#world-lighting

4 messages · Page 29 of 1

sharp robin
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  • what shaders are you using
versed herald
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Here is my brightness. When i turn up the weight it gets darker, turn it down it gets lighter
unity? shader?

sharp robin
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Oh its post processing

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And yeah thats as expected

versed herald
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wait so it being backwards it normal?

sharp robin
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Your post processing volume makes it dark

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Increasing the weight of it will increase the amount the darkening effect has

versed herald
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is there a way to swap it?

sharp robin
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You could probably just rotate the slider

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So flip it 180 on the Z axis or something

versed herald
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well the slider yeah, but for the weight is there a way to make it so when its turned up it gets brighter and durned down it gets darker

sharp robin
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You would need to change the post processing volume to make it brighter instead

versed herald
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whats the volume

sharp robin
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The component on the game object you have selected

versed herald
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ok i have the post processing brightness selected. but i dont see volume

sharp robin
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It's in your screenshot

versed herald
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ok so what needs changed then

sharp robin
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If your slider already has the desired effect but is reversed you should just flip the slider

versed herald
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Turning weight to 1 = dark.
Turning weight to 0 = Light.

i have yet to connect it to the slider

sharp robin
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Oh

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You should change the auto exposure to color grading and use the post exposure option it has instead of auto-exposure

versed herald
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is that just a better way for darkness and lightness? lol

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but uhhh how do i connect that to an animator then

sharp robin
versed herald
# sharp robin https://www.youtube.com/watch?v=QlGKfcR6Yh4

dont know coding. iv been watching this. https://www.youtube.com/watch?v=PIFzRuDeK4M

In this tutorial, Fionna shows how to make a UI World Options panel using CyanTrigger for VRChat's SKD3 worlds. It will cover Post Processing options such as Bloom and Brightness, background audio volume, and toggles for things such as pickups, particles, and chairs.

Download a drag and drop version of this prefab:
https://fionna.booth.pm/ite...

▶ Play video
green vault
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https://booth.pm/en/items/3747950 this might help if you only need darkness and brightness

Quest Darkmode is a simple overlap shader that uses renderqueue to not effect specified objects. Features: - Quest Compatible - Udon Darkness slider prefab - Does not affect UI or specified materials - Can be used both in worlds and avatars Requirements for Udon world use: - Udonsharp

versed herald
green vault
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record button not on?

versed herald
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it is

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the record thing is on and i changed the value i want. but it isnt getting it

green vault
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not sure then

versed herald
# green vault not sure then

i got what i wanted for the values but now i cannot connect the sliders to them. I am vollowing this video https://www.youtube.com/watch?v=PIFzRuDeK4M

In this tutorial, Fionna shows how to make a UI World Options panel using CyanTrigger for VRChat's SKD3 worlds. It will cover Post Processing options such as Bloom and Brightness, background audio volume, and toggles for things such as pickups, particles, and chairs.

Download a drag and drop version of this prefab:
https://fionna.booth.pm/ite...

▶ Play video
green vault
versed herald
green vault
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not sure., it looks like wat fionna did

versed herald
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hmm when testing my posts are set to 0 and not changable.

simple sinew
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The walls in the area are all one mesh. Why does one of them refuse to get any lighting data?

graceful tartan
simple sinew
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Yessir

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Let me get a more detailed screenshot

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The area light stretches a bit farther from the wall

fallow lark
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why are your light probes touching the walls

wraith marsh
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omg backrooms!!

simple sinew
fallow lark
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the light probes wouldn't be affecting your wall lighting in the first place as light probes are for handling avatars and pick up objects

tender crag
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Bump

graceful tartan
# tender crag Bump

Shouldnt the bounding box be where you want the probe to display and not the whole hallway? so each probe would be its own section of hallway

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although i havent played with the blending so could be wrong XD

tender crag
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I tried that too, but again, it's irrelevant to the problem I believe

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I've been given a tip that VRCSDK handles reflection probe blending settings, not Unity itself. There is something to it since blending got borked right after I updated the sdk from what I remember.

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I tried deleting and reverting back to previous versions of VRCSDK, but it didn't help...

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I guess the question is whether this is a VRC specific issue or a Unity one. When this is understood, I could refer to the appropriate resources for help.

lean whale
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@tender crag I'll make a copy of my project, check for updates and see if my probes get borked too

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My reflections were popping a lot until I adjusted my boundaries not to overlap so much, but yeah that's weird that it is still happening when you do that, really curious what's different on your end

tender crag
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Also I created a new project with just VRCSDK and Bakery imported, not getting blending either

lean whale
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Just updated, still working for me

tender crag
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Just as a sanity check, is your blend distance field active?

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Or how do you tell if it works primarily?

lean whale
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No it's not, I don't think we get access to that unless we're in a certain rendering mode

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I would like to have that extra control tho haha

tender crag
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What does this guy look like for you?

lean whale
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Fwiw here are the bounds of all of my probes after I adjusted them. Before they were all giant cubes that were overlapping a ton

lean whale
tender crag
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And probes blend as you fly through them in the editor?

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Or do you have to go into play mode?

lean whale
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Umm

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What do you mean by fly through them?

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They blend if I click and drag a reflective object yes

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The view position shouldn't change the blending

tender crag
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Okay, it seems like I fundamentally misunderstand this feature.

lean whale
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Are you possibly misunderstanding what reflection probes are used for?

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Yeah

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They are used for non-static, moving objects which have reflective surfaces, so the reflections on their surfaces change as they move from one probe's bounds to the next probe's bounds

fallow lark
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like the static geometry which have reflective surfaces also reads from the reflection probes

tender crag
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Again, here is my use-case. I was thinking of using two probes to blend reflections on the hall surfaces from each pair of lamps

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And I thought reflection probes were working for this up to a point

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Maybe I'm losing my mind though

fallow lark
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the instruction manual for reflection probes if that helps

lean whale
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Dang now I'm confused hahah. But I don't think reflection probes can do what you want

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Like, if you only use one probe for that hallway, the issue is that the reflection is incorrect from certain positions, right?

tender crag
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I visited the page a dozen of times probably, didn't clear much with respect to the issue

tender crag
fallow lark
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question is your floor one model

tender crag
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Everything you see on the screenshot is one mesh

fallow lark
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okay just figured I'd ask in case that was making it sample one probe

tender crag
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Let me phrase it differently, how can I achieve reflections that are physically believable no matter where you stand in this specific case? I feel like placing a reflection probe under every source of light is a bit excessive

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And will still get messy without blending

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Or is there no way around it?

fallow lark
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don't know off the top of my head as I typically do one reflection probe per room

tender crag
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I wish there was a subject matter expert who could confirm (or not) that blending is at all applicable in my case so that it would stop distracting me from the making the world lol

fallow lark
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honestly I'd suggest probably just go work on the rest of the world until you get an answer back

tender crag
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I meant in general, not right now. Hopefully someone will hop on this topic while I'm asleep (:

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Idk, this looks so fake that I would rather not have any reflections at all, but I still want them :c

lean whale
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Yeah reflection probes aren't gonna cut it for that, they work best for things where you don't need accurate reflections, so a big flat reflective surface is really going to expose their weakness. I think what you need is realtime screen space reflections as a postprocessing effect

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Or RTX on haha

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Setting the probe to Box projection might help a bit

fallow lark
lean whale
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Definitely... I think a single probe with box projection will look fine in this case, but if you're really picky about it being accurate, probably better to compromise on no reflections, or just make the material less smooth so you can't tell

tender crag
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I am baffled that I wound up persuading myself that static blending of lights was a thing. I'll try doing what you suggested here, thanks

graceful tartan
tender crag
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But muh immersion

fallow lark
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so honestly I'd probably make the floor less shiny

tender crag
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Totally, can you have more than two intersecting volumes?

tender crag
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Managed to get something decent by aligning probes manually. Why it took me so long to come up with this workaround is a great mystery.

coarse moth
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There are some shaders that allow you to have good reflections however it comes with problems like Performance drops.

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I know Mochie has it

cunning iris
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got a question, how do i adjust the intensity of emissive materials so that the interior of the building isn't pitch black?

this is the teigeki area fom sakura wars by the way

green vault
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go to emmisive material. set them to “baked” and apply the intended color/intensity. when you go to bake lighting, set bounces above none and it will bake lighting around the emmission

cunning iris
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something like this?

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i have bounces set to 5 by the way

green vault
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yep

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tis correct

cunning iris
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and are these settings good?

mental charm
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oh mah lawd

graceful tartan
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Doesnt the unity support GPU baking now? That should be a bit faster.

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I've had big worlds take like 30min to bake (with bakery) but never 4 hrs

pallid flint
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yes, however the lightmaps have to fit into VRAM. if the lightmaps are too large, the GPU bake fails and it falls back to CPU baking

pine fox
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Anyone have any best practices for switching between baked lighting for PC/Quest? On PC I have 1 mixed directional light + Bakery set to Shadowmask, but on Quest I just want everything fully baked for maximum performance. I find when I switch between build targets I need to rebake all the lights even though I already have the lightmaps there for both... other than trying to maintain two separate projects (ugh)... anyone know how to tell Bakery/Unity to switch lightmap settings?

mental charm
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When i bake my lighting some of my point lights disapear?

green vault
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are thyne set them to baked as well?

mental charm
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All of them are

green vault
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id move that point light out of the mesh as a seperate game object even tho no shadows is enabled

mental charm
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Alright ill try it for all lights, also is there anyway to bake my lighting as to where it wont take 2 hours

green vault
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lower your settings a bit

mental charm
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regarding like what kind

green vault
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like in the most basic form

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as well as making sure uohre not baking directional maps. or realtome dynamic maps either

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then theres more advanced settinfs you can mess with to make it faster

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generally. lower the texal amount

mental charm
next owl
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the light objects themselves, or the visible specular highlights on the walls?

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specular highlights won't live through a bake-- you need to either use a shader that will include specular highlights as part of the bake (i can't remember the name of the common one used for this but it does exist), or, you can place self-illuminated light fixtures where your lights are and make sure they're visible for the reflection probe bake

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keep in mind that when you bake lighting, you'll usually want to re-bake reflection probes

fallow lark
raven blaze
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so I've got these cute little lights hanging all about, and in Blender an emissive material actually emits light but it doesn't do so in Unity.. and normally for lamps it wouldn't be an issue cause I could just add a light source but with alllll the little lights that's not possible.. so what would be the best way to bake those lights in?

outer nacelle
raven blaze
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thanks for the tip! ^^

mental charm
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When i bake my lighting all my point lights disappear

left badger
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if i clear baked data and generate lighting and everything is dark af what could i be missing? (items suposed to be static are checked to be static)

next owl
outer nacelle
next owl
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you just have to make sure the material slots are defined in the 3d app before exporting to fbx and you should see them in the inspector

outer nacelle
wooden bronze
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Anyone here available that has experience with using Bakery for lighting? The lighting in my world is nice and dim how I want it, but avatars are still lit pretty brightly.

fallow lark
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did you place enough light probes

wooden bronze
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as far as I'm aware

modest vapor
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Can you show your lightprobe debug view with a cube where you think it looks incorrect ?

wooden bronze
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How do I access the debug view?

modest vapor
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All the way down the lighting window

wooden bronze
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Like so?

fallow lark
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yes

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probably help if the bottom layer of the probes wasn't in the floor?

modest vapor
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All the probes seem extremely bright regardless

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The very high intensity bloom doesn't help I guess

wooden bronze
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the bloom intensity is only at 0.75 x.x

modest vapor
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that's 7 times the recommended value

next owl
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the fact that your light probes are so intensely bright, but the walls and floor are very dark, makes me think that maybe your color values for those textures aren't PBR-safe

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there's a viewing debug mode in the dropdown on the upper left of the viewport that's called something like "Validate Albedo" that will flag textures that are too dark and won't realistically reflect light

wooden bronze
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That explains a lot of things then. Is there any guides or tips on getting those within a safe range?

next owl
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yes, but it's going to be a bit technical

wooden bronze
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That's fine. I'd rather learn the proper ways to set things up anyway.

next owl
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the way the Standard shader (and any other PBR-type shader) works, the baseColor is going to determine the color of diffuse reflections for non-metallic materials, and diffuse and specular reflections for metallic materials

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that value, for most materials, needs to be within a safe range in order to reflect light realistically. if it's too high it's going to blast way too much bounce light everywhere when you're computing GI, and if it's too dark it won't reflect any light at all

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roughly, you never want the luminance of any texture to go below sRGB 30 (out of 255), or above sRGB 240

wooden bronze
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That actually makes a lot of sense. Thank you so much. I'll give that guide a read through asap.

next owl
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good luck! it's definitely worth the read

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also regarding bloom: it's going to appear way more intense in VR than it does in pancake mode. definitely aim for more subtle bloom if you don't want to blind the VR nerds

wooden bronze
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Will do! I have 11k hours logged in VR, so I know very well how painful too much bloom can be. haha.

fallow lark
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a guide on post-processing for VRC

mental charm
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Certain point lights disappear while other dont?

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Green stayed red gone

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This happens after playing the scene or after baking my lighting

glossy meteor
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can you show the light properties?

mental charm
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like in the inspector correct?

glossy meteor
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yes!

mental charm
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First SS is one thats poofing, the second one is one thats not disappearing

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Also to mention, to make them come back i have to delete and then control Z to bring em back

jaunty charm
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If I remember correctly you need to set lights and geometry to static for baking to work.tick box top right corner.

mental charm
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Lights static aswell?

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Well i dont think that would fix it anyways though? Since the broken or working ones arent static?

glossy meteor
mental charm
glossy meteor
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2 is very little, i would go for 4, which is the max on the built-in mapper i think

mental charm
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Yeah it is, ill try

mental charm
glossy meteor
mental charm
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Ima just try baking one more time, moved the lights even further from any meshes and raised their range and intensity

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Ofc it didnt

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I wouldnt mind if they broke after baking but it breaks when i even play the scene

glossy meteor
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try baked emission instead of point lights

mental charm
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How would i go about doing that

glossy meteor
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the standard shader has a selection field to switch emission gi to baked

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called: global illumination (gi)

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setting it to baked and cranking the intensity up to some value should do

mental charm
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i mean it could work but it doesnt really cast lighting, just makes it bright where the texture is

verbal cape
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hehe avoid outrageous levels, a tiny emission with a 40 intensity has a tendency to effect everything for miles.

mental charm
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So the emmision cranked up on the side walk looks like this

verbal cape
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got to bake em

mental charm
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this is what itd look like with point lights

glossy meteor
mental charm
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Alright ill try it out

glossy meteor
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while emission on the material must be set to baked

mental charm
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Alright

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Like this right? Then bake?

glossy meteor
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yes, and then the HDR intensity value will control light intensity

mental charm
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Alright, gonna try to bake em now

wraith wyvern
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Where are my furniture?

mental charm
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It works for making a light source but it doesnt reflect light on anything else

wraith wyvern
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I have lost the Avatar Pedestrian code 😰 let me download

fringe wing
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check the sdk

wraith wyvern
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Found it! I created a new project, and then import to take the file of the world found the code to copy to another window finally.

wraith wyvern
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How to insert an Avatar image and apply an Avatar? 🤔

wraith wyvern
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Who knows, please help

lean whale
lean whale
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You need this on there too

wraith wyvern
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Ok

lean whale
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There is an AvatarPedestal prefab in the SDK that is already set up like this too, in case you want to just use that

lean whale
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Is "Change Avatars On Use" checked?

wraith wyvern
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I don't have such a file UdonExampleSoene

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Is it necessary to code a file?

supple harness
wraith wyvern
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It was difficult for me, can you help the video

supple harness
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Add this prefab to the scene, enter your blueprint. Profit.

wraith wyvern
shell vault
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okay uhm.... i have no clue if what i made will work or not. just slapped down a bunch of lights... but i do ahve a question.... how do i add post processing bloom?

nova lynx
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Why are are my walls being baked so weirdly? I tried to convert the world to quest compatible, couldnt do it. Loaded the original scene back up, lighting was messed up, and then I baked it and now the walls are coming out weirdly.

verbal cape
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need to switch the image format of the lightmaps to astc 4x4 block.

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any of the #x# blocks will do but until you read up on them, just use 4x4.

nova lynx
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Okay, and where do I find this, on the actual lightmap itself?

shell vault
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the lights are flashing. and i dont know why

quasi epoch
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how do i add post processing to make my world look better, I'm a beginner and this is my first world, plz go ez on me

glossy meteor
shell vault
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unity is dumb

glossy meteor
quasi epoch
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i did vrworldtoolkit

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it still looks like ass and i dont think the reflection probe works correctly

glossy meteor
quasi epoch
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because i tried to bake it and it was black

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I'm trying to go for more of a darker clubroom look

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but i think realtime lighting works better for that

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idk if lighting = emissions

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but I'll look into it

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thanks for the advice ^^

shell vault
glossy meteor
shell vault
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and i cant find any decent video to explain wtf its used for

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i will just assume this is correct?

glossy meteor
shell vault
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okay is now baking 👍

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will take an hour haha

glossy meteor
wraith wyvern
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Where can I get a password?

shell vault
graceful tartan
quasi epoch
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it did make it look better

graceful tartan
wraith wyvern
graceful tartan
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but to quickly answer, check VRC Prefabs, i believe theres at least 2 on there.

twilit sluice
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with bakery can i bake rooms separately?

glossy meteor
twilit sluice
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and how i can make these groups?

green osprey
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Okay reflections are giving me a bit of a hassle here. i have a marble floor and im trying to get the reflections to look nice problem is when i place down reflection probes and bake the lighting/reflections it looks nice in the scene view in unity but looks nowhere near the same in game. also how do i use use multiple reflection probes for separate rooms so lets say the bedroom isnt reflecting the main lobby?

next owl
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if in-game testing is on a quest, keep in mind quest doesn't support box projection for reflection probes

green osprey
next owl
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or just separate the meshes?

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it's better for optimization anyways, so things like occlusion culling will work properly

green osprey
# next owl or just separate the meshes?

hmmm. good point. WELP back to blender i go! now for after i separate the meshes how do i go about putting a reflection probe in that room and having it reflect only whats in that room? in the lighting tab for the environment reflections i can either have it set as skybox or custom though custom only allows me to add 1 reflection probe map.

next owl
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then bake reflections, and adjust bounds again if you need to. you should be able to see reflections shift as you tweak the bounds

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make sure that any object you want to contribute to reflections is set to static

green osprey
next owl
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that's weird. you're using the standard shader?

green osprey
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mhm

next owl
# green osprey mhm

that wall separating the rooms is a separate mesh, set to static? and you can see it in the reflection probe gizmos?

green osprey
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yes. i had 1 light and 1 emissive texture in each room and in the reflection off the floor and in the gizmo i can see the reflection of those light sources from the adjacent room

next owl
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are you sure the reflection you're seeing isn't a specular highlight from the light?

green osprey
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pretty sure. i had a cylinder with a pink emissive texture in one room and i could see clear as day the pink glowing cylinder from the opposite room in the reflection

next owl
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ok. what i think is happening based on your description is that the floor is blending the contributions of those two probes because the floor is one single object

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I'm not sure why it would look correct on the editor and not in the build, that's a little odd

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try splitting the floor where the wall separates them into two meshes

green osprey
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Hmm that makes alot more sense. ill seperate stuff in blender and let you know if anything has changed. thanks for the help

next owl
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🍻

mighty crow
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baking a lightmap with Bakery, what could cause these artefacts?

next owl
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uv overlap? coplanar faces or some other topology problem?

mighty crow
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i've set lightmap uvs to be generated by unity itself...

next owl
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in that case i'd check for topological errors on the mesh, like overlapping faces. or some other object in the scene overlapping those boxes

tepid chasm
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how do I make my floor not so... bright

verbal cape
mighty crow
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okay, i will test it out, thank you!

tepid chasm
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hmm, guess it's the skybox that does it, intensity multiplier makes my floor have this white bright shine to it..

green vault
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make surface metallic to make darker

tepid chasm
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makes it darker when there's no skybox

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otherwise just makes it brighter

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(using just the standard shader for the floor there)

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hmm seems to entirely depend on what skybox I use. D:

green vault
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you can set your environment reflection to “custom”. same with gi

next owl
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i don't recommend using the metallic channel to darken surfaces unless it's actually supposed to be a metallic surface. better to adjust lighting, or to use ambient occlusion instead

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or customize reflections / GI like spring man said. but if you can get it working by adjusting your albedo or occlusion textures, that's generally the best way to go.

tepid chasm
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hm.

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and yeah, I agree, I don't want to make something metallic just for the sake of it being darker.

opaque garnet
outer nacelle
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There are some volumetric lights that work with shaders on booth if you look around a bit

mint cipher
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the skybox light isent baking how do you do this?

fallow lark
green osprey
# next owl 🍻

so after splitting the meshes placing light probes and setting their bounds to the dimensions of the room im still getting this where its reflecting the emissive materials through floor and walls. the blue light strip is in the lower room and the lower room is its own mesh. i have no clue what im doing wrong 😅

modest vapor
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Most likely reflection probes bounds

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The meshes might be using multiple reflection probes, you can see which in the mesh renderer component

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Adjust the bounds or set overrides

next owl
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ah that's a good point, i forgot you have that debug info available in the inspector

green osprey
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ive adjusted bound and it dosnt seem to change

modest vapor
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And rebaked ?

green osprey
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is there a certain way i should have my lighting tab set up? maybe im stupid?

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in all fairness all this is probably cuz im stupid

next owl
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you're likely not stupid, real-time CG is hard

modest vapor
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Not stupid, just new to it thumbsup

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Select one of the floor meshes that has incorrect reflections and post a screenshot of its mesh renderer component

green osprey
next owl
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yeah, so that means that one mesh is blending together the results of three reflection probes

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you need to tailor the volumes so that only the probes you want are overlapping any given object

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also, this is unrelated, but you have a ton of individual materials on that one mesh. that's going to affect performance

green osprey
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should i isolate everything more? so walls ceiling stairs and everything are their own mesh with their own material?

next owl
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well, for the reflection probe thing, you just have to make sure that the bounds of each probe are set so that the upstairs probes aren't overlapping the ceiling of the downstairs. that's how you're getting those reflection "leaks".

green osprey
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their not overlaping is the thing. ive adjusted and adjusted and made sure their not

next owl
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the materials stuff i'm just mentioning as an optimization thing. you want to use "atlasing" to minimize the number of unique materials you're using in any given scene. the reason the standard shader works the way it does is because you can define lots of different kinds of surfaces with a single material instance just by using textures to vary things

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if you look up material atlasing you'll get a sense of what i mean.

next owl
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you can see the three probes in the inspector screenshot you shared.

green osprey
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i have no clue where or how theyd be overlapping :/

next owl
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it's hard for me to say without having your scene open in front of me

green osprey
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yeah i get that.

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HM

next owl
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is the floor of your top room the same object as the ceiling of the bottom room? like are they just two sides of one cube?

modest vapor
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Set your own anchor override !

green osprey
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i have 0 clue what that means lmao

modest vapor
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Create an empty and then you can chose which probes it will blend in specifically

next owl
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ah that's also really good advice, duh

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the anchor override lets you set where an object "sits" as far as reflection probes are concerned

#

so you can just place an empty group somewhere just underneath the ceiling and set that group as the anchor override transform for the ceiling geo. when reflection probes are trying to determine what objects are inside the probe volume, they'll use those overrides if available

#

reflection probes aren't smart enough to know if they're overlapping part of an object or not. it's all or nothing

#

anchors are a way to fine-tune that

green osprey
#

lmao

#

oh okay gotcha

opaque garnet
next owl
verbal cape
#

MLP works as is with VRC no need to delete anything. Its bad tho. Unrealistic probe placements is what you get when you grid out your world.

next owl
#

which component was i thinking of? i know there's another light probe placer out there that works well but is incompatible with VRC

verbal cape
#

I know which one you are talking about, just dont know what its called 😛 *Maybe its just called "Light Probe Placer"

graceful tartan
#

For anyone that hasn't already got it:

BAKERY IS CURRENTLY 50% OFF

mint cipher
graceful tartan
mint cipher
#

Will it help with size issues as well?

#

Like mb size and such

#

Bought it

quasi epoch
#

how do i combine both realtime and baked lighting

#

so my emissions give off light

graceful tartan
#

Emissions should give off light for baked lighting too

#

unless you specifically have something that is moving that is giving off light, you can just bake it

graceful tartan
#

or maybe just huge objects that you can turn down the lightmap scale on

quasi epoch
#

and ceiling

graceful tartan
quasi epoch
#

audiolink

#

lights are dynamic

graceful tartan
#

i know vrsl audiolink lights should do that out of the box, but not sure about emissive lights

quasi epoch
#

my emissive lights are from... poiyomi

#

its a poiyomi toon material

quasi epoch
#

via emissions

#

should i just attach vrsl audiolink lights to those objects?

#

because

I don't really give a hoot about optimization

graceful tartan
#

Na they're more for dynamic stage lights to shine light around with audiolink

#

if you dont give a hoot, just have a realtime reflection probe

#

that'll get your lights reflecting

quasi epoch
graceful tartan
quasi epoch
graceful tartan
#

That's fine, reflection probes arent affected by lighting bakes

quasi epoch
#

how taxing are realtime reflections tho

#

on a scale of one to "i should not have more than 10 desktop users in this room"

graceful tartan
#

I've only used one once before, and it was fine.

#

but im sure that highly depends on the resolution you set it to

quasi epoch
#

what is a good resolution to set it to?

#

512?

graceful tartan
#

the lowest you can have it without things looking crap, lower the better. Hah.

quasi epoch
#

my floor isn't a mirror

#

it's just wood

#

it should be fine

#

... right?

graceful tartan
#

Yea, wont pick up too much detail off it anyway so low res shouldnt look bad

mint cipher
#

@graceful tartan

#

Is this good too

graceful tartan
#

Haven't heard of it

mint cipher
#

That's surprising

#

Apparently it combines meshes and stuff

#

Text atlasing

outer nacelle
#

so im having a little issue with bakery specificly heres my scene view and game view in unity vs in vrchat, any ideas?

mint cipher
graceful tartan
outer nacelle
#

on my point lights?

graceful tartan
#

in bakery

#

in the bake settings

outer nacelle
#

none

graceful tartan
# outer nacelle none

From the bottom picture it looks like you arent using bakery lights, so baking likley wont give you any lighting

#

To create a bakery light you go here

outer nacelle
#

there pointlights with bakery scripts attached

graceful tartan
#

it doesnt use the built in unity light

#

Ah ok. Weird setup but ok.

outer nacelle
#

i did also change them to regular bakery lights same result

graceful tartan
#

If you remove the unity light component from it it should remove the light icon too from the 3d object

#

Do you have a post processing volume thats turned on in the editor but not ingame?

#

I can see one there

outer nacelle
#

i do have it, setup with world toolkits, ill delete it and try again

#

same result with and without the post processing volume

graceful tartan
#

Grab a screenshot of one of the light's in the inspector for me?

outer nacelle
#

here ya go

graceful tartan
#

Hmm, looks normal

#

clear baked data and rebake?

outer nacelle
#

no luck, my lightmap dosent even look as highly concentrated as the in game view it looks like unity

#

ive had this problem before too, couldnt figure it out just made a new project but id like to avoid that if posible

#

ima just export my stuff try a new project and hope for the best see if anything changes

#

New project fixed it, i love unity ❤️

#

thanks for trying to help though i appreciate it

graceful tartan
#

That is weird.

outer nacelle
#

well atleast now i know how to export unity packages

#

but yeah very weird

lyric heart
#

When I make my environment gameobjects marked as Static or more specifically "Batching Static" they become solid black and seem unaffected by lighting/shader/emission
Why?

glossy meteor
#

they must be marked as contribute gi (and then enabled for lightmap static in the renderer, on by default) to be baked

lyric heart
glossy meteor
#

what's your lighting then?

lyric heart
#

Just a realtime directional light

graceful tartan
#

Ewwwwww

#

but to answer your question, you can expand the static options and uncheck the lighting related ones

lyric heart
lyric heart
# graceful tartan Ewwwwww

Yeah yeah whatever it's not even my world I'm just trying to find easy ways to improve the look and performance of a friends world I'm not gonna go over baked lighting
And even still 1 realtime directional light is pretty minimal as far as that goes
If they had a bunch of point lights and reflective stuff or something yeah I'd getcha but it's fine ya doof

mint cipher
#

anyone got a good tutorial on bakery

tepid chasm
#

heh, good timing. I don't have a great tutorial on it, but I have something that'll get you started, @mint cipher . I just took a look at this: https://www.youtube.com/watch?v=yDIOze0XndU and that seems to be fairly decent.

#

Which leads me to my question, what's the best method of lighting your avatar when using Bakery?

mint cipher
#

also having a lot of issues sadly

tepid chasm
#

those work with the bakery lights to light up your avatar?

graceful tartan
#

Assuming you mean, how to light avatars that are in your world.

#

Then yes

tepid chasm
#

yeah. I wanted to make sure my avatar would be lit based on the surroundings, but wasn't sure if it was possible with just the bakery lights or not.

graceful tartan
#

Indeed. That is exactly what light probes are for.

tepid chasm
#

hmm, that'll be sweet then, since I just purchased Bakery. But was scratching my head on how to light up the avatar.

#

Most of the videos I've found related to VRC have only showed the world from unity, and not from within VRC itself.

#

(at least, with Bakery.)

next owl
#

light probes are basically a volume where each probe is a voxel that samples the lighting at its location

#

non-static objects will interpolate those light samples between probes as they move

tepid chasm
#

do I have to do anything special, like mess with the layer or tag?

next owl
#

objects that you're baking light into need to be tagged as static

tepid chasm
#

yeah, that one I figured out for bakery

#

just wanted to be sure about the light probes themselves

next owl
#

you don't need to do anything special for the probes, just place and bake

tepid chasm
#

I'm rendering and going to upload to test real quick

#

sweet

#

I might need to look up some light probe videos or something to get a good idea of placements for smaller light sources / larger light sources compared to room space and what not

#

might have to upgrade to the 4000 series cards when they come out, rendering isn't super fast on my 2060.

next owl
#

light probes are pretty cheap so don't worry about placing too many

tepid chasm
#

nice

#

whoop, the probes worked

#

easier than I thought

peak warren
#

So, is the built in light baker for unity just incapable of producing good results?

tepid chasm
#

I think it can produce good results, but probably requires a lot more effort to achieve those results.

#

but not entirely sure tbh

peak warren
#

Does anybody know if it's possible to bake the data unity needs for lightmaps using blender?

next owl
#

you can define a second UV set in blender and choose to use that instead of letting unity compute them

peak warren
#

I get that, but I'm not sure what I would actually bake. Like... are unity lightmaps just baked direct and indirect lighting? or is there more to it?

#

like, lightmaps baked by unity don't look like anything I've seen before.

next owl
#

lightmaps in unity aren't necessarily the same as just baking illumination in blender. they can store directional lighting information as well, depending on what mode you're using

peak warren
#

yeah... I've tried finding resources on it but it's been difficult. I'd speculate that the directional info is stored in the alpha

#

but I don't have any clue what the encoding or contents of that would be.

mint cipher
#

Bought bakery and MLP and now I feel like I'm just left with more work and things breaking, man I hate that it's hard to find good tutorials

next owl
#

if you have specific questions, ask them

#

it's pretty hard to help someone who says "it's broken"

mint cipher
#

I mainly just need good tutorial videos so I can get started on Bakery and MLP

#

Things are likely only breaking because I don't know what I'm doing

lean whale
# mint cipher I mainly just need good tutorial videos so I can get started on Bakery and MLP

This is a great video that gets posted a lot here. Definitely helped me get started with baked lighting/Bakery. I've never used/needed MLP though https://www.youtube.com/watch?v=dKgUJccjWRU

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

▶ Play video
mint cipher
#

Now I just need to get my hands on a MLP tutorial or guide of some sort

lean whale
#

Probes are pretty easy, like at least when you're starting out you can pretty much just use a big grid of them all over your world and call it a day, it won't be perfect but if you want more accurate lighting you can just redo them when you know more about it

mint cipher
lean whale
#

Ah right on. Well I would hope a paid asset like that comes with a good quickstart guide or tutorial video

#

Or that it's just like, a one or two click process that magically does a good job

mint cipher
#

It had a super sped up tutorial that explained nothing xD

#

Maybe I missed something

#

It's supposed to be easy

mint cipher
outer nacelle
#

If i have bakery lightmaps, do i need to export anything else with them into a project without bakery for them to work/look the same as within a project that has bakery imported?

sharp robin
#

And if you are & you are using udon you can use this https://github.com/z3y/UdonBakeryAdapter/releases/tag/v1.1.2 otherwise for SDK2 you would need this https://github.com/MerlinVR/VRC-Bakery-Adapter/releases/tag/v0.4

GitHub

Removed depracated define
Fix for the future sdk updates and the current world jam

GitHub

Made material cleanup more robust
Added shader replacement mode None for people who just want to switch out to Bakery shaders or use lightmap specular

outer nacelle
#

havent changed any bakery settings but heres what my worlds look like first is with bakery second is the new scene with import in the project without bakery

lean whale
#

Do you have the Lighting Data asset from your scene as well, and is it assigned in the lighting panel here?

#

@outer nacelle

outer nacelle
#

yes it is

lean whale
#

Hmm yea I'm not sure then sry

outer nacelle
#

no worries

lean whale
#

Haven't tried that before but I'm curious too

graceful tartan
#

You do need to export it with a few files, i cant remeber which though

#

theres some documentation on it somewhere though

outer nacelle
#

kinda assumed i was missing some files, just didnt want to export the whole bakery package but thanks ill look into it more

#

if you do happen to remember just at me but ill look around

graceful tartan
#

I dont currently, but i can have a look later

outer nacelle
#

that would be much apreciated

lean whale
#

Looks like you need those scripts as well

outer nacelle
#

you absolute g, ima try that now

graceful tartan
fresh yarrow
#

hey, im getting the RTC_SUCCES error, but the docs only say to "enable rtx mode". i have a 3080; how would i do this?

outer nacelle
graceful tartan
outer nacelle
#

hmm must have missed a script then

graceful tartan
#

you obviously need to have the lightmap files as well as those ones too.

outer nacelle
#

yes yes i have thoes too

lean whale
#

Are those Bakery editor scripts in a folder called Editor?

outer nacelle
#

ye

#

are you trying this too rn?

lean whale
#

Did you re-copy the scene over after you copied the scripts?

outer nacelle
#

got it, must have missed a script

lean whale
#

No not now but I'm going to at some point

#

Oh its workin?

outer nacelle
#

i got it to work so reach out if you need help

lean whale
#

Ok sweet!

outer nacelle
#

ye thanks @graceful tartan

#

and you too jason

lean whale
#

Np glad ya got it

outer nacelle
#

the only difference betwenen my two tries is the temp scene, so i guess try that as a trouble shoot if it dosent work first go

graceful tartan
#

Sweet. Im gonna need to try that out too at some point so good to know it works.

#

Problem is if you do it to sell a world project and they want to change anything, they cant bake the lights again XD

#

Hmm.

outer nacelle
#

yeah thats why i questioned using bakery cuz i do wana sell this world but... yeah still a delema

graceful tartan
#

Bakery just makes everything look so much bettter though 😭

#

I understand the dilemma

outer nacelle
#

i know and it works so much faster

#

i guess you could leave some small props non static and let probes do the lighting work so they can edit thoes?

#

move/remove

outer nacelle
graceful tartan
outer nacelle
#

fair enough, thats how i feel about my worlds

#

just gotta rework all my old wack work

glossy meteor
mint cipher
#

quick question boys

#

what bakery script do i add for spot lights

next owl
#

spot lights are effectively point lights

#

read bakery's manual if you haven't already

mint cipher
#

i think im on the manual

green vault
#

youd do bakery point light. but set it to “cookie” i believe. or cone (one of these options may crash the project)

#

actually. go to the bakery tab at the very top. theres a preset spawner for spot lights i believe

mint cipher
green vault
#

yea

mint cipher
#

this is gonna sound dumb but what is that xd

green vault
#

like a prefab

mint cipher
#

im not really sure where that is in the options

green vault
#

the bakery drop down button

mint cipher
#

ahh i see now

#

also somewhat unrelated

#

getting this when im trying to calculate volume with MLP

#

it just having so many problems now with these new programs

#

think i fixed it

mint cipher
#

nvm

#

it jsut

#

just

#

loves to pop back up

mint cipher
# mint cipher

keep trying to look up the issue but there is nothing relevant to my situation

dense cloud
#

I messed my project up heavily and the backup i tried making didn't work. I managed to somewhat fix it, however my lights are still messed up. This is a spotlight that works normal, however it is ALSO acting as a point light, the lighting you see in the picture is not intended at all, and should only be a small circle of lighting, the problem is, the real light is in there still. When I disable the spotlight, it also removes the unintended light. I have no idea what settings have made this happen, the exact effect is happening to the rest of the project, but it isn't just that. All lights in the world cannot be selected in the scene, but only from the hierarchy. Idk what to do from here, what settings to fix and such. This all happened because I installed High Definition Render Pipeline

#

when I search for it on the hiera, it appears, otherwise this is how it is permanently, even selected. I cannot edit the size of it using the scene anymore. I have now uninstalled HDRP

lean whale
lean whale
dense cloud
#

(Gizmo fixed the lights not appearing btw. thank you for that)

lean whale
#

You definitely have too many realtime lights in your scene, once it hits this number Unity will change the way lights behave to simplify them. VRChat keeps this number at 8 maximum, but you can increase it while you're in the editor just to see what things look like. Having lots of realtime lights hurt performance which is why light baking is so important

dense cloud
dense cloud
lean whale
#

I mean probably yea, that's a big chunky thing to install that totally changes how rendering works, definitely could have borked something

#

How about if you click this at the bottom of the lighting tab

#

Clear Baked Data

dense cloud
lean whale
dense cloud
#

found out

lean whale
#

Ooh what was it

dense cloud
#

So. Mobile shaders were enabled.... not standard... THAT WAS IT. I can't thank you enough for helping dude, seriously. I'm so so sorry i'm this stupid

lean whale
#

Oh snap good catch, I wasn't even thinkin bout materials

#

No worries this stuff ain't easy

fresh yarrow
#

does anyone know how to effect GI with an emmissive rendertexture? so that the whole room lights up and changes dynamically with a tv screen / movie.

fallow lark
peak warren
#

I've tried dabbling with light baking many times in the past but have never gotten a result that's even close to what I find in other worlds on VRC. No matter what settings I use I often get massive ugly seams on the boundaries of my UVs like this:

#

here's my lightmapping settings:

#

there's only two static objects in this world, this cup of geckos and the floor.

#

the lightmap is 4k but it's super blocky and doesn't even use the whole space...

#

it looks so baaaad....

rugged harness
#

Did you check "Generate Lightmap UV's" on the mesh import settings?

peak warren
#

No, I want to use my own. This mesh has a second UV that created for the lightmaps.

rugged harness
#

Ok, but have you tested baking with it enabled anyways to see the result?

peak warren
#

I'll try that again, but that hasn't really helped in the past.

#

here's the result

peak warren
#

I should note that generating lighting also takes suspiciously little time...

rugged harness
#

I thought that too, but There's nothing that stands out to me unfortunately. Maybe try following the pinned video's settings and see if that makes a difference

peak warren
#

will do

oak elbow
#

Try more samples, possible you got hard shadows on the lights? Maybe try with soft shadowing instead

peak warren
#

increasing the samples seems to help. Also the CPU progressive took way longer but had better results... I'm wondering if it means anything that during the baking my mesh has large UV islands all black?

outer nacelle
#

yeah i find alot of artifacting/problems with the built in gpu lightmapper when i used to try it

peak warren
#

I only have one light source in the scene for the sun, and I'm using the skybox as my ambient lighting.

#

I would much prefer to bake in blender if anyone has some resources on how unity lightmaps are actually encoded.

outer nacelle
#

not sure about that specifically, but if you have cash burning a hole in your pocket bakery has worked amazing for me but i get what your saying

oak elbow
#

During baking it finds what faces needs it, and etc. It's completely normal to have different faces have different color. It's all about what it looks like at the end. Though, it could potentially also mean that part of the mesh has duplicated/separated vertices.

peak warren
#

so far the CPU bake, while taking way longer, avoids any artifacts like the GPU bake produces.

#

I'd still like to be able to use my 2080ti, though.

sharp robin
#

As for it not taking up the whole lightmap area you could try increase the lightmap scale on the mesh renderer

peak warren
#

I'll give that a try. I don't fully understand the backface test... but... I wonder if the lid of my cup being a backface might be causing so many artifacts?

#

Like the roof of the cup is just one big backface

shell belfry
#

was working on light baking, the bake came out awfull so i cleared it now all the lighting is flat and none of the light sorces work at all???

shell belfry
#

recovered some of it but the lighting in what was the dark room is stuck flat even with a totally different shader on top

#

(Before i tried baking)

lean whale
shell belfry
#

the origional bake was really scuffed but i fixed it so the bakes look decent again but the lighting in the project still seems pretty scuffed and light in every dark area

lean whale
shell belfry
#

i, think.... i might be er... pretty dumb

#

yeah that was it, how... after 500+ hours do i make a mistake like that >.>

lean whale
#

Heh I've been there. Unity is full of tiny little buttons and toggles and hidden settings that'll mess everything up 😭

shell belfry
#

ah right ok that might not have been that

#

looks ok in the project window but in the game window its back to flat

shell belfry
#

ok new issue, only one of my 3 light points are baking?

glossy meteor
#

can you show the point light settings?

shell belfry
harsh radish
#

Hi! so i have a pool that i wanna add some lights to on the sides. shown in the picture. but they dont seem to emit any light? i have a mesh for all the water inside the pool. and a plane on top for the surface water. i assume its cause of the mesh with water underneath. that it dosent emit any light? its bassicly just a box with a underwater shader. do i need to enable something on the box for the light to emit through/inside of it?

#

idk if its just the shader im using

glossy meteor
#

have you baked the lights or are these realtime?

harsh radish
#

They are baked lights baked with Bakery

glossy meteor
#

is the pool ground static?

#

how does the material look?

#

of the pool floor

harsh radish
#

Ahhh i hadnt marked it as static actually dont know why. could mayve be that!

harsh radish
#

let me try to bake again quickly

#

thank you

glossy meteor
#

good, the material looks ok, sometimes people put dark albedos

harsh radish
#

Ahh i see! gonna try to bake it quickly and see if i just had to mark it as static. i feel like that might be it

#

since it worked in the viewport

mint cipher
mint cipher
#

thanks

mint cipher
#

hey boys

#

I am not sure what I am doing wrong here

#

but

#

my lights dont want to bake

#

at all

#

using bakery

nova lynx
#

did you use any tutorial?

mint cipher
#

yes

#

things were working before

#

now they just dont

#

idk how to explain it

#

iv added bakery scripts to every light source and did it correctly

#

but when i go to render it, it gets stuck at rendering lightmaps, preparing

#

and doesnt actually bake anything

nova lynx
#

Umm, I do know that if you have a mirror active in the world, it prevents it from rendering, like it will loop constantly, do you have a mirror currently like on?

mint cipher
#

i have no mirrors in the world

nova lynx
#

What tutorial are you using so I can see

mint cipher
#

im disabling my light probes i use with MLP and trying to bake and see what happens

nova lynx
#

Yeah I have no clue what he's using to bake, like his settings. I have this tutorial here, https://www.youtube.com/watch?v=dKgUJccjWRU

This is one I used, he goes into depth on how to bake everything, he does use bakery too. I have 0 experience using bakery, I just am not paying for that to make vrc worlds

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

▶ Play video
mint cipher
nova lynx
#

Are your objects static?

mint cipher
mint cipher
nova lynx
#

And on any 3d models you imported you applied the UV map to them?

mint cipher
#

all of them should have lightmaps generated but ill check UV

nova lynx
#

Okay

mint cipher
#

ye i have em

nova lynx
#

But yeah, unfortunately like I said, I don't own bakery and don't plan on owning it, so I couldn't help you with it. My best plan is to try to bake without bakery and see how it goes. Can you SS your lighting settings?

mint cipher
#

ill ss my bakery setting and lighting settings but bakery doesnt seem to use unity's lighting settings

next owl
#

yeah bakery is going to ignore that shit

mint cipher
#

^

next owl
#

so bakery is getting "stuck"? it just sits on the "preparing" thing forever? no errors in the console? does it ever get unstuck or do you have to restart?

mint cipher
#

yeah it gets stuck or it finishes but nothing changed

#

i onyl get 1 error

#

which i think is irrelevant

#

i am gonna try to make the rror show up again

nova lynx
next owl
#

you can also use the bakery menu to clear all your bake data, might be worth just purging what's there

#

bakery uses its own lightmapping settings

mint cipher
#

this is the error

#

oh i just read it

#

its definitely the problem

#

every place i search online for this error

#

is jsut

#

just

#

irrelevant

nova lynx
#

Yeah personally the best help I can give you is settings without bakery. The only other thing I can ask you too is are your lights on bake mode?

mint cipher
#

yes

nova lynx
#

And are they intense enough

mint cipher
#

all lights are baked. all lights are properly set up

#

they worked before

nova lynx
#

Like for my home world my ceiling light has an intensity of 75

mint cipher
#

it looked amazing

#

now

#

it looks like shit

next owl
#

okay, so what changed?

mint cipher
#

it just doesnt render

#

its black

next owl
#

did you modify the meshes, for example?

mint cipher
#

everything is darkness

next owl
#

did you update drivers recently? anything else that may have triggered this?

mint cipher
#

the only thing i modified was adding bakery and MLP scripts to the lights

#

now

#

they just dont work

next owl
#

remove MLP and try again

mint cipher
#

like completely delete it from the project?

next owl
#

yeah. backup your project, then nuke MLP completely

mint cipher
#

backing up rn

mint cipher
#

completely removed MLP

#

and nothing changed when i try to render

next owl
#

ok. you deleted all lightmapping in the scene first? what exactly happens when you hit the bake button?

mint cipher
#

all lightmaps and baked data gone

#

imma hit render

#

and show you what pops up

#

it works normally for a sec

#

then

#

this pops up

#

and

#

i get this error message

#

this error is definitely responsible for the problems

next owl
#

never seen it before. you have an nvidia GPU right?

mint cipher
#

i do

#

and this popped up now

#

and i think its the object in the error

#

i gave a nvidia gpu 2060 6gb RTX

next owl
#

yeah just making sure

mint cipher
next owl
#

i'd delete all bake data from the scene, there's a bakery menu option to do this

#

if that !ftraceLightmaps thing still exists after you do that, try blowing it up

#

then rebake

mint cipher
#

this right?

next owl
#

yes

mint cipher
#

hit clear its still there

#

so imma delete it

#

hitting render

#

same issue

#

except it just instantly failed

next owl
#

i'm out of ideas dude. it'd be worth setting up a clean slate project and seeing if you're getting the same bug? but i don't know what you're dealing with right now.

#

that's their bug tracker. you could submit an issue / contact the author via the unity asset store

mint cipher
#

man this is very hard to hear

#

i dont know what to do either

#

i have located a general idea of where the problem lies

#

i toggled off all bakery scripts on the lights

#

now it works

#

so its something to do with

#

okay found even more info

#

all point lights being enabled with scripts workas

#

the errors lies in the area lights

lean whale
mint cipher
#

might be mesh render issues

#

but idk how to deal with that

#

if i add mesh render it asks for mesh filter then asks for matieral

next owl
#

apply the light mesh component to an actual mesh, like a grid. area lights are effectively softboxes

mint cipher
#

what do i apply to area lights then?

lean whale
#

What if you click "match lights to meshes/area lights"

#

That should set it up for you I believe

mint cipher
#

nothing happens due to the error

lean whale
#

Ah

mint cipher
lean whale
#

Well yea if it's like a rectangle just put a quad on it

#

That matches the shape you want

#

And then match lights to mesh

mint cipher
#

how do i add that?

lean whale
#

Wait. Can you show the rest of your inspector

#

The non bakery area light component

mint cipher
#

some are set as area

#

and some arent

#

and idk why

lean whale
#

I mean, aren't they set as area because you set them that way because that's the lighting you want?

mint cipher
#

they came in that way from their prefabs

lean whale
#

But anyway: bakery light mesh is not for spot lights

#

Spot lights should use bakery point light

#

Not bakery light mesh

next owl
#

bakery light mesh will not work on spots

mint cipher
#

yeah i just noticed some of them were lies so ill fix those

#

i guess prefab just fucked them up

#

so those will be on my list

#

man it sucks that i have to hop off unity once i get a lead on how to fix problems xD

lean whale
#

Did they come with the bakery scripts added?

mint cipher
#

no they didnt

lean whale
#

Yea so it sounds like the prefabs weren't messed up, you just added the wrong bakery scripts

mint cipher
#

i had to manually add them but i did them in batches so thats likely why its messed up

lean whale
#

Ah

mint cipher
#

i just high lighted all things named area light and add the component

#

same with point lights and spot lights

#

it was quicker but little did i know some of them were named area light but they were actually point lights

#

so thats my bad

lean whale
#

Ahh then yeah guess they were named incorrectly

mint cipher
#

mhm

#

hopefully thats just the issue

#

but

#

ill have to look into it after work sadly

lean whale
#

Yea that's gotta be where the error was coming from

mint cipher
#

hopefully

#

thank you for pointing that out for me

#

i hope i can fix it

south yarrow
#

Is there a way to exclude specific game objects from post processing?

modest vapor
#

Everything gets affected by post processing, no way around it

verbal cape
modest vapor
#

It's the camera's layer that's relevant

verbal cape
#

ah kk

mental charm
#

so i have post processing and whatever, but i want to know how i could get more glow to come around the front side and emit more light to around the front

glossy meteor
#

increase the intensity of the material's emission

#

also set the emission to baked and then light-bake it

mental charm
#

EXCUSE ME

#

please tell me how i can lower this lmao

oak elbow
#

Either GPU bake or bakery would lower it. Potentially stats as well.

glossy meteor
#

we need more information.. what lightmapper? what settings?

shell belfry
#

How would i best go about baking lightmaps with the VRCBCE Billiards? if i make it static it breaks it, but when i bake it, it goes compleatly black?

#

hmm, ok so... not sure what happend but the lighting on some stuff like the billiards table seems to have gone very dark no matter then intensity?

#

(turns out it was a culling thing, but a new issue is, how do i get unculled light with shadows that doesnt roflstomp framerates?

#

main thing im struggling with atm is trying to light the world + players without pushing real time shadows

#

but with shadows turned off the dark room i have lights up, so im stuck for how to treat it

pallid flint
#

do you have light probes in the world? [if not, non-static objects won't get any baked light whatsoever]
you should be able to make only parts of the prefab static[namely the main mesh of the table], while leaving the other objects on the prefab dynamic

glossy meteor
shell belfry
#

yeeee figured it out, i think its just trying to get the player lighing right for mirrors cause the lights dont come from the mirrors, its dark

#

not sure how to tackle it

mint cipher
shell belfry
#

another something, how best could i get these spot lights to fall off nicely, se look very flat?

fresh yarrow
#

is there a way to make bakery's lights appear on avatars? Ingame everyone is pitch black while the world is lightmapped.

fresh yarrow
#

oh, should I do anything special for bakery or just google a general light probe tutorial

next owl
#

it's the same process, nothing special for bakery. just place the probes in your scene, any tutorial ought to be fine

#

light probes are very cheap so you don't have to worry too much about optimization. just place them anywhere the light is going to change for dynamic objects. a loose grid pattern is fine to start, then place higher densities in areas where the lighting is transitioning

mental charm
mental charm
#

this is all the world is ;-;

mint cipher
#

where is your light probes?

#

also what kind of pc do you have

next owl
#

sounds like your lightmap density is far too high

mint cipher
#

yeah something is up

#

that is an insane time

mental charm
#

do i have too many ;-; idk what im doing lmao

mint cipher
#

rn i am using MLP & bakery and my time is about 5min per bake and its a very big map

#

and i got wayyyyy more probes

mental charm
#

MLP?

mint cipher
#

magic light probes

#

it places the probes for you

mental charm
#

i used an auto placer aswell

mint cipher
#

thats what the auto placer did?

#

damn lmao

mental charm
#

yeah

mint cipher
#

ill show you what mine did once im done baking

mental charm
#

alright

#

i can change how many there are

#

its not like auto auto

mint cipher
#

i dont think the probes are the problem

#

it has to be some kind of setting

#

something must be set too high

#

have you done bakes before that werent this long?

mental charm
#

yeah but that was only to test if some thing would look how i wanted it to

#

before lightprobes and everything else

mint cipher
#

how long were those bakes

mental charm
#

mm

#

10-30 mins i dont really remember

#

too long i feel

mint cipher
#

hmm

#

yeah

#

sounds like it

#

did you change settings after those bakes?

mental charm
#

nope

mint cipher
mental charm
#

jeeez lol

mint cipher
#

yeah very different xd

mental charm
#

veryyyyy

mint cipher
#

seems to be a lot more accurate

#

im still getting used to bakery

#

things seem very different

#

some parts are def higher quality

#

some parts are just very dark

mental charm
#

yeah

mint cipher
mental charm
#

what do you recommend i do to try to lower bake times? cause im scared of doing a 30+ hour bake LMAO

mint cipher
mint cipher
#

there can be many factors effecting it

mental charm
#

jesus i cannot type LOL

mint cipher
#

for that pic the lighting is very good but the walls are veryyyyd ark

#

also thank you

mental charm
#

yeah i can see

mint cipher
#

there is def a problem

#

these lights arent doing anything to the wall

#

which is odd

#

ohhh

#

i just realized

#

what could be causing long bake times

#

this is a problem i had

#

check your task manager

mental charm
#

gotta get better lighting on this world aswell

mint cipher
#

when you start bake

#

back when i used normal light mapper

mental charm
#

yeah ive had an issue with point lights doing nothing after a bake sometimes

mint cipher
#

my cpu would always go to 100% that means it was at full power and it went very fast

#

sometimes

#

it would be like 30%

mental charm
#

lemme try

mint cipher
#

and the times would take ages

#

so i rebooted pc

#

and it went to 100% after i started

mental charm
#

yup, cpu 100

mint cipher
#

and its still that long?

#

damnn wtf

mental charm
#

still says "Baking..." right now

mint cipher
#

hmm lets see the time then

mental charm
#

yeah waitin on it

#

you know what. it might be some of the bushes i have and the "carpet" made out of retextured gras?

mint cipher
#

try disabling them

#

or turning off static

#

and try again

#

for those objects

mental charm
#

44 hours KEK

#

yeah ima try just disabling them

mint cipher
#

i wish i could provide more better answers but im still pretty new too

mental charm
#

nooo youre alright

mint cipher
#

i only got 4 months of unity vrchat worlds under my belt

#

and lighting was never my strong suit

mental charm
#

50 hours KEKW

mint cipher
#

BRUHH

mental charm
#

LOLOL

mint cipher
#

next thing i can think of is to try and reset light mapper settings

mental charm
#

alright i disabled em

mint cipher
#

sadly these things are just trial and error

#

you gotta keep trying to narrow down the problem

mental charm
#

reset lighting settings aswell

mint cipher
#

i had 3 what i like to call "unity fail days" where i spent the entire day trying to fix one or more problems and fail xD

#

finally figured out my issue after 3 days

mental charm
#

KEKW happened to me aswell before

mint cipher
#

all apart of the learning curve xd

mental charm
#

it was either the grass and bushes, or lighting settings