#world-lighting
4 messages · Page 30 of 1
13 min bake now
oh?
ok
so you reset the settings and disabled at same time right?
if thats the case try toggling them back on and check time again
yup
and check each object 1 at a time
first try all
if you get long bake time then disable all but 1
and keep going through each one
it was 100% the grass carpet
well that is certainly an itneresting one
it's not the shader on the grass that's the culprit, it's the geometry
it's a bazillion instances of grass chunks scattered about, and then the lightmapper has to bounce a bunch of rays around them
that's a recipe for pain
nope not even the grass
its the bushes i have the in the world
'
im gonna bake without and see how they look unbaked, if it looks weird ill just get rid of them
i can always replace them with something else
16 mins bake time no
Now
thats better
@next owl any idea why some of my objects are just black and not having light on it?
it is static
do the objects have lightmap UVs?
they should but ill double check
but what about matierals?
i made the walls black material
but they are having problems
how black? lightmapping won't really work if your materials are outside the PBR safe albedo range
you can't bounce light off of pitch black
this isnt supposed to be pitch black'
i mean, how black is your black material in textures
i just increased it to lighter
have you tried viewing through the Validate Albedo mode
so it should work better
but idk why my disco ball is black now
i even deleted and reset it
i ammm confused why is it black now
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
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.
you also need to make sure that the object itself is set to contribute to GI in the mesh renderer settings
i actualy missed this
it is static, it has lightmaps and ill check its texture again
okay. from here it looks like that object is almost entirely metallic
have you baked reflection probes? on the mesh renderer for that object, are any reflection probes listed?
that's not necessarily a fatal error
are you seeing textures on your probes? do they look correct?
when lights are off i see it but it doesnt look right
for some reason
now it seems to look right
even though
it failed
?
i have no idea what you're saying
the errors you're seeing there sometimes happen during bakery operations and they're typically not fatal
the textures looked somewhat right when i turned off lights
then i turned it on after trying to bake probes
now it looks right
¯\_(ツ)_/¯
if you're using bakery, you need to bake reflections after baking lighting
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)
thank you for telling me
For some reason when I bake AO to Vertex Colors
this effect happens
I think
I'd prefer it if it was more like this
which it sometimes is
Why is it sometimes one way and sometimes another?
your vertex normals might be completely hard on the incorrect ones? or vertices not fused
I've checked in edit mode by moving faces and using "merge vertices by distance" the vertices should be fused
as far as being hard goes, you can see the blue edges marked as sharp here
are there interior polygon faces in there? like between two of those cubes sandwiched together, are there faces in between them?
Maybe let me check
if there are that's gonna be a massive pain to remove manually
Seems no?
Not sure I can help with you're issue but I'm just curious, are you baking ao to vertex colors in blender? Is that using an addon?
Yes baking AO to Vertex Colors in Blender not using an addon
I'm just using Blender 2.93.8 just a feature afaik
Oooo I had no idea, I'm gonna try this
Welp mine looks nothing like yours haha
What'd you do?
I need every "block" to have it's own quad I can't use planar decimation if that's what you did
So nothing different?
Different from what? From your setup?
Idk how you did it
But mine doesn't seem right either, like Idk why these areas aren't shaded
Yeah
unless you're using GPU instead of CPU?
anyone know what to do about this when rendering reflection probes
I think this error can be ignored ?
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
but your right , i just checked my other world and it gives this error but everything looks how i would expect it too....
how do I fix this, using Bakery
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)
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)
what's your avatar's shader?
poiyomi, though I've seen him get darker in other worlds so it's not like he's full on emission :o
and before I added the light probes, he was almost impossible to see.
Maybe I just need to do some more light probes, guess I'll test that out.
Yeah, adding more light probes helped, actually.
Now the avatar does get noticeably darker if I go behind that wall.
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
would edge kissing cause lighting issues later in unity?
Trying to add Post Processing, but there's no layer available for it.
Unity/VRChat doesn't have a designated post processing layers you would have to create your own
Or you could use existing layers that are mostly unused such as TransparentFX or Water
Yeah, the intention is for water, so maybe I could just do that :P
Yes, merge your vertices
any ideas why my lighting looks fine in Unity, but in-game all the interior floors have no lighting at all?
using real time lighting? or baking?
also, sheesh... looks like Bakery's lightmaps can really increase the size of a world by a lot.
my crappy little world at 225 Texels per unity is like 100mb.. but at 100 Texels it's down to 44mb..
Baking; I think it may have been the shader on that material i was using. seems to be resolved for now
225 texels is insanely high, so is 100
Indoor should be ~40, outside 10~20
ohh, thanks. was kinda wondering what was a good number. saw someone in a video saying 200 was good. lol

😄
that said, I am enjoying messing around with bakery and light probes
except when I go into desktop in vrc after using unity.. and notice I'm still holding down right click when I move...
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
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
good point, I'm not totally sure on how occlusion and occlusion culling work
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?
oh that's interesting
so does that basically make it so when you're not looking at certain things you get better performance?
basically it stops rendering objects that are hidden behind a wall or another objects
nice
and idea on how to fix this? everytime i bake my light the uv-maps overlap
Did you do what the warning said ?
I tried but i couldnt figure out where
On the gameobject settings, in the inspector
another tip is to crunch compress your lightmaps if you are baking them higher than 1080
meow
Suddenly my baking went wrong, i dont know how to fix it, any ideas? in game it looks horrible
this is how horrendous it looks in game
I'm following a tutorial to do this:
I followed exactly everything but i dont get why i have this
I made my room with probuilder, someone know if that could be the problem?
And what's the problem? Customizing reflection and lighting behavior on objects .Set everything to static, make baking.
Yea, now i made everything work except the postprocessing stack 2, i set it correctly but still effects of the post processing wont work
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?
baked lighting will not have shadows. but as for lighting your avatar. follow mureiks thing
if youre wanting shadows. best uou can do is mixed lighting. or you can try the projector method
You mean the light probes?
si
I tried with reflection probe and seems the light now bounce on avatar correctly, is it a solution or light probes are better?
(still the shadow of the avatar doesnt show up , maybe i can use a directional light for that?)
For the light probe i should make the box large as the room where the light its emitted , right?
youll want probes near lighting
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
Thank you! is it easier to bake when im done with all my assets u think?
Yeah probably easiest to set up everything how you want then do the export, if need help with exporting it too just lmk
Thanks a lot, ill try this!
yall i lost my inspector 
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.
also has moving grass/foliage as well.
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.

not sure if it would be the best solution but here's how Skyward Sword does it basically wiggling a transparent quad with the Shadow baked onto it https://i.gyazo.com/123b3b475207159f4c46c5f13cc4b538.mp4
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.
Clear unity's lighting, clear your GI cache, clear bakery's bake data, save, restart unity and try again
my lighting looks good in the editor but not in testing (the first picture is testing and the second is editor)
nevermind, I had 2 lights that I didn't realize I had
i got a bakery problem
anytime i use more than 20 texels the bake just gets stuck
for example 30 or 40
fails
anything above 20
and baking at 20 makes the lights look terrible
it just gets stuck at exporting scene
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
how do i make sectors?
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
(I should make a tutorial
)
...or just read the manual
some people have different learning styles
some are better at words. some need video, some need audio
manual could be confusing without visual aid imo
yeah, but like, have you actually looked at the manual? it's not very long
i don't mind helping to answer questions but this stuff is all out there for you to see
i might have looked at the wrong place then
because what i looked at had text only and wasnt very informative xD
i probably should've used the link on the store and not some random guide
giving it a look
i understand it now
cool wall pattern
i need to fix up the corners a bit just trying to perfect the lighting before going any further
Groovy
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
is that black wall a separate FBX? does it have lightmap UVs?
same fbx, yes lightmap uvs
let me restart unity maybe
restarrting and rebaking seemed to fix it, should have tried that sooner probably
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
they are shaders that support the Bakery stuff https://gitlab.com/s-ilent/filamented
New update!
I've released version 1.1 of Filamented on Booth! This version features support for Bakery!
It also includes improvements to specular, dynamic objects, and the material settings inspector!
https://t.co/NPsmD9uOzx
https://t.co/nBHvcP6yTK
#vrchat #unity
113
That's what I'm asking, I already have shaders that support Bakery lightmap modes
It seems like Merlin's tool to make SH and RNM lightmap modes compatible with vrchat only work with Bakery Standard
do not know myself as I haven't tried the SH and RNM lightmap modes
silent suggested a different adapter in the replies of that tweet, i'll try that
cool
your tweet link led me to the right answer, so thanks lmao
cool
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)
Found out it was due to overlapping UV's, but I'm not sure how to fix this.
got the lighting done to the way i like it finally started putting stuff in the room
dose anyone know why my lightmap is breaking when i upload my word to vrc
in my lighting settings. I know its best to have all lights baked, or most. But should they be rectangle or circle
also for some reason my lights are not baking.
They are set to: Point. Mode-Baked.
Then should reflection probes be baked or realtime, or custom
I see you have bakery. What directional mode did you use when baking?
If you used anything other than none or baked normals there are extra steps you need to take for VRC to support it.
reflection probe should be baked if your baking lights, also how do you mean its not baking, is the progress bar stuck, is the world black?
no, it finishes, but it still looks like realtime. and i cant find the textures for the bake
@graceful tartan its just basic settings pretty much besides the samples and resolution
do you have any emmsive materials in the scene that are on realtime?
not that i know of
My default thing to try is clear the baked data and rebake and test that. 🤔
can you send a pic of the finished world after baking?
yeah just a minute. building and testing
ok if that dose not work ill just reset my bakery stuff and give it another go
and if you search for lightmaps in your assets nothing comes up?
just noticed i sent the msg ot the wrong person
yeah i found things called "Lightmap" . it just dont look like its baked for some reason. i guess im used to more pixelly looks
yeah if you have thoes then your light should have been baked good
ok. and reflection probes are set to custom-box? HDR?
what is hdr
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
heres a comparison https://forum.unity.com/threads/hdr-rendering-and-texture-benefits.903377/
was nice and smooth.. but once I baked it with bakery... (40 Textels), got these ultra jaggy edges..
Anyway to avoid that without cranking up the textels skyhigh?
as a comparison, when I don't set it to static:
Take a screenshot of your bake settings?
that's the settings I used.
I thibk texels is the biggest factor in time for bakes
texels?
Light map res or texels per unit
oh
Also you can bake light maps at 4k and crunch compress them to 1080 to save some mb
How would i compress em
currently this is what my time is looking at after lowering the texels to 20
turn your samples down tf
half the 500s at least
When the light maps are finished, click on them then in inspector choose 1080 and slide the slider to 100 and choose best quality and then click apply
Alrighty
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)
wait its goin up ;-;
Could another possibility be that i have too many point lights, i feel light i do lmao
How many lights you got?
Bruh
KEKW
how close each lights are close to each other?
Yeah that wording works better
I have six seperate "private rooms" aswell with 4 lights each aswell
100% could keep one light on each of these
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
Yeah, ill just redo those and see how it turns out
Alright so light probes look ridiculous lmao
Alright, got rid of a pretty damn good amount, gonna go through and double check then rebake and see how she looks
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
Starting bake now, gonna see how long it takes
For clarity, everything is mesh, no terrains nor trees, everything is static, everything has generate lightmap uv
Use Progressive GPU instead of CPU
Baking finished
How long?
Have you tried using Progressive GPU lightmapper @mental charm ? That should be way faster
Naw i havent
It's like 10x for me 😊
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 😉
Figured out my own issue. When I made the pillows, I didn't actually create a seam and unwrap the UVs...
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?)
why is it doing this? all of the lights are marked as important, but it keeps doing this
bake your lights
I think you can increase pixel light count in project settings > quality. But note that this will only work in the editor, VRCSDK will force it back to 8 if you build or change the scene etc
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)
please dont do that, no matter what. there is almost never a reason to use real time lights
did you read their whole message
There's plenty of reasons to use realtime lights though 
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
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
They appear dark even with light probes?
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
You know what I havent set up light probes yet only the reflection probes so that might fix it if toon lit takes those into account
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
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.
After some testing can confirm light probes will fix my issue. Any tips for setting them up properly?
I'd watch some videos. I'd mostly place them around places where the light will change a good bit. Don't be afraid of putting quite a few down, as they don't eat up much resources.
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)
Left is before bake, right is after light bake and test run
Looks horrendous
- 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
@winter mantle
Thank you! Going through your list rn. What do you mean with "Albedo render mode" and where can I find this?
Hi, how do I get a drawing and a chat?
unity I want to make in the world add a drawing and chat
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
I want it to look like this
Make sure that all your lights are static, and the objects that you want to be lightmapped are static also
this is a good little intro to baking https://www.youtube.com/watch?v=VnG2gOKV9dw
In this video we’ll learn a bunch about lighting and use it to light a simple scene using the Progressive Lightmapper.
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I just want to bake the light from one directional light
Thank you though
I apparently forgot to mark the light as static
thought I did, as I marked it as bake/mixed and assumed it would mark as static too
Didn't get the shadowssss
Where all the objects static too?
Yes, Static everything
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)
is the sky light set to have shadows?
and the mode set to mixed or baked?
Yes soft shadows
baked would be better
You rotate the light so it points at s different angle
Yeah I got that but I mean the setting specificallly "Baked Shadow Angle"
What is it relative to!?
when I change it I see nothing change
there's no icon/gizmo I see that tells me where that's pointing
Also again when I bake the directional shadow goes away and idk why
I greatly appreciate you trying to help btw incase I come across differently
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.
If you mouse over it hopefully it'd give a tooltip for what it's for
No worries. Glad to help if I can.
I'm heading to bed now though so hopefully ya can figure it out.
Rest well
Check if your models have Cast Shadows and Receive Shadows on
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
baked shadow angle on directional lights is basically softening the shadow so you get a wider penumbra, like on a hazy day
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
Do your static objects have lightmap uvs?
They do
They should, in import settings I checked "Generate lightmap uvs"
Do I need to use a different shader?
I'm using Liltoon for everything in my world
I've tried I hate standard
Generally speaking toon shaders don't get much lighting from the world very much. That's what makes it toon looking
What can I use that'll look like this?
needs to be Quest compatible, cutout/transparent support, and maybe emissions too
It might not even be a lightmapped shader
Well this one does how I have it setup
Edit: Also just what?
That may be true for default lighting settings for toon stuff but generally every toon shader I have used works fine with shadows for avatars
But I thought the issue was that it wasn't getting baked lighting?
Yes this is a screenshot of realtime lighting
Sorry that I didn't make that clear
I'd check that your shader supports lightmapping, because it might not
I'm guessing it doesn't support it
That's why I asked what I could use that does
I mean, not to say it again but I'm pretty sure I could get standard to look like that.
Perhaps.
I'll try fiddling with the settings of it again
You'd just have to play with the ambient light level a bit so the shadows don't get too dark
?
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
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.
I think there's a setting to output the lightmap to scene specific folders
Try that
Hrm. Gave that a shot, still having the same issue.
Seems I already did
Is there a standard shader with backface culling off?
a shader like filamented can
filamented or Mochies can
Contribute to MochiesCode/Mochies-Unity-Shaders development by creating an account on GitHub.
They're both great shaders
Definitely recommend Filamented. Its very optimized and makes the lighting look better.
ORL Standard is also worth looking at c:
It's also very preformant on quest too so you don't even need to swap it out most of the time.
that's good to know as I don't have a quest so I wouldn't be able to test that so it would like be okay to have all the materials on the map Be filament on a quest
Jetstreamsans
Yup. Out of habit I remove all the heightmaps though since Im told that heightmaps don't preform well on quest.
But I also don't have a quest to test that XD
I do
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
Yea, even emulation I don't think would give a great idea of the preformance
which is quite frustrating as I want to try my hand at cross-compatible development as I have Quest Standalone friends
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
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.
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
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
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 🤷🏼♂️
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
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
of course, just a cool idea
Does anyone know if there is a possibility to exclude a single baked light source from adding their data to a light probe group?
what? Light probes are meant to provide lighting data to dynamic objects. The data they gather can only come from a lightmap. No lightmap, no data, no light on the dynamic object. Solution: dont place a light probe around that spot.
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
Why would probe placement not work ?
I think as a hacky workaround maybe you could make a copy of the scene, delete the light sources you want to exclude, bake the lighting and probes, then use copy the probes back into the original scene? Lol
Because probes still need to be in correct places to account for other lights
Ah, in your example I was under the impression that you only had green and red lights
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
^ if you only want light from the red light place the probes in the red light area 🙂
you wont get green spill off
Again for the sake of this issue let's pretend they are right next to the red ones
Unless they literally intersect, you can place your probes correctly
But then the probes would have both red and green light embedded in them... right?
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
Huh. I'm wondering if I'm not understanding probes correctly then
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
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?
in the darkest red area
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?
or directly inside the red light but that will give a really red dynamic light
Yeah that would provide incorrect dynamic lighting, and not in the way we want
its already incorrect lighting to want to exclude a light source
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
... 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?
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
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
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
Its definitely an odd request Jason. Try my idea and see if it fits your needs.
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
honestly if you were to do that trick I would think your map was broken lighting wise
^ so would everyone else. cant wait to see what magic they pull tho
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
personally I can't think of any scenario that would be suitable with vrchat
Just curious, what is your use case? Why do you want to exclude a light source from the probes?
because you have to accommodate a wide variety of avatars so you need your lighting to look good to a realistic Avatar
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
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 😅
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
why is there a shadow here? It shouldn't be casting/receiving shadows at all
also the light shadow type is no shadows
Ok so I fixed it in Blender by using the "Clear Custom Split Normals Data" option
double sided GI. you might need to put a light or an emissive element inside the housing
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
you can set the tag on the lights to editor only. This will ensure that if your bake failed that they dont make it into the build. Lightmaps wont be causing your issue. Not having occlusion culling will. having real time lights will, the list goes on. Using the profiler will help sort out your low fps.
Is there a way to get Bakery RT Preview to look more like the actual render?
RT:
Render:
It's super different
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?
you pretty much have to do all your lighting setup in unity
if you want a sand traced bake like that. youd basically disable all denoising the lightmapper does
overlapping uvs are cross talking over each other. light
map padding may fix issue
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
uneven uvs
so like. imagine having a pixel shared accross 2 different surfaces
but shouldnt the UVs been consistent with the geometry??
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
If this is a blender file then unity can just import your lights as well automatically
There's one seam in the direct middle, but not as many seams as light glitches
Have you got the "generate uv light maps" check in the import settings for that model?
First is my editor, second is in-game. What is goin' on here?
Have you got ligbting enabled in editor? These the little light bulb kn the top bar
The editor view is the one that is correct.
It's the ingame view that is the problem
But the game is the final result, so you gotta ask why the editor doesn't look the same
Hence my question
Yes. The lighting is on
Just to confirm, we're looking at the fact it's darker in-game right?
Are your lights baked or dynamic?
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
Hmm. If you test it in editor with cyanemu does it look too dark then too?
What shader were you using on the wall? And what kinda lightmap directional mode?
Directional. I'm using a UVFree shader
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.
if it helps a text guide for Bakery
Thanks. I don't see anything in there, however, that is in greater detail than bakery's official documentation: https://geom.io/bakery/wiki/index.php?title=Manual
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
It's all using the standard shader
okie dokie just thinking of ways to eliminate variables
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.
maybe you could use a different Sky Box for the baking?
That won't really solve the "shadows are white, bright areas are black, blue stripes in random areas" problem, unfortunately. Here's what the default lightmapper looks like. It's so much better than Bakery. It feels like money wasted.
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.
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
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
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?
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.
I don't think it would be that one because literally everybody is using the same Unity version
I would hope so
For some reason, I am gloriously subverting expectations. I hate being the odd one out lmao
(experimenting with fresh project)
Does it look correct if you just use a different hdri or disable the sky light and then bake?
Op sorry
standby. computer processing
I'm removing the HDRI, putting in just a solid color, with a single directional light with the bakery direct light component on it. I'll see how this goes
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
what is your bakery light source component and how bright is it?
good question. I'll check once my computer is done
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
oooh. Now this is interesting. Where would this setting be? This sounds like it could be exactly what I'm looking for 🤔
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
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
photoshop kinda sucks at HDRIs
you could probably do it in the free version of fusion that comes with da vinci resolve
this is weird. it just reversed my lightmaps once more hahhaa, even when I had it clear out the original lightmaps first
never seen anything like that in bakery. i wonder if it's some weird NaN shit from your HDRI
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
bakery could have already stored what you had as the environment map, try deleting all bakery data from the menu
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?
the bakery light component is the only thing that's going to determine the brightness of the GI solution
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.
Giving this a go. I set the bakery direct light to 1.0
(with no HDRI for now)
This is with an intensity of 1.0. Hmmmmmm
I'm going to try again with "dominant direction" maybe?
are you passing the light through a lot of small shadow casters? trees or something like that?
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
Might be a dumb question but just to be sure, you have generate lightmaps checked on the model right?
Yeah, I have "generate lightmap UV's" checked for the fbx import settings
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
I'm doing all these bakes without an HDRI. I'm using 5 bounces and 16 samples right now
Oh ok. hmmm.
Also, I forget: "texels per unit" which direction is more or less? What does a "unit" mean?
I believe it's one unity of distance in unity. Idk if there's a direct unity it converts to
basically like how many pixels across like a meter would be on the light map
What is your texel density?
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
I normally go for 30 texels but I know people who do 5. It depends on what your going for I guess.
like 20 should be fine for like an indoor map
It's a fairly "small" house at around 300 square meters, scaled by 1.1
If you select your directional light try turning the samples up maybe?
Oh and what denoiser are you using?
I have 16 shadow samples right now. Using Optix 7 for a denoiser (I am using a 3090)
Hmmm ok idk about optix..I generally uaenopen image denoiser.
I might do that then 🤔 I'll give that a go
I know that Mr. F was strongly advocating for optix AI denoiser and stuff
Ahk
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
for a complex interior you want a pretty high texel density
I feel like I had more issues with optix 5 that I liked so I used open image
i guarantee you that bakery is an improvement over the built-in lightmapper
dude knows what he's doing
I'm assuming "Tile size" has to do with the size of the array fed to the GPU?
Yeh something like that
OK! I maxed that bad boy out then
I'm gonna justify the money I don't have anymore somehow
thanks for the help again btw. you guys are asking stuff I didn't think about
tile size will not affect quality, it's an optimization for speed
Bakery is indeed great. It's not without it's issues sometimes which can be annoying though.
But when it works it ✨ works✨
100 texels per unit, optix 7. I'm going to stick to 100 and change to open image denoiser
like when you get to really big Maps the speed difference is tremendously beneficial
I'm also using Xatlas as a packer and unwrapper. Maybe I should not do that?
Yea I feel like that might be an optix issue. I feel like it used to give me random bright spots. 🤔
that shouldn't have a big effect on it
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
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
That's on open image?
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.
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
ok. what are all your light sources atm? just the single directional? do you have a bakery skylight as well?
@mortal loom Does your map use any emissive materials?
Oh crap, I do have a bakery sky light as well. maybe that's causing the problem.
@sharp robin no emissive materials for now
if you're using a sky texture in the bakery sky light, and the texture has a sun in it, that is your problem
yyyyep. I think you are exactly correct. I disabled the skylight and now things look sane. It looks like, indeed, I will have to go into an EXR editor and clamp the brightness somehow
glad we were able to finally sorted out
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.
just clone stamp man
photoshop can easily read a 32 bit HDR or EXR file. clone stamp the sun out, that's it
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
use an exposure adjustment layer
you aren't going to be able to see the whole exposure range at once
yeah definitely not
use the exposure layer to stop down so you can see the sun, paint it out, then delete the layer and save
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!
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
this issue is common to all CGI rendering. when you have a SUPER BRIGHT pixel next to something much darker, and you have a limited number of rays to shoot around, you're going to get sampling errors that will manifest as either fireflies or aliasing in the final image
Well that was an adventure
Glad we got it figured out.
All the help homies I see helping often joined in 🤣
@fallow lark @next owl @graceful tartan whoooaaa. yeah. that skybox thing solved everything. I just clone stamped out the issues in photoshop. I'm aboard with this fully now
That looks really nice!
I've not done any bright daylight scenes like that but it looks really good.
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.
yeah probably. I cranked it to 200 hahaha
I might just compress the lightmaps in photoshop or something
I like how photoshop handles aliasing
awesome
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
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.
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
You could just not set them static.
Or in the settings set the 'scale in lightmap' on the objects renderer to zero if you still want it to be casting shadows but not lightmapped.
Ahhh yeah. OK. I could just adjust my lightmap scale that way 👀 I'm glad to hear that the built-in lightmap size settings carry over to bakery
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.
Anyone know what could be causing these strange dark spots?
anyone experience random lights appearing and baking? there's only 1 light source in the scene (top left)
Feels like a lightmap uv issue?
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
when you load up the FBX, do you select "generate lightmap UV's"?
last shot reminds me of one of those minecraft raytracing showcases
really nice lighting
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
Is there a way to apply a directional light only to the players in a world? :)
Yes, you can set which layers the light affects in the culling setting on the light itself. Just set that to the player layer.
Just be careful with dynamic lights on players, using it alaringly as it can be rewource intensive if you use too many
again just to be sure (some people are unaware of this setting in blender) have you checked the face normals with this? :
well
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?
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
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.
nah
if it was affecting your model it might be realtime lights, reflections or that your shader supported it
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.
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
I'll do some testing, if it's not performant enough I'll omit the RT probe.
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
so ltcgi method to effect players is via the global illumination method, which is basically editing a single light probe that effects the whole world. but as someone who uses their own custom lighting methods, i think light probes or linear space projectors would do a better job at looking “realistic”
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
also set it as not important
Hello, does anyone know why whenever I build and run the game in vrchat the baked light from an emissive material disappears?
Before:
After:
Not sure, what shader are you using? And it looks like the other light in the top left corner is also not appearing- is this just happening with the emissive material or with all of the lighting?
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
Huh I'm confused sorry. Do you mean that it disappears from your scene view after building too?
Yeah, it's like it's deleting the lightmap
Ahh ok. Are there any errors when that happens? Does it also disappear if you switch scenes and then switch back?
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
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!
Great 😄
Thank you so much
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
Ah you're right
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
Just glad that the answer wasn't "Vrchat doesn't support x amount of lights" or something like that haha
Maybe someone more knowledgeable can chime in. But yea, glad it's workin!
👍
Hah well that is true for realtime lights- I think the number is 8, but otherwise you can use as many as you can bake
Sweet
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
Do you mean realtime shadow for a non-static sphere?
@lean whale yeah
I baked "Full lighting" but I'm thinking maybe I needed to bake indirect or shadowmask?
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
I'll do SH mode with shadowmask. I'll see how that works for low resolution
The bakery docs have some good info on this- the image on the right here illustrates the difference which I believe is what you're going for https://geom.io/bakery/wiki/index.php?title=Manual#Shadowmask
@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
Have you changed the render mode to shadowmask in the lighting/bakery menus? Or are you just looking at the light components
yep, changed it to shadowmask
And is the unity light component set to mixed?
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
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?
like, duplicate the same object? that will not get shadows, since it would be the same object
Yeah, like see if one sphere will cast shadows on another sphere
Instead of the building
Cause then you'll at least know if shadows are being cast at all
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
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
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
Lol shit
it doesn't look that way post-clear
this is how it looks when I clear data
Are you clearing just the bakery data or clearing it from the unity lighting panel?
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
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
Yeah I think when you do that it makes all the lights go back to realtime
Until they get baked again
That's before the bake yeah?
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
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
setting your light sources to not important sets them as vertex lights
I believe you can use light probe proximity (??) volumes wrapped around your object and that'll do a sort of vertex lighting. not sure what the cost of that ends up being though
how do I modify the importance?
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.
Is the object marked as static?
What do you want specifically?
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
My Ideal end goal is to bake lighting to vertex colours rather than a texture, that way I don't need to deal with the pain of haveing so many high res textures that still loose detail.
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
oh I never go over intencity 1 anyways.
so I just need to put my light in in blender and bake there?
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
noted, bake with GPU
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
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?
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
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.
Ah ok didn't take in mind mixed lighting exists, my bad
Any input from you guys?
Just a bakery appreciation post
Unity Left, VRChat Right
Does anyone know why the Post-Processing Bloom effect is showing in Unity but not in-game?
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?
I think indeed it was the cam not being assigned to the vrcworld prefab 👍
Cool
Bloom enjoyer I see
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.
e.g.
If you seperate the light material part from the lamp post as a hole, you could set it to not cast shadows(while still maintaining shadows from the post) then it won't get in the way of the light.
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
In the bake button on the lighting tab, there's an arrow on the right side you can click and it'll give you the option to just bake all reflection probes. The same thing applies for each reflection probes' bake button
Hi. Are realtime shadows not compatible with quest?
Realtime light is supported by the quest, but comes with a huge performance hit.
yes, but when I have the realtime lights, there are still no realtime shadows
Are the realtime shadows supported by quest?
I already answered that it supports, you can turn on the shadows. quality settings (> Project Settings... > Quality)
you answered regarding realtime lighting, not realtime shadows
and okay! Thank you!
hi. So I enabled shadows, but when I uploaded it, it disabled it again. What do I do?
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
yeah I think that's the case
okay! thank you!
so yeah you might have to use a different design for your clouds on Quest
Caught me in 4k
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?
Training with Bakery
switch your project to linear mode
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".
my current settings
nvm. I had the build set for android. changed it back to windows and its fixed
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?
Where is the bright light supposed to be coming from? Like do you have light objects in your scene that are supposed to be lighting those walls or is it a lot of skybox/ ambient lighting etc?
There are some point lights. Some other lights are spot lights. No directional light.
are you actually using the bakery light components? because it doesn't really look baked to me
^
And it's supposed to look like 3rd pic?
Or that's close to what it looks like in full realtime?
Yes.. maybe. I’m not sure. This is my first time with Bakery.
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
I'd give the manual a read https://geom.io/bakery/wiki/index.php?title=Manual#Quickstart
yeah
Huh interesting
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
So, basically, I remove the Unity lights. Put the Bakery lights in their places?
basically
Oh I see. Weird but thank you for your help.
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
Ah ok. Thank you
Another map with Bakery
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
Both. much better quality with great precision and use the RTX ability of you're gpu to product them and baked them. here it's some tests i have made at a map with basic geometric form to learn it
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.
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
here it's a prefab map include with bakery and when all lights is baked the result is impressive in rtx mode and the denoiser optix 7
Wow, getting close to unreal engine level of baked lighting
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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and yes the women is a 3D model here
Oh damn
Anyone know what could be causing these weird lighting issues? It's not emission or GI static
Do they have lightmaps?
No, but I somehow managed to make half of them cooperate
did you doing that ?
Yup, has nothing to do with the static
hmmm maybe the shader on them try that one it's filament master by silent https://drive.google.com/drive/folders/1isI39rcKnGX5LZgDqK6jaPZDw1AoNvBg?usp=sharing
you just have to put the folder at you're unity project
Aight cool, I'll check it out when I get home
What's up with my baked lighting looking so strange
Everything else is fine, except for these trees
I had something very similar and it was caused by overlapping uvs
This happens all the time for me. I usually end up using realtime lights for the broken objects
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
wait, it didn't work. Ok, how do you reduce the size of the lightmap?
Ok
in bakery advanced, use bigger textures. minmal 512
simple will use even small 16x16 which can makes many textures
i see
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
ok. I'm curious. What about Gi VRAM optimization?
also, you meant like texels?
I think that just affects the way your pc handles the baking process, not the lightmap that it produces or runtime performance
How can i bake lighting with LOD objects? What is best way to deal with it?
How do I toggle the skybox material?
Like if I want a button on the map that toggles the Skybox Material to something different
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
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
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.
Hm that is odd. Did you clear the baked data before rebaking? If you're using bakery did you clear the data through the Bakery menu and not the Unity menu?
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.
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
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.