'm looking for the trailer.

rotund ibex
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For some reason nothing fixed it.

quasi hedge
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Hmm, did it throw you errors or just say that it ran out of VRAM?

fallow lark
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have you tried lowering the lightmap resolution

rotund ibex
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Some error OUT OF MEMORY.

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I did but it is all in one model due to being told to do that.

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Therefore it looks bad.

fallow lark
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the number of models wouldn't necessarily factor in that

rotund ibex
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Its a really packed Lightmap.

fallow lark
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still wouldn't hurt to try a lower lightmap resolution and see if it helps any

quasi hedge
weak relic
glossy meteor
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try a smaller one

worn salmon
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Im using a mesh on a different layer to create a post processing bloom effect and everything works BUT i cannot get the shape to appear in the mirror even though the mirror is set to reflect everything

serene agate
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how do i make a point light brighter with out extending the range

graceful tartan
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increase the intensity

serene agate
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ok i try cause that range was cause the flicker it was clipped with my other lights man lighting in worlds pain in the ass

opaque garnet
serene agate
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intensity dont help i really need use range but then cause flicker aaaaaaaa this so annoying

hasty ledge
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Could be its not centered or doesn't support cubic reflections or spherical reflections

opaque garnet
# hasty ledge Are you using a reflection probe?

yes i have more than one actually. funny thing is, i had this scene in a different project, but for unrelated reasons i had to transfer it to a new project file; but in the former project i didn't have any problems.

hasty ledge
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That could be it

serene agate
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did

glossy meteor
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flickering lights means you did not bake it and you reach the max realtime lights active at once or they get culled

serene agate
fallow lark
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you would want to be baking your lighting for better performance

serene agate
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i do bake just dont sem to work only thing i found to fix it is keep the rage from outside the other light

fallow lark
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maybe this might help as it has some helpful suggestions for Light Baking?

serene agate
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i mean i can read all day but in the end im to stupid to understand

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mean it a stranger fliker cause u only see it in pc vr not quest or desktop

fallow lark
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you're going to have to figure it out eventually if you're going to do world-building

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question what shaders are you using for your world

fallow lark
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that doesn't answer my question

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like are you using the unity standard Shader

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just trying to cut down on variables

serene agate
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i mean im useing what ever unity give u

fallow lark
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do you have your objects set to static

serene agate
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not sure what that means

fallow lark
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they can't received baked lighting if they're not static

serene agate
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hmmm this one sems to show u more then the video i wacht i give it ago tommorow and get back to u thanks for the help for now

fallow lark
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hopefully this video helps out and you're able to figure out the lighting

serene agate
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man i hope so im ready to smash this laptop over it xD puling my hair out

fallow lark
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well don't smash your laptop that wouldn't help

serene agate
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xD

glossy meteor
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light baking is an essential skill when building worlds for vrchat

deft fiber
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So I know this is a common issue but I have problems moving a fairly complex scene from blender to unity. I know I should have made the assets and then build it in Unity but unfortunately I didn't and made all in Blender. The problem is that Unity won't let me bake the textures, freezes, I also tried to reduce polys a lot but still doesn't work.

fallow lark
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is Unity displaying any particular messages relating to your attempts of light baking?

deft fiber
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Just a progress bar without progress

fallow lark
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are you using the CPU or GPU light mapper

deft fiber
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CPU

fallow lark
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maybe see what happens if you use GPU?

deft fiber
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I'll try that thanks

opaque garnet
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how many reflection probes is "too many?"

modest vapor
opaque garnet
modest vapor
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Then it depends on how close to each other they are, if they aren't then you can have hundreds without issues

opaque garnet
modest vapor
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I'd say mostly visuals, since meshes have to determine between which probes to blend, and probably more expensive the more objects pass through/update which one they're using

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I don't think I've heard of poor performance due to baked reflection probes before tbh, but it's better to be sane

opaque garnet
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ok cool. thanks

lunar narwhal
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if you're relying heavily on unity to static batch meshes together, you should take note that meshes affected by different reflection probes cannot be batched together.

opaque garnet
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does post processing work on quest?

fallow lark
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no

autumn cove
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getting this error lately confused on what im doing wrong

weak relic
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Not baked

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How do i achieve the same result as the unbaked lighting with the baked lighting?

modest vapor
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Stronger light

tender crag
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Any tips for addressing artifacting on smaller objects when baking lights? Is increasing texel density the only way or is there anything else?

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Alternatively a referral to a guide covering this topic would be appreciated

fallow lark
tender crag
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I'll dig into it, thanks

outer nacelle
mint cipher
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It. Is

marble mist
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I'm not an expert in lighting, but what causes the 'toon/lit' shader for quest to be completely black on worlds?

I don't need a fix, just someone to tell me what I'm doing wrong lol

glossy meteor
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what's the material looking like?

fallow lark
serene agate
fallow lark
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nothing looks particularly broken other than the lack of Shadows

serene agate
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the object dont follow

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when i go pick them up

fallow lark
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well you set them to static

serene agate
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ok i try

fallow lark
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object you intend to pick up you don't have as static

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& have you set up any light probes

serene agate
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yer they set static

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yes i did

fallow lark
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so stop having them be static if they're pick up objects

serene agate
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oh

fallow lark
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you're literally telling the game to immobilize the objects because they're not supposed to move by being static

serene agate
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now i fell stupid xD thanks for one fix lol im new to world makeing so next problem u said shodows how i fix that

fallow lark
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tell your light sources to actually cast any Shadows

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I suggest giving the light baking stuff I linked a another watch

fallow lark
serene agate
fallow lark
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yup

serene agate
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whats the best hard or solft xD

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sorry be such a pain

fallow lark
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that would be personal preference as because the lighting is baked it has no implications on performance

serene agate
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oh well i test both

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xD

fallow lark
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so whatever makes your lighting looks more how you want it to be

serene agate
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ok thanks so much u the best

fallow lark
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glad to be of help for next time if you're having issues describing them a bit more then it's broke would be helpful for folks to diagnose

serene agate
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yer sorry im super bad at explaining makes it hard for me

tender crag
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Are there any prerequisites I'm missing in order to get AO to be baked?

glossy meteor
graceful tartan
graceful tartan
brazen summit
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Is there a learning curve to Bakery or should a beginner just stick to the Unity Light Baking?

glossy meteor
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bakery is a lot better
give the wiki a try

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there is general learning curve with baking

barren crater
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Is there a work around to not having cookies for baked lights

verbal cape
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afaik only spot lights have cookies by default and it can be set to none. Unless you are talking about something else, cookies are quite specific to a defined light pattern.

barren crater
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My baked spot lights don't have a cookies field on them and the Lighting spot cookie field doesn't seem to have an effect on my spot light patterns. Seems like it's a Unity 2020 only feature though
Realtime lights do have the cookie field and do work, but not the kind of functionality I want since realtime and baked don't play nice together

fallow lark
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and real-time lights are also pretty heavy for performance

barren crater
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Exactly why I'd like to use baked and not have to have some jank setup

verbal cape
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You imitate the cookie with a point light at the point you want the cookie to appear(on the ground?). with minimal falloff on the baked light. You are limited to a simple circular cookie shape or at most an area light. minimal falloff = hard shadow. As for real-time lights, they are for the most part intended to be used along with baked lighting. This is what shadowmask is for. And it is only performance heavy if you set it up to be. I normally setup RTLs to only effect one layer and only a layer that isnt going to affect anything else in the scene.

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^ if you do not want a point light, use a mesh in the shape of the cookie you want with an emission map on the material, bake that, and set the mesh to editor only.

tender crag
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Perhaps more relevant to this thread
Basically I'm looking to bake several lightmap variations and swap them with Udon. Is there any way to assign indices to them? Am I approaching this correctly in the first place?

graceful tartan
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Not that im aware of, i think whatever is baking your lights (Be it unity or bakery) will automatically assign that.

mental charm
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How could i do lighting like this? Like neons lights basically

next owl
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make a surface with an emissive material. crank the emission and bake lighting to get it to cast onto other objects. if you want it to "glow" you need post-processing bloom, which is PC-only

mental charm
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how can i get an emissive material :-;

pure widget
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you create it in unity

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right click in your assets, hover over create, click "material"

mental charm
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okk

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then what..? ;-;

pure widget
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click on your material to make it show up in the inspector tab and then make sure the box for "emission" is checked

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then where that pink color is, just change it to whatever color you'd like it to be

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but it has to be in higher values

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its an "older" video but still works perfectly

mental charm
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alright let me try messing with it lol, if i need more help ill for sure be in here lol

verbal cape
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While I'm not entirely sure how to do it in the unity baker, with bakery you can have glow without post processing. Apply the emission boost in the bake settings and be amazed. 15 usually gets me a nice .5 bloom effect without the awful blur from post processing.

next owl
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that's completely different

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global illumination isn't the same as bloom from a light source

spiral valley
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hey dose anyone know any good night city skybox

next owl
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is there a good trick for faking a color grade for an Android build of a world? i just can't get the contrast to be good enough without a little tonemapping. i'd love to try to get the lighting close to the PC build, which is using an ACES grade.

trail light
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Is having so many light probes in a scene necessary for detailed lighting?

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it is quite a large scene so I would expect there to be a lot of probes, but I wondering if the density of light probes can hurt performance.

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i would expect more light probes = more calculations.

next owl
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light probes are dirt cheap, don't worry about it

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reflection probes are more expensive

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the number of light probes you need is more a function of how quickly the light quality changes in your room. you can kind of think of your probe array as a voxel grid. if the light doesn't change much from voxel to voxel in one location, you don't need as many probes in that area

trail light
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for reflection probes is best practice generally one per closed space?

next owl
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the fewest you can get away with. if reflections don't look good along certain walls, add more. but yeah, generally a good start is one probe per room

molten kestrel
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How would I make a world without lighting? Not complete darkness though, I want a fixed light level. No need for shadows or reflections.
I can't use Bakery with an AMD card and the default baked lighting renderer hates me, so I'm planning on making a stylised world that doesn't require it.

fallow lark
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you would still have to make some sort of lighting data for the avatars to render off of

molten kestrel
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Ah yes, good point. It did occur to me that I could bake everything and manually edit shadows, but that would be really time consuming and increase world size.

fallow lark
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so out of curiosity what kind of texturing style are you wanting to go with for a no lighting build

molten kestrel
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I had a few ideas floating around, such as wireframe, pixel and solid colour textures

molten kestrel
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I haven't invested too much time as I want to know it's actually possible first

fallow lark
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yes that would be technically possible to make a map that's all unlit color textures that just requires a decent amount of art skills to look nice

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as just grabbing random free PBR textures off the internet are probably going to look bad with no lighting

molten kestrel
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Indeed. I'd love to light things normally, but I'm so bad with baked lighting that I have to choose between this and paying someone to render lighting for me.

fallow lark
#

https://www.youtube.com/watch?v=EIxwWGj28_s another potential style to play with

Learn how to use Gradient Texturing in Blender 2.9x to texture 3d models. A very efficient way of texturing game assets for mobile devices. Using gradient textures, you can make your 3d assets look so much better than using flat colors, and you can still do it by using a very small texture size!
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molten kestrel
#

I've seen it done well, but I doubt I could pull it off. Doesn't help that I can't stand Blender.

next owl
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you could use any 3d DCC to do this if you don't want to deal with blender.

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it's just uv placement and textures.

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that said, even if the world will look nice, there's no guarantee player avatars will look nice in an unlit world.

molten kestrel
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I do all my modelling in Sketchup, which is very basic but does what I need.

fallow lark
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and honestly wonder if we should diagnose why the built-in light baking isn't working on your computer

molten kestrel
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I could be using the wrong settings (which I don't really understand), or it just doesn't like either my AMD card or models.
Someone else has done lighting for me before using Bakery though.

fallow lark
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have you tried playing with any of the settings to see if they help

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and I might suggest for initial tests just testing on a map that's a single plane and a cube

molten kestrel
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I tried messing with settings before, but it never helped. Didn't help that I didn't know what the settings even do.
I tried the plane and cube thing as well, but I don't remember the result.

fallow lark
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I would suggest taking the plane and Cube test again and taking a screenshot so we can provide feedback and figure out what's causing the problems

molten kestrel
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That guide has some info on the built in lightmapper, but mostly covers Bakery.

molten kestrel
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I'll throw together a basic scene

fallow lark
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do you have a screenshot from it

weak relic
molten kestrel
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Got a plane with a few things dumped around

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I think I need light probes and a reflection probe?

fallow lark
fallow lark
molten kestrel
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It's not baked yet

next owl
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light probes don't affect the look of the bake on static objects. those are to provide a kind of estimated light for dynamic objects.

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you still need them, but you won't notice a difference on static objects

fallow lark
molten kestrel
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Baking with default settings gives me this:

next owl
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are your objects static?

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is your light source set to Baked?

molten kestrel
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Ah, probably not static 🤦🏻‍♂️

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Been a while since I last did all this

fallow lark
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and the lights need to be set to be baked to actually bake

molten kestrel
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I remembered that bit

fallow lark
molten kestrel
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I'll drop in a basic Sketchup model and see what happens

fallow lark
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honestly wouldn't surprise me if the problem is the SketchUp model

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make sure to generate lightmap uv

weak relic
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Do you get a specific error when lightmapping your scene?

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In the console

next owl
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i don't think imported meshes automatically generate lightmap uvs, so definitely enable that on the mesh import settings

molten kestrel
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Here we go

fallow lark
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did you generate the light map uvs

molten kestrel
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Yeah, I ticked that box

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Here it is with the baked data cleared:

fallow lark
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question have you tried testing to see what happened on a object that's not SketchUp

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like a fbx file

molten kestrel
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I'll see what I've got

fallow lark
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free to download objects

molten kestrel
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Seems fine

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Might be the Sketchup models after all

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If so, that's a major issue for me

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I can export Sketchup models to .DAE and apparently those can be opened in Blender and converted to .FBX

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No idea if that will actually work though

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Yeah, that didn't work

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Got z-fighting and stuff in Blender, too

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No idea why 🤷🏻‍♂️

fallow lark
#

https://www.youtube.com/watch?v=ofzw6hKhI3k&t=2s there is a free Unity plug-in that does basic modeling stuff that you could potentially make your Maps out of that would work better with the baked lighting

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next owl
#

z-fighting implies that your sketchup mesh is not well constructed, you've got doubled up faces

molten kestrel
next owl
#

you could try to fuse it or clean it up in blender? I'm not a blender guy or a sketchup guy so i can't give much advice there, but game engines are pretty bitchy about topology so you might want to reconsider blender

fallow lark
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and you learn the basics of modeling stuff so blender seems less scary when you try it later

bold marlin
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Got a Bakery issue - this emissive lamp isn't emitting light. The material is emitting light elsewhere, so it's not the material itself (which is an atlas)

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(Just to show you that the blue lamp definitely is emissive) ^

next owl
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is it static?

bold marlin
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yes - you can see all the info for the lamp mesh and the table mesh on the right

next owl
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am i looking at the right material? the material on the cylinder lamp there appears to have emission unchecked

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in your second screenshot

bold marlin
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that was to demonstrate that the lamp is definitely emissive - i unchecked 'Emission' for the second screenshot

next owl
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what's the albedo on the table it's trying to emit light onto? does it pass pbr validation? could be too dark to receive GI properly

wintry forge
bold marlin
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the mesh has that enabled already

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i don't know what you mean by 'pass PBR validation' toadstorm - but the wall to the left of the lamp also isn't affected at all by the lamp

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(while other objects using the same material, but UV'd to different emissive colors, are emitting light as expected)

bold marlin
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Well, my mistake - this lamp actually belongs to a particular FBX which didn't have Generate Lighmap UVs ticked (rather than belonging to the 'main' blend file)

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another mesh had issues with baking emissive light too, but after deleting it and creating a new quad and playing around, i couldn't figure out why the first one mesh was failing

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very strange

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the second issue is that marking a mesh as EditorOnly causes it to be excluded from the bake (Bakery)

mint cipher
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my lighting was perfect before but now it looks like this does anyone know how to fix this

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the waves ^^^^

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this is an example of how it looked before

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it was fine, no waves but now there is and im not sure why

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the version is pc

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most of the shadows become a lot harder to see too

mint cipher
mint cipher
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no idea what went wrong

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its showing differently in unity too

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it looks fine in unity

mint cipher
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deleted all lightmaps and rebaked

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it fixed it

mint cipher
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getting same problem when switching build target to andriod

rugged harness
# mint cipher getting same problem when switching build target to andriod

It has something to do with the way that the lightmap is compressed if I'm not mistaken. With android you have to set the compression to a specific mode to get rid of the banding. The mode is RGB Compressed ASTC 4x4 block

Only do that for android though. The video pinned in this channel goes over it in the chapter that talks about quest settings

mint cipher
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Ill double check it all afterwards

rugged harness
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Should just need to change the compression and when viewed through quest it'll look correct

mint cipher
#

Alright. I hope so

mental charm
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i just want this to look better lol, please help

mint cipher
#

@rugged harness

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it just refuses to work with this

rugged harness
#

Did you watch the video?

mint cipher
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ngl i forgot you said that

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ill watch it now

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my bad

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xd

rugged harness
#

You're good, I just recommend following along with it to see what they're doing differently and test to see what might be causing that

mint cipher
#

yeah i had this issue before and switching the compression worked but this time it isnt and idk why

rugged harness
#

could also be that you're using rgb(a) instead of just the rgb one

mint cipher
#

oh shit you may be right

#

i dont see it d:

#

it worked

#

the rba (a) one

#

yesss its fixeddd

graceful tartan
#

and patches of grass maybe, the ground is much too uniform

urban light
#

Hi there - I've run into an problem when baking lighting. I have these wall panels - left one has bevels, the right doesn't, just for testing...

#

Unity gives me these kinda garbage results...

#

And even Bakery is struggling with this.
Anyone have any idea what's going on?

#

Both have clean UVs, I've tried generating lightmap UVs in Unity too... Unity reports that the left one has UV Overlap - not sure where it's getting that from - the UV Overlap view doesn't show anything. The right doesn't, but still looks like crap.

urban light
#

I can up the texels per unit to a crazy amount to smooth out the jaggies... but I'm still kinda expecting the nice shine that the material has in the top image that the dynamic light gives me. 🤔

barren crater
#

are you using directional lightmaps for baked?

next owl
#

two things come to mind... did you bake reflection probes? and how dark is the albedo color? something that dark, from what i can see here, would really only be visible in reflections. the sheen you were seeing before the bake was probably a specular highlight from a light in the scene

graceful tartan
#

Yea if you want shine, you'll need some reflection probes there if you havent already.

crimson verge
#

quick question

#

when anyone in my world crouches or moves through the floor a bit, like if i crouch and my animation makes my butt go through the floor, my avatar will change a different color (depending where we are it might be black or purple or red)

#

all our light anchor points on our avatars are up by our spines and not by the hips so i dont think its that?

#

i have 2 layers of light probes, one close to the floor (but about 6 inches from the floor), and another layer above those about 5 feet higher

mental charm
#

I need help with making a blue light for the whole world without it being too saturated/too bright and or too dark

mental charm
chrome grove
#

you're welcome

mental charm
#

This honestly doesnt look too bad but i dont like how saturated the whiles arer

graceful tartan
mental charm
graceful tartan
mental charm
graceful tartan
#

Ahhh. You can you just have to go to the right dialog box for it.

#

lemmie remeber what its under

mental charm
#

Alright

graceful tartan
#

and theres a "Generate Lighting" bottom at the bottom

#

and you have to have your light sources set to static and baked

#

and all your world objects set to static too

mental charm
#

Oh jeez😳

#

That's a lot of toggling

graceful tartan
#

you should be able to select them all and then check it

#

if you have them organized enough to do so

#

Making things static also helps lots with performance so is a good thing to do

glossy meteor
#

light baking is very important in vrchat

mental charm
mint cipher
#

is there a way to have reflection probes and light probe groups change their lighting in realtime? lets say i have a room with multiple light sources and i want them to change color over time and have the light probe groups and reflectionprobes also change their baked lighting

glossy meteor
#

light probes, no luck without real-time GI

but you can with reflection probes, see realtime reflection probe, can cost a decent amount of performance
the other part is called real-time GI, can cost even more performance when updated too often

mint cipher
#

i looked at realtime reflection probes but they somehow don't seem to update in unity playmode

#

they just stay static

glossy meteor
#

you will have to make them update via udon

hushed jetty
worn salmon
#

When i tried tried to do a bloom effect it doesn't show when i test the world in VR. It looks fine within unity but it's not there in vr

vagrant briar
#

Hey guys, is anyone familiar enough with bakery to help me out with this? So I've got these skee ball machines and I'm trying to get the side emissions to have a nice glow in the direction of the yellow arrows in this screenshot but upping the emission intensity just makes it look horrible and increasing the sample numbers doesn't seem to do much. Do I pretty much just have to manually place some bakery area light strips along the side to get the effect I want? Because right now it's just going off the raw emissions from the 'Standard Lite' shader. I also have a reflection probe in this area and metallic turned down to 0 ( metallic can wash out the baked lighting by A LOT )

#

You can see a little bit of the glow towards the very beginning of the runway but that's about it

#

for whatever reason it falls off towards the middle and idk if that's just because of the other lights around it interfering or what

glossy meteor
glossy meteor
#

reflection probes may be needed too

wintry forge
wintry forge
verbal cape
#

So if PP doesnt work in VR but does in Unity, either the camera is not set as the reference camera, or the affected layer is not one that is rendered by default. I use Environment and set all my static objects to Environment. This also ensures that the PP isnt affecting Avatars which is a performance hit. PP will also not work on Quest, ever.

#

But if you remove your setup, and follow Cakes advice you should have no issue. The auto setup in the toolkit works well

mint cipher
#

Hello everyone, I would ask a question. I saw a lot of worlds with a menu and a lighting customization option (I'm talking about choosing a color in the RGB tab and update the Neon's Bar automatically with that color), and I want to replicate that on my own world. Do you know how can I make it? Thanks you in advance.

vagrant briar
#

gotcha thx I shall try those things

simple fox
# mint cipher Hello everyone, I would ask a question. I saw a lot of worlds with a menu and a...

It may be best to watch a video tutorial as explaining would be lengthy. The gist is you can target the light using udon and change the color using a float controlled by a slider. Or you can create an animation changing it and use a slider to target that animator. There should be YouTube videos showing how to do this. You can also find setup slider prefabs that should show u the gist from Jetdog or on Booth.

modest vapor
#

Which things are you sure of in terms of setup ?

modest vapor
#

Are your objects static and with lightmap UVs ?

#

Also a point light for a sun isn't the best

#

You should use a directional light

modest vapor
simple fox
#

Interesting. Not the first time I've seen that world.

modest vapor
#

Make sure that the objects have lightmap UVs and that the shader you're using supports lightmapping

simple fox
#

I've seen other people bring it from said game I believe

#

Best of luck :3

spark atlas
#

hi, im the newbie.

glossy meteor
#

is this for android?

fiery cape
#

Does the number of light probes in a world heavily affect performance?

next owl
#

not really. light probes are dirt cheap

hasty ledge
#

Stuff like Reflection probes have a storage cost but light probes nah

hasty ledge
#

Light probes fake light the other does reflections

wintry forge
#

Light probes basically light anything that moves with the baked lighting of the scene just a look up a yt tutorial

fallow lark
stray bay
#

is there a way to get a bake look like realtime lighting?

#

increaseing sample rates and res is the best way to get rid of artifacting

green vault
#

hi! are you able to go to: "lighting settings - > baked lightmaps" RQ? it could be resed out wrong, if youre relying on unity generated lightmap UVs, try setting the hard angle setting to 40 or lower when generating them

stray bay
#

I would just use realtime if vrchat hadn't disabled it on quest dispite the fact hard isn't too intense if used on 1 light

green vault
stray bay
#

Basically yeh, just the direct shaddows, none of the other effects

green vault
#

so a suggestion i can give is making shadows from a camera that is imposed by a projector. its a semi old technique and icr the exact name for it, but its probs the best you can do

#

another but more complex way would be to get perobjectdata inside the shader to figure out if someone is near and changing pixel data inside the lightmap. but this is a lot more work and harder to optimize for

stray bay
#

Sad, I just want baked without the "pros" of baked

#

Don't care about players

#

I just want the environment to be lit like it is when useing realtime

#

It looks so flat at the moment on quest
Pc looks nice tho

green vault
#

theres other ways of getting the same effect, but it takes a bit of effort.

#

im not sure of any efficient direction to take unless you know the pipeline well

round moon
#

is this for android/quest at the moment?

#

I learned this huge tip from a quest world builder, Change the texture compression in your build settings if this is for Android(quest) to ASTC

#

this affects the lightmaps, which i had never thought of as 'textures'

stray bay
#

I may try that

stray bay
#

0.0 I THINK I did it

#

its a bit darker but

#

realtime

#

post off makes it look closer to the original colour

round moon
#

wow that bake looks like there's like no bounces or indirect

#

is the street a separate mesh?

stray bay
#

embraceing area lights and indirect lighting I got this

#

way to bright but not too bad

#

prob best im getting but im not complaining

#

why does VRC cam allways mess up shaddows, whenever I try take a good image for the Icon shaddows are just, blip gone

#

ah its just shaddow distence being strange

round moon
stray bay
#

Im talking shaddow distence

#

I allways mess with cliping distence

stray bay
#

cool new issue unlocked: Players arent casting shaddows

modest vapor
stray bay
modest vapor
#

What's the lightmap size sweat

stray bay
#

2.7MB

modest vapor
#

That doesn't seem right

stray bay
#

how come

#

its a 12k tri mesh thats all in 1 object and I used generate lightmap UV

modest vapor
#

That would be a 1024x1024 lightmap, which is extremely small

#

The whole thing is 12k ?

#

Damn

stray bay
#

apparently not

#

maby I just had an object selected lul

modest vapor
#

Yeah that why it seems wrong

#

What does the lightmap look like ?

stray bay
#

I could probably edit the settings to make that dencer

stray bay
modest vapor
#

What's the resolution of that lightmap ?

#

I assume you went with the default 20 texels

stray bay
#

leme check

#

think i went to 40, just need unity to unfreeze from me trying to make it dencer

#

I'm starting to think unity doesnt like the 1mesh 43 material, generateing a lightmap thing

modest vapor
#

That's not a lot

stray bay
#

cus every time it reimports it takes like 5-15 minutes

stray bay
#

made it dencer tho

modest vapor
#

80 is wayyyy too high for a world like yours

#

shouldn't go above 10-20

#

And the fact that you're somehow still on a single 1024 lightmap screams that something is wrong to begin with

stray bay
#

does resolution effect runtime FPS or just bake time

#

cus if its just bake time it doesn't matter to me

#

it looks nice from the eyefel tower tho at this 30deg now

#

it was pixely before

#

its 12MB pre compression so that makes sence

#

also yeh 10 was fine

#

LMAO I just mega compressed it at it looks 0 different, now is a 256x256 at 170.7KB

modest vapor
#

How long does your bake take ?

stray bay
stray bay
#

granted thats on a 3060L

modest vapor
#

lol

#

ok, so I don't think you're baking anything

#

Follow this video and make sure you're all setup

#

80 texels on 500k verts should take hours

stray bay
#

on gpu compute?

#

and with 1 directional and 2 area

modest vapor
#

Yeah, that would take a lot of time

stray bay
#

ima swap to baked only light, just to test

#

area compleately overwelms the scene on pure baked

#

but that directional is now baked

modest vapor
#

Area lights only worked when baked anyway

stray bay
#

yeh, but when the directional was mixed shadows where working, ima check quest RQ but im sure they where

modest vapor
#

Mixed = realtime catwink

stray bay
#

oh it didnt work on quest

stray bay
#

0.01 was when that message went away

#

so yeh most likely it wasnt actualy bakeing

modest vapor
#

If you want shadows for players, you'll need to have a realtime light just for that layer

stray bay
#

im more worred about the fact that the world isnt casting shaddows

#

guess im seperateing out so it says 7hours if I go for CPU again

stray bay
#

wala predicted time

#

ima try 10 so my GPU doesnt cry

#

settings are still stupid high tho

#

actually baked

#

66.7MB, shoot

#

thats way too big

modest vapor
#

Welcome to the world of baked lighting

stray bay
#

256x256 is more reasonable at 6.7MB but looks bad

modest vapor
#

If your world is large, and you want good looking baked lighting, lightmaps will have to make for a large part of your world no matter what

stray bay
#

Quest is 100MB limit but I hate getting this close

#

If I could just use 1 low res hardlight I would

#

but nope all realtime lights where turnt off

#

at least quest you can globaly overide texture compression

#

ima just try build and pray

#

if its over 50MB ima cry

round moon
#

So I noticed there's a massive square in that lightmap...

#

does this mesh have like... a bottom?

#

a big square bottom face

#

the advantage of having separate meshes for Some things, is you can assign it different 'scales' in the lightmap per mesh

#

so maby something huge that isn't going to really needsuper fine detail can get a much lower resolution, which in turn gives more pixels/texels for the other stuff

stray bay
#

no it doesnt have an apparent square, ive seperated it all out by material now so yeh

#

each material is useing its own lightmap for some reason

round moon
#

oohh

stray bay
#

all this to murder the quest ram and world File size with a 40+ 2k lightmaps that looks bad rather than being allowed to use 1 hard shadow realtime light

#

43MB world on quest

#

all things considered not too bad

#

I hate large sized worlds tho, espechaly since the world was 15 without shaddows

#

lowing sample rate so it isnt so long to render

#

but its gunna look bad

verbal cape
#

I suggest following the video posted and other baked lighting videos, no need to stick with a vrchat video. Baked lighting is better graphically and performance wise if done right. Realtime lights are always used situational. But they tend to be a go to for beginners for their simplicity and once you get used to them its hard to switch without developing the opinion you now have about them. Baked just takes a bit more care. you'll get there

stray bay
#

baked:
breaks the art style of my map
"""looks more realistic"""
Takes 10 minutes to 2 Hours to see if you changed it right

Real time:
Easier for beginners
can have a small impact if set up right (hard shadows low res)
works with more simple style maps

#

YAY all that 30 minute render did was make it more noisey

fallow lark
#

making the Shadows low-resolution isn't going to help with the draw call problem at all that real-time lights have

#

as you would be hitting a 4X draw call modifier on everything

verbal cape
#

can you share the source of that screengrab please

fallow lark
#

yeah sorry I should have posted that in the first place

stray bay
#

When a light is set to Not Important, or the limit is reached, Unity will render the light as a vertex light, which is essentially free. However, only 4 vertex lights can be rendered on a single object, and they're typically rendered per-vertex - so they won't look great. More annoying than that, though, is they typically won't show on objects with baked lightmaps, so you can't mix the two.

#

I assume vertex light has shaddow?

next owl
#

vertex lighting does not cast shadows

stray bay
#

ah

fallow lark
#

also if it's helpful Mario Kart uses baked lighting for its stuff

stray bay
#

yeh I noticed it had a UV2

#

Its a pain to tap into that tho

modest vapor
#

If it was UV2s then all you need to do is not check the generate lightmap checkbox

next owl
#

shouldn't be hard to work with... if you have a UV2 set already defined, any lightmaps are automatically going to be based on that

#

(unless you check the box Ruuubick mentioned)

stray bay
#

I guss I should Revert back to before I murged everything them

#

cus I got rid of the 2s cus me dumb

#

still has the issue of me needing to rebake

next owl
#

if you got $60 or whatever they're charging now, bakery is a hell of a lot faster than what unity has built-in

fallow lark
#

yeah I would definitely go with the Nintendo provided light uv layout as that's probably going to be more efficiently packed then the unity auto-generated one

languid ravine
#

i set all my lights to be baked, but they seem to still be realtime when i build and test

fallow lark
#

did you make your objects static

languid ravine
#

nope. thanks lol

fallow lark
#

glad to be of help

languid ravine
fallow lark
#

oh dear what did it do

languid ravine
#

still realtime

#

is there something else i need to do?

#

i set all the lights to baked, made them all static, and then built and tested

fallow lark
languid ravine
#

o

fallow lark
#

yeah I suggest giving the video a watch

languid ravine
#

alright thanks

tender crag
#

How does one set up materials in bakery to enable self-occlusion?

fallow lark
#

glad you figured it out

stray bay
#

ive axidentlay tryed to bake to skinned before

stray bay
#

OK i get why people where saying get bakery
It has proper RTX support and renders way faster

#

only issue i've had is black maps but that was cus I was useing unity lights rather than bakery lights

#

still has some iffy spots

#

i may just increase samples and pray

#

neet

#

more me messing with bakeing till it bakes

stray bay
#

how do I do player shaddows with a baked mesh?
ive got a good bake but I cant get a directional light to only light players and cast shaddows

#

ah need to change mode to shadowmask

stray bay
#

and that is now being AE

glossy meteor
#

you do not need shadowmask, you can simply add a realtime light set to realtime, ensure you only cast for local and remote players

stray bay
#

thats not casting shaddows on my mesh tho

#

granted im useing bakery for the map so idk if that has an effect

#

got it to bake shadowmap without overbright

#

cant see player shadows with cyanemu cam tho but that may just be a bug

glossy meteor
stray bay
#

mixed lighting is baked mesh with realtime lighting for dynamic objects

glossy meteor
#

no

stray bay
#

realtime calculates all lighting at runtime, mixed is a mix of baked and realtime

#

ah and player lighting isnt visable in VRC, so cyan was accrate

stray bay
glossy meteor
#

it depends, shadowmask is for long shadows
i doubt you really want that

#

mixed is often the worst performing mode out of all

stray bay
#

I just want the world to have shaddows on quest, and have player/prop shaddows on pc

#

I may try swaping mode back to full lighting bake now both realtime for players and bakery light are on the same object

stray bay
#

welp now it isnt casting shaddow in scene view

#

this is why I love lighting

stray bay
#

shadowmap DID actulay bake shaddows hence why it didnt have a distence limit

#

it was functioning appart from the player POV

glossy meteor
#

it really depends, you cannot use many realtime lights anyway in forward rendering

stray bay
#

im litraly useing 1 directional light for this map

#

only reason im bakeing as we arent allowed even 1 directional hard shaddow lowres realtime light on quest

#

oh all my realtime lights are broken

stray bay
#

no matter what type none create player shaddows of any kind

stray bay
#

new scene fixed it

#

now I just need to trial and error

stray bay
#

ima just give up on baked lighting for a bit

languid ravine
#

anyone know why baking my lights is making it go from this to this?

glossy meteor
#

can you show your lights?

languid ravine
#

like the light components?

glossy meteor
#

where are these located?

languid ravine
#

inside these light prefabs i made

glossy meteor
#

i mean inside the scene, enable the gizmo

languid ravine
glossy meteor
#

yea that's not gonna work
select these meshes and disable the shadow casting

languid ravine
green vault
languid ravine
#

which ones

green vault
#

the ones you want to bake

languid ravine
#

like the ones that i want to be lit up?

orchid sphinx
#

yes. any object that will use baked lighting needs to be marked static.

languid ravine
#

oh lol

#

there goes 4 hours

#

thanks

stray bay
#

whenever im setting the project to use the correct layers my player shaddows are just blip gone

#

ima check in vrc but its doing the thing where it renders in scene view but not camera

stray bay
#

OK so..... I now know why we no longer have dynamic lights on mobile

#

dynamic lights on

#

dynamic lights off

tender crag
#

Is it possible to mask out parts of the mesh that shouldn't emit light? I thought this is what the texture field was for, but apparently it is not

glass ginkgo
#

Hey, could really use a hand on something that is confusing me. The First image is how I want the lights to look, and they look fine so far. However, as soon as a new point light is made, the lighting completely changes. Primarily in the Right Corner. Any ideas on why it does this?

lean whale
#

Hi folks, I've been diving deep into lightmapping this week and have a couple questions. FWIW I'm using Bakery. I've noticed that upon baking lighting, objects lose specular highlights and normal maps no longer have an affect. So, I've re-baked my scene using the Dominant directional mode and changed most of my shaders from Standard to Bakery Standard with "Enable Lightmap Specular" checked. It looks pretty friggin great, but now I'm noticing that avatars still lack specular highlights and normal map details. I don't need everybody's avatar to have perfect lighting or accurate highlights, but the way it is now, avatars that normally look very detailed look like they are using diffuse shaders, like they might as well not even have normal maps. What's the ideal way to provide the specularity I want here? Should I use a single realtime directional light just for basic highlights? Or is there a way to provide this effect somehow without a realtime light?

brisk mantle
#

You could try changing the importance to change them to vertex lights.

glass ginkgo
#

setting them as important under Render Mode does work however

modest vapor
#

Are they baked baked, or you just set them to baked

glass ginkgo
modest vapor
#

Nope

lean whale
#

Ayy I just watched that one the other day. Very helpful 😄

lean whale
#

Surprised I can't find more posts/convos about this... Is it more common to use mixed baked/realtime lighting? Or do people just bake and accept the loss of detail?

brisk mantle
#

Honestly I didn't even know that was an issue in the first place. I can see it being helpful though.

fallow lark
# lean whale Surprised I can't find more posts/convos about this... Is it more common to use ...

I've seen some folks use shaders that do bake specular specular highlights https://twitter.com/Silent0264/status/1468116296176832522?s=20&t=In7KZemGjWXlcGS1MAiqPA

New release!

My Standard shader replacement, Filamented, is now available on Booth. A high performance PBR shader with the featureset of Unity Standard with many enhancements suited to VR applications!

https://t.co/90WNtqu8Hb
https://t.co/nBHvcPnBVK

#vrchat #unity

Likes

246

lean whale
#

The SpecularProbes thing works pretty well, but it's a similar issue because the specular highlights now show up in a material's reflections, not as part of the specular property. So avatar's that are meant to have specular highlights won't have them unless they also have reflections enabled

#

I guess this is what mixed lighting is kinda meant for anyway. Bake the environment and use whatever tricks you need there, but then use realtime on characters and dynamic objects. I think what I want isn't impossible to do, but then I can't expect every avatar coming in to be set up with a specific type of shader or to use reflections, so yeah I should probably just compromise by going mixed

crimson verge
#

Light probe question!!!

#

kinda hard to see but this is a completely black room i have, when people are in here they are darkened in shadow properly, however if they crouch too low they'll light up like they were outside again

#

there is a few inches between the probes and the floor, my only thought is maybe i need to place some probes under the map as well?

#

I cant really find anything online of people discussing this so i'm not sure how to fix, i'll try with under map now though

crimson verge
#

alright placing light probes just beneath the ground platform seems to have completely fixed it

graceful tartan
#

because tmk there isnt a way to mask non emitting areas

bright spoke
#

Im new to this (started yesterday to learn), i was following a youtube tutorial and when i generate lighting everything looks... wrong?

#

Anyone knows why?

supple harness
# bright spoke Anyone knows why?

There are no light sources, no light probes, mesh rendering and shaders on objects are not set up. Check. Read the documentation, fix it.

bright spoke
#

Thanks!

#

Also, in the tutorial says that to setup the post processing i should just click on the Setup post processing bottom, but i cant click it. But in the guide it says to do add a layer and a volume. What should i do?

#

Im talking about this

tender crag
graceful tartan
supple harness
bright spoke
#

Thanks :))

misty crypt
#

Has anyone an idea on how to have 4000 lights in a scene and have them flicker randomly overtime without having a NASA Computer

#

I just don’t find any good answers on the internet

pallid flint
#

I'd say group them into a few groups randomly and bake a lightmap for each combination of those few groups. then swap between those lightmaps randomly. the fewer independent groups you have the better

verbal cape
misty crypt
#

Okay thanks currency writing down what works and what doesn’t in terms of performance.

#

The map also has a lot of walls so if I just unload the lights that don’t show it should be reserving a lot less computing power

untold rampart
#

Hey , I bought a world and wanted to modify it. I wanted to have a very dark room with only dim lights. But this is my first time doing something like that and I dont know how to get the room dark 😅

#

thats the room with every light turned off (besides those from the buttons on the left side

bright swan
#

Just click the light sources on the left and, make em dark

untold rampart
#

what do you mean by that?

bright swan
#

Take the colour and make it darker

#

On any light source in the area, you'll probably have to re-bake your lighting

mental charm
#

Im using point lights for majority of my worlds lighting, and i dont like how shiny it reflects on the floor, what could i do besides moving them or lowering intensity?

fallow lark
#

maybe make your floor less smooth so it's not reflecting as much

mental charm
#

oh lmao

#

ty

fringe nimbus
#

Anyone got any nice tools for easy post processing?

fringe nimbus
#

I've tried downloading a few prefabs from booth but none of them are working

tender crag
#

Has anyone ever encountered reflection probe blending not working?

tender crag
#

Alright, apparently creating reflection probe duplicates is a big no-no. I got both to show up simultaneously, but there is still no blending, and it worked until today...

lunar narwhal
#

check your mesh renderer settings, if you have reflection probes set to simple it won't do blending

tender crag
#

Every single mesh in the scene is set to "blend probes"

untold rampart
#

how do I rebake lights?

fading mantle
#

used this as i struggled to make simple bloom working ingame KEK

untold rampart
#

I think im doing something wrong???

#

does baking lights take 2+ hours 💀

#

i found the issue!

#

never mind i didnt

fading mantle
tender crag
#

Does anyone have a link to bakery server?

solemn locust
#

don't suppose anyone here might have a guess as to why light probes might work fine for weeks, then stop? I'm really struggling to guess what might have changed. I even tried making a new set of probes, but those also were 'black' when rendered, so I figure it's not the probe group itself...

tender crag
#

I'm in the same boat I suppose, but with reflection probes

solemn locust
#

I figured mine out... though I still don't have a "why"

#

so... I have two meshes and a really basic animator to move the first one over so the second one can take it's place. that's my "bake" animator/mesh and I just use it as an easy toggle switch for using brighter materials for light probes and such. I noticed that I was getting data if I baked with the regular mesh (albeit too dark to be useful)...

Anywhoo... for whatever reason, the lightprobes just stopped responding to my bake mesh -- even after a bunch of trial and error stuff with occlusion and static settings.

I ended up deleting and remaking it, and that seems to have solved the problem.

verbal cape
tender crag
#

Sorry, I meant discord server

verbal cape
#

did u get it?

tender crag
#

Nope

verbal cape
#

woops

#

caplock

tender crag
#

Sweet, thanks

mental charm
modest vapor
#

Is that full metallic ? Unsure if post processing still has NaN propagation fix to avoid bright stuff like this

mental charm
tender crag
#

I figured I would ask about reflection probes failing to blend over at the bakery discord server, but then I realized that the issue has nothing to do with the lightmapper. Would anyone know what other settings I could try to tinker with to troubleshoot?

lean whale
#

I noticed the same thing... My objects are popping from one reflection to the next instead of blending 🤔

#

I kinda just assumed VRChat forces blending off lol but I hope not!

tender crag
#

I haven't updated VRCSDK in a while, so I think it's more Unity-related

peak nimbus
#

Any other reason I should check why my baked lighting isn't working correctly using bakery? I bake with bakery and it looks like this but normal unity baking is fine.

#

without bakery it's like this

tender crag
#

Are you using bakery light components? Which ones?

tender crag
#

Wouldn't you wanna use this instead? I think point lights are getting occluded by the lamp mesh

peak nimbus
tender crag
#

Add it next to your emissive material

peak nimbus
#

so light should work just out in the open then?

peak nimbus
tender crag
peak nimbus
#

weird thing is if I clear all baked data through bakery and unity

#

still has lighting?

mental charm
#

Help with lights flickering?

#

Point lights to be exact

modest vapor
#

Bake them

peak nimbus
#

I actually fixed it, weird issue idk

#

clearing all the bakes and relaunching fixed

mental charm
prime aspen
#

anyone know how to prevent terrain from receiving shadows?

mint cipher
green vault
#

itll be in settings tab and above the “scale lightmap” number box

empty pecan
#

need some help with lighting

#

generate lighting does nothing

#

i got some emmissives lights i just wanna test out, but even with lights in it it does nothing

#

i have a light probe/reflection probe

modest vapor
empty pecan
#

ah i didnt set to static it should work now

#

ty

empty pecan
#

anyone know why unity switches from gpu to cpu? wont let me use gpu

supple harness
empty pecan
#

i just started used bakery instead works better

next owl
#

bakery is orders of magnitude better than the built-in shit, just requires an nvidia GPU

pure widget
#

default bake isnt terrible lmao

#

not everyone has 60 bucks to throw at unity

next owl
#

i mean that's fine and understandable, but bakery is definitely better than built-in

supple harness
#

bakery is sometimes better provided you have a 12gb nvidia rtx video card. But there are enough problems with it.

graceful tartan
#

Bakery goes on say for $30 every few months, definitely worth the buy

verbal cape
#

and you almost cant buy a pc not capable of using it even from walmart these days 😛

tender crag
#

Would a small monetary reward for helping resolve an issue be appropriate here?

#

Yes, I'm that desperate

glossy meteor
#

you should ask away your question

#

or is it the reflection probe blending one?

wary turtle
#

Anyone here ever have Unity's lightmapper just utterly fail with a "ConvertWrapModeToRL" error in it's own lightmapper code when trying to bake lights?

#

I don't even get a crash reporter. (I do get a log — It reports a SIGSTOP...)

tender crag
glossy meteor
tender crag
#

Will do when I get back home, but I remember that only one of the two winds up showing reflections

glossy meteor
urban sequoia
#

I guess I can also ask my question here:

#

Does anyone know how to have bloom effect only one object? or perhaps not affect the players?
Bloom looks nice in the world but when people bring their own avatars they are glowing washed out blobs

verbal cape
urban sequoia
#

It is currently set to the water layer

verbal cape
#

if water also effects player...

urban sequoia
#

ahh gotcha, I toggled off water/player in the collision matrix let me compile and see if that did the trick!

verbal cape
#

no dont touch the matrix, make your own layer if you want it almost like water

#

then edit the matrix for that layer

#

never edit a vrc default layer

urban sequoia
#

yea I see the error now lol, okay, so new layer for post processing and just put the objects WITH post processing into that layer

verbal cape
#

yeah and make sure the post processing settings for the camera are also then set for that layer as well.

#

you can also avoid over bloom by keeping it within the recommended range of i think its .5 max. Cranking it up might look ok in desktop but its garbage in vr and its sloppy. Its closest to that of a lens flare which they are both easily over done.

urban sequoia
#

Even though it is set to only affect my custom post processing layer, with no interaction, it does anyway..

#

Not really sure why

next owl
#

what is your bloom threshold set to

urban sequoia
#

Currently its set to 1, and it works fine for any objects I place in game and tweak their materials, but I can't control custom avatars materials

next owl
#

what is that avatar's emissive value? it must be enormous

urban sequoia
#

no its just the bloom intensity is cranked really high for the sun affect, and I was hoping to ONLY apply it to the sun object but that seems to not be working

next owl
#

make your sun's emissive value much higher; well above 1.0. try like 5.0, then increase your bloom threshold

#

in pbr, no surface should have an albedo much higher than like 0.92 or so unless it's emissive. cel shaded avatars break this rule but still should be no brighter than 1.0 in most cases.

urban sequoia
#

! Okay thank you that has definitely made this a lot better

#

Metal pieces still flash but its better than the whole avatar glowing, thanks again guys!

tender crag
tender crag
#

All meshes are static and contained fully within bounding volumes, at least visually

lean whale
tender crag
#

There could be something to it, but then again they were working fine for me previously with bounding volumes sharing same exact coordinates...

lean whale
#

Oh jeez hrmm

tender crag
#

Yeah, honestly I wish I could get by with just one probe per room to avoid this headache, but it can't support three light sources properly

glossy meteor
mental charm
#

When I baked my lighting, I had lost the light sources in certain rooms

#

but one i deleted and then undid them and it brought them back

#

but obviously they are actually baked in

frozen field
#

Is there any way to only have fog in certain areas?

verbal cape
frozen field
verbal cape
#

there are performant ways to setup particles and various particle methods, you'll just need to do some research. The Unity fog system is not* supported in the mobile quality settings tho. I believe it can be toggled so for pcvr only you can enable or disable with triggers which will give the impression that its limited to one area.

My particles for fog usually max out at 20 particles for each cluster.

#

sry haha just woke up, hitting this with a million edits🙄

tender crag
tender crag
#

Gotta wait to return from work
If you could send me a screenshot of the fields that are of interest, I should be able to recall

frozen field
tender crag
flat whale
#

Sorry if this doesn't belong here, but does anyone know how to fix broken seams like this? I'm using Bakery & ProBuilder if that helps.

graceful tartan
#

looks like you've changed something and not baked

flat whale
graceful tartan
#

Try clearing your bakery data and baking again.

glossy meteor
# tender crag

yea you can see that no blending is happening
this is very likely a bounding box issue
make sure the root of the probe isn't too far away too

tender crag
#

Probe placement looks reasonable to me

glossy meteor
#

both probes taking over all of the mesh? yea, not sure if that works

#

especially if the probe anchor on both probes is in the same location

lyric heart
#

How do I apply an AO map to UV2?
preferably an Android compatible shader

fallow lark
#

dumb suggestion couldn't you just modify a vrchat mobile Shader to add AO map to UV2?

#

as you can use custom shaders on worlds

lyric heart
#

Dunno how
I've never modified a shader

fallow lark
#

yeah I haven't done that either

#

@lyric heart out of curiosity are you using the built-in light Baker or Bakery as I know Bakery has a bake ambient occlusion option?

green vault
#

unity also has an ao option

#

if you need a secondary map forwhayever reason, youd need to edit a shader

lyric heart
#

Do you have tips for using Bakery?

green vault
#

i highly suggest baking in blender actually

#

if thats what you want to do. but thisll require shaders designed for this

green vault
lyric heart
#

My texture resolution would jump dramatically if I had to bake it in Blender to the main UVMap...

fallow lark
#

honestly I wonder if you could do vertex color ambient occlusion if you're just going with Minecraft

lyric heart
lyric heart
#

Ooooo

green vault
#

well unity will bake on UV1 (secondary) and anything dynamic based on perobjectdata and etc will be on UV2 (third uv)

lyric heart
#

oh bake to vertex instead of texture

green vault
#

i have a shader but im not home

#

itd allow you to steal the lightmap from blender and shove it on a unity model as long as uvs dont change and lightmap scale params arent changed

fallow lark
#

like would you be more wanting like default Minecraft lighting or like the custom Shader Minecraft lighting

lyric heart
#

Either

#

So I'm gonna try what you said

#

Pretty sure it won't look right on Mobile Toon Lit
Hope it looks okay on LilToon

fallow lark
#

and mostly went with the vertex color suggestion because the vrchat mobiles shaders show vertex colors so that doesn't require any custom shaders

merry moon
#

Say this question is for a friend who me and him started working on a world a while ago and was unable to put lighting inside for some reason,any advice?

modest vapor
#

What does "unable to put lighting inside" mean ? Lights you created didn't do anything ?

lyric heart
#

How do I view both Vertex and Texture/Diffuse in Blender tho?

fallow lark
lunar cedar
#

Maybe it will be better then 🤔

flat whale
tender crag
tender crag
cerulean zealot
#

How do a make a room pitch black without making the rest of the world extremely dark?

lyric heart
cerulean zealot
#

directional lights are baked. room is sealed.

lyric heart
cerulean zealot
#

so then what

#

A giant spotlight?

lyric heart
#

Ooo less ideal in some ways but
How about turning off the directional light when players enter that room?
@cerulean zealot

cerulean zealot
#

Even if all lights are off it's still not pitch black.

#

The only way I've gotten to work is by setting intensity multiplier to 0 for environment lighting and reflections, which effects the entire map. Which makes it dark. Which is exactly what I don't want.

#

So unless you actually know a lot about lighting in Unity, I don't think you have the answer. Because I sure as hell don't. And I've been trying a ton of shit.

versed herald
#

Im following a video and i did what they did, however my thing isnt working. This is for bloom, the weight isnt effecting anything

versed herald
#

also now why is brightness backwards? when i turn the weight up it gets darker and lower is brighter

mint cipher
#

I'm having issues with light probes, the tutorial I'm using makes it seem like you just place them and forget they exist but they won't work

#

I only placed them inside of house, but the outside is available too

#

Here's a side view

mint cipher
#

What should I do to make them work

supple harness
#

switch all light sources to bake mode, and bake the lighting.

#

At the same time, arrange them not anywhere and in huge quantities, but where it is needed.

coarse moth
# mint cipher What should I do to make them work

First of all, you don't need that many light probes. The more light probes you have, the longer it will take to calculate all lighting data. Don't use any auto light probe placer, just learn how to use it manually first. Make sure all your objects are static, except movable objects like doors or items. All of your lights needs to be set to "Baked" and then click Bake in "Lighting" window

#

Thats just the simple way to talk about, but there are a lot more you need to learn.

versed herald
#

Can anyone assist me? For some reason my brightness is backwards. When i turn the weight up it gets darker, when i turn it down it gets lighter

glossy meteor
#

depends on your setting
can you show us the volume?

versed herald
versed herald
#

...no?

amber temple
#

How does one fix this bs

#

This happens to.me in about 8 different unity projects and 5 different ways of doing this world

#

And i almost wanna stop bothering with making worlds in general

pure widget
#

generate uvs?

#

click on your fbx models in the asset section of unity, and then go to the inspector and at the very bottom, tick "generate lightmap uvs" to on, hit apply and rebake

#

no guarantee thatll help, if it doesnt you might need to mess with some baking settings

sharp robin
amber temple
#

i did that @pure widget

#

and ill try @sharp robin

versed herald
#

... well anyone able to assist me with my backward brightness?

amber temple
#

not sure if it will disappear

#

but cracks do appear

sharp robin
# amber temple

Go to the lighting tab and under baked lightmaps click the check preview and make sure there aren't any overlapping UVs

amber temple
#

stupid question but why would it make overlapped light UV maps ?

#

like i got a lot of objects that are all the same just placed as a FBX in the world

#

1 person told me that would be better for occlusion culling

#

i think

#

this is better tho

sharp robin
#

It usually handles it fine but if you have objects with UV areas greater than 1x1 it doesn't

amber temple
#

atleast some of the bright spots are dissappearing

#

i think its good now !

#

there is 1 weird triangle

#

but i can live with that xD

#

also is it better

#

to clear all baked data before a re-bake ?

sharp robin
#

There might be an edge case in which clearing might be good but it shouldn't matter

versed herald
#

For some reason by brightness is backwards, can aomsone assist? when i turn its weight up it gets darker, when i turn it down it get lighter.
Is anyone able to help fix that?

sharp robin
#

Also unity lightmapper or bakery?