#world-lighting

4 messages · Page 31 of 1

rancid tulip
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It's definitely an issue I've had before without sectors though, as though things get assigned to the lightmapper and never unassigned.

mint cipher
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So, in my world. I used global illumination and baked my lighting. It comes out great everywhere else except in this one room. There are horizontal lines spread all through out it instead of the light surrounding where the emissions are coming from

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Any help would be deeply appreciated

graceful tartan
mint cipher
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@graceful tartan any other ideas as to what it could be?

graceful tartan
# mint cipher Of course It is. Yes

Just gotta be sure 😊
Is the scale of the object something other than 1? Or at least even in all directions. I've had that cause lightmap issues too

mint cipher
graceful tartan
mint cipher
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Wrote that out in case anyone else runs across that issue and needs a quick fix^

graceful tartan
mint cipher
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So one button click, and everything stayed in the same spot and it reset the values

graceful tartan
mint cipher
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Just a little trick I use sometimes lol

graceful tartan
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ive never had to use it, just export the fbx and away it goes

rancid tulip
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Is there any way to unreference something in the scene from the baked lightmap?

earnest mantle
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You can uncheck contribute GI under static

rancid tulip
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That doesn't unreference it, that's exactly the issue I'm having. It instead displays garbage when you reload after doing that.

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0 scale in lightmap, yet it thinks it's mapped and has just lightmapped garbage to it instead.

subtle galleon
rancid tulip
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Doesn't clear the lightmap. That's my point, none of the things you'd expect to clear it, do.

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Only clearing the whole scene's baked lighting works, but that's bad because I'd need to rebake everything from all the r;

lunar narwhal
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oh, you want to clear it without rebaking?

rancid tulip
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I want to clear just the lightmap on this object, or the other problematic objects which shouldn't even be in the lightmap(s) in the first place, rather than clearing all baking.

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As you can see above, the lightmap scale is 0 which means it shouldn't be in the lightmap, but it also shows it being assocated to a lightmap.

lunar narwhal
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well yeah, those will only take effect on bake

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if you want to clear the lightmap data from individual objects without a rebake well..

rancid tulip
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Rebaking doesn't take them out of the lightmap

lunar narwhal
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setting the object to not contribute gi doesn't take them out when you rebake?

rancid tulip
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Nope

lunar narwhal
rancid tulip
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Yup. I tried pretty much every combination of clearing things. It's like rebaking doesn't clear it from the lightmap. It's a bit scuffed. The worst part is the mangled mess you're seeing isn't even the lightmap for this region.

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I'm using Bakery control zones to spit up the rendering process.

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Hence why I don't want to do a clear all.

lunar narwhal
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when you rebaked did you try clearing all lightmap data first?

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I've never used bakery control zones so I can't comment on that

rancid tulip
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No, I explicitly won't do that. That's why I'm using control zones, so I don't have to rebake 12 other regions

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It feels like a bug though that only a full light clear will fix, unfortunately.

lunar narwhal
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If you really want a quick temporary fix until you do a full rebake later

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you can just clone the object and disable the original

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the copy won't be lightmapped

rancid tulip
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Interesting, I'll keep that in mind.

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It looks like if you remove something from the lightmap, it loses track of where it's mapped and instead just serves garbage. As it's lost track of who's mapping it, rebaking that zone doesn't clear it either.

verbal crag
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Hello, I'm encountering an issue with the main light in my world. I added a simple sun light to my world (directional lightning). It works fine on desktop. However when trying it in PC VR or Quest it does not show/cast any shadow on any mesh, the whole scene is simply lit. Any idea why?

modest vapor
verbal crag
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Looks fine in the editor view

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Here is in the editor view

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Here is as soon as the scene is played

modest vapor
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Nothing in your console ?

verbal crag
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No nothing, everything seems fine. Although I just noticed something: In the Unity project Quality tab there is a VRC Mobile Quality preset, and all shadows are disabled by default (I'm allowed to choose from "No Shadows", "Only Hard Shadows" and "Hard & Soft Shadows"). Am I allowed to turn it back on?

lean whale
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Hm, yeah I'm not sure but I wonder if realtime shadows are disabled no matter what for Quest in VRchat? In that case it would make sense if your Unity project is currently set to build for Android and that it would be overriding your quality settings to disable shadows

modest vapor
graceful tartan
verbal crag
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I see, I tried baking but it looked off, very dark shadows and chunks not lit up at all. I will try again, thanks!

ripe aspen
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So I've been working on this world for around 2-3 days now and I'm stuck on this problem. everything is pretty much done, however when I bake the lighting, all my light sources (Point lights, baked, hard shadows) do not bake any light onto the surfaces. No light whatsoever. I will attach an image.

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Before baking

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After Baking

graceful tartan
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So the first question is, have you set all those objects as static?

ripe aspen
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all objects are static yes

graceful tartan
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Does making the lights static help?

ripe aspen
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idk I'll check

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baking

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I forgot to make the light fixtures static that's why they are lit up now but everything else is not

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light sources themselves are static too

graceful tartan
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Do you have generate lightmaps checked in the models import settings?

ripe aspen
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?

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that?

graceful tartan
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Yup. Check that and apply it

ripe aspen
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thanks

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should this take a minute to apply

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unity frozen

graceful tartan
ripe aspen
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it broke the model

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I force quit it because it froze entirely

graceful tartan
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If you interrupt it mid import the prefab will break like that

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You need to let it finish. Generating lightmaps could easily take a minute or two if your model is complex

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If it's really complex, like 1mil + polys it could freeze freeze though

ripe aspen
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I'm not sure honestly

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I never decimated it because it ran fine in game and wasn't too large of a world

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but maybe

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it's just a stripped ship that I built an interior for

graceful tartan
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Go to the model and right click, reimport and then let it sit for a few minutes event if it goes unresponsive

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See if it eventually generates them

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Bit I have froze unity trying to generate them for really big complicated models so be aware of that

ripe aspen
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yeah

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thanks for the help though

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I'll let you know how it goes

graceful tartan
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👍

ripe aspen
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Yeah not gonna let me generate it

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gonna go decimate the model

graceful tartan
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If that fails, separating it into seperate parts helps too if there are lots of actual individual parts in there.

tulip dirge
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I have a world with reflective surfaces that depend on real time lighting changes but doesnt reflect avatars or certain objects but for some reasons vrc mirror is getting reflected on floor is there way around that

quaint pecan
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Question, does the LightingData.asset file contribute to the total world download size?

patent heath
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ye

graceful tartan
novel stag
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both mesh and light are on static and then baked

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and the light is in the sconce

quaint pecan
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So, if the LightingData.asset file is included in the upload world size, is there I good way I can make my LightingData.asset not be almost 300mb?

lean whale
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Which you probably don't need

quaint pecan
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I assume to rectify it I'll need to bake again now that that's off?

ornate veldt
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why do my buildings have this weird shadow?

novel stag
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whenever i bake my lighting, it comes out blocky ish. How do i fix this?

lean whale
lean whale
novel stag
lean whale
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Lighting > Lightmapping Settings > Lightmap Resolution

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(if you're using bakery it's in bakery advanced settings I think)

novel stag
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unfortuntaely i do not have that

lean whale
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But based on your screenshot, the floor looks fine. So if the rest of your scene also looks fine I would just adjust the scale in lightmap setting for the ugly spots, instead of adjusting the entire resolution and wasting it on parts that already look good

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Do not have what?

novel stag
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i tried adjusting the scale and it still looked blocky

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i dont have bakery

lean whale
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Ah, well unity lightmapper works ok, just gotta tinker a bit more

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What did you change the scale to? I think by default it's 0.5, I would probably set it to like 3 or 4 based on that pic

novel stag
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it was set to 40 by default

lean whale
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I mean the scale in lightmap setting

novel stag
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i tried 3 - 5

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didnt affect it at all

lean whale
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Did you rebake after changing that?

novel stag
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pretty sure

lean whale
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Pretty sure as in yes? lol

novel stag
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yea lmao

lean whale
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Like you clicked generate and waited for all the lighting to be baked again?

novel stag
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if this bake doesnt change anything, ill re do it

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i set the resolution to ahem 1024

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seems to be smoother

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just worried about its size

lean whale
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Erm, lightmap resolution (texels per unit) or lightmap size? Those are different things

novel stag
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the resolution

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i just foudn something interesting

lean whale
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I think you mean size. 1024 is insanely high texels per unit

novel stag
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so

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i duplicated the light

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and the light is so much smoother

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duplicated is on right

lean whale
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Probably because it isn't baked

novel stag
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ah

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well im doing the lightmap scale rn

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i set it to 5 and the resolution back to 40

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looks much worse now

lean whale
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Lol well shit. Can you screenshot the mesh renderer settings and your lightmapping settings

novel stag
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And i do have generate lightmap uvs on

lean whale
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Was your lightmap size originally 1024?

novel stag
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the resolution?

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if so, then no

lean whale
novel stag
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uhhh idk

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what should it be?

lean whale
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I'm just asking if you touched that in like the last 5 min

novel stag
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possiblyyyyyyy

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no idea tbh

lean whale
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Well. Hard to help if you don't even know if you are doing things or not

novel stag
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i didnt even know that existed until now tbh, so im pretty sure it hasnt been touched

lean whale
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Mkay, well that second screenshot you shared did look slightly better from what I can tell

novel stag
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which one?

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ive sent like 5 xD

novel stag
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ah yea

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but that was duplicated after a bake

lean whale
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That looks better than this

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I mean the baked one on the left though

novel stag
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oh

lean whale
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You can see that the lightmap is higher res

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So to me that looks like increasing the scale in lightmap worked, unless that's not what you did, in which case I dunno what you did lol

novel stag
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ill show u a rebaked version with the scale at 6, lightmap resolution at 1024, and texel size at 40

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it just doesnt seem smooth on the edges

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like you see on other worlds

lean whale
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Are you setting the scale in lightmap on the object that contains the wall mesh?

novel stag
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i set it on the sconce

lean whale
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Nooo

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On the wall

novel stag
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ohhhh

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im doing the wall rn lol

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looks a tiny bit better

lean whale
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You're basically telling Unity, hey give this wall more space on the lightmap so that the light can use more pixels to look smoother

novel stag
lean whale
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And make sure to decrease the sconce back to it's original value, so it's not wasting lightmap space

novel stag
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why is the max scale value 3?

lean whale
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But yeah the more you increase it the nicer that wall should look. And you can do that for any mesh that's receiving baked light (but if you're doing that to everything, you're better off just increasing overall lightmap resolution)

novel stag
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like it says after i go past 3, that the max atlas size has been reached

lean whale
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Because anything more than that would take a larger lightmap size than 1024

novel stag
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oh ok

lean whale
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Or for your mesh to be separated into smaller parts

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That can each fit on 1024 lightmaps

novel stag
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ah i see

lean whale
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But generally you want fewer lightmaps

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It's tedious but important to understand how these values all balance with each other. And unfortunately there's no one size fits all numbers to punch in, cuz it totally depends on the size of your scene, how many static objects there are and how much detail is required etc

novel stag
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these realtime lights starting to look much better rn lol

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ik they worse for performance but idk

lean whale
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Yea honestly I used to be really intimidated by the lightmapping process cuz every time I tried it would just look all messed up and have like a dozen things to fix and tweak lol. But eventually I just dove in and got used to the process, now it's just a matter of going through the motions and I enjoy making it look nice

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And fwiw Bakery is worth the money. Definitely not necessary but it just always looks better, I don't feel like I have to tweak things so much, and has less issues with glitchy seams or light leaking through cracks and stuff like that

novel stag
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ah ok

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just gotta save 55 dollars lmao

novel stag
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but now i just gotta figure out why it wont reflect

novel stag
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can somebody help me with it ^?

graceful tartan
novel stag
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yes

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i have made some progress

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although its weird

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one side is darker than the other despite having the same amount of light on both sides

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nvm im stupid

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i had a point light hidden away

crimson ice
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has anyone fixed this before?

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here's how it looks like in unity

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like why is it different in vrchat?

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it doesnt make sense

crimson ice
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:despair:

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im beyond stumped lol

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oh so it fixed on its own

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im

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speechless

loud sonnet
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do i do the ligthing of the world in unity or while modelling in blender?

pure widget
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unity

loud sonnet
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thanks 🙂

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Texturing is also done in unity or can it be done in blender?

pure widget
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you can do it in blender bc you just end up importing the textures you make into unity in the end

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blender is sort of your "showcase" with lighting and materials, but you have to set those things up in unity

loud sonnet
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Thanks 🙂

blissful violet
# crimson ice here's how it looks like in unity

This isn't lightmapped, but the first image looks lightmapped? Hmm...

Ive not encountered this issue before but the first thing id check is to make sure that your lights aren't too bright, and to check the texture assets created by the lightmapper if they are baked lights

novel stag
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So im trying to bake my lighting but im stuck in an infinite preparing bake loop

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so i figured it out

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apparently having my VRCMirror on static, causes it to glitch

stray crag
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I've been getting infinite baking too

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Only Enlighten seems to work at all

crimson ice
blissful violet
static flame
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new to vrchat world making; should i put a light on what is ideally light source in my map for baking or something else?

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right now I have the default directional light and thats it

tender crag
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Is it possible to disable this shifting point light reflection while using Bakery? I'm confused as to what causes it as I'm using baked light mesh type of sources primarily.

hearty lagoon
fallow lark
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and if it helps here's a text tutorial on baking

blazing stream
drowsy violet
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Somehow the reflections in one of my worlds doesnt show up ingame, but it does inside unity editor

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In Unity:

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Ingame:

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What am I doing wrong?

rancid tulip
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Is there a crunch compression that works on lightmaps and doesn't murder them? They all seem to REALLY destroy the quality.

crimson ice
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but i figured it out, thanks!

dire crater
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What do y'all think about the lighting for my avatar world ?

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In these images it's realtime but it looks essentially the same baked.

blissful violet
fluid mirage
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can someone tell my why when I try to bake only reflection probes, unity decides to instead bake lighting

I explicitly hit the "bake all reflection probes" button, but unity still says 'lmao no, im gonna set up for a light bake"

twilit lily
rancid tulip
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Has anyone else had the issue wherein removing an object from the lightmap... doesn't? I end up having to duplicate the entire zone and deleting the original.

drowsy violet
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My world isn't showing any reflections ingame. It does show them in Unity. Does anyone know what do? [SDK3]

sleek ravine
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not sure if this is the right place but , i cant get my sky box to show in vrchat?

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in vrchat my sky is blackniss

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in unity this is what it looks like

sleek ravine
drowsy violet
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im not on quest

sleek ravine
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ooh i think then you just need standerd shaders tho i could be wrong? tho the reflection map might still be worth looking in to?

graceful tartan
drowsy violet
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a good thought, i checked that, but it's not what it is.

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the reflection probes are set to untagged.

graceful tartan
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Are they a child object of anything?

drowsy violet
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the reflection probes are attached to the root of the scene, so not attached to any other object

graceful tartan
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Hmm ok

drowsy violet
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if I dont use any reflection probes it seems the environment reflections are being used properly

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so the issue maybe is really about the reflection probes themselves

graceful tartan
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What shader are you using on your world?

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If not standard

drowsy violet
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no shaders really, all materials are standard materials, im using a shader for the water, seanswater

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you think the shader might break the other reflections?

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here's two pictures. the one without the reflections in the windows is from ingame.

graceful tartan
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Some shaders let you disable reflections for them is all

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I wouldn't think the water should cause an issue

drowsy violet
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im showing the reflection in unity on a higher intensity to show the contrast

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its really strange never had that happen in any other world. vrcCatThink

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in the pictures above also, the water and the ship are using a different reflection. so i really just found out that the water is using the skybox reflection when there is no reflection probe affecting it.

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but the ship uses a reflection probe and that one doesnt show up basically

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the ship itself doesnt use any strange or unusual settings either

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and this is the reflection probe

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it's a real mystery

graceful tartan
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Oh it's realtime?

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Have you tried it baked?

drowsy violet
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baked is a bit of a problem since it only shows the ship as the only static thing, the landscape is moving

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so realtime is the only thing really to consider for me

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but - by testing i noticed one thing now. I made a button to toggle the reflection on and off and noticed that it works when i toggle it on manually.

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so maybe it creates the reflection on awake when basically nothing is rendered yet.

graceful tartan
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Yea as it says on the probe at the bottom you need to trigger via a script

drowsy violet
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xD

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now i see

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funny, i never needed to do it before, that's why i didnt notice but that makes sense now

graceful tartan
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I've used a realtime one before once I think, and with the right settings I think it'll do it without a script to trigger it.
Depends on the refresh mode I think

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Or maybe the slicing mode

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Idk it's been a while

drowsy violet
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oh okay. thanks so much for helping. vrcLike

fluid mirage
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my lighting comes out like this when I bake it. (using bakery) Why?

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I have my bakery settings like so

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and my direct light like so:

hot sun
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How do I fix this lighting issue? I'm using poiyomi toon 7.

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Nevermind I just fixed it.

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Found the culling options.

dire crater
lean whale
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That looks wayyyy different. Here is just one example of what Izu is talking about. Note that you also need to be using Bakery shaders (or other SH compatible shaders, I think someone made ones specific to VRchat) for SH mode to actually work

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But also @twilit lily you can still get specular highlights from light sources in reflections without that, you just need to give the light source an actual 3D model with an emissive material for your reflection probe to see. Think about how real life works, light does not emit from an empty point in space, it emits from a physical object like a light bulb, and that's the object that gives the highlight we see in reflections. I use a free plugin to do this semi automatically https://github.com/zulubo/SpecularProbes

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Either way I think your world looks pretty cool tho 🙂

twilit lily
dire crater
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I could care less about specular. It isn't used much in my world anyways

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Also, I'm not using Bakery. I'm using the built in lightmapper.

dire crater
bronze wigeon
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Im confused. I'm trying to light my world, and i get these weird black bars, and one couch isnt even lighting up. I have an area light above this space, and some small point lights in the lamps and im getting this weird effect. Im baking at 4096, at 200 Texels per unit, 5 bounces, and 16 samples.

earnest mantle
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If I had to guess the UVs for your objects are overlapping

bronze wigeon
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hmm, i dont have any errors for overlapping UV's

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Oh, i do see some errors that say "mesh object_x on object possibly has incorrect UV's"

earnest mantle
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ah could be that

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Just double check they have generate lightmap uvs ticked on import

bronze wigeon
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Ahh, ill do that and see if it fixes it

bronze wigeon
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It worked. Thanks!

earnest mantle
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np

thick nymph
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How many times can you bake the lights? I did it twice and now one of my walls looks a shade brighter than the rest.

rustic portal
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I thought all the scene's lighting is shared? (I could be wrong though!!) double check if said wall is static

thick nymph
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Yes

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And if I duplicate the wall, it goes back to matching everything else, but I don't want to have to keep duplicating everything, lol

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I'll double check to make sure static is on.

rustic portal
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Also check if they cast a shadow / receive a shadow etc

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and if it's inside of the light probe zone

thick nymph
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Should I remove the cast a shadow option?

rustic portal
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You should most likely leave it on

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maybe its just a side effect of your lighting

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there's a lot of reasons a wall could be lighter than the others, sending some screenies could help a lot

thick nymph
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I'll try to send some out after work.

thick nymph
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This community has been super helpful in learning how to work with these programs. Thanks to everyone that's answered all of my questions!

graceful tartan
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Each time you bake it throws out the old data and goes again.

verbal cape
graceful tartan
fluid mirage
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using bakery: all the lighting settings seem normal, yet my bake ends up blown out. yet only selectively. why?

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these are my bakery/direct light settings

graceful tartan
fluid mirage
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yes

lean whale
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Also same question with postprocessing

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Ambient lighting or reflection probes with too high intensity can cause stuff like this, or postprocessing with too much exposure or bloom etc

fluid mirage
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only other lights are some point lights

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reflection probes there's a few

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no post

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and yes I generated lightmaps for all meshes

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some of the ground meshes are just straight up unity planes though

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shader is standard

lean whale
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Hmm ya everything you posted seems to be in order at least. Have you tried clearing the baked data before re-baking?

fluid mirage
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I have. Im gonna try trimming down the scene and baking with more and more items, see if i cant pinpoint that way

lean whale
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Yea I'm stumped. If you click on an object does the mesh renderer component have warnings or anything? Does the lightmap itself look blown out like that?

thick nymph
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@rustic portal

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First bake and everything is coming out super dark

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Everything that is a static object has the static box checked off.

naive spindle
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Hello, I have a problem, it turns out that I need to publish a map in about 5 hours, it is for a presentation of 40% of the Physics subject, I need to publish that map, but it won't let me because I am a new user, can someone help me posting it for me?****

twilit lily
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why does it need to be public?

earnest mantle
floral fable
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Is it at all possible to use baked lighting in a world, and have a completely different set of baked lighting that you can switch to in game?

hallow hound
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@fluid mirage do you useeny material with a high emision on bake that is in the map?

fluid mirage
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No.

graceful tartan
half dragon
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;-; I have been waiting 2-3 hours for my lights to bake even with my rtx card is it normal to take so long

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Last time it took 6 hours and ended up like this

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I am using bakery

pure widget
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pinned has a video on lighting

half dragon
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Oki

lean whale
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Yeah definitely recommend that video- but to quickly answer your question, no that is not a normal amount of time for it take, unless you very purposely have crazy high settings which is totally unnecessary to achieve good looking results

half dragon
half dragon
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I keep getting this error I have a rtx 3070 so idk why it keeps saying this after 4 hours in

lean whale
# half dragon

Did you do either of the things it is suggesting? And can you share the bake settings you are using?

lean whale
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From your settings screenshot it looks like your tile size is too high. It's higher than your lightmap size which I don't think makes sense

half dragon
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i did have the rtx mode on before tho

half dragon
lean whale
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I'm talking about tile size. The slider at the bottom

half dragon
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o is 2k fine then? my scene is really big tbh

lean whale
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It will come out the same either way. Tile size is just how much bakery tries to create at once before moving onto the next tile, so setting that too high will strain your gpu

half dragon
lean whale
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Maybe because your tile size is larger than your lightmap size which doesn't make sense and might be causing the error. Idk.

half dragon
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mkay

lean whale
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Try what I am telling you or don't lol

half dragon
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i'll try it

lean whale
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You might also try what the error message is suggesting since I'm assuming you did not

half dragon
thick nymph
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I found a way to bake my lighting using emissions, but I still have darkened areas. Any suggestions on how to fix?

static flame
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I dont usually mess with shaders, but what kind do I need to set up to turn a PC world into a quest compatible one without it looking like dog shit?

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especially w/ lightmaps involved

fallow lark
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switch your lightmap compression format to ASTC 4x4
as that should help the light Maps look less bad

static flame
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was that directed at me or Hey-Zeus?

fallow lark
static flame
#

noted

#

Where would I find that setting?

fallow lark
#

the settings on the actual textures

#

so you like click on the light map and then texture settings would appear

static flame
#

I dont need to rebake anything from the PC version of the map and it’s shaders?

fallow lark
#

nope

static flame
#

huh, nice

#

as far as the materials for the ground and such, I assume all I really need to do is make it all part of the standard lite setup?

fallow lark
#

because the compression settings can be what mangles the light maps on Quest so rebaking wouldn't help with anything

fallow lark
static flame
#

ah, convenient

#

The map itself is only 20 or so materials so I didnt expect to really need to do much work

#

do you know where lightmaps are stored by default in unity?

#

the directory, that is

fallow lark
#

probably in a folder named after whatever the scene is called

static flame
#

thank you for your help

fallow lark
#

where you able to find them

static flame
#

I am not currently at my computer, I’m asking questions in advance so that I know what to do once I get home

#

worst comes to worse, I have everything organized really well

#

It wont be hard to find

fallow lark
#

cool

novel stag
#

Why is this happening?

#

my light probes are set and baked

#

the avatar shouldnt be appearing dark

modest vapor
#

Did you bake them ?

novel stag
#

yep

#

well then

#

i just checked my light probes

#

and

#

they arent there

#

wtf

static flame
fallow lark
static flame
#

ooh

fallow lark
#

Android and Windows have slightly different compression formats

static flame
fallow lark
#

yes that's the setting you want to use

hushed rivet
#

does anyone know of a quest world shader that can do lightmapping as well as metallics/smoothness?

fallow lark
#

the standard light Shader?

hushed rivet
#

standard lite doesnt appear to accept lightmapping

fallow lark
#

have you set the objects to static

lyric heart
full mica
#

Is it possible to crunch compress bakery lightmaps? I tried doing it via the texture import settings and it hella broke the lighting in my world

modest vapor
full mica
#

Thank you anyway!

hushed jetty
#

bakery texel per unit x2

magic agate
#

how do you fix emissions not showing when light baking is done? its all dark:<

graceful tartan
magic agate
#

yes

#

all of the light maps come out black

graceful tartan
#

What intensity are the emissives set at?

magic agate
#

its set to 2

#

i just opened the model in a new unity project and the emissions seem to generate but are choppy af

lean whale
magic agate
lean whale
#

Yeah hm looks like you're good

#

Not sure what's wrong but it might help to screenshot the settings on the emissive material as well as your lightmapping settings

magic agate
#

lightmapping is the scene lighting correct?

magic agate
#

yay i have no clue what i did but it works now:>

lean whale
magic agate
#

no its just gonna be my home world haha

#

im also not high enough trust rank to put it out publicly

lean whale
#

Right on. It kinda reminds me of something I'm workin on haha

magic agate
#

oh wow that looks dope

#

do those light hoops move around?

lean whale
#

Yeah just a scrolling texture of stripes

magic agate
#

thats cool

lean whale
magic agate
#

woahhh

lean whale
#

I use it for a ton of stuff, if you just scroll down that page you can see all sorts of cool uses for it

magic agate
#

shit i thought i was done with that world now i wanna add more things

lean whale
#

I haven't used that asset in particular with VRchat but I think it should work fine

magic agate
#

ill give them a try some day i just came from blender donut and dont wanna burn my self out lol

lean whale
#

Good thinkin. Things can get outta control and overwhelming quick

jovial veldt
#

Hey y'all. I want to light up only this room with a singular blue light. As someone who's not really good with unity lights, can somebody help me out here?

#

Here's what the lighting is suppose to look like for reference (via the use of an emulator)

rancid tulip
rancid tulip
# full mica Poop haha

As a test, find them in your assets folder, normally under "Bakery Lightmaps" and then enable crunch compression on them in the component window, you should notice their quality (and stated size) change visibly.

full mica
#

The world is not supposed to be all black haha

#

Mind you I crunch compressed at 100, but lighting is very important for this world so any amount of quality reduction on the light maps I don't really want to do

rancid tulip
#

Yeah, you'll want to just leave them as is then. They compress quite well anyway.

full mica
#

They're about 50% of the size of my world at 2048 XD

modest vapor
rancid tulip
modest vapor
#

Yeah I can't imagine it being a good solution for anything, if it ends up with more artifacts and errors than just downscaling or baking at lower texels

lean whale
#

Light probes would probably have the same issue though, and can't use the same solution. Not sure what to do about probes

#

Or... maybe you can just build simple walls around it that block the other lights from leaking in, and then hide the walls with the culling mask on the camera

#

Or just disable them after baking even

hushed jetty
full mica
#

Still trying to optimize my light baking with Bakery. I'm getting this awful looking lighting around edges/corners of things, I'm assuming from denoising. I'm baking at 64 samples with Denoise: fix bright edges enabled and I've tried setting backface GI to 1. The only thing that seems to improve it at all is increasing my texels per unit, but even at 300 it's only /just/ starting to look better, and the size of the lightmaps becomes insane. Is there anything else I can do? My lighting is a little complex but I don't think it's that absurd?

#

For reference, all the spot-lights in the ceiling have a bakery spot light as a child, the only other interior lighting here is the string light, doorway lights, ceiling light bars and then the ambient blue lights which are all bakery mesh lights. I have a direct light outside with low intensity and lower indirect, and a pink skylight with even lower values, those don't seem to make a difference when I play around with them though

next owl
full mica
next owl
#

texture baking of any kind always involves a bit of spill across uv seams, so you gotta make room for that inaccuracy

#

if your artifacts are mostly concentrated around corners, and your lightmap UVs are auto generated, then it's most likely the seams since the auto UV algorithm is going to try to slice UV seams where it finds corners

modest vapor
#

64 samples is very low too FYI

#

512 isn't too far fetched

lean whale
#

Yea I notice a lot of artifacts like that especially in areas like stairs and small bevels that are parts of larger surfaces. I try to avoid dealing with custom lightmap uvs so my solution has been to separate problematic faces into their own meshes so they can just be assigned more space in the lightmap (via scale in lightmap parameter on meshrenderer component if needed) without affecting anything else

#

I wonder if it'd be possible for Unity to add something like "minimum texel to face size ratio" to lightmap uv generation. So you could set it to say, 10, then it would see the face of a beveled edge that's under 10 texels wide and automatically separate and scale it. Seems like it could be handy but Idk about the technical black magic that goes on in that system lol

full mica
modest vapor
#

Just a warning teehee

full mica
#

Lmao fair, I'll try cranking it in a sec here

next owl
#

of course you gotta be careful about how you design your sectors, and you could end up with many mb of lightmaps, but it might give you a bit more flexibility

full mica
#

It's significantly better at 256 though. 512 was taking foreeeeevverrrr, so I'm going to save it for my final bake and do it overnight lol. Thank you guys though! Padding and sample count both really helped a lot lol

#

I'm also going to separate my meshes into separate imports as well

errant anchor
#

using Bakery

lean whale
simple sinew
#

why is my lighting all pixelated?

first image is baked, 2nd image is realtime

errant anchor
#

I'll even show how messed up this is

lean whale
# errant anchor I'll even show how messed up this is

Ya that's messed up. I would double check to make absolutely sure you generated lightmap uvs for that specific mesh. Otherwise I dunno, maybe the object is set to a weird scale? That can mess with lightmaps sometimes

errant anchor
#

so you were right thank you

lean whale
#

Hm did that fix it tho?

errant anchor
dry wadi
weak skiff
verbal cape
oak elbow
#

You can get pretty good results using magic light probes. But, your lighting also needs to be good to get good results with any light probe tbf.

#

Also, if you use it to its fullest you lose a lot of the grid-like behaviour. But, it's still worse than manually placing them.

#

IT really isn't worth over manually placing them if you know how. Unless you're on a time constraint. But, it can be pretty time costly to get everything right. I did like 15+ iterations on every big room I have just to be satisfied.

crude bison
#

I know it's a common issue, but I can't remember where I used to see a solution for corners doing this:

hot sun
#

Hello. I already added a post process layer and settings that affect the bloom on certain objects in my world. How would I make a slider in-game that affects the world brightness? I can't add another post process layer onto my main camera.

lean whale
errant anchor
#

baking lights makes me want to drink, my scene is pretty simple so I don't understand why.

#

I'm deleting my assets and re-importing clean so I will check back here in a bit to ask for help.

lean whale
graceful tartan
#

It's normally pretty simple. Import model. Make sure generate lightmaps is checked, set object as static, bake.

lean whale
#

The other day I learned you can use the preset manager in project settings to change default import settings to automatically generate lightmap uvs for models, went ahead and did that for all my projects. I'll probably still forget when I make new projects tho 😂

#

Still, there's just so much that can go wrong or make your lighting look incorrect or wonky and messed up. I used to be terrified of clicking that generate button lol. But it was just cause I hadn't taken a deep breath, sat down and went through the process, learning what all the settings do and why you would change them etc

errant anchor
#

I just want my world to look as intended with baked lights, the 4 triangles on one of the meshes is just black if hole filling is on and with it off makes it look weirdly lit

jovial veldt
#

Sucks that the place that I got the model from didn’t import the goddamn vertex colours, of all things.

twilit lily
#

wait, probes was someone else, crap

dry wadi
errant anchor
#

is this data even used?

modest vapor
#

Yep

errant anchor
#

where

#

I change the size of ir to even see what changes and nothing does

lean whale
# errant anchor I change the size of ir to even see what changes and nothing does

That is a directional lightmap, so you'd only see changes on materials which use normal maps and specular. Even then it is likely to be a subtle change (like the grain in a wood texture or cracks between bricks in a brick texture might look flatter). And I think depending on your directional mode and whether you're using bakery, you might need to use specific shaders to actually see the effect from this type of lightmap in the first place

errant anchor
#

I'll keep it because it's so small and I think my world size is only 3mb instead of 5 after banging my head against a wall for 6 hours

lean whale
#

Yeah, unless you're just using plain diffuse textures on everything without normal maps, it's good to bake directional to capture those subtle details. But if you are just using plain diffuse textures then it effectively does nothing and you can safely delete it/ might as well not bake it

#

Not 100% but pretty sure on that

pearl tulip
#

Hello. Does anyone know why Unity freezes everytime I try to bake the lighting? This is only happening when I am using "Progressive GPU" and I want to use that because with the "Progressive CPU" it takes way too long to bake.
It just says "Preparing Bake" and stays like that, I can only use task manager to close Unity.
I tried playing with the Lightmapping settings and changed all to the lowest possible values and it still didn't work. If you would have any ideas on why this is happening that would be really helpful, thanks.

twilit lily
#

maybe you set samples too high?

pearl tulip
#

i tried with them set to their lowest value

next owl
#

how much VRAM you got? you could be maxing out the card

#

unity's GPU lightmapper is also... fussy. bakery's is much more stable.

lean whale
#

Fussy is right lol. Mine was failing and falling back to Progressive CPU yesterday until I rebooted my pc. I'm guessing there was a background process using my GPU or something and fighting with Unity over it, but who knows really 😂

blissful violet
#

Unity is an enigma of bad programming and design decisions T _ T

twilit lily
pearl tulip
next owl
#

that's not a ton, depending on how complex your world is and how many samples you're throwing around

#

I'd try restarting Unity or your machine first and close out any other applications that might be using GPU memory, see if that helps. otherwise I'd recommend buying Bakery or falling back to the CPU lightmapper

pearl tulip
#

Yes I'll look into bakery and use CPU lightmapper in the meantime, thanks

charred stag
#

What's the difference between GPU and CPU lightmapping?

runic pulsar
#

Well

#

One runs on the CPU

#

One runs on the GPU

#

That’s pretty much all there is to it

#

It’s just determining what you want to use to process the lightmap

next owl
#

assuming you have the hardware for it, GPU lightmapping is about a bazillion times faster

#

generally you need an RTX-compatible card for the raytracing, and your available VRAM can bottleneck you if you don't have enough available for your scene + number of samples

charred stag
#

mk.

runic pulsar
next owl
#

yes i am aware of this

#

but GPU lightmappers like bakery leverage the raytracing functions of RTX cards in order to throw samples around your scene

#

it's not necessarily a requirement, i think? but the acceleration really helps

fiery elk
#

is there a reason why avatars using the toon lit shader look really dark in my world? i think it might be due to poor lighting but im not sure

next owl
#

are you using light probes?

fiery elk
#

no i'm just using light objects

#

should i be using light probes?

next owl
#

generally speaking you want to use baked lighting and light probes

#

if you're going to use real-time lights, you want to stick with as few as possible, preferably just one directional light if any at all

#

baked lighting requires light probes for the lighting to affect moving objects

fiery elk
#

how do i get baked lighting to work? whenever i try to use something like an area light that uses baked lighting it doesnt look like it works

next owl
fiery elk
#

oh cool thx

fiery elk
#

ok so. that video was very confusing to me bc the person is using what looks like a different unity version, and i tried using light probes but it didn't work. i either did something wrong bc i dont understand the lighting or my world is still too dark. is there anything else that could be making the toon lit avatars so dark?

fiery elk
#

i've literally tried following multiple tutorials and my world still looks weird and toon lit avatars are almost pitch black. idk what im doing wrong but im very frustrated

fallow lark
fiery elk
#

i have done something, idk what, but somehow the toon lit avatars are a little lighter but still very dark

#

for some reason no matter how high i make the intensity or how big i make the range of the light i cant make them any brighter

pure widget
#

do u have light probes set up

#

set up light probes and then avatars should look normal

fiery elk
#

i do

#

but it's only got like. 8 or 9 thingies in it

#

should i add more of the dots to make avatars brighter?

fallow lark
#

where you place the probes matter as it's going to sample from the 3 closest probes

#

like if all of your light probes are in the shadows you're only going to get the shadow colors

fiery elk
#

oh

#

well. that might explain some things

pure widget
#

needs to be anywhere people are gonna be

#

mine isnt the best example but it gets the point across

fiery elk
#

so since i have little crystals jutting out of the corner of the room my world is in. and the light probes were in the corners inside the crystal mesh. that was probably casting shadows

fallow lark
#

you shouldn't have your light probes inside objects

#

as the objects themselves would be blocking all the light

fiery elk
#

omg. i added more probes and moved existing ones out of objects and the LIGHTING DID NOT CHANGE

#

im so frickin done with this

#

genuinely no idea how this works or what i'm doing wrong

fallow lark
#

do the lighting look normal when you test with a standard Shader

#

to make sure you're not just testing with a badly made Shader

fiery elk
#

the lighting on the avatar or the world?

fallow lark
#

a avatar with the standard Shader

fiery elk
#

i mean i can yeah but the problem is only with toon lit avatars

#

standard and standard lite look pretty much fine

fallow lark
#

myself I don't use toon shaders so I don't have much suggestions for that

fiery elk
#

damn

#

other toony shaders like poiyomi toon look fine

#

they actually look TOO bright

#

so i think the toon lit shader just sucks

pearl tulip
rancid tulip
#

How many did you have? I have scenes with over 12000 and it's fine lol

pearl tulip
#

Less than 12000 for sure xD but idk it just works since i reduced them so I'll take it

fiery elk
#

ok so update. i found out why the toon lit avatars were dark. it was literally just the environmental lighting. i just had to change the skybox

hot moat
#

hey everyone so i made some neon lights for my first world ever, I was just wondering if anyone can help me why my neon lights arent giving any light?

#

its just bright

graceful tartan
hot moat
#

just the lighting isnt what i need to be

graceful jetty
#

Is there a way to manually set the brightness of a lightprobe group?

#

For some reason, players are lit too brightly but the world looks fine.

graceful tartan
graceful tartan
#

Ahhh ok

graceful jetty
#

but yeah, when I adjust my lighting to make the world look right it's overblown on dynamic objects/players

graceful tartan
#

Could just be down to your light probe placement

graceful jetty
#

It's everywhere pretty much

graceful tartan
#

If you have a probe too close to a light source it might blow out users when they are pulling from that probe

graceful jetty
#

Things look good in shadows

#

but too bright most of the time

graceful jetty
graceful tartan
graceful jetty
#

Bakery

graceful tartan
#

Have you tried using a bakery sky light? It has a button to match it's lighting to the scenes skybox

#

So should match exactly the sky's light

graceful jetty
#

Oh, I have one but it's not set to the skybox

#

let me try that

#

hm, that just made the shadows darker

graceful tartan
#

Got a screenshot of your scene and your light probe layout?

#

There's also a setting on the probe options somewhere to disable ringing, might help. Not sure exactly where it was though.

graceful tartan
graceful jetty
#

oh, didn't see the other messages

graceful tartan
#

Lol

graceful jetty
#

Here's the probe layout, one every 2m or so

#

@graceful tartan

#

Almost forgot to ping you too

graceful tartan
#

It is quite bright outside. 🤔 What does it look like on an Avi?

graceful jetty
#

For reference, this is on the dark side of the building where the details aren't blown out

mint cipher
#

What is the best way of lighting a building with this type of roof, everytime I use an area light it either doesn't cover everything or it leaks out and gets the outside terrain

elder merlin
#

Just real quick, do I need to convert lights to bakery's own or can I just use standard unity lights?

full mica
next owl
strong solar
#

anyone know why i am on preparing bake for so long?

strong solar
#

what??? why is it incompatible it was working

graceful jetty
#

Because I've tried setting the lights so that avatars look good and the world looks too dim

lean whale
# strong solar what??? why is it incompatible it was working

Did you duplicate the scene recently? It might be still referencing the lighting data from the previous scene. Try clearing the baked data first (drop-down arrow next to the generate button) and if that doesn't work just delete the lighting data (which should be in a folder with the same name as the scene)

strong solar
#

but ill try that thanks

lean whale
#

I dunno then, that's what usually messes it up for me cause I'm always duplicating scenes to make backups before I try new assets and break everything lol

#

But yea doing those things should help either way

full mica
full mica
full mica
smoky wharf
#

Is it possible to swap between baked lightmaps in runtime?

modest vapor
#

Nope sadcat

#

Can swap meshes though !

graceful tartan
#

Two ways to fix it I can think of is add post processing with a little colour balance to bring down the high end brightness

#

Or to turn down the brightness of that external light, and in your bakery settings turn up the indirect intensity so you don't lose out on the light brightness inside the room

modern mantle
#

Anyone have a guide for lighting massive scenes? Bakery is flipping out. I do have the scene set up in such a way that I can theoretically separate the "skybox" from the "play area", but I don't see a method for having two different lightmaps beyond making two separate scenes, which probably isn't supported by VRC.

next owl
#

look up bakery sectors

#

if your skybox is truly that large, consider using a "virtual skybox" or whatever it's called... basically make your skybox environment 1:100 scale and far away from the main scene, and render it with a separate camera that matches the orientation of the mainCamera but moves at that same 1:100 scale

#

that camera outputs to a different layer behind the layers rendered by the mainCamera, that acts as the "skybox"

modern mantle
#

Okay, I was asking about that yesterday but was told it wasn't possible in VRC

next owl
#

i've seen it done in some test worlds but i don't know how high fidelity you can get that texture to work, and i am not positive it will work well with quest

modern mantle
#

The small friend group this map is intended for isn't going to have a ton of quest users.

fallow lark
#

question couldn't you just shrink the the background for the baking and then put it back to its normal size instead of trying to deal with virtual Skybox shenanigans

next owl
#

or just reduce the texel density of the far background geometry, you can have separate bake settings if you place that stuff in a different bakery sector

#

i dunno exactly how huge his background is but using 3D skyboxes seems to be the usual way to get that sense of scale without having to deal with the other problems of an enormous scene bounding box

#

https://ask.vrchat.com/t/multi-camera-effects-in-vrchat/2964/4
this guy seems to have gotten around the technical limitation of camera layers getting overridden by the VRCSDK by using an udon script to set the camera layers after the fact

fallow lark
#

question wouldn't having multiple cameras like that be worse for performance than dealing with the background normally because now you're having to render all of those cameras pixels in addition to your normal pixels

next owl
#

it's not something i'd recommend doing unless the scales you're dealing with are truly huge

#

but for big enough environments it's the better choice

#

HL2 used this trick extensively to keep scene bounding boxes within a reasonable scale

modern mantle
#

Yeah, I used to make Hammer maps so I'm used to having 3D skybox availability

fallow lark
#

but that's also a different engine so I'm not sure if that's actually much of a helpful Factor scene bounding boxes

modern mantle
#

As for map size: it's 5km by 5km scenery, and 200mx200m play area (although I plan on having private room teleports around the map like that one voxel world)

next owl
#

gigantic bounding boxes means floating point precision errors and huge camera clip distances, which lend themselves to Z-fighting and other potential artifacts

#

that's not unique to the source engine, unity suffers from the same thing

modern mantle
#

I know of a way around the floating point errors.

fallow lark
#

I guess a question would be is any of the background scenery able to be flattened into like 2D cutouts

#

so they don't need to be as far away

modern mantle
#

Fog doesn't work well on close objects so I'd have to render externally in Blender, or just make it work in Unity.

#

Right now the map is a mere 21MB in size

worthy crater
#

Are bakery adapters still needed for SH lightmaps in VRC?

jade burrow
modern mantle
#

Now I just need to figure out how to get rid of ambient lighting.

lean whale
#

Or if it's unity's environment lighting that you want to get rid of, you can just set it to color and set the color to black

modern mantle
#

And Environmental Lighting is set to black.

lean whale
#

Ah hm, could it be the indirect lighting from those spotlights then? I think you'd need to set them all to zero if they aren't already

#

Or else yeah seems some light is leaking in from somewhere or something, not sure... are you using a skylight as well?

jade burrow
lean whale
modern mantle
#

Yep

lean whale
#

Dang ya I dunno then. Is the material reflective or metallic at all?

modern mantle
#

Just your basic UModeller box tiles.

#

So not as far as I can tell

lean whale
#

Can you share your full bakery settings, mebbe something is weird there

modern mantle
#

Lighting menu:

lean whale
#

I wonder if this is your problem

modern mantle
#

Once this bake is done, I'll try that.

#

I figured it out.

#

I forgot to add reflection probes

full mica
#

I could've used that on my old world

next owl
#

it's a pretty cool trick, i didn't know about it until someone asked me if i'd considered it for my own world. i had no idea what they were talking about so they took me on a tour of some worlds that used it

#

it's pretty great at conveying very large landscapes

full mica
#

I'll have to keep that in mind for if I ever start up work on my old world again haha, thanks for the tip

lean whale
modern mantle
#

¯_(ツ)_/¯

lean whale
#

Glad it's good now but super curious

#

Is the material indeed reflective then?

modern mantle
#

No, it's matte.

#

It was even doing that with Default-Material.

lean whale
#

It can appear matte but still have reflections enabled, which can affect the appearance

dense elbow
jade burrow
modest vapor
jade burrow
modest vapor
#

Do you know how many lights you have in your scene ?

jade burrow
#

The floor is reacting to the colors of the spotlights tho

modest vapor
#

Check those individual lights components to see what they're set to, if realtime or not

jade burrow
#

Lemme see

modest vapor
#

You can only have a few realtime lights active at once before they start disabling each other depending on where you look

#

If those spotlights are static, they need to be baked

jade burrow
#

That’s not the problem, they work. It’s the floor flashing the colors.

modest vapor
#

What shaders are you using ?

#

And what happens when you have a single light enabled in the world

jade burrow
#

Doesn’t do it with just 1. Too many? But why only on those 2 pieces?

rancid tulip
#

Why can't I set this object to receive light from lightprobes? (it's not static, hence it needs to use lightprobes)

lean whale
rancid tulip
lean whale
#

In that case you can probably just duplicate it and maybe delete the original (although Idk if deleting the original might mess up the lightmap, so maybe only disable it instead lol)

rancid tulip
#

Would that cause any potential issues with scripts or anything?

lean whale
#

If you have any other objects which reference the door, you need them to reference the new copy of it. But if it's only connected to its own scripts it should be fine

rancid tulip
#

Hmm, I cleared, rebaked this area and they are still scuffed and still don't let me enable probes.

lean whale
#

How are you clearing it? Also I think I recall you're using bakery with sectors right? I don't have experience with sectors so it might be specific to that. Def wanna make sure you're clearing the correct data for example

#

But if you don't want to rebake did you try duplicating instead?

rancid tulip
#

Via Clear Baked Data under Lighting.

lean whale
#

Right... so I think we ended up at this point in a previous conversation. Basically I assume that might not actually be doing anything because you're using bakery, but you also don't want to clear it through the bakery menu because then you'll have to rebake more stuff correct? Because I'm pretty sure that's what the deal is

#

In which case, I do think just duplicating the doors would be a better option. And if you have references just take the time to go through and set them again. Unless that would take more time than rebaking everything lol

#

Or it could be a sector thing that I don't really know about. Or something else weird is going on

rancid tulip
#

Ill try clearing through the Bakery menu too for for the sake of testing.

lean whale
#

🤞

austere coral
#

idk why im getting this and also am using Bakery for Generating Lightmaps
Small Black Bars in the door ways.
Reply to Me for Answering & Thankies for the Help

dense elbow
rancid tulip
# lean whale 🤞

That worked. So the key is asking Bakery to clear, not the normal lightmap system.

modest vapor
dense elbow
#

thanks ill look in the morning

graceful tartan
graceful tartan
twilit lily
#

you can check with the checker preview in bakery if its a complex face thing

austere coral
next owl
#

do those pillars have softened vertex normals or something? those same areas turning dark look a little different even in your checkerboard view

#

it looks like a topology problem

austere coral
#

Hmm i'm not sure why tbh I Started Using Probuilder in unity for World Creation since i never knew it existed before & Its way better xD

austere coral
#

Ok So I realized that the way I added the doorways was i used loop cuts and then extruded the walls down then up in which id then remove the faces i didnt need and i forgot to remove the floor meshes xD

But it seems that the black bars are gone but they correlate to the way how light bounces between 2 different meshes or close in proximity

twilit lily
austere coral
#

Previews for what i have rn and LOL the Floor I'll see how it would be if i add floors to only the rooms or if i am able to stop that in some way without editing

barren crater
#

Does the VRC Standard lite support bakery RNM and SH directional modes?

#

I saw there was RNM fields in the debug view

modest vapor
barren crater
#

of course, but that's cool that it does work

static flame
#

is there a reason lights dont affect the top part here?

lunar narwhal
#

what does the scene look like

#

baked lighting?

static flame
#

baked

lunar narwhal
#

i'm guessing the whole thing is a single mesh

#

so the only thing that comes to mind is that those walls up there are probably backfaces?

static flame
#

with a bunch of different parts, yes

#

and they are not backfaces

lunar narwhal
#

is the wall up there a separate mesh?

static flame
#

the entire map was inverted when i put it in blender, so i pressed A and then inverted it all

static flame
#

ratrace.003

lunar narwhal
#

can you show the mesh renderer settings for that

static flame
#

accidentally pressed v twice

#

its the exact same image

lunar narwhal
#

well, i don't see the baked lightmap under lightmapping for that mesh which is odd

#

this is after a bake?

static flame
#

I believe I cleared bake data but it looked the exact same

#

its 4 lights so I can bake it rq if you want

lunar narwhal
#

I should add, theres no reason to keep your walls as seperate meshes, seeing how low poly they are

static flame
#

I need to keep some things as different settings and it's much easier to keep them different

#

theres only 16 of them

#

its a Halo CE port

#

baked

lunar narwhal
#

the only thing that really comes to mind is those are backfaces

#

does mochie standard cull back faces by default ?

hallow hound
#

It cant be low range of the light?

lunar narwhal
#

the light seems to be hitting the other surfaces further away though?

#

unless i'm looking at that screenshot wrong because of the angle

static flame
static flame
#

not backfaces, though its hard to tell from the image

lunar narwhal
#

what does the mesh renderer component for that wall look like now

static flame
lunar narwhal
#

whats your lightmapping settings

static flame
lunar narwhal
#

can you show the mesh renderer for the ceiling that baked

static flame
lunar narwhal
#

huh, i would normally expect to see a baked lightmap slot under lightmapping

#

but that aside i'd guess its because of the message on your other meshes saying the object's size has reached maximum size in lightmaps atlas

static flame
#

hmm

#

ok, how do I fix that? Scale the lightmap down?

lunar narwhal
#

I wonder if its because of your scaling? your meshes seem to have a scale of 100

static flame
#

oooh

#

huh

#

you are right, it does

#

scale on the whole thing is 1 though

#

wacky...

lunar narwhal
static flame
#

it's on All Local by default

#

FBX All changes what?

lunar narwhal
#

I am not entirely certain to what the setting entails on a technical level, but I know that one of the reason's its done is to get the scaling when exporting fbx's to match that in unity

static flame
#

ok now everything is actually at a scale of 100

#

set it all to 1

#

scale is correct

#

rebaking

#

same result

#

wait nvm

#

oh dammit

#

I'm getting that issue where it's stuck on "preparing bake" forever

#

trying again with lower settings

lunar narwhal
#

are you not able to use the gpu lightmapper?

static flame
#

it reverts back to CPU whenever I press bake

lunar narwhal
#

what gpu do you have?

static flame
#

3080 12gb

#

in other words, I shouldnt be having problems

lunar narwhal
#

for 2048 lightmaps and lower yeah

static flame
#

I'm still getting the issue at these settings

#

lemme try 512 for fun

lunar narwhal
#

there should be a warning in console telling you the reason it falls back to cpu

static flame
#

lemme get rid of blender and vrchat rq

#

same result

#

wacky

static flame
#

^forgot to check off generate lightmap UVs

#

still doesnt fix it

#

:/

lunar narwhal
#

no clue then, if the message about exceeding lightmap atlas is still there maybe try lowering the lightmap scale on all your meshes, but other than that i'm out of ideas

static flame
#

hmm

#

one sec, I have an idea

#

my idea did not work

#

ok what the fuck

#

are they backfaces???

#

I'm so confused

#

if i flip the faces in Blender then everything is see-through

#

backface culling (as you can see, the lights are opposite ways of where the mesh is showing)

#

frontface culling

#

if I just turn culling off, it still does the same thing

#

wacky...

lunar narwhal
#

so they are back faces after all?

static flame
#

no??

lunar narwhal
#

regardless, you could try creating a lightmap parameter setting and set backface tolerance to 0 and see if that helps

static flame
#

alright, how do I do that? where is the lighmap parameter settings?

#

I dont see it in the lighting tab

lunar narwhal
#

hit create new

static flame
#

set backface tolerance to 1?

#

or 0?

#

0, right, per your message above

lunar narwhal
#

0

static flame
#

sorry

#

thanks

#

ok

#

uhh

#

does this help in the viewport or just when baking?

lunar narwhal
#

when baking

prisma tree
#

Hi, anyone can help me with something?

rotund ibex
#

There are some gnarly seams or something

#

How can I fix them?

raven blaze
#

question... so I've created this scene in Blender which uses emissive materials to light it up.. but how do I get them to cast light in Unity to then bake them? does anyone maybe have a tutorial?

twilit lily
raven blaze
#

I'll be giving that a go, thank you so much! ^^

rancid tulip
#

Can you make light probes specific to an area? I have probe groups inside hierarchies that get enabled and disabled for different places, but every time I bake probes for a zone, all the previous ones seem to be lost and only the new ones saved and affect anything.

mint cipher
#

Are there any Window Volumetric Prefabs that are public?

winter garnet
#

Is the only way of doing baked light Day and Night switches duplicating the baked geometry and animating it? Or is there a better way?

modest vapor
#

Or teleporting the player, because lightprobes can't be changed at runtime, so players will be lit incorrectly

winter garnet
#

Hmm didn't know that! That makes sense yeah.

#

Thanks!

rancid tulip
modest vapor
#

Sadly there's no method, but I'm trying to convince engineers for one cryingrn

rancid tulip
#

I've been splitting up my "zones" using Bakery's sectors which is great for baking, but not being able to do the same with lightprobes feels like it renders the whole thing useless because no dynamic objects (or players) will have any lighting... seems like a weirdly serious oversight.

modest vapor
#

It's less of an oversight and more of not wanting to rely on third party tools to do that. We'd need our own implementation, which udon might let us do in the hopefully near future

rancid tulip
quasi hedge
#

Blendable Baked Lighting States :SmileySticker:

fallow lark
#

yeah the way vrchat handle it was probably not what Unity was having in mind as they were probably thinking shipping commercial titles. not user-generated content Bonanza

quasi hedge
#

Curse this server + it's blocking of my smiley sticker

rancid tulip
tranquil vine
#

I'm trying to start out making a world and have a couple of questions:

  • the shadow being cast by this wall only starts from halfway along its side and i don't understand why it's not being drawn from the front corner
  • my postprocessing effects won't apply until i hit play and i want to see them in the viewport
lean whale
tranquil vine
#

it appears to be floating but it's just an illusion and the floor and wall do actually intersect
and i only have one camera; the vrcworld reference camera is set to the main camera, the postprocessing object is tagged to the main camera, the postprocessing layer is a component of the main camera and the postprocessing volume is global 🥴

lean whale
#

Oh, click this pesky lil guy

#

But ya the wall. Hmm I dunno

tranquil vine
lean whale
#

I've lost so many hours after accidentally clicking those damn little buttons. Like "WTF IS WRONG WITH MY LIGHTING GAHHH"

tranquil vine
#

haha

#

I wanted to make some ceiling lights so i made a cylinder and assigned a strong emissive material
from what i observed am i right to assume that emissive materials don't really output a lot of light?

#

i cranked up the intensity as much as i could and it looked like none of the surroundings changed

lean whale
#

If you haven't baked lighting before, the pinned video in this channel is a great tutorial. But it is a whole process to learn and manage as you design your scene, not just a quick checkbox to tick or whatever

#

But ya without baking emissive, it will only brighten the object it's on

tranquil vine
#

Alright thank you

#

Alas

static flame
#

any fix for the eternal "preparing bake" bug in the lighting tab, besides buying Bakery?

mint cipher
#

Trying to bake lighting

#

Anyone have any clue what's causing this?

graceful tartan
mint cipher
#

Did, on all my models, for some reason it still does it,

#

I removed the flipped normals, and just thickened them in blender using the solidify tool, but-

#

Now I get errors like this

modern mantle
#

FINALLY figured out what was wrong with my lighting: Bakery's area light is just broken. Replaced it with a series of point lights and it came out beautiful.

#

Now back to figuring out WTF is wrong with my mirror buttons in VR.

dim folio
#

Hi I have a bit of an Issue regarding the lighting of my objects in my world

#

This was the last build of my world

#

and this is the current project in unity

#

for some reason the objects seemed to appear more grey now, and i've found out its due to the reflection probe in the center of the room, which was also there in the last build. does anyone know what I might have accidentally done?

#

also this is what it looks like when I set my light's emission's GI from baked to none (its my only light source), i'm really not sure what I did wrong here.

graceful tartan
dim folio
#

pickups

#

I initially thought that might have had something to do with it, but the shelf and tables and parts of the bed, which are static and contribute to GI, are also behaving weirdly

graceful tartan
dim folio
#

Yup I do

#

could those be the issue?

graceful tartan
#

In the first pic it looks like theres a light probe near to the orange emission which is giving that orange tint on the higher objects