#world-lighting

4 messages · Page 30 of 1

next owl
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you don't want gpu instanced objects to be static anyways. you can technically make them lightmap static but for something like grass you don't stand to gain much from that

mental charm
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13 min bake now

mint cipher
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oh?

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ok

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so you reset the settings and disabled at same time right?

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if thats the case try toggling them back on and check time again

mental charm
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yup

mint cipher
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and check each object 1 at a time

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first try all

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if you get long bake time then disable all but 1

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and keep going through each one

mental charm
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it was 100% the grass carpet

mint cipher
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check those texture settings

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send ss if possible

mental charm
mint cipher
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well that is certainly an itneresting one

next owl
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it's not the shader on the grass that's the culprit, it's the geometry

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it's a bazillion instances of grass chunks scattered about, and then the lightmapper has to bounce a bunch of rays around them

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that's a recipe for pain

mental charm
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nope not even the grass

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its the bushes i have the in the world

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'

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im gonna bake without and see how they look unbaked, if it looks weird ill just get rid of them

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i can always replace them with something else

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16 mins bake time no

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Now

mint cipher
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thats better

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@next owl any idea why some of my objects are just black and not having light on it?

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it is static

next owl
mint cipher
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they should but ill double check

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but what about matierals?

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i made the walls black material

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but they are having problems

next owl
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how black? lightmapping won't really work if your materials are outside the PBR safe albedo range

mint cipher
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pitch

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it was fine before

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but its pitch black

next owl
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you can't bounce light off of pitch black

mint cipher
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this isnt supposed to be pitch black'

next owl
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i mean, how black is your black material in textures

mint cipher
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i just increased it to lighter

next owl
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have you tried viewing through the Validate Albedo mode

mint cipher
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so it should work better

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but idk why my disco ball is black now

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i even deleted and reset it

mint cipher
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i ammm confused why is it black now

next owl
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i mean, i tried asking diagnostic questions.
you need to check if the ball has lightmap UVs, if it is static, and if the albedo or other textures are within reasonable limits

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if the lightmap UVs were modified recently you may need to rebake. if the material is reflective you will need to make sure at least one reflection probe contains it within its volume.

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you also need to make sure that the object itself is set to contribute to GI in the mesh renderer settings

mint cipher
mint cipher
next owl
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okay. from here it looks like that object is almost entirely metallic

mint cipher
next owl
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have you baked reflection probes? on the mesh renderer for that object, are any reflection probes listed?

mint cipher
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oh no

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i clicked

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render reflection probes

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oh no

next owl
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that's not necessarily a fatal error

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are you seeing textures on your probes? do they look correct?

mint cipher
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when lights are off i see it but it doesnt look right

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for some reason

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now it seems to look right

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even though

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it failed

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?

next owl
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i have no idea what you're saying

mint cipher
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allow me to speak english

next owl
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the errors you're seeing there sometimes happen during bakery operations and they're typically not fatal

mint cipher
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the textures looked somewhat right when i turned off lights

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then i turned it on after trying to bake probes

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now it looks right

next owl
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¯\_(ツ)_/¯

mint cipher
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seems good to me now

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seems like the issue was just the reflect probes

next owl
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if you're using bakery, you need to bake reflections after baking lighting

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for whatever reason bakery will erase your reflection probes after baking lights, and so any metallic objects will appear completely black (because metallic objects don't reflect diffuse light in PBR)

mint cipher
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thank you for telling me

lyric heart
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For some reason when I bake AO to Vertex Colors
this effect happens

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I think
I'd prefer it if it was more like this

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which it sometimes is
Why is it sometimes one way and sometimes another?

next owl
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your vertex normals might be completely hard on the incorrect ones? or vertices not fused

lyric heart
lyric heart
next owl
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are there interior polygon faces in there? like between two of those cubes sandwiched together, are there faces in between them?

lyric heart
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Maybe let me check
if there are that's gonna be a massive pain to remove manually

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Seems no?

lean whale
lyric heart
lean whale
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Oooo I had no idea, I'm gonna try this

lean whale
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Welp mine looks nothing like yours haha

lyric heart
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I need every "block" to have it's own quad I can't use planar decimation if that's what you did

lean whale
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Yea the wireframe looks like this

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I did this

lyric heart
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So nothing different?

lean whale
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Different from what? From your setup?

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Idk how you did it

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But mine doesn't seem right either, like Idk why these areas aren't shaded

lyric heart
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unless you're using GPU instead of CPU?

outer nacelle
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anyone know what to do about this when rendering reflection probes

modest vapor
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I think this error can be ignored ?

outer nacelle
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It doesn't give reflections like a working reflection probe does however, like the material with a metal and smoothness of 1 looks flat and cant see light reflections in it, also when clicking on render reflection probe it kinda interrupts the progress bar right away and spits out this error

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but your right , i just checked my other world and it gives this error but everything looks how i would expect it too....

errant anchor
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how do I fix this, using Bakery

tepid chasm
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Hmm.. well.. my avatar doesn't really get any darker when moving between areas.. though moving an object between the areas does cause the object to get darker (at least in my scene)

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Using bakery + light probes, any certain settings or way to set up the probes to better lighten/darken my avatar when I move between those areas? (such as the dark area in the back, my avatar still seems fully bright back there)

glossy meteor
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what's your avatar's shader?

tepid chasm
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poiyomi, though I've seen him get darker in other worlds so it's not like he's full on emission :o

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and before I added the light probes, he was almost impossible to see.

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Maybe I just need to do some more light probes, guess I'll test that out.

tepid chasm
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Yeah, adding more light probes helped, actually.

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Now the avatar does get noticeably darker if I go behind that wall.

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I'm assuming when you have a wall (or anything that separates light), you probably want to have light probes close to each side of the wall

formal spindle
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would edge kissing cause lighting issues later in unity?

lost imp
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Trying to add Post Processing, but there's no layer available for it.

sharp robin
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Or you could use existing layers that are mostly unused such as TransparentFX or Water

lost imp
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Yeah, the intention is for water, so maybe I could just do that :P

modest vapor
opaque garnet
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any ideas why my lighting looks fine in Unity, but in-game all the interior floors have no lighting at all?

tepid chasm
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using real time lighting? or baking?

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also, sheesh... looks like Bakery's lightmaps can really increase the size of a world by a lot.

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my crappy little world at 225 Texels per unity is like 100mb.. but at 100 Texels it's down to 44mb..

opaque garnet
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Baking; I think it may have been the shader on that material i was using. seems to be resolved for now

modest vapor
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Indoor should be ~40, outside 10~20

tepid chasm
modest vapor
tepid chasm
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😄

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that said, I am enjoying messing around with bakery and light probes

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except when I go into desktop in vrc after using unity.. and notice I'm still holding down right click when I move...

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So at the moment, my world is basically just one big test so I can figure out lighting and what not. Most of my walls are sort of their own pro builder mesh. Kinda wondering if I'd save more file size by making all the walls into a single mesh

glossy meteor
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don't just combine everything
usually you combine in reasonable chunks to have occlusion culling do the work

if everything is a single mesh, there is nothing to cull

tepid chasm
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good point, I'm not totally sure on how occlusion and occlusion culling work

fallow lark
tepid chasm
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So if a room is mostly square, would it be better to have all the walls as their own mesh, or combine like two walls, opposite corners?

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oh that's interesting

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so does that basically make it so when you're not looking at certain things you get better performance?

fallow lark
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basically it stops rendering objects that are hidden behind a wall or another objects

tepid chasm
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nice

calm iron
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meow

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how to combine mesh in unity ? i have a tool but forget about that

pale heart
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and idea on how to fix this? everytime i bake my light the uv-maps overlap

modest vapor
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Did you do what the warning said ?

pale heart
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I tried but i couldnt figure out where

modest vapor
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On the gameobject settings, in the inspector

outer nacelle
calm iron
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meow

pale heart
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Suddenly my baking went wrong, i dont know how to fix it, any ideas? in game it looks horrible

pale heart
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this is how horrendous it looks in game

past vault
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I'm following a tutorial to do this:

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I followed exactly everything but i dont get why i have this

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I made my room with probuilder, someone know if that could be the problem?

supple harness
past vault
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Yea, now i made everything work except the postprocessing stack 2, i set it correctly but still effects of the post processing wont work

past vault
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Ok i made everthing work for the second time xD now i just need to figure out how i can make the light be on the player, like, there are no player shadow and the player dont get the light reflection in his body, why?

green vault
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baked lighting will not have shadows. but as for lighting your avatar. follow mureiks thing

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if youre wanting shadows. best uou can do is mixed lighting. or you can try the projector method

green vault
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si

past vault
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I tried with reflection probe and seems the light now bounce on avatar correctly, is it a solution or light probes are better?

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(still the shadow of the avatar doesnt show up , maybe i can use a directional light for that?)

green vault
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use both

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light probes and reflection probes contribute to better lighting practices

past vault
green vault
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youll want probes near lighting

outer nacelle
# pale heart this is how horrendous it looks in game

I had this issue happen to me too, I had to export all my assets into a new project with no prior lighting in it, and then re open my scene, re bake lights and then it worked, I know it’s a long solution but I haven’t found a better one tbh

pale heart
outer nacelle
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Yeah probably easiest to set up everything how you want then do the export, if need help with exporting it too just lmk

tawdry bridge
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yall i lost my inspector emoji

tight marten
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anyone have any recommendations on lighting a forest with moving leaves? My initial thoughts are to bake the trunks' shadows and then light the leaves in real time/have their shadows in real time, but I wasn't sure if anyone had any good ideas on the best way to do this for optimization.

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also has moving grass/foliage as well.

sly forge
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anyone have any recommendations on lighting a forest with moving leaves? My initial thoughts are to bake the trunks' shadows and then light the leaves in real time/have their shadows in real time, but I wasn't sure if anyone had any good ideas on the best way to do this for optimization.

fallow lark
spring elk
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ok so im using bakery and everything was working fine and made a few adjustments to some lights and now nothing is baking anymore is there a quick fix to this or is there some rookie mistake im doing to cause this issue because i ran into this multiple times in the past an its getting really frustrating.

modest vapor
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Clear unity's lighting, clear your GI cache, clear bakery's bake data, save, restart unity and try again

mint cipher
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my lighting looks good in the editor but not in testing (the first picture is testing and the second is editor)

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nevermind, I had 2 lights that I didn't realize I had

mint cipher
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i got a bakery problem

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anytime i use more than 20 texels the bake just gets stuck

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for example 30 or 40

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fails

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anything above 20

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and baking at 20 makes the lights look terrible

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it just gets stuck at exporting scene

next owl
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you might be running out of VRAM if your scene is pretty complicated. you could try using bakery sectors to slice up the problem into smaller chunks

modest vapor
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Add the bakery sector script onto an object, place part of your scene below that object, and place that sector object above the bake button in bakery

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(I should make a tutorial sweat )

next owl
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...or just read the manual

mint cipher
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some people have different learning styles

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some are better at words. some need video, some need audio

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manual could be confusing without visual aid imo

next owl
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yeah, but like, have you actually looked at the manual? it's not very long

modest vapor
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It has images too

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It's pretty visual

next owl
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i don't mind helping to answer questions but this stuff is all out there for you to see

mint cipher
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i might have looked at the wrong place then

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because what i looked at had text only and wasnt very informative xD

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i probably should've used the link on the store and not some random guide

mint cipher
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giving it a look

mint cipher
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i understand it now

spring elk
fallow lark
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cool wall pattern

spring elk
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i need to fix up the corners a bit just trying to perfect the lighting before going any further

lean whale
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Groovy

outer nacelle
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really not sure what to do here, that black wall has the same material as the other concrete wall but just comes out black after a bake, yes its static and there are lightprobes in the scene

next owl
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is that black wall a separate FBX? does it have lightmap UVs?

outer nacelle
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same fbx, yes lightmap uvs

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let me restart unity maybe

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restarrting and rebaking seemed to fix it, should have tried that sooner probably

swift garnet
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Anyone know if theres a way to use https://github.com/MerlinVR/VRC-Bakery-Adapter with shaders other than Bakery Standard? I've baked some SH lightmaps and want to be able to use Mochie's standard, or even my own shaders in Amplify with SH support

GitHub

A script that handles converting Bakery RNM and SH directional lightmap bindings into a format that VRChat can process - GitHub - MerlinVR/VRC-Bakery-Adapter: A script that handles converting Baker...

fallow lark
swift garnet
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That's what I'm asking, I already have shaders that support Bakery lightmap modes

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It seems like Merlin's tool to make SH and RNM lightmap modes compatible with vrchat only work with Bakery Standard

fallow lark
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do not know myself as I haven't tried the SH and RNM lightmap modes

swift garnet
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silent suggested a different adapter in the replies of that tweet, i'll try that

fallow lark
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cool

swift garnet
fallow lark
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cool

wooden raven
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When I set my own skybox, disable the Directional Light and my Point Light (the only two light sources besides the skybox itself) and then bake the lightmap, it doesn't bake correctly and I'm not sure why. Then, when I undo the change I made and bake it again, it still bakes incorrectly. I'm at a loss. (Feel free to tag me when you reply)

wooden raven
spring elk
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got the lighting done to the way i like it finally started putting stuff in the room

spring elk
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dose anyone know why my lightmap is breaking when i upload my word to vrc

versed herald
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in my lighting settings. I know its best to have all lights baked, or most. But should they be rectangle or circle

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also for some reason my lights are not baking.
They are set to: Point. Mode-Baked.

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Then should reflection probes be baked or realtime, or custom

graceful tartan
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If you used anything other than none or baked normals there are extra steps you need to take for VRC to support it.

outer nacelle
versed herald
spring elk
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@graceful tartan its just basic settings pretty much besides the samples and resolution

outer nacelle
versed herald
graceful tartan
outer nacelle
versed herald
spring elk
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ok if that dose not work ill just reset my bakery stuff and give it another go

outer nacelle
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and if you search for lightmaps in your assets nothing comes up?

versed herald
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just noticed i sent the msg ot the wrong person

versed herald
outer nacelle
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yeah if you have thoes then your light should have been baked good

versed herald
outer nacelle
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i have mine om Type:baked and HDR checked

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HDR is a kinda dependent on your world

versed herald
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what is hdr

outer nacelle
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hdr just means high dynamic range, i know for a camera it means it just combines several different exposures and combines them, im not 100% but it should be the same for reflection probes becuase they "act" like cameras

tepid chasm
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was nice and smooth.. but once I baked it with bakery... (40 Textels), got these ultra jaggy edges..

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Anyway to avoid that without cranking up the textels skyhigh?

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as a comparison, when I don't set it to static:

graceful tartan
tepid chasm
tepid chasm
mental charm
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how could i lower my bake times?

outer nacelle
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I thibk texels is the biggest factor in time for bakes

mental charm
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texels?

outer nacelle
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Light map res or texels per unit

mental charm
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oh

outer nacelle
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Also you can bake light maps at 4k and crunch compress them to 1080 to save some mb

mental charm
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How would i compress em

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currently this is what my time is looking at after lowering the texels to 20

pure widget
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turn your samples down tf

mental charm
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wheres dat

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oh i see

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what should i put it at?

pure widget
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half the 500s at least

mental charm
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alright ill try

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gonna place light and reflection probes rn aswell

outer nacelle
mental charm
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Alrighty

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Bake time is 30 mins now, which is better than 2 hours lmao (Edit: Its back down to 30 now lol still somewhat rising though; edit again, its going up and down back to back now lmao)

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wait its goin up ;-;

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Could another possibility be that i have too many point lights, i feel light i do lmao

outer nacelle
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How many lights you got?

mental charm
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Ill send a ss LMAO

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2 screenshots KEKW

outer nacelle
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Bruh

mental charm
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KEKW

outer nacelle
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What’s your world look like?

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Like how compact are the light geographically

mental charm
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how close each lights are close to each other?

outer nacelle
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Yeah that wording works better

mental charm
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I have six seperate "private rooms" aswell with 4 lights each aswell

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100% could keep one light on each of these

outer nacelle
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Ah makes sense, yeah i would say that would help reducing time, could try baking but just turning 1/2 of thoes off and try

mental charm
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Yeah, ill just redo those and see how it turns out

mental charm
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Alright so light probes look ridiculous lmao

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Alright, got rid of a pretty damn good amount, gonna go through and double check then rebake and see how she looks

oak breach
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Heya i have really weird thing happening with Bakery, any idea what may cause it and how to fix it? From what i noticed it may be connected to how many stuff light is casted on and maybe their size in lightmap

mental charm
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Starting bake now, gonna see how long it takes

oak breach
lean whale
mental charm
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Baking finished

outer nacelle
mental charm
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bout 15 mins

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wayyy better

lean whale
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Have you tried using Progressive GPU lightmapper @mental charm ? That should be way faster

mental charm
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Naw i havent

lean whale
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It's like 10x for me 😊

verbal cape
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The default Unity lightmapper has nothing for memory management which eliminated GPU lightmapping for many basic VRC users trying to get into dev. 4GB ram, and a mediocre GPU wont cut it for a lot of content. The simpler the scene the more likely it is to bake but still. For the majority, our savior is Bakery which is way faster. Sure you need an NVIDIA to use it but brand obsession is not the direction you choose when picking a GPU 😉

tepid chasm
tepid chasm
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So if you ever got some weird ass lighting on your object.. it might not be properly unwrapped UV wise... (figured that out by clicking the "Show Checkered" part.. and was like, wait... is that because of the UVs?)

mint cipher
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why is it doing this? all of the lights are marked as important, but it keeps doing this

pure widget
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bake your lights

lean whale
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To actually use more than 8 lights yeah you need to bake em (and should be baking as much of your light as possible anyway)

twilit lily
pure widget
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did you read their whole message

modest vapor
vagrant briar
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Speaking of realtime lights, Im trying to add some on top of my baked light. Am running into an issue where toon lit shaders just appear dark / environment lit and don't get affected by the light in some areas 😦 a sky light sun source would fix this but I am more concerned about why toon lit shaders just ignore most of my lights. In this spot his head isnt getting lit

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If I were to move him and the light just a little bit farther right on the image, his whole body would be unlit and just going off environment light like his head is in that pic

tepid chasm
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Otherwise, if you're just trying to use realtime lights, I think you're limited to 8, haven't really used them enough to be sure

vagrant briar
tepid chasm
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Dunno for sure, worth trying. All my poiyomi based avatars I've tried in my world with only baked lighting + light probes have been lit up properly

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That said, not all avatars are built the same, and might not have their extra accessories and what not anchored to their hip for lighting.

pure widget
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remove your mods first

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lol

vagrant briar
tepid chasm
winter mantle
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For such a long time now I've been going absolutely crazy trying to figure out this issue. Some things are super bright and some are pretty much pitch black after a bake.
It all looks great in the editor, and after a bake it looks kind of good but then I run a test and the lighting gets all messed up and not until then it looks messed up even in the editor after the test. Does anyone know anything that might cause this? (Switched from Bakery to the Built in one, same issues)

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Left is before bake, right is after light bake and test run

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Looks horrendous

next owl
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  • make sure all geometry you want to bake illumination onto has lightmap UVs
  • make sure all geometry you want to bake illumination onto is lightmap static in inspector / contribute GI in mesh settings
  • check validate albedo render mode and make sure your textures aren't too dark
  • bake reflection probes after baking illumination. this will be especially evident on metallic surfaces
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@winter mantle

winter mantle
next owl
wraith wyvern
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Hi, how do I get a drawing and a chat?

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unity I want to make in the world add a drawing and chat

next owl
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download qvpens and whatever keyboard they have. READ THE INSTRUCTIONS

wraith wyvern
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Where?

lyric heart
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How do I bake the shadows from the directional light?
when I bake it in unity it makes everything darker and doesn't bake the shadows right

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I want it to look like this

graceful tartan
# lyric heart

Make sure that all your lights are static, and the objects that you want to be lightmapped are static also

lyric heart
lyric heart
graceful tartan
lyric heart
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It seems to just bake the ambient/environment lighting
didn't change when I set that to skybox (with the sun source as the directional light)

graceful tartan
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and the mode set to mixed or baked?

lyric heart
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Yes soft shadows

graceful tartan
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baked would be better

lyric heart
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Baked too

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How do I set the baked shadow angle?

graceful tartan
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You rotate the light so it points at s different angle

lyric heart
lyric heart
graceful tartan
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I haven't seen that setting before so I'm not sure.
I use bakery so I'm not suuiiper familiar with the unity settings. Alright they're all mostly the same.

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If you mouse over it hopefully it'd give a tooltip for what it's for

graceful tartan
coarse moth
#

Also setting your light to static doesn't do anything to baking process. All it needs to be is either set to Mixed or Baked

next owl
#

with area lights, the bigger the light source relative to the reflecting surface, the softer the shadow. but directional lights are infinitely small, so that slider is there as a workaround

lean whale
lyric heart
lyric heart
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Do I need to use a different shader?
I'm using Liltoon for everything in my world

graceful tartan
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Oh. Yes probably

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Use standard

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And see how it looks

lyric heart
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I've tried I hate standard

graceful tartan
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Generally speaking toon shaders don't get much lighting from the world very much. That's what makes it toon looking

lyric heart
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What can I use that'll look like this?
needs to be Quest compatible, cutout/transparent support, and maybe emissions too

graceful tartan
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It might not even be a lightmapped shader

lyric heart
graceful tartan
lyric heart
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Sorry that I didn't make that clear

graceful tartan
#

I'd check that your shader supports lightmapping, because it might not

lyric heart
graceful tartan
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I mean, not to say it again but I'm pretty sure I could get standard to look like that.

lyric heart
graceful tartan
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You'd just have to play with the ambient light level a bit so the shadows don't get too dark

lyric heart
#

?

graceful tartan
# lyric heart ?

Because one direct light will have pretty harsh shadows. So you might need to maybe turn the emission on the texture up a little so they aren't too dark on corners.or maybe add a second light source from the opposite direction set to not cast shadows to add some ambient light

slender pebble
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Hello! I've been having an issue for some time now that's been driving me insane, and I was wondering if some one here might be able to point me in the right direction. I have a project with a few different scenes in it, and lately I've been having an issue wherein if I bake the lightmaps for one scene, it glitches out the other unrelated scenes and some texture maps have huge black splotches all over them. I'm using Bakery, for reference.

I can't for the life of me figure out what is causing it, however, but it's incredibly taxing to have to re-bake lighting every single time I swap between scenes.

lyric heart
slender pebble
lyric heart
glossy meteor
#

a shader like filamented can

graceful tartan
#
GitHub

Contribute to MochiesCode/Mochies-Unity-Shaders development by creating an account on GitHub.

An improved version of Unity's Standard! Provides higher quality using features from Google's open source renderer, Filament. It also supports features useful for worlds such as exposure-based occlusion, lightmap-derived specular, bicubic filtering for lightmaps, and better looking reflective

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They're both great shaders

coarse moth
#

Definitely recommend Filamented. Its very optimized and makes the lighting look better.

outer aurora
#

ORL Standard is also worth looking at c:

graceful tartan
fallow lark
half herald
#

Jetstreamsans

graceful tartan
#

But I also don't have a quest to test that XD

half herald
#

I do

fallow lark
#

wish there was a easier way to Ballpark Quest performance if you don't have one but that would be very difficult given the architecture differences

graceful tartan
#

Yea, even emulation I don't think would give a great idea of the preformance

fallow lark
#

which is quite frustrating as I want to try my hand at cross-compatible development as I have Quest Standalone friends

green vault
#

someone had like a specific list for settings in unity projects that would simulate the performance of what a quest 2 on stock would give. i think they set the resolution of the camera in unity to the same as a quest 2 and somewhere in the profiler, you could custom set it to use the same specs instead of using the editor window and your pcs direct resources

graceful tartan
#

Might be a good start, but wouldn't be exactly comparable since the graphics logic on the mobile chip in it just works differently to a PC one.

green vault
#

itd also look different, but that list i was talking about had like everything you could do to replicate what a quest saw, without one plugged in

verbal cape
#

as long as you are baking, and using a supported shader, and no post processing it should look close enough. I have no Quest, fk that paper weight. Yet 3/4 of my clients are Quest users that love the product they receive. Unless you are building something complex with UI and interactions that are not universal it should never be a huge problem. Filamented is a nice shader for Quest support. Not too good with reflections but it's my go to shader.

#

and I build PCVR and Quest identical. Maybe include PP in PC but rarely

outer nacelle
#

I think it would be cool to have a tool like websites and chrome dev tools have to emulate mobile performance vs desktop but for vr, would definitely be a good help 🤷🏼‍♂️

lean whale
#

Yea that would be amazing. I'm sure lots of people have tried though, and if anybody made something decent it would be a very popular tool

fallow lark
#

very hard to make a cool like that because you couldn't emulate the the graphics performance of The Quest from a PC because the quest renders differently than a pc gpu

outer nacelle
#

of course, just a cool idea

vocal grove
#

Does anyone know if there is a possibility to exclude a single baked light source from adding their data to a light probe group?

verbal cape
lean whale
# verbal cape what? Light probes are meant to provide lighting data to dynamic objects. The da...

I'm not sure you are understanding the question here. Just as an example, say you have a room with a bunch of red and green lights. Assume (for whatever reason) that the creator wants to bake all of the lights into the lightmaps, however they do not want the green lights to be baked into the light probes- so dynamic objects passing through should only be hit by the red lights, despite them seeing green lighting in the environment. Changing the probe placement will not accomplish this

#

I know reflection probes have culling layers... kinda surprised light probes do not

modest vapor
#

Why would probe placement not work ?

lean whale
lean whale
modest vapor
#

Ah, in your example I was under the impression that you only had green and red lights

lean whale
#

Well yes that's what I mean. How could you move probes to only get rid of the green lighting? For the sake of this issue let's pretend they are right next to the red ones

verbal cape
#

^ if you only want light from the red light place the probes in the red light area 🙂

#

you wont get green spill off

lean whale
#

Again for the sake of this issue let's pretend they are right next to the red ones

modest vapor
#

Unless they literally intersect, you can place your probes correctly

lean whale
#

But then the probes would have both red and green light embedded in them... right?

verbal cape
#

if they are intersecting and you fail to place the probe in the correct spot yes, it will have both datas

#

but given you can see the lighting, failure to place the probe correctly can only be if you are using automated software

#

which you really shouldn't do unless you have a MASSIVE world or cant be bothered to care

lean whale
#

Huh. I'm wondering if I'm not understanding probes correctly then

verbal cape
#

normally you place probes where light transitions and at a source. this will result in a realtime like effect for dynamics. but they gather light based on the baked data so if a probe is placed in an area that is red it will only use the red data

#

the green and red only bleed together when overlapped and even then unless they share the same place there is a point that will only be one color

lean whale
#

Ok I'm tryin to get to the bottom of this lol. So I just baked this scene real quick- everything is static and baked except the sphere. With your solution, where would be the correct place to put the probes so that the sphere only gets the red lighting?

verbal cape
#

in the darkest red area

lean whale
#

But every bit of this plane is being hit by both lights? And anyway if the sphere is directly under the red light, won't it still be dark?

verbal cape
#

or directly inside the red light but that will give a really red dynamic light

lean whale
#

Yeah that would provide incorrect dynamic lighting, and not in the way we want

verbal cape
#

its already incorrect lighting to want to exclude a light source

lean whale
#

That's a very different result on dynamic objects than if the green light wasn't there

#

That doesn't mean that making it more incorrect is acceptable though

#

Depends on what is wanted, in this case it's just the exclusion of a source and not also incorrect lighting from the active sources

verbal cape
#

... its either right or its wrong. What you are requesting is wrong. Perhaps if you gave a reason why the light needs excluded, what scenario could you possibly have?

lean whale
#

I'm sure there are reasons, but that's besides the point. Like what reasons do people need culling layers on reflection probes for? Idk exactly but they are there for a reason and people definitely use them

verbal cape
#

we arnt talking about reflections, we are talking about lighting, its just not realistic and difficult to compute lol. Best solution: Use a single real time light set to ignore the player layer for the light you want to not effect the player.

#

one rtl wont drop you but 1-5 fps at best

fallow lark
#

and honestly that would probably look weird on avatars using realistic shading having it be red when it's standing in between the two lights like that

verbal cape
#

Its definitely an odd request Jason. Try my idea and see if it fits your needs.

lean whale
#

I mean this is just a scratch scene to illustrate the problem. In an alternate version of this problem there might be 100 green lights and realtime wouldn't be an option. I'm sure there are good reasons out there for doing something like this, none that come to mind immediately, but like, gamedev is full of weird hacky tricks that aren't "realistic" but achieve a particular stylized look by defying certain physics and things. I don't think light probes with a layer culling mask is such an odd thing to conceive

#

And it's not my problem in this case, just one that I'm curious about and want to help with

fallow lark
#

honestly if you were to do that trick I would think your map was broken lighting wise

verbal cape
#

^ so would everyone else. cant wait to see what magic they pull tho

lean whale
#

Well I'd assume it wouldn't be applied in such a simple way that looks very obviously wrong. But yeah Idk the particular use case here

fallow lark
#

personally I can't think of any scenario that would be suitable with vrchat

lean whale
fallow lark
#

because you have to accommodate a wide variety of avatars so you need your lighting to look good to a realistic Avatar

verbal cape
#

well as much as you got involved, you should message the OP and offer to assist 😛 make it a collab

#

^ with respect of course, you put in a lot of effort to clarify

lean whale
#

Well, I don't have all day to work on other people's problems but I do like to dig into the nitty gritty on weird things like this 😅

vocal grove
# lean whale Just curious, what is your use case? Why do you want to exclude a light source f...

I have a scene where a light source from a campfire would shine light, the intensity is enough for the dynamic objects (avatars), but not enough for the leaves of a tree a bit higher in the air (not accurate, but it looks better when they are receiving a bit more light). So I added a extra light with the same colour that only is able to light up the leaves and set it to a slightly higher intensity, only problem being, that this light also adds more light to the probes

rotund ibex
#

How can I bake translucency?

remote prawn
#

why is there a shadow here? It shouldn't be casting/receiving shadows at all

#

also the light shadow type is no shadows

remote prawn
#

Ok so I fixed it in Blender by using the "Clear Custom Split Normals Data" option

next owl
glad rock
#

So my world in android is getting crazy lag when I look in certain directions, I believe I may have narrowed it down to lighting. All my lights Ive placed are baked, is there any world light settings I can change to help optimize it? Theres no windows or anything so I’m using default skybox

verbal cape
tardy rivet
#

Is there a way to get Bakery RT Preview to look more like the actual render?

#

Render:

#

It's super different

tardy rivet
#

So after separating the walls into separate meshes and the desks as well, it seems to work better - though it's still a bit stretched. is there a better workflow for doing this? Like is there a better way to get from the preview to a full bake?

rotund ibex
#

so I'm modelling my childhood home

#

How can I get this lighting into unity?

fallow lark
#

you pretty much have to do all your lighting setup in unity

tardy rivet
#

Any idea why these weird distorted lines are happening here???

green vault
green vault
#

map padding may fix issue

tardy rivet
#

Map padding?

#

Why would the UVs overlap?

lean whale
#

Yea it doesn't look like overlapping uvs to me, or else the checkerboard pattern wouldn't be consistent across that plane. Idk what it is tho

graceful tartan
#

Do you have a heightmap on the texture?

#

Or a normal

green vault
#

so like. imagine having a pixel shared accross 2 different surfaces

tardy rivet
#

but shouldnt the UVs been consistent with the geometry??

tardy rivet
graceful tartan
# tardy rivet there is a normal

Does it have a seam that runs along that part? Just looks like a dark crack between some boards to me. Unless it's something else in the pic your talking about

vagrant briar
# rotund ibex

If this is a blender file then unity can just import your lights as well automatically

tardy rivet
graceful tartan
next monolith
#

First is my editor, second is in-game. What is goin' on here?

graceful tartan
next monolith
#

The editor view is the one that is correct.

#

It's the ingame view that is the problem

graceful tartan
#

But the game is the final result, so you gotta ask why the editor doesn't look the same

#

Hence my question

next monolith
#

Yes. The lighting is on

graceful tartan
next monolith
#

Purely baked

#

And yes. Namely that big, black wall

#

I changed the material of that building to a mobile shader and it did fix it, but I want to understand the why rather than just accepting it

graceful tartan
#

Hmm. If you test it in editor with cyanemu does it look too dark then too?

lean whale
next monolith
#

Directional. I'm using a UVFree shader

mortal loom
#

Hey, I've been having some bakery issues. I figured I would get a better lightmapper since the progressive lightmapper has some serious noise issues at lower light levels. Also, the GPU features break half the time.

However, there are some new problems (as expected):

1: I get fireflies. Bakery's documentation suggests to use a stamp tool to remove the sun from an EXR/HDRI. However, how? I have been searching around for a guide on how to use photoshop to remove the sun, but it's all photo-related. Also, for such files, there is not a 1:1 for pixel brightness to HDRI brightness. I cannot see how I can interpret what the appropriate amount of brightness should be when using a stamp tool.

2: I get seam errors. Even "fix bright seams" doesn't seem to fix anything. In fact, it seems to introduce other issues:

#

The progressive lightmapper works far better than bakery, so far. This is at odds with everything everyone else has said about bakery, so I can only assume that I simply need to continue tweaking my settings. However, it is not clear what the right numbers are for this.

#

look at this mess, like wtf. It's literally the inverse of what a lightmapper should be showing.

fallow lark
#

if it helps a text guide for Bakery

mortal loom
fallow lark
#

I might suggest making like a test that's just like a cube and a plane to make sure you don't have like your install somehow messed up or something

#

or weird shaders

mortal loom
#

It's all using the standard shader

fallow lark
#

okie dokie just thinking of ways to eliminate variables

mortal loom
#

yeah thanks for the help and such

#

I'm tweaking things and just baking over and over to see what happens. I think a big issue is indeed the HDRI that is being used. I didn't realize that bakery freaks out if an HDRI has sunlight in it

#

However, bakery just says "google it" when it comes to how to remove spots from an EXR file

#

Like, my original bakes from bakery only had small problems (fireflies, brightness at seams) and now it's just horrendously broken.

fallow lark
#

maybe you could use a different Sky Box for the baking?

mortal loom
#

If bakery freaks out at a simple HDRI then different color values in the same format shouldn't drastically break things, unless the lightmapper is fundamentally flawed, but I don't think that's the case.

fallow lark
#

yeah I'm wondering what is up as like Bakery works fine for everybody else who tries it

#

can you try like a baked with the default Skybox

mortal loom
#

If only those people could come out of the woodwork

#

What I have right now is the HDRI inserted into an empty with a "bakery sky light" component, and I have the skybox disabled for unity's built-in lightmapper.

Yeah. every attempt I make to bake using bakery just produces literal inverted lightmaps. it's absurd

#

It worked at first. Now, it doesn't, even with default settings.

#

literally inverted

fallow lark
#

question maybe try making a new project with only Bakery in it

#

to make sure you don't have like some scripts somehow interacting badly?

mortal loom
#

zero scripts in there right now. nothing but mesh data for now

#

(except for a VRC Mirror script which is untouched)

#

I've kept all custom scripts and materials in a separate project. But yes, I'm going to have to make a new project to see what's up. It could be that unity just doesn't handle Bakery correctly in this version.

fallow lark
#

I don't think it would be that one because literally everybody is using the same Unity version

mortal loom
#

I would hope so

#

For some reason, I am gloriously subverting expectations. I hate being the odd one out lmao

#

(experimenting with fresh project)

lean whale
#

Op sorry

mortal loom
#

no skybox, directional mode off, render "full lighting" and bam, inverted shadows. I'll try this in an empty project to see what happens.

#

just using simple settings

#

everything identical in the new scene. now it works. RIP

#

I have no idea what went wrong

#

I wish there was some sort of "reset everything" button in bakery. or maybe I can just uninstall the whole thing

#

Ah ha. OK. now I'm back to where I started. It looks like bakery was freaking out over its own lightmaps. Once I told bakery to delete the data, it got back to the original set of symptoms I'm dealing with, which is better tbh. However, I am still getting fireflies, even without an HDRI

next owl
#

what is your bakery light source component and how bright is it?

mortal loom
next owl
#

getting fireflies when sampling an HDRI with very bright hotspots (like the sun) is a common problem; often the way to get around it is to clamp your maximum ray brightness

mortal loom
next owl
#

you'd have to do it in an image editing program. literally you'd just be throwing away exposure values above whatever arbitrary threshold you pick

mortal loom
#

Ahh yeah, that's what Bakery's manual recommended. Unfortunately, I haven't found a good guide on how to do that :/

#

Normally I'd just stamp it out in photoshop, but since pixel brightness isn't 1:1 with HDRI's, I feel like there's a better way

next owl
#

photoshop kinda sucks at HDRIs

#

you could probably do it in the free version of fusion that comes with da vinci resolve

mortal loom
#

this is weird. it just reversed my lightmaps once more hahhaa, even when I had it clear out the original lightmaps first

next owl
#

never seen anything like that in bakery. i wonder if it's some weird NaN shit from your HDRI

mortal loom
#

Maybe, but this is without using the HDRI at all

#

but it does look to me like it's doing some kinda weird overflow thing where all the values are getting inverted

next owl
#

bakery could have already stored what you had as the environment map, try deleting all bakery data from the menu

mortal loom
#

so I selected "clear all baked data" before rendering the above picture

#

WAIT. scratch that. there's a third menu option.

#

I didn't select the third option. Trying after this now.

#

OK. better. tighter fireflies. To answer your question @next owl I have one directional light with an intensity of 1.84, in realtime mode. I'm going to set it to mixed. Should I maybe reduce the brightness to something like 1?

next owl
#

the bakery light component is the only thing that's going to determine the brightness of the GI solution

graceful tartan
#

Yea, If you haven't already you need to add a bakery light component to your directional light and it should give you a match settings button.

mortal loom
#

Yeah, there's already one there

#

I had it match settings and such

next owl
#

try starting at 1.0

#

directional lights typically have no falloff

mortal loom
#

(with no HDRI for now)

#

This is with an intensity of 1.0. Hmmmmmm

#

I'm going to try again with "dominant direction" maybe?

next owl
#

are you passing the light through a lot of small shadow casters? trees or something like that?

mortal loom
#

no trees or anything like that

#

empty environment except for this one house

#

so far, unity's progressive lightmapper is whipping bakery rather thoroughly. So I can only assume that I still have the wrong settings

#

yeah. bakery juuuust isn't doing well, hah

graceful tartan
#

Might be a dumb question but just to be sure, you have generate lightmaps checked on the model right?

mortal loom
#

Yeah, I have "generate lightmap UV's" checked for the fbx import settings

graceful tartan
#

How many samples are you baking at?

#

I've never baked with an hdri myself. Generally just put a directional light where the sun is in the skybox and call it a day

mortal loom
#

I'm doing all these bakes without an HDRI. I'm using 5 bounces and 16 samples right now

graceful tartan
#

Oh ok. hmmm.

mortal loom
#

Also, I forget: "texels per unit" which direction is more or less? What does a "unit" mean?

graceful tartan
#

I believe it's one unity of distance in unity. Idk if there's a direct unity it converts to

fallow lark
#

basically like how many pixels across like a meter would be on the light map

graceful tartan
#

What is your texel density?

mortal loom
#

Ohhh I see. so texels per unit is texel density then huh? I was doing 20 per meter

#

Maybe I can overshoot and then compress the lightmaps

#

Though, unity's progressive lightmapper seems to entirely lack this issue

graceful tartan
#

I normally go for 30 texels but I know people who do 5. It depends on what your going for I guess.

fallow lark
mortal loom
#

It's a fairly "small" house at around 300 square meters, scaled by 1.1

graceful tartan
#

If you select your directional light try turning the samples up maybe?

#

Oh and what denoiser are you using?

mortal loom
#

I have 16 shadow samples right now. Using Optix 7 for a denoiser (I am using a 3090)

graceful tartan
#

Hmmm ok idk about optix..I generally uaenopen image denoiser.

mortal loom
#

I might do that then 🤔 I'll give that a go

graceful tartan
#

But I have a 1080

#

Worth a try tho

mortal loom
#

I know that Mr. F was strongly advocating for optix AI denoiser and stuff

graceful tartan
#

Ahk

mortal loom
#

like, right now, my assumption is that I'm mucking it up pretty badly and I just need to work out the kinks. Because from what I've read and seen, it's not good enough to say that Mr. F understands baked lighting hahaha

next owl
#

for a complex interior you want a pretty high texel density

graceful tartan
#

I feel like I had more issues with optix 5 that I liked so I used open image

next owl
#

i guarantee you that bakery is an improvement over the built-in lightmapper

#

dude knows what he's doing

mortal loom
#

I'm assuming "Tile size" has to do with the size of the array fed to the GPU?

graceful tartan
#

Yeh something like that

mortal loom
#

OK! I maxed that bad boy out then

#

I'm gonna justify the money I don't have anymore somehow

graceful tartan
#

All I know about that is the hover tooltip

#

🤣

mortal loom
#

thanks for the help again btw. you guys are asking stuff I didn't think about

next owl
#

tile size will not affect quality, it's an optimization for speed

graceful tartan
#

Bakery is indeed great. It's not without it's issues sometimes which can be annoying though.

#

But when it works it ✨ works✨

mortal loom
#

100 texels per unit, optix 7. I'm going to stick to 100 and change to open image denoiser

fallow lark
#

like when you get to really big Maps the speed difference is tremendously beneficial

mortal loom
#

I'm also using Xatlas as a packer and unwrapper. Maybe I should not do that?

graceful tartan
#

Yea I feel like that might be an optix issue. I feel like it used to give me random bright spots. 🤔

fallow lark
graceful tartan
#

Xatlas is normally good.

#

Sometimes it has given me issues with uvs bleeding where the default unwrapper doesn't.
But I normally use xatlas until something starts annoying it

#

Probably issues you could fix with fixing thrbuv unwrap settings for things but I'm lazy

mortal loom
#

I switched to "indirect" instead of full lighting. not sure if it'll make a difference or not

#

this is same settings as before, set to "indirect" looks like it had no effect. maybe more samples for the directional light I guess. I'll try that

mortal loom
#

I think it was? :S actually I'm not sure, because bakery keeps resetting the window and all my settings each time

#

I'll try that first

#

open image denoise. same deal X_X

#

doubling the GI samples in the bakery settings and trying again.

graceful tartan
#

Aaaaaactually

#

Could you check the scale on your object?

mortal loom
#

so all the child objects are scaled at 1

the parent object they're all under is scaled to 1.1

#

bounces and samples maxed out, 100 texels per unit

next owl
#

ok. what are all your light sources atm? just the single directional? do you have a bakery skylight as well?

sharp robin
#

@mortal loom Does your map use any emissive materials?

mortal loom
next owl
#

if you're using a sky texture in the bakery sky light, and the texture has a sun in it, that is your problem

mortal loom
fallow lark
#

glad we were able to finally sorted out

mortal loom
#

I have noooo idea how to do that.

Also: How do I exclude objects from being lightmapped in bakery? for instance, what if I want them to contribute to global illumination but only receive lighting from light probes? It lightmaps every object right now.

next owl
#

just clone stamp man

#

photoshop can easily read a 32 bit HDR or EXR file. clone stamp the sun out, that's it

mortal loom
#

Is there a way to adjust brightness settings so I can see the full range of pixel brightness?

#

as in, without compressing it all down to the brightness depth of the monitor

next owl
#

use an exposure adjustment layer

mortal loom
#

ohhh duh. yes.

#

that makes sense hahaha

next owl
#

you aren't going to be able to see the whole exposure range at once

mortal loom
#

yeah definitely not

next owl
#

use the exposure layer to stop down so you can see the sun, paint it out, then delete the layer and save

mortal loom
#

goooood call. I'll see how well that works. I suppose I could just add an adjustment layer to clamp the brightest values. or is it more an issue of it being that the sun is a bright POINT light source? like it's way too concentrated or something

#

thanks for the tips guys 👀 I'll report back if I get this working!

fallow lark
#

glad to be of help and your screenshot without the Skylight looks a lot better so progress is definitely being made and I might suggest putting the density back at like 20 so it doesn't take like too long to render your light Maps while you're testing

next owl
graceful tartan
#

Well that was an adventure

#

Glad we got it figured out.

#

All the help homies I see helping often joined in 🤣

mortal loom
graceful tartan
#

You can probably turn you texel density back down after that too, unless you want it to take forever to bake and then turn the res down at the end or somethin.

mortal loom
#

yeah probably. I cranked it to 200 hahaha

I might just compress the lightmaps in photoshop or something

#

I like how photoshop handles aliasing

mortal loom
#

What's interesting to me is how it not only fixed fireflies, but how fireflies + (lots of other weird things I saw) were linked to having those few overly-intense pixels

#

so oddly darkened areas, weirdly blocky bits

graceful tartan
#

I guess it would be taking that one super bright pixel as the brightest allowed point, which would scale all the other bright parts way down in comparison.

mortal loom
#

Oh hey, I have another question: How do I exclude objects from being lightmapped? For instance, if I wish to use light probes + a proxy volume for some of the smaller dynamic objects, and I do not want a lightmap on them. In Unity's progressive GPU renderer, I can simply declare that I wish it to be light probed instead of lightmapped

graceful tartan
mortal loom
mortal loom
#

Also: is there a way that I can set a reflection probe to only reflect the skybox and nothing else? Like in the case of an interior with its own set of probes, surrounded by an exterior which would just have a skybox reflection. Right now, what I've got unfortunately reflects everything.

#

Got it! I had to set the "culling mask" in the outdoor probe to be lowest priority and only set to the "environment" layer. that way, it doesn't reflect the things within. I'd imagine this applies to any custom layer too.

simple sinew
#

Anyone know what could be causing these strange dark spots?

sullen solar
#

anyone experience random lights appearing and baking? there's only 1 light source in the scene (top left)

graceful tartan
simple sinew
#

Maybe

#

Trying to figure it out in blender

round moon
#

is there any emissive texture on the atlas?

#

or i mean, is it setup to be emissive soon but you don't have the emissive parts showing yet

#

as for the corners check to see if you got some inverted normals that you can't see but are blocking the light from hitting the outward facing normals

glossy meteor
#

looks like overlapping uv2

#

or flipped faces and we see some dark outside

mortal loom
ionic kernel
#

really nice lighting

mortal loom
# simple sinew Usually yes

What I usually do in that case is investigate the individual polygon on the lightmap and see what it's mapping to. if it's just oddly pitch black, another guess I may have is that it may have to do with how the vertices are connected. I had some weird lightmap issues in the past and it was because I had identical faces filling the same set of vertices. It was something blender couldn't pick up, and I just had to manually delete them. I'm wondering about the vertex connectedness you have because there's that seam on the lower left of my crop of your screenshot. I'm guessing that the vertex in that corner isn't attached to the one continuing the crossbeam above

#

er not lower left. upper left, but lower left of that vertex/corner

unreal halo
#

Is there a way to apply a directional light only to the players in a world? :)

graceful tartan
#

Just be careful with dynamic lights on players, using it alaringly as it can be rewource intensive if you use too many

round moon
#

again just to be sure (some people are unaware of this setting in blender) have you checked the face normals with this? :

hearty wren
sturdy ether
#

Does LTCGI only affect supported shaders / lightmaps which means using a real time reflection probe to affect players or can it affect light probes as well?

patent heath
#

light probes cannot be modified since these are baked, reflection probes can tho, but it can be very heavy depending on the resolution, and ye i think it can only affect its own shaders
Light probes and lightmaps are static

sturdy ether
#

That's what I was guessing after visiting other LTCGI worlds where it was also affecting my model. Thank you.

#

Thought maybe it was also baked as enlightened realtime gi.

patent heath
#

nah

#

if it was affecting your model it might be realtime lights, reflections or that your shader supported it

sturdy ether
#

Currently there's only one realtime reflection probe around the main viewing area at the default 128 res. Going to assume that's fine, if not I'll just lower it.

patent heath
#

depens on the update mode, i don't know how are these named but one updates side by side each frame, another probe by probe and another just updates everything for every frame, this changes a lot on the performance

sturdy ether
#

I'll do some testing, if it's not performant enough I'll omit the RT probe.

patent heath
#

i think realtime vertex lights will work well
but the world shader should omit them since these work better on meshes with a higher polygon density like avatars or props

green vault
#

a more intense method would be to use a realtime light, but set it to only render on player layer to be as optimized as possible and basically summarize the color of the rendertexture used

patent heath
#

also set it as not important

green vault
#

that too if using mixed

#

or multiple rtlights

earnest mantle
#

Hello, does anyone know why whenever I build and run the game in vrchat the baked light from an emissive material disappears?

#

Before:

#

After:

lean whale
earnest mantle
#

All shader's I've used are Unity's standard one

#

I may have just realised, it seems that the light isn't retained on only the single mesh* that is the building.

#

You can see on the right the other materials objects are being lit fine

#

This is what it's like normally before pressing build&test

lean whale
#

Huh I'm confused sorry. Do you mean that it disappears from your scene view after building too?

earnest mantle
#

Yeah, it's like it's deleting the lightmap

lean whale
#

Ahh ok. Are there any errors when that happens? Does it also disappear if you switch scenes and then switch back?

earnest mantle
#

Lemme check

#

Aha it does

#

Do you know if that actually means anything?

lean whale
#

I'm no expert on this, but I might try clearing the baked data for the scene and even manually deleting lightmaps/lightingdata assets that it is using, then rebake everything

#

I feel like I've had similar issues when I've renamed and duplicated scenes and they're referencing stuff in another scene's folder or something

earnest mantle
#

ah ok I'll give that a shot

#

I've cleaned a bunch of stuff up and now the lightmap stays when I swap between scenes so that's a good sign

#

🤞 this works

#

It's works!

lean whale
#

Great 😄

earnest mantle
#

Thank you so much

lean whale
#

No prob I'm glad it worked

#

Idk for sure but my guess it that this reference was created from another scene or something like that

earnest mantle
#

Ah you're right

lean whale
#

I got into some rabbit hole recently where I was purposely trying to use the data from another scene, and it kept resetting. So maybe that asset can be attached to one scene only or something

earnest mantle
#

Just glad that the answer wasn't "Vrchat doesn't support x amount of lights" or something like that haha

lean whale
#

Maybe someone more knowledgeable can chime in. But yea, glad it's workin!

earnest mantle
#

👍

lean whale
earnest mantle
#

Sweet

mortal loom
#

Hey guys. I'm using "Bakery" is there a reason why my objects are not casting a shadow? I have a directional light in the scene

#

I have "cast shadows" enabled. I'm using SH lighting

lean whale
mortal loom
#

@lean whale yeah

#

I baked "Full lighting" but I'm thinking maybe I needed to bake indirect or shadowmask?

lean whale
#

I believe that's what shadow mask is for, not totally sure though

#

But make sure the building material is set to receive shadows and that the light is set to cast shadows too

mortal loom
#

I'll do SH mode with shadowmask. I'll see how that works for low resolution

lean whale
mortal loom
#

@lean whale thanks for that link. it looks like there might be different versions of bakery going on. I do not have the same options in my bakery light scripts. For instance. I'm looking at "bakery direct light" and there's apparently an option for "baked contribution" and no such option exists for me

#

so It'll unfortunately remain a mystery for me

#

That seems to be the biggest issue I have right now. None of my bakery light components have a "contribution" option

#

but all the manuals suggest that this option exists

#

yeah still nothing

lean whale
#

Have you changed the render mode to shadowmask in the lighting/bakery menus? Or are you just looking at the light components

mortal loom
#

yep, changed it to shadowmask

lean whale
#

And is the unity light component set to mixed?

mortal loom
#

it was. I changed it to realtime to see if that would make any difference. I couldn't get shadows to show up for either mode

#

that's 100% of my "direct light" script

#

missing any options for contribution

lean whale
#

What if you put another sphere between that one and the wall, does it get shadows? Maybe then you can narrow down whether it's the light or the environment

#

And what does your unity light component look like?

mortal loom
mortal loom
lean whale
#

Yeah, like see if one sphere will cast shadows on another sphere

mortal loom
#

ohhh I see

#

I'll try that

lean whale
#

Instead of the building

#

Cause then you'll at least know if shadows are being cast at all

mortal loom
#

when I prepare the bake, I get a brief instant of this, where it appears like all the shadows are working. very confusing

#

that only shows up for a few seconds

#

I am using a special bakery-specific shader that take into account for SH lightmap baking

lean whale
#

Is that what it looks like if you clear all the baked data too? I'm guessing that's just what it looks like with all realtime

mortal loom
#

oh yeah. half the time I get this as an error. I have to spam the "clear bake" a few times over and over and, like a rain dance, it sort of stops happening

lean whale
#

Lol shit

mortal loom
#

this is how it looks when I clear data

lean whale
#

Are you clearing just the bakery data or clearing it from the unity lighting panel?

mortal loom
#

I do that

lean whale
#

Sorry if I'm not helping much, Idk what the deal is but trying to poke around and see where the prob is coming from

mortal loom
#

nah you're asking good questions that I didn't consider

#

like I clear the lightmap data from unity itself and all my shadows work again 🤷‍♂️

#

ok I guess I pasted too quickly damn

lean whale
#

Yeah I think when you do that it makes all the lights go back to realtime

#

Until they get baked again

mortal loom
lean whale
#

That's before the bake yeah?

mortal loom
#

yeah

#

still nothing :/ I'm gonna try a few other ideas

#

changing render mode to "dominant direction"

#

OK, that didn't work. changing the shaders back to standard

#

ok. still didn't work. seriously I'm very confused. I've never had this problem before

#

This must be a critical limitation in Bakery. Maybe Bakery just cannot do realtime shadows. Sure, the manual shows that there's a "contribution" option in the bakery components, but the reality is that that does not exist

stray bay
#

Is it posible to use vertex lighting on my models rather than haveing to bake to a texture?

IIRC vertex lighting is way cheaper (hence why it was done in the PS2 days) and it means I don't need to use 12, 2K textures in order to get a meh quality bake

#

well I found vertex lit shader, did not expect it to have no shadows but it is there

lunar narwhal
#

setting your light sources to not important sets them as vertex lights

mortal loom
stray bay
#

cus RN im useing Mobile/VertexLit
But that has no shadows

#

a shader that is vertex lit, with a texture, that allows shadows.

#

perfect for my use case.

#

at the moment I have a shader that has vertex shadows but is a solid colour or the built in one with no shadows

#

I may just have no shadows and deal with that.

patent heath
patent heath
#

I mean do you want to bake vertex colors as a lightmap on world objects or to make avatars use only vertex lights
By the way vertex lights can't cast shadows

stray bay
patent heath
#

aight

#

well i don't know if you can do that on unity cuz i do my lightmaps on blender
but on blender you can
just put a vertex color slot on the object and on the bake options change the output to vertex colors
also before that the color management has to be on standard

#

one problem is that i think vertex colors are clamped to 0-1 so it won't work well for intense lights as an exr texture would

stray bay
#

oh I never go over intencity 1 anyways.

#

so I just need to put my light in in blender and bake there?

patent heath
#

ye

#

well blender has different baking than unity

#

blender fully raytraces and stuff

#

btw idk it it might happen to you but it's possible that the project crashes whenever you bake vertex colors with any device other than the main gpu

stray bay
#

noted, bake with GPU

patent heath
#

ueah that too, but i mean that on user preferences>system blender might creash when baking vertex colors if there's a device other than the main gpu checked, like a secondary gpu or the cpu (for some reason)
but for image texture bakes you can put all the devicces if you want

mortal loom
#

Any idea why I cannot get realtime shadows to work from directional light sources when I use Bakery? Or where I can ask for support on using Bakery?

patent heath
#

you mean after baking?

#

baking lightmaps converts all the lighting and shadows into exr textures so it cannot be updated realtime
the realtime method uses the light as a camera that renders the depth of every object that casts shadows and then does a fton of stuff to calculate from that texture where should the shadows be present and where not (performance heavy things), all of this for each frame and for each light source with shadows
so i recommend baking it anyways even if it cannot project realtime shadows

mortal loom
# patent heath baking lightmaps converts all the lighting and shadows into exr textures so it c...

I'm not sure I understand this response, sorry. I understand how lightmap baking works, and I understand how EXR files work. I make them regularly to bake height maps, and I edit them as environmental light sources. Lightmap baking precomputes the lighting. But we both know this.

In unity's lightmap baker, there is a "mixed" option, whereby some of the lighting is precomputed, and the rest is allowed to continue to exist as realtime shadows. Thus, you are able to explore a world with baked lightmaps, while still having realtime shadows from directional and point light sources.

In Bakery, a third party extension which is usually much better than anything Unity can provide, I am completely unable to get realtime shadows of any sort to work.

patent heath
#

Ah ok didn't take in mind mixed lighting exists, my bad

ionic kernel
#

Any input from you guys?

vagrant briar
#

Just a bakery appreciation post

tidal spoke
#

Unity Left, VRChat Right
Does anyone know why the Post-Processing Bloom effect is showing in Unity but not in-game?

patent heath
#

Do you have a postprocessing layer on the main camera, the main camera assigned to the vrcworld prefab and the postprocessing volume set to a layer other than "all" or "default?

tidal spoke
#

I think indeed it was the cam not being assigned to the vrcworld prefab 👍

patent heath
#

Cool

modest vapor
rancid tulip
#

I'm having a brain fart when it comes to light positioning. Is there any way to have a baked light have a "near clip"? The reason being, the mesh of the bulb itself appears to be blocking the light propagation itself.

graceful tartan
graceful jetty
#

I've started work on a new world, and for some reason I can't bake a reflection probe without unity trying to bake the lighting in the whole world

#

The lighting isn't set to be baked anywhere so I don't know why it's trying to

barren crater
manic rampart
#

Hi. Are realtime shadows not compatible with quest?

supple harness
manic rampart
#

Are the realtime shadows supported by quest?

supple harness
manic rampart
#

and okay! Thank you!

manic rampart
#

I think it's not saving the changes I made to the graphics setting

#

how do I get it to save it?

#

oh silly me! I just use control-S lol

#

Nevermind. It's still not saving it, even though I used control-S

#

I think that vr chat overrides our quality settings and sets it to what it originally was for vr chat

#

Can anyone verify whether this is true?

#

Because it would be great if I could get these clouds to work on quest

#

but I think it's not working because the depth buffer isn't working because vr chat automatically disables realtime shadows for quest

manic rampart
fallow lark
#

so yeah you might have to use a different design for your clouds on Quest

vagrant briar
glad rock
#

So Everything in my map was nice and dark and after I baked my lights it came out looking like someone was shining headlights through my window? Any idea why everything is now lit up?

#

To

#

It somehow even took out the plants?

hushed jetty
glossy meteor
#

switch your project to linear mode

atomic hamlet
#

Hey, when baking, the lighting looks good. after the baking ends the lights on different surfaces are pixelated and the world overall is more brighter.

The first image shows the final look after everything is done.
the second image is how I want it to look like. And thats how it look during "finalizing baking".

atomic hamlet
#

my current settings

#

nvm. I had the build set for android. changed it back to windows and its fixed

torn rock
#

I just bought Bakery Lightmapper cuz I've heard a lot about it being great. But I'm struggling to make a good baked lightmap with it.
Some objects and areas are very dark. They are set to static. They have UV lightmaps enabled.
Third pic is without baked lightmap.
What am i doing wrong?

lean whale
torn rock
lunar narwhal
#

are you actually using the bakery light components? because it doesn't really look baked to me

lean whale
#

^

#

And it's supposed to look like 3rd pic?

#

Or that's close to what it looks like in full realtime?

torn rock
lunar narwhal
#

bakery bakes with bakery light components, and doesn't use the unity lights at all. You can keep them in your scene as a reference, but you should leave them disabled

#

its also not entirely a 1 to 1 match so you'll have to play around with the settings to get it to look the way you want

torn rock
#

Ooooh

#

So, I replace the Unity lights with the ones from Bakery?

lunar narwhal
#

yeah

torn rock
#

Huh interesting

lunar narwhal
#

if you place the bakery light component on the same object as your unity light, bakery has a button to match settings

#

but you should always leave unity lights disabled as they will just act as real time

torn rock
#

So, basically, I remove the Unity lights. Put the Bakery lights in their places?

lunar narwhal
#

basically

torn rock
#

Oh I see. Weird but thank you for your help.

lean whale
#

You shouldn't need to remove or disable the unity ones. I just add a bakery component to mine (which also has a nifty button to match it's settings to the unity light)

#

And I like the convenience of being able to clear baked data and quickly look at the scene with realtime light

torn rock
#

Ah ok. Thank you

hushed jetty
earnest mantle
#

Does bakery produce better lighting or is it just faster than any of the built in lightmappers? I've heard a lot of conflicting stuff online

hushed jetty
earnest mantle
#

Oh wow, cheers for the examples. Was hoping for a better alternative to the default one which usually comes down to spending ages tweaking settings for a semi-decent outcome that isn't blotchy.

hushed jetty
#

for the confict yes i don't know yet how to made a classic mixed directional lights and have the rest of the lights with bakery. but yes bakery is pretty simple to use very optimise and very powerful

earnest mantle
#

Wow, getting close to unreal engine level of baked lighting

hushed jetty
#

unity is the best rival of unreal 4. and that little map asset include with bakery is perfect to training and test. PS: the shader Filament Master by Silent is perfect with bakery

#

And unity is prepare itself to face unreal 5 https://www.youtube.com/watch?v=Ri8U2COIPTQ
After lets see for optimisation

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▶ Play video
#

and yes the women is a 3D model here

earnest mantle
#

Oh damn

simple sinew
#

Anyone know what could be causing these weird lighting issues? It's not emission or GI static

earnest mantle
#

Do they have lightmaps?

simple sinew
#

No, but I somehow managed to make half of them cooperate

simple sinew
#

Yup, has nothing to do with the static

hushed jetty
#

you just have to put the folder at you're unity project

simple sinew
#

Aight cool, I'll check it out when I get home

dire crater
#

What's up with my baked lighting looking so strange

#

Everything else is fine, except for these trees

earnest mantle
#

I had something very similar and it was caused by overlapping uvs

dire crater
#

This happens all the time for me. I usually end up using realtime lights for the broken objects

torn rock
#

Ok, so the lighting is much better and just looks like what I wanted after baking with Bakery. However, I noticed that the world's download size has increased by 12 MB. How do I compress the lightmap if there's no option on the setting?

#

never mind. figured it out

torn rock
#

wait, it didn't work. Ok, how do you reduce the size of the lightmap?

earnest pagoda
#

Reduce the value

#

20 is big, 12 is smaller.

#

And less textures if possible.

torn rock
#

Ok

earnest pagoda
#

in bakery advanced, use bigger textures. minmal 512

#

simple will use even small 16x16 which can makes many textures

torn rock
#

i see

lean whale
#

You can also select the actual lightmap file(s) that gets produced and change its import settings. If you're concerned about download size I would set it to use crunch compression, and if the size is still not small enough then you can also lower the res there in the import settings

torn rock
#

ok. I'm curious. What about Gi VRAM optimization?

torn rock
lean whale
torn rock
#

ah ok

#

ok, got it. thank you

earnest pagoda
#

How can i bake lighting with LOD objects? What is best way to deal with it?

latent latch
#

How do I toggle the skybox material?

#

Like if I want a button on the map that toggles the Skybox Material to something different

glad rock
#

So if I’m making a club and want flashing lights, can baked lights be programmed to turn on and off or would not be possible

earnest mantle
#

Nah, baked is a texture applied over an object, so you'd have to bake the lighting every frame if you wanted that.

#

Which would probably give you 0.000005fps at best

glad rock
#

Lol thanks

#

👍🏻

fallow lark
rancid tulip
#

Does anyone know why objects, when set to 0 size in the lightmap, still appear to stay mapped in the lightmap, even after rebaking, with garbage being applied as their lightmap?

#

It explicitly states that this shouldn't happen, just that they will contribute light, but not be mapped.

lean whale
rancid tulip
#

No. Because I'm baking like a dozen different zones so I don't want to clear all baked data as that would wipe all the Bakery sectors, not just this one.

lean whale
#

Ah, well what if you at least delete the lightmap that it is associated with and then rebake? Does it just generate the same one again?

#

I don't know much about using sectors either, I wonder if it's a limitation of that specific component of bakery or the way you have that set up

rancid tulip
#

It just generates it again. The interesting thing and what implies it's a bug is it's garbage from a lightmap that isn't in this Bakery sector that is being applied to those areas.