#world-lighting

4 messages · Page 32 of 1

dim folio
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but the light probe has always been where it is, in the first and 2nd pic, i never touched it ever since I placed it

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It has always been like this so I'm not sure what changed

coarse moth
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You can try moving the probes closer to the wall. I think its trying to pick light from different area. You can add more probes in the middle

dim folio
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yeah you were right, it was the light probes, I guess I must have accidentally touched them, but I'll still try adding more probes

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thanks :)

rancid tulip
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Is there any limitation on objects and distance as far as blocking light goes? I've set up boxes around several different areas to isolate the lighting, but it's still being affected. There are two different areas here, they shouldn't affect each other. Each area is surrounded by a two sided, thick box. Yet somehow, the light from 1 (which is three very high intensity spotlights) is still illuminating number 2.

dim folio
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It looks like 2 is being illuminated by the skybox, not 1

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i'm assuming that's what you mean

rancid tulip
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It's not.

dim folio
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oh i see

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hmm

rancid tulip
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This light shouldn't be able to reach inside box 2, or even outside of box 1. It's like it's ignoring the blocks I've put in place.

dim folio
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may I see the mesh renderer settings for the boxes?

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also will reducing the range on the script for the light do anything?

rancid tulip
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Reducing the range or turning them off works, but there's things above that need to be lit up as it's a large scene.

dim folio
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hmm okay i'm out of ideas, might wanna wait for someone more qualitied to help

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my only suggestion I guess is to use more smaller light sources for the scene above instead of just 3 big ones, unless that interferes with what you want it to look like

rancid tulip
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They're being used in place of directional lights to light an entire scene which is asteroids, planets and such, hence the long range.

dim folio
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ah that makes sense

rancid tulip
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The whole scene has to be baked in one go due to light probes only being able to be processed in a single pass.

dim folio
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have you tried baking the lights yet? I could be wrong but iirc baked lights work a little differently from realtime lights, and baked lights might not leak

rancid tulip
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Yes, everything I've said refers specifically to baked lighting

dim folio
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the only other solution I can think of is to ensure that the blocking geometry has thickness, which I assume you've already done

rancid tulip
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The blocking geometry is 6 boxes welded together to create a hollow container with ~5% thick walls.

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So unless something weird is going on, it should be blocking the light in either direction.

dim folio
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hmm I would've thought baking the lights would help

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yeah sorry, I guess you have to wait for someone else to help, thats all I know

next owl
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is your light blocker lightmap static?

rancid tulip
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Yes, you can see "Receive Global Illumination" is set to Lightmaps. Scale in Lightmap is set to 0 to stop it being added to the lightmap, whilst still affecting the scene.

next owl
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does it still fail if you remove the EditorOnly tag?

rancid tulip
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Good question, I'll rebake without just in case.

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Bakery switches into a different "mode" to bake so it's possible anything that's editor only dis... nope, that won't be it. You're explicitly supposed to set Bakery lights to Editor Only which all mine are, so if Editor Only items disappeared during a bake, I'd have no lights.

rancid tulip
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That seems to have worked, but realistically it shouldn't have 😦

next owl
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¯_(ツ)_/¯

clever brook
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I'm really boggled by this. For some reason shadows show up in mirror reflections with Pixel Lights enabled
Despite them not showing up outside the mirror....

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This causes the mirror to be unnecessarily expensive with pixel light on

clever brook
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Or wait, seems like this is more Unity Editor and game being inconsistent...

lunar narwhal
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Your avatar in the mirror is on the mirror reflection layer. Your avatar as you see it from your point of view is on player local. Other players are on the player layer. You'll want to adjust the culling mask on your lights accordingly.

clever brook
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Oh! Thanks for the tip!

crimson agate
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does anyone know how to fix a shader issue on quest? I have a large floor object, and it has just standard lite on it. However, quest people can only see the texture of the object when they are looking at it at a certain angle.

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This is how dark it is for quest users. they have to look at it at a certain angle for it to look correct

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then like this at certain angles

vagrant briar
crimson agate
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it was. but i cut it into pieces. so that fixed it

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strange

vagrant briar
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Nice that was going to be my suggestion!! Glad you got it 🙂

crimson agate
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what causes these weird color artifact glitches in the baked lightmap?

mint cipher
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I have a world here in Unity where the lighting looks like this, but when I run it in VRChat it gets a lot brighter

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Can anyone help me?

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This is it ingame

mint cipher
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idk what I did but I restarted it, rebaked and it fixed itself?

pliant needle
pliant needle
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Ty

agile aspen
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How do you fix this weird artifacts? i didn't even touch this part and when i rebake it happened like this

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I tried making near around the items to non static, still the same. so i'm out of ideas how to deal with this weird artifacts

light spindle
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Quick question. I'm new to making stuff in VRChat. Does the game support something that isn't Unity's built in render? like URP for lighting?

fallow lark
light spindle
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Oof, really wish they did. But thank you :)

fallow lark
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you would want to use baked lighting anyway for performance reasons so it wouldn't make a huge difference built-in renderer/URP

rustic portal
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there is weird artifacting in this specific corner

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what do? uvu

rancid tulip
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I've been having issues with lightprobes, or more specifically objects lit by lightprobes. As I pan or tilt the camera, objects lit by lightprobes appear to flash between correctly lit (via lightprobes) and barely illuminated. e.g. correct on top, I move the camera half a degree and suddenly not properly lit anymore.

final ruin
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So I’d like to make a world where I vary the sun position. Is it possible to bake shadows at different sun positions to prevent from making the sun a dynamic light?

final ruin
modest vapor
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Realtime light

final ruin
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Ok, I'll give it a shot. Thank you

rancid tulip
mint cipher
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Any idea on why this is happening?

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Everything looks fine normally hhh

rancid tulip
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Weird post-processing options?

mint cipher
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Nope

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I believe it's fog related

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Fog related.

normal idol
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Accidental charcoal render? I could see using that intentionally for something.

torn rock
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Any idea why the Bakery GPU Lightmapper made the scene much darker? The first pic is before the bakery. The second pic is after baking

next owl
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are you generating lightmap UVs on the environment meshes? are they static?

torn rock
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yes

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also, oh hello toadstorm. it's been a while

next owl
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nice to see you again! next question would be if you've tried running the Validate Albedo render mode on the viewport to make sure your textures are within pbr safe colors

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also this is probably a stupid question but is a bakery light component attached to each of your lights?

rancid tulip
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I can kinda see a bit of light there so you probably did.

torn rock
rancid tulip
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Did you set an emission or albedo boost on the default lightmapper? If so, don't forget to set Bakery to the same.

torn rock
torn rock
torn rock
rancid tulip
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On your original bake with the built-in one, were these one/one?

torn rock
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both are at 1

next owl
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validate looks good. what about your material properties? can you show one of the materials that's baking black?

rancid tulip
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Did you tick the "Physical falloff" option on each light? That'll make lights a LOT dimmer too.

torn rock
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they aren't ticked on

rancid tulip
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Oh wait, your original picture is realtime, pre-bake, not baked with the built-in renderer, my mistake. Can we see the inspector tab for one of those front lights?

next owl
next owl
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weird. that all checks out

rancid tulip
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Do you have the unwrap option enabled on the meshes?

torn rock
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Yes all of the assets

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even if they aren't. the walls wouldn't be dark neither

rancid tulip
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Realtime normally looks brighter than baked but yours is a bit extreme. I get the impression the lights are being blocked by the meshes that they're placed inside. As a test, can you move the lights outside so they're clearly below each mesh and bake again, just to see if that's the cause?

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As the only "light" I see baked in that scene looks like emission from the lamp, no actual lights.

torn rock
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ok

rancid tulip
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(realtime lights have a larger "clip" value to ignore close meshes by default so it's less of an issue there)

torn rock
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oh wait, you are right. it's those lanterns.

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I hid the lanterns. Now the lights are bright after baking

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That's weird. I wonder why they were fine in my other project

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The lights are now bright after baking. I guess I need to remove the mesh from those lanterns

rancid tulip
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You could try making the shadow spread larger, AFAIK it makes the physical "source" larger so it'll be larger than the lantern (you can see the orb as you increase the value).

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Make sure you've not set those lanterns to be double-sided as technically the light should be able to pass out through them.

torn rock
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i can do that

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I turned off the cast-shadows on those lanterns. After baking again, the lights are still bright.

rancid tulip
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That'll work, though they won't shadow each other now - whether you'd notice that is another matter.

torn rock
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The left one is without casting shadows. The right one with cast shadows. Yea. Alright, Thank you for your help

torn rock
rancid tulip
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It's more that they should realistically cast shadows on other objects, but I'm sure it'll be something people wouldn't even notice here.

torn rock
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Yeah, i think it will be fine

hushed jetty
modest vapor
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How many lightmaps do you have sweat

rancid tulip
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Something of a waste with only 15 samples, also why a min and max lightmap size of 1k? That doesn't make much sense either.

celest kestrel
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i bake my lighting and everything is fine,

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but when i hit play, this happens

modest vapor
crimson agate
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what can cause these seemingly random black walls to show up? everything else looks fine

mortal loom
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has anyone had luck with getting terrain to work with bakery lightmapping and VRC? The lightmaps properly show up within the editor, but they are not present when in vrchat properl

mortal loom
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Is there some kind of VRChat-specific shader that can be used for terrain?

celest kestrel
graceful tartan
rancid tulip
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Can anyone explain why my dynamic objects do this? There are baked light probes everywhere and the editor shows that they aren't suddenly switching light probes when this happens.

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(there are no point lights or realtime lights anywhere except a single 0 intensity, 0 range black one to trigger a depth pass)

lean whale
next owl
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some materials require a light to force the generation of the depth buffer

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things like absorption

rancid tulip
next owl
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are you using Mixed lighting, or Baked?

rancid tulip
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Pure baked, no mixed or realtime.

next owl
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ah, i've never used bakery's included shaders... tbh i didn't even know it had one. usually just use standard.

gusty kernel
pure widget
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bake your lights

gusty kernel
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i did

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theres not a single realtime light in my world

rustic portal
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does it do this inside of vrc as well?

gusty kernel
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yes

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depending on whre im standing the floor and ceiling get like different lightning effects. i have no idea how they just get different shades

next owl
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are you using bakery?

gusty kernel
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yes

next owl
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what material is on those ceiling panels?

gusty kernel
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Just standard

next owl
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are you using spherical harmonics in bakery?

gusty kernel
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i have no idea-

next owl
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some of the fancier directional modes aren't compatible with the standard shader... best to just check and make sure you're not using one of the unsupported modes

gusty kernel
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i wasnt using any specific mode

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i tried using different modes, nothing seems to change the issue

next owl
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are you using mixed lighting, or baked lighting?

gusty kernel
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baked

next owl
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and all your lights are set to baked as well?

gusty kernel
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yes

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also have this weird issue lol

next owl
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that's because the light isn't actually baked

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if you want to use bakery, you need to attach bakery components to your lights

gusty kernel
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which components ?

next owl
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probably Bakery Point Light for what you're showing there, there are different components for different kinds of lights. check the manual.

gusty kernel
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ahh okay ill have a look. thanks

dire crater
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Do mixed lights work for Quest? Or will I have to use baked

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cause this looks pretty nice

modest vapor
dire crater
next owl
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mixed mixes realtime lighting with baked lighting

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ruuubick's point is that for the environment you're showing there, you could use entirely baked lighting

dire crater
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Looks like there's stars on the ceiling n shi

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I don't know if that's because of my extremely low samples though lmao

modest vapor
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Could be precision, post processing or the shader

dire crater
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World is 100% standard shader

modest vapor
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I'll have better guesses once I can see the issue thumbsup

dire crater
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It looks sort of cool in this area, but not so much in others

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like here

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Keep in mind I have my settings set to the absolute minimum just so I can see results quicker

next owl
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yeah i mean with so few samples it's going to look like butt

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think of your scene as a pointillist painting, like a seurat

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each sample is a dot. the more dots you place, the clearer an image you can get

mint cipher
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quick question, ive been using bakery, better than unity's built in light mapper and such but the only thing is avatar's aren't lit up by baked lights for obv reason's and in my mesh i have only the inside visible to the player and the outside not visible to help with rendering verts and what not, how do i get avatars to be lit without using lights? skybox ligthing?

modest vapor
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Light probes !

rancid tulip
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Hundreds of 'em

mint cipher
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so bake them and they will work without creating realtime lighting 😅 ik i sound stupid but unity lighting in vr chat is so performance hogging

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here's hundreds of them

modest vapor
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There just needs to be light probes where light intensity/color changes btw

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They're cheap enough that you can have tens of thousands without it having any effect on perf, but make sure none of them are trapped inside meshes, outside your environment, etc

simple ruin
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I got a question here, the first time i generate lightning for my world it look fine. But after I regenerate the lightning again everything just become darker and its like there is no light. Am I suppose to delete all the light object and redo then only able to generate the lightning properly?

simple ruin
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nvm i fixed it , it was forget to uncheck realtime 😅

blissful violet
blissful violet
# mint cipher Ima buy it then

If you do I need to make an asterisk with my current usage of it - the current version has a bug that will place some probes under geometry but the previous versions won't. You'll need to go onto the Discord channel for the author's Unity addons and follow the bot instructions to get access to additional version downloads. 1.95.3 is the version I use right now.

rancid tulip
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MLP is very slow/intensive but produces good results.

mint cipher
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Any reason why lighting, when baked, completely disables and doesn’t show up?

blissful violet
mint cipher
fluid helm
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Hey all. I know baked lights can't be toggled so I searched and found this tutorial: https://youtu.be/NkAJNeHqmc4?t=186

My question is if anyone has ever tried this and had any real success (using the first method)? I don't know how he gets the projector to aim at a room so precisely.

Link to swapping Lightmaps video: https://www.youtube.com/watch?v=BRapbR6vPII&feature=youtu.be
Link to my game Vampire Heist: https://birdmaskstudio.itch.io/vampire-heist

This video is for those of you that are aware of what lightmaps are, conceptually, but not so confident about using them in practice. I go over the settings you need, include...

▶ Play video
severe summit
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I added a light probe to my scene but now I can't remove it. I deleted the game object but it's still showing up in the scene window when I move objects around, so it's just stuck there messing up my scene. Is this a bug in this Unity version?

fluid helm
lean whale
lean whale
# fluid helm Hey all. I know baked lights can't be toggled so I searched and found this tutor...

I haven't done this but it seems reasonable. It definitely seems like a finicky thing to line up though- gotta match the aspect ratio to the width/length of the room to make sure it's the right shape, then orthographic size to make sure it's the right size. Unless your walls are all snapped to a grid and you can basically punch in numbers that match the dimensions precisely, I would just eyeball it til it looks good

severe summit
severe summit
lean whale
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From the toolbar at the top of the editor I believe, like Bakery > Utilities or something

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Or can probably just rebake the scene too and it should rebake without them

severe summit
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Alright I baked with the internal light mapper and now it's finally gone. Thanks for your help

lean whale
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But ultimately that's where all the core data is stored. I've seen similar things happen when people duplicate scenes and then make changes to the duplicate, because the duplicate will still be referencing the same lightingdata asset from the original. So stuff like that is good to be aware of and look out for

dire crater
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I want to have a light switch in my map. Is there any way to make this work with baked lighting?

dire crater
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Nvm the light switch really isn't necessary

fluid helm
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Is there a way to make all pickups/dynamic objects to be unaffected by baked lighting? I have a white cutting board that got roasted because it got baked. :P

fluid helm
modest vapor
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The checkbox in the top right corner of the object's inspector

fluid helm
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Right. I guess I'm a bit confused. You said not to set it static and I'm saying it's not.

gusty kernel
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anyone know why the lightning is behaving this way? im using baked lightning ive literally tried everything i know

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this also shows up in game

modest vapor
modest vapor
gusty kernel
modest vapor
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Then it's not baked catwink

gusty kernel
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i put everything on baked tho :,)

modest vapor
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That's sadly not how things work

modest vapor
# gusty kernel i put everything on baked tho :,)

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

▶ Play video
sweet jungle
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so i see a lot of worlds that have good lighting it seems without pointlights or spotlights, so does that mean they achieve it with just directional and area?

modest vapor
sweet jungle
modest vapor
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I'm not familiar at all, but considering baked lighting is the standard for high quality static worlds, light type doesn't matter much, it's a matter of what you need to use to achieve a specific look

next owl
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if you're going with baked lighting, it's often easier to get better results with directional and area lights because they're easier to art direct shadows with. area lights for indoor scenes especially.

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spot and point lights use pretty simple illumination models by comparison so they tend to be more useful for realtime lighting

vagrant dock
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can someone help me figure out how to fix this weird lighting that is happening on my ceilings. this is my first time making a world so idk how i messed it up

modest vapor
# vagrant dock can someone help me figure out how to fix this weird lighting that is happening ...

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

▶ Play video
vagrant dock
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ill check this out and redo all of the lighting thx

gusty kernel
modest vapor
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Then you still didn't bake your lights sweat

gusty kernel
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baking is just clicker render in bakery right on am i being stoopid

modest vapor
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There's like, at least 5 steps before that

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it's in the video

gusty kernel
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ive done every all of the steps i think? i watched it like 2 times

modest vapor
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Can you record a video of your scene disabling the lights while still having the issue ?

gusty kernel
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i lowkey fixed it but now i ran into 3 others problems lmAo

sharp blaze
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"I fixed this problem, but the problem is I don't know how and now I have 3 other problems that are completely unrelated..." - programming (or any other other development) in a nutshell

lucid flame
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why does this light bleed exist i have one reflection probe and light in the room and same set outside with set limits but the light still bleeds into the room. The only way to fix it is to reduce the range of the point light but then I don't have enough light

tiny whale
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what is the best light source to use for lamps/lanterns/candles i am using point light as spot/directional both seem too...well directional. but the point light isn't generating hot spots on walls and feels like it's over filling the space to me.

lean whale
tiny whale
lean whale
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It can if you bake it or if it's mixed. Not if it's realtime

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Unity does have some kind of realtime GI thing but that's more advanced stuff Idk about

tiny whale
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i'd like to have shadows for the ambiance if possible.

lean whale
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So set the light to have shadows...

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If you want realtime shadows then you need a realtime light

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Or mixed

tiny whale
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yeah that's why i don't wanna bake if possibe. 😛

lean whale
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Ok? Then don't

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Bake the lights that need baking, don't bake the lights that don't

tiny whale
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honestly the lighting values make very little sense to me. IRL if you shorten non paralel beams you raise the apparent intensity. so lowering the distance WHILE raising the actual intensity would MASSIVELY spike up the perceived intensity...

lean whale
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It depends on the values and how much you are changing them, but ya sure

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I don't get why they don't make sense to you. The range is the point at which the light intensity hits 0. The intensity is the intensity at the position of the light

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For a candle I would probably put a range of 3-5ish and an intensity of like 2ish

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Or use an animation/script to randomly change the intensity between 2 and 3 or something

tiny whale
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i'd love to know how to do the animations. would be great to have it randomly fluctuate like an actual burning lantern.

prisma ice
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I was wondering that too!

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I've never done anything with lighting but i could save the info when we get there

lean whale
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I dunno about animating it, but I've wrote this UdonSharp script that I use for a flickering fireplace. Yall are welcome to use it as you wish, just attach to a realtime light

uncut scaffold
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Does anyone know how to exclude objects from "light"

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I think i found out about stuff called light layers

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Nvm

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It still looks weird

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That is kinda my problem

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I want these pics to be "normal" without beeing affected by light

rancid tulip
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You may be thinking about light the wrong way. If you exclude them, they won't be lit, so they'll just be dark/black. Baking casts the light, not the shadow.

rancid tulip
# uncut scaffold That is kinda my problem

The easiest way to have the pictures "just there" though is don't mark them static, disable probes on them and switch them to an unlit material. You'll likely want to lower the colour of the tint to a grey though so it's not super bright.

uncut scaffold
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Wait what do you mean with material

rancid tulip
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That essentially takes them out of the equation entirely and lets you just specify how bright they are, they're not affected by anything light related. Switch them to use an unlit shader on their material.

uncut scaffold
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Since im really new to that stuff

rancid tulip
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Sure, I'll be on and off all day so I may not respond immediately.

uncut scaffold
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Its ok !

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Thx~

gusty kernel
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how do i fix this issue where my avatar is all black in certain parts of my world? i redid lightprobes but still no luck

lean whale
gusty kernel
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i fixed it for some reason there were light probes in my floor💀

lucid flame
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Can someone explain why i get light bleed from another room even with lightprobes setup and their limits for each room?

calm marlin
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Why is my baked light doing this

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It's fine at the front

modest vapor
calm marlin
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Oh and my lightmap is like 2k

modest vapor
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Cranked up how ?

calm marlin
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It was 8 I think before

modest vapor
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That's a bit much lol, set it back down to 5

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If that mesh has issues specifically, you can increase its scale on lightmap instead

calm marlin
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Unity says my meshes has overlapping UVs, and to enable generate UV - but I have

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And I did what u said btw

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I genuinely hate any form of UV mapping

modest vapor
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Well in this case you don't have to do any of it !

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Are you baking any other object in your scene ?

calm marlin
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After turning it down to 5 it's not looking good:

modest vapor
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I meant meshes, looking at your screenshots above, most things in your scene don't seem to be taken into account for baked lighting

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Do me a favor and watch this, I feel like you might be missing out on a few important steps https://www.youtube.com/watch?v=dKgUJccjWRU

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

▶ Play video
calm marlin
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Probably, thanks for the help

calm marlin
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Texel validity

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UV Overlap

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And in turn, odd artifacts

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Also lights get a lot dimmer as soon as I bake

modest vapor
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You can bump up the margin on some items if you want to solve that, but slightly, not triple !

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Your ground doesn't seem to be static btw, is that on purpose ?

calm marlin
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No, I thought I marked everything as static...

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I must note I'm using realtime csg

modest vapor
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No idea what that is

calm marlin
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It's just a little modelling tool

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In unity

modest vapor
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Hopefully that's not causing unexpected issues

calm marlin
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Exported it as a mesh and now it's better

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Looks better too - however now there's this issue with the texel validity

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Glass is silent glass 2 btw

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Going to sleep now, I've bumped up the scale of some objects on the lightmap and increased lightmap resolution to 50

#

Thanks for all the help btw

modest vapor
crystal iron
#

Can someone explain why some parts of the world are totally dark after baked? I already tried changing the backface tolerance and nothing changed. This is for Quest btw.

#

What i noticed, is that it only happens to objects with 2 specific materials

#

Objects without those materials look fine

graceful tartan
agile night
#

Anyone know where the ability to scale lightmap UVs on objects? It used to be in the Mesh Renderer?

#

I guess the lightmapping options don't actually appear until you generate UVs?

crystal iron
lean whale
burnt sable
#

Baked lighting keeps ending up like this but only on this room

lean whale
lean whale
#

Yeah, and make sure it's enabled for each mesh

#

If you select the floor (or if it's all one mesh and you select that mesh) can you open the preview that shows it in the lightmap and screenshot that?

burnt sable
#

this is the top the baked map for the walls and roof

lean whale
#

I usually check that to make sure the UVs aren't overlapping or the size in the lightmap isn't too small or something, or try the scene view shading modes like texel validity and make sure it's all good there too

burnt sable
#

and this is the floor

#

this is from the render I just did which is the lightmaps above

lean whale
burnt sable
lean whale
#

Hmm, I would enable filtering, increase the resolution and size, disable ambient occlusion and set indirect intensity and albedo boost to back to 1, and see if that looks somewhat "correct"

#

And if it does then do the ambient occlusion and boost stuff but gradually from there. I think too much boosting and AO can lead to weird artifacting like that

#

But also it just looks like your lightmaps don't have enough resolution to give your objects the details they need (except the floor and those huge quads/planes at least)

burnt sable
#

alright trying that

lean whale
#

And yeah enabling filtering is gonna smooth out the jaggedness of it, auto is usually fine

agile night
waxen sky
#

Hi there! I'm pretty sure this is PP rather than lighting, but I'm getting a very strange bug that is only visible in cameras. It looks like the AO is lagging behind the player in a weird way? pic and settings below

pure widget
#

ao doesn't work for VR, don't use it

#

you bake it in your lighting

waxen sky
rancid tulip
#

AO can work in VR, but it gives a slightly different look in each eye sometimes. It plays up in Unity play mode and cameras though.

prisma ice
#

Are there any non-video based tutorials or anything for lighting?

#

I watched the one sent in here earlier and I learned basically nothing. Text-based tutorials are usually more informative 😓

night marlin
#

So I am making a fake skybox so the room inside of it is pitch black when you're in vr. How do I make an unlit material to get this affect?

mint cipher
#

I want to add a glow effect to my world but I don’t know how to do it can I get a hand please

night wolf
#

Is there a way to implement raytracing? Hate it when mirrors, windows, and shiny surfaces either don't reflect everything or anything at all. Is it possible to do in-game or do I need something like re-shade? Believe there was I map I went to in the past that had an option for that.

fallow lark
#

vrchat doesn't have any Ray tracing support

night wolf
#

can't reshade add raytracing to anything?

fallow lark
#

that's not going to get you the reflections because reshade only has screen space information to work with

#

and that also might be against terms of service to use reshade on vrchat

fallow lark
#

and also has no way to tell the material roughness so it has no clue what it should make reflective or not

prisma ice
#

A friend of mine told me to do emissive textures on actual light models but I'm not sure how to exactly.... tweak the emissive to not look so crazy?

#

the texture itself doesn't render in vrchat, just the light.

rancid tulip
prisma ice
#

maybe the mesh itself just needs to be a little better in that case

rancid tulip
prisma ice
#

ah darn, I was hoping there was a way to maybe sort of control it through the material itself, similar to the light entities

#

er, objects. sorry. source engine brain poisoning lol

rancid tulip
#

You can only make it brighter/darker via the material really, postprocessing will let you control bloom, blur, diffusal, etc.

#

I'd show you what mine look like but I'm stuck in XAtlas hell right now, lol.

prisma ice
#

Is there any benefit to emissive materials over the light objects? A friend of mine recommended doing that for light coming from actual light bulbs over using the lights

rancid tulip
#

It allows for light emission in any shape when baking, which is very good for immersion. When paired with a small amount of bloom it also looks more natural.

#

Here's an example, check the strip lights in the top left.

lean whale
fallow lark
#

or a Shader to simulate the specular highlights

lean whale
#

And I think using an emissive material for a bulb rather than a light component is good if you want to simulate real life lighting... But in the case of a sconce like that I feel like it's more of a bulb inside a transparent box which diffuses the light from the bulb, not that the whole structure is a bulb

#

Idk if unity bakes through transparent materials like a lampshade though? Never tried

rancid tulip
#

It should, based on the shader and amount of fade/transparency.

prisma ice
#

is there any sort of way to get the prop itself to not cast shadows on the wall?

#

i think maybe a light would do better there than the emissive material, maybe keep that for like, actual bulbs against a surfacr or somethin

lean whale
#

As long as it's an individual mesh, I think you can just select the model and change the shadow setting on the mesh renderers component

prisma ice
#

😓 so much to learn about this!

lean whale
#

If it's joined to the wall as one mesh I believe you'd need to separate it first

prisma ice
#

Nah I'm doing all of this in blender from scratch and I'm separating out the meshes

lean whale
#

Then yeah just select the mesh in unity and set "cast shadows" to "no shadows"

#

Or "off" or whatever I can't remember 😛

#

I do think an emissive bulb inside of that box shape with transparency would be nice though, to get realistic shading patterns on the wall. That can look fancy 😙

prisma ice
#

I mean the lamp itself isn't casting shadows but I did set up the fake emissive stuff like that? <:)

#

maybe in the future I should do it all legit

#

this is my first world

#

I'm used to working in the source engine where lighting is a little less hands on but still a bit... restrictive. There's a lot to it

prisma ice
#

dumb question - is it alright to have more than one light probe group? it's kind of easier to manage them individually than just a whole bunch all over

minor scaffold
#

Any one willing to help me in pm or call?
I have no idea how to explain my issue for im new to unity.

minor scaffold
# modest vapor Try your best here !

I have no light at all.
I added spot lights and point light but they dont light anything up.
Went over a few tutorials and nothing has helped.
I also dont have any "live" light. In the tutorial when they moved the light it updated instantly and mine dont.
I am very new to this.

modest vapor
#

Can you screenshot your scene ? I have an idea as to why

prisma ice
modest vapor
#

I doubt that's a baked lighting issue, but rather an option toggled accidentally

minor scaffold
#

when i toggle the light its just dark

modest vapor
#

Yep, it's an option issue

minor scaffold
modest vapor
#

You just have scene lights disabled

#

Happens often

minor scaffold
modest vapor
#

oh, nvm, just saw your second screenshot

minor scaffold
#

yeye

modest vapor
#

Oh you tried to bake

#

I guess Jayed was right

#

Follow along with this tutorial, light baking is a process that requires some very specific steps to get working https://www.youtube.com/watch?v=dKgUJccjWRU

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

▶ Play video
#

Making sure it's all static, has a shader that supports lightmapping, correct lightmap UVs, lights aren't blocked, etc

minor scaffold
#

But as static i get errors?

modest vapor
#

what kind of errors ?

minor scaffold
modest vapor
#

That's a warning

#

And you can ignore it

minor scaffold
#

aight👌 thx

prisma ice
#

Is there any sort of way to sort of turn down the general ambient lighting? Everything I google points to old threads from 10+ years ago

modest vapor
agile night
#

What can cause this other than light UV overlap? I'm using the progressive lightmapper

#

Seems to happen a lot in low light?

slender arch
#

Would anyone happen to know how a skybox may cause baked lighting to be blotchy? The skybox I was using was making my baked lighting look horrible but When I switched it with a different one from a different pack the lighting looked fine

burnt sable
#

how do I fix the ui elements

modest vapor
#

What's your window resolution ?

burnt sable
#

my screen res?

#

1920 by 1080

modest vapor
#

Can you screenshot the rest of your window ?

burnt sable
#

ye one sec

modest vapor
# burnt sable

Try going to Window > Layouts > Default and see if that fixes it

burnt sable
#

nope

modest vapor
#

I'm not sure then sorry

burnt sable
#

Its all good thanks though

#

I wanted to get to the gpu priority setting, when I changed the top from simple to advanced I was able to get to this. I just want to make bake times a bit faster

prisma ice
#

I'm still adjusting lightmaps and stuff, but do emissive texture lights produce noisier lightmaps? <:)

#

ingame without the emissive textures:

#

update: foound out they are lol time to fire up denoising stuff and extend those bake times

split solstice
agile night
#

this picture is three meshes being joined together to create a wall

bronze fjord
#

Any idea when I export a scene with lightmaps (using bakery) and put them in a new unity project they are not applied? Is there something I'm missing?

rose ether
rancid tulip
prisma ice
#

Is there any way to have more control over how the lightmaps are divided up?

#

or is it kind of either "let unity handle it to the best of its ability" or "meticulously chip away at doing it yourself and have fun loser"

prisma ice
#

is there any reason this light isn't casting shadows? The blue bulb is set to not cast shadows and the frame / fixture is set to cast shadows

modest vapor
#

Affecting all layers ?

prisma ice
#

Oh, yeah. Oops the prefab wasn't set to static?

#

Okay yeah that worked, wow. Usually I try n check everything before I go firing off questions

errant anchor
#

who wanna compare this with the actual 2017 hubs lighting

agile night
rancid tulip
blazing stream
#

just as a sanity check, has anyone else encountered the issue where if you update a model with generate lightmaps enabled, sometimes it will ignore the updated mesh and not generate new lightmap uvs. the fix being to duplicate the model in explorer and use the duplicate instead

formal spindle
#

getting blotches

formal spindle
#

also getting this error. I have generate lightmap uv's enabled on the fbx

silent moss
#

trying to do a night mode but when i use a button to swap it's still very bright. Would it be because of the baked lighting from the day mode?

bronze fjord
#

Does anyone know what to export along with a map that was baked out with bakery? The lightmap only showing when bakery is installed completely. There's a ton of scripts in there and not sure what one to pull. Also, on import to a new project the lightmap uvs for all the furniture are being re-generated again which is fucking up the look of the bake, anyway around this? Hope to sell the map at some point.

lean whale
#

That should cover what you need to export, not sure about the UV thing if that doesn't fix it tho

vestal imp
#

Full-size image:

#

Posted the question in S-ilent's Discord but I wanted to ask here too

lean whale
#

My guess is that you currently have too many realtime lights. You're talking about lightmaps and probes but that does not appear to be baked at all

rancid tulip
# vestal imp

Yeah, you'll end up with lighting "segmented" like that when it's picking between realtime lights or lightprobes in the editor. Lack of shadows and smoothness is another telltale sign it's not baked.

north wing
#

I need worlds with scuffed avatar lighting on quest so I can manage my shaders

silent moss
#

can someone explain why when i press generate lighting and it's done the finished result is the lights are off and it looks like there were no lights at all?

#

or the fact that the progress doesn't give a ETA or increase whatsoever sometimes

#

it's just dark and this is when i hit generate lighting

#

here's the before

#

i don't get it what am i doing wrong?

modest vapor
# silent moss i don't get it what am i doing wrong?

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

▶ Play video
vestal imp
rancid tulip
#

If you're using Bakery then just disable the stock Unity light component on each light entirely (and set the gameobject to EditorOnly if it only contains the light components)

silent moss
modest vapor
#

Everything in your scene is correct, from the shader supporting lightmapping, everything set as static, lights as baked ?

vestal imp
#

everything set as static
I swear to lord God, if that was it...

#

Just replaced one of my assets and I forgot to tick the static flag when I did, rebaking now...

vestal imp
silent moss
#

y u p

#

actually idk if poiyomi supports it

modest vapor
#

Standard yes, toon I doubt it, you can try to add a static cube with standard shader in your scene to test it out

graceful tartan
prisma ice
#

I lit a world with poiyomi, granted it was SDK2 and a much older version of poiyomi

#

i also didn't bake it... realtime only.

vestal imp
#

Mein Gott im Himmel.

#

@rancid tulip Okay, so:
● Normals correct
● Lightmap UVs generated for the entire model
● No default Unity Lights
● GI for the affected materials set to Baked
● Nothing set to realtime last I checked
● Adjusted the lights to prevent overlap
● Meshes taking GI from lightmaps (cast shadows ON)

rancid tulip
#

Generate UV lightmap option ticked on the meshes/models?

vestal imp
#

Yessir, but I'll check again.

#

Out of curiosity, would exporting each bar appliance as its own separate FBX make any difference?

#

Should be in order.

next owl
#

what's the mesh for that bar look like?

#

if the topology is completely cocked it'd make sense for the unwrap to also be a mess

#

also if you're using a normal map you're not sure about it might be worth temporarily disabling it and seeing if the shading artifacts persist

#

also i assume you're re-baking after making any of these changes

#

exporting as separate FBXs won't hurt; it's generally preferable. the auto unwrapper will build lightmap tiles out of multiple objects as needed

vestal imp
vestal imp
lucid rose
#

so im making a metro i have the station made and i need lights for it and i have no clue how lights work

next owl
#

scroll up and look for the light baking guide that's posted here basically every single day

#

that's where to start

pure widget
#

its in the pinned too lol

minor scaffold
#

Hello.
Can anyone help me here?
My avi comes up super dark on mirrors in my world and i don't know why.
I have tried different lights and intensity's.

next owl
#

do you have light probes in your scene?

minor scaffold
lean whale
# minor scaffold Yes

Looks like poor light probe placement. Probes shouldn't be outside of your walls like that. There's no light there- meaning that when you get close to the wall, your character becomes lit by the probe outside of the wall which is not catching any light

#

If you back away from the mirror does it look better?

minor scaffold
#

exactly

lean whale
# minor scaffold exactly

Yep, so you wanna move those probes that are outside of your walls to the inside, or just remove them

#

You don't want probes in non-playable areas, or inside/intersection with props or furniture etc

minor scaffold
#

aight, will come back after i change it around

lean whale
#

And just a reminder that you will need to rebake after changing them

minor scaffold
#

I rebake after moving a light 2 cm lol

minor scaffold
vestal imp
#

I'm so close, I swear...

rancid tulip
tiny whale
#

turning just a couple degrees towards the light source turns it off...is this normal?

#

ahh nvm. bad render mode config

tiny whale
#

is there a way to get meshes to block light sources?

vestal imp
rancid tulip
vestal imp
#

Duplicated the map, nuked every light from existence except one, checked in Blender and fixed any n-gons still present on the models as per @next owl 's recommendation.

#

The bar appliances are in their own LMGroup for now

next owl
#

what is the texture on the front of that bar supposed to look like?

vestal imp
#

You want a screen with lighting turned off?

next owl
#

yeah

#

i just can't tell what all that fractured stuff is supposed to look like

vestal imp
next owl
#

it looks like there's a visible seam on the bartop there even with lights disabled

vestal imp
#

and light data cleared

next owl
vestal imp
#

That one, and the one on the top right

#

Hold on, lemme open a blank scene real quick, something's not right...

next owl
#

if that entire bartop is a single object, you might want to check and see if maybe the surface normals or the UV shell where that seam is is inverted

vestal imp
#

They are separate - the seam appears between two different objects.

next owl
#

if we're looking in unlit view, and these are separate objects, why does the albedo appear different? is the albedo texture not uniformly lit?

#

or maybe there's some very low-frequency noise in the normal map?

vestal imp
#

That wood's supposed to be tri-planar, though.

#

Here we go

#

Empty scene, no baked data.

next owl
#

UV tiling looks way different here

vestal imp
#

Overall scale is larger

next owl
#

is there a reason you're using triplanar here? it's such a simple surface, why not just lay out UVs?

vestal imp
#

That's the thing - every piece on that bar (including the wood surface) should be mapped.

#

I could set the wood material to read from a trim sheet or a regular material instead of triplanar, but I'm not sure what that would fix...

#

One of the original ideas (debating whether to keep it in the world) was to swap out the positions of the bar appliances every time you entered a new instance.

fallow lark
vestal imp
#

Okay, now the wood's lighting smoothly and parts of the trim and countertop are baking darker.

#

what actually the hell

lean whale
#

Does the material have reflections enabled? Maybe the different sections of the bar are using different reflection probes in your main scene?

next owl
#

that'd do it. you could try setting probe anchor overrides on the bar so that they're all reading from the same location. just make an empty transform, place it somewhere near the bar, and use that as the anchor for each bar piece

vestal imp
#

One second, trying now...

next owl
#

either way, if you already have UVs, especially on a surface that's nice and squared off like a bar, there's absolutely no need for triplanar projections. if anything it's just going to add overhead to your scene

vestal imp
#

Alright, clearing data, baking...

#

Swapped out for spotlights just to see what would happen

#

If you don't use Generate Lightmap UVs Unity defaults to the second UV channel for each model, correct?

vestal imp
lean whale
#

That's supposed to be a completely static and baked mesh right? Why would it be using light probes?

vestal imp
#

Deleted probes, no change

lean whale
#

Did you rebake after deleting probes

vestal imp
#

Yes

lean whale
#

Hmmm

vestal imp
#

Okay...

lean whale
#

Maybe a little seam there but I hardly notice it

#

Any idea what's going on? I'm super curious

vestal imp
#

I replaced the 3-basin sink with two other bar appliances

#

They baked fine

#

so something

#

SOMETHING in that sink

#

is causing its bake to fail

#

I'm gonna take another look at it in Blender, but what I'm curious about is:

#

if that corner is baking normally

#

What's happening to the other one? (they're the same SharedMesh)

agile night
#

I'm still trying to understand lighting ^^;

fallow lark
#

yes the player and Pickups would be moving objects in that particular form post they were trying to eliminate the variable for why an object wasn't light correctly which is why they took out the light probes

rustic portal
#

are there any methods of hiding this color banding on quest?

fallow lark
rustic portal
#

Where do I change this?

fallow lark
#

you could ignore number five on that but that shows how to do it

rustic portal
#

Would this mean that I'm gonna have to do this every time I generate the lightmap? Or does it keep the settings

fallow lark
#

it should keep the settings because it would be naming the texture the same thing every time

rustic portal
#

That makes sense

#

Thank you so much ^^'

fallow lark
#

glad to be of help

agile night
vestal imp
#

Actually, can you prevent Unity from auto converting the mesh to triangles? I get this awkward pinching with the corner piece each time now...

#

If I have to retopo it, lemme know, I'll do it right now

fallow lark
rancid tulip
rancid tulip
rustic portal
#

4x4 has been working fine for me ^^' the obvious pattern is gone which is all I needed

rancid tulip
#

You're lucky then 😉

rustic portal
#

I've tried other ones as well but assumed 4x4 would be the fastest hehe

boreal ridge
#

So when you have a day and night cycle, what is a good approach for appropriately lighting the player?

The world is baked and I am currently using two directional light that take turns lighting the "players" and "local player", one being the sun and the other being night light.

brave bay
#

I'm using esnya's UdonSunController in my world, yet at night, it's not all that dark. How can I make it a bit darker?

icy oyster
#

I'm having an issue where my reflection probe isn't grabbing anything except the skybox.
I've gone through multiple tutorials and retried making it a dozen times but nothing seems to work.
(Fullscreen Unity screenshot is of the reflection probe. The other cropped ones are of a ball with metallic/smoothness all the way up to make it reflective to test, first ss being in unity, second one in vrc)

lean whale
rapid burrow
#

I’m using bakery and this keeps happening, I’m having so many issues getting it to look good, I don’t care much for the bloom effect errors, I just want the lighting to look nice, my lights go from 0.5-1 intensity

#

I’m also using bakery so if anyone knows my issues that can help a ton:)

next owl
#

20 texels per unit isn't much for interior lighting

icy oyster
icy oyster
#

Ahhh

#

Either way the answer is no, they are not

#

That worked

lean whale
#

Then yeah, check that box for all your environment stuff (except for objects that are supposed to move or be moveable) and rebake the probe

#

Right on

rapid burrow
#

Will turning it up bump the light map size?

next owl
#

yes. you can try and adjust the lightmap scale of individual objects to dial in extra resolution where you need it. or use bakery sectors to fine tune density settings in different regions.

#

lightmaps can also be crunch compressed after baking

rapid burrow
proud stream
#

quick question. i have no expirience with reflection probes but now i need them. i have an outside reflection proboe for the area outside a small little house. the reflection probe box area is very big and includes the house. however, if i put a smaller reflection probe inside, will it overwrite the bigger one or will they overlap

fallow lark
#

you can make it to where it shows the smaller reflection probe when you're in it

proud stream
#

ah, aight, that makes sense

fallow lark
modest vapor
#

Either should work

#

You might want to make that wall its own mesh so that you can scale it specifically higher on the lightmap, given that it would require a pretty sizable texel space to look pretty !

graceful tartan
fallow lark
#

yeah I do use Bakery

graceful tartan
fallow lark
proud stream
#

im currently very confused. i am trying to get global illumination working on my world. all my lights are real time because i have a day night cycle system which means baking wont be an option. all the tutorials online say to just flip on "realtime global illumination" in the lighting settings and it will work automatically, but doing that doesnt change a thing. it doesnt matter if its on or off, i cant see any difference

balmy pawn
#

I cannot for the life of me figure out a solution to what's going on with this, so I will pose the question here.

I am attempting to make my very first world for VR Chat, but I seem to be hitting a stiff roadblock when it comes to baking the lightmap of the world. Not only is it natural terrain, but I have also used the Terrain system to place down all of the trees on the map.

Any time I attempt to perform the baking, the trees end up turning completely black, as though they are not considered part of the static objects that are supposed to be getting their lightmapping. What am I doing wrong that is causing this? Is there something else wrong with Unity that does not jive with Terrain-placed trees?

fallow lark
#

are the trees using the unity standard Shader?

balmy pawn
#

I see in message history that some people have run into issues where their terrain trees do not produce shadows and have to find a work-around. I seem to be having the inverse where I can't even get the trees themselves to be lit up by the baked lighting.

#

Negative, they are using the Nature/Soft Occlusion Leaf or whatever that one is called.

proud stream
balmy pawn
#

I have done that as well.

fallow lark
#

try using the standard Shader on the trees

balmy pawn
#

When I was first using the trees I did have them on Standard, however the trees lack a proper LOD setup and didn't come with billboard.

#

I think I understand now compared to a week ago how I can set up an LOD on these, but I am not sure if having that + Standard shader will allow me to also use the other variation options for height & color.

balmy pawn
fallow lark
#

does the trees have light map uvs?

balmy pawn
#

Had. I cleared it just now to process another bake, so now I have non-billboard trees that are homogenously green, and black tree billboards.

fallow lark
balmy pawn
#

And yes, the trees had Double-sided GI toggled on.

fallow lark
#

not seeing any black in the second screenshot but no Shadows

balmy pawn
#

Yes, that is the root problem I am trying to resolve. The trees are being ignored by the baked lights during baking. So I am not surprised they won't make shadows either given they're ignored.

fallow lark
#

myself I haven't played with unity terrain much so most of my suggestions are just Googling

balmy pawn
#

I've probably spent a cumulative 15 hours now doing that 😓

#

I was partly hoping that with the vast people here that someone else might have hit this issue with their own VRC map, and resolved it to light bake their terrain trees. 😅

#

I have a feeling that the only solution to this will just be manual placement of a couple hundred trees outside of the terrain trees tool & then getting that to bake.

hasty shell
#

Anyone able to help me work out why my blinds I made have additional light in the lightmap where its not supposed to be? There are no white lights in the location of the blinds so idk where its coming from

#

It looks as intended without any baked lights, then when I bake it additional light gets added where it shouldn't

boreal ridge
hasty shell
#

Absolutely perfect, tysm man I've been struggling with this all day

spice thicket
hasty shell
#

Another question, I imported an image into my assets an made it a 2d sprite. How do I get it to be affected by lighting

twilit lily
#

put the texture on a plane instead, sprites are not really a good idea to use

hasty shell
#

Ok, how would I set the plane to be the same size as the resolution of the image

#

Nvm I worked it out, I divided the z axis by the ratio of the resolution

rapid burrow
#

how can I make it so when using bakery, normal maps show up?

dusty mural
#

trying to look up stuff on lightprobes; do they add size to a world, or otherwise use more resourses? Like lowering fps. They are definitely prefered over real time lighting, but i wanna know what the trade off is

#

all ive found so far on the unity docs is that you want to use as few as possible to get the desired accuracy, as they use memory. Im assuming they mean ram is allocated during runtime

fallow lark
#

it's unlikely for you to add so many light probes it's causing major issues

blissful raven
# dusty mural trying to look up stuff on lightprobes; do they add size to a world, or otherwis...

Most of the time all it does is increase download size, in extreme cases there could be an impact to VRAM usage but 99% of the time you don't have to worry about it. Only substantial impact they have on real-time performance is if you use real-time GI with enlighten, more probes will increase the size of the texture that has to be updated and can cause noticeable slowdown to GI calculation.

#

couldn't tell you how many times I had the real time GI running nice and smooth with a video player but then I add a ton of probes and it becomes a choppy mess 😭

dusty mural
#

ooo thank you~! much appreciated

rapid burrow
#

how do I make occlusion culling with the bakery addon?

fallow lark
#

occlusion culling would be unrelated to your light baking

rapid burrow
fallow lark
rapid burrow
#

found it right when you sent lmao

#

but thanks anyway 😅

fallow lark
#

glad you're able to find it

celest sedge
#

Anyone know how could I replicate this shiny effect on the horizon? I was thinking of maybe making a torus and adding to it a standard transaprent material with high emission

supple harness
#

Lightmap size always 4096. Lightmap resolucion 10, increase if you need better quality shadows, decrease if you don't need them at all.

supple harness
#

Disable compression to remove artifacts.

#

And in order for the shadows to be, you need to switch to the bake on all light sources.

#

compression in lightmap

timid sparrow
#

Bakery Generating and Baking Lightmaps are missing some objects, can someone help?

#

this is what it should look like

static flame
#

question, in the distance over there there is light from the sun when there shouldnt be. Is there a way to disable lighting in the distance without completely disabling that light altogether?

static flame
wet lava
#

so this is how i wanted for this to look like in vrchat

#

got no shadows

modest vapor
#

How's your light setup, and your layers?

wet lava
#

didnt set that up aha

#

water in the water layer, thats all

#

i dont understand how layers work

#

@modest vapor

modest vapor
#

Did you change them for a specific reason ?

#

What does your light component look like

wet lava
#

also tried mix and baked

modest vapor
#

What about the meshes components and their inspector window ?

wet lava
modest vapor
#

These are baked RuuuThunk

wet lava
#

Well yeah

#

theres a lot of area lights

modest vapor
#

So you also managed to bake your directional light before ?

wet lava
#

hold on im currently baking it

#

got it

knotty slate
#

Anyone know what is this and how i enable it?

#

it says Denoise, i dont know what is that and were is

knotty slate
#

...

mint cipher
#

any reason why this happens?

#

haha

lean whale
# mint cipher

First assumption is that you are using realtime lighting, and you have more than 8 realtime lights, so it is reprioritizing the lights as you move

mint cipher
lean whale
#

Are you sure you actually baked your lights then? It's quite an involved process, not just a matter of setting lights to baked for example

mint cipher
#

Yes

#

I've set them to mixed, generated lighting

#

all set to important rendering

lean whale
#

Well mixed is not entirely baked. So the issue I described would indeed still happen

#

You can only have 8 realtime lights max. And if you're good about baking things and optimizing your scene you shouldn't need any realtime lights really

#

Beyond 8 they will get reprioritized based on your view

mint cipher
#

Well what's the main difference between mixed and baked? I've always just used mixed

lean whale
#

Depends on how you're baking light, what objects are static vs dynamic, if you're baking indirect vs shadowmask, etc. The main difference is that mixed still has realtime elements which you have some degree of control over

#

Like one popular usage of a mixed light is for a directional sunlight, so that dynamic objects still get realtime shadows

#

But you'd still want to bake the shadows for all non-dynamic objects like buildings, cause there's no reason for those shadows to be realtime. So a mixed light is nice to have in that case

mint cipher
#

all now baking

lean whale
#

That should do the trick then, assuming lights are baked not mixed- but again baking light is an involved process and if you're not familiar with baking you might not get the exact results you want right away

#

The video pinned in this channel is really good imo, helped me understand the process way better

rapid isle
#

need generate lightmap UV ticked on your FBX and have it set to static in the sence

celest sedge
#

Is there any reason why i shouldn't just astc 4x4 every texture on android? it seems to have much better quality. I guess it takes more ram?

mint cipher
stray ether
#

Is there a way to make it so environment lighting doesn't affect avatars? I have a world that heavily relies on it to get the results I want but it makes some avatars look to bright, depending on the shader they use

modest vapor
#

Put your lightprobes further away from light sources

stray ether
#

My main light source is a sun, would that help if it impacts all distances equally?

modest vapor
slender arch
#

Any idea why my lighting is dirty? I don't see any invalid texels. Could it just be the lightmap resolution?

#

(also ignore the discolored wall on the left I haven't fixed that yet)

modest vapor
#

Low texels and very low samples

slender arch
#

Okay I will tweak those settings Thank you 🙂

mint cipher
fallow lark
mint cipher
fallow lark
#

no biggie glad to be of help

severe summit
#

I'm using Bakery with full lighting and spherical harmonics for directional mode, but it seems like it's generating distorted normals (this mesh is a flat plane). RNM and baked normal modes have the same issue. Increasing samples and texels hasn't helped, anybody know how to fix this?

modest vapor
severe summit
# modest vapor Using Merlin's SH adapter tool ?

Yep. The adapter didn't seem to work when I did a test upload, but I can see SH "working" in the editor when I toggle 'Allow SH Lightmaps' in the material. The realtime light (left) is reflected properly, but the SH light (right) is warped.

modest vapor
mint cipher
#

Are there any limitations to the kinds of shaders we can use for VRChat world development? As an example, I'm thinking of creating a shader like this using the unity shader graph with a fresnel effect

patent heath
#

unity shader graph uses a different pipeline so it won't be compatible with vrchat

modest vapor
#

Could easily be recreated in amplify though ?

mint cipher
#

Are there any good tutorials explaining how to create compatible shaders for VRChat? I'm extremely new to shaders, like first time opening shader graph kinda new.

patent heath
#

you can learn how to write them, if you have 80$ that you can spend with no problem you can get amplify (tho in the side of optimization it's recommended to write them by code)

modest vapor
#

Freya Holmer has great tutorials on Twitter too iirc

mint cipher
#

Oo thank you both! I'll start off with the patreon post first and work my way up from there, cheers~

patent heath
# mint cipher Are there any good tutorials explaining how to create compatible shaders for VRC...

you can look up the unity shader source code on twotailsgames' github and look at the unity shader documentation (tho it doesn't say much), and if you have any doubts or issues you can always go to #shaders .
On unity there's already a template, the shaders vrchat supports are unlit and surface shaders(that is an unlit shader but the lighting is already written, like a customizable standard shader)

hushed jetty
#

i really recommended **Bakery ** at the asset store of unity to pre render the lights and shadows

rancid tulip
#

An issue that went away some time ago that has reappeared now for some reason, is that I'm getting random baking shadows on the edges of quads. These quads all fit together perfectly so there's no gaps, but for some reason I end up with clear baking marks on the edges of them all. Any idea how to address this?

#

Those squares are all flat, square quads.

#

Looks like it may be a texel padding issue. Checking now.

mint cipher
#

Ok what in the sheep [REDACTED] happened here

#

the lightmap was fine ... i reload the scene

#

it breaks like this

#

its as if some objects just DENY having a lightmap...

fallow lark
#

that is a lot of backroom

rancid tulip
mint cipher
mint cipher
#

they're all static... i decide to delete all lightmap... rebake it.. its fine.. i save.... i open the project again.. and theyre like this

rancid tulip
#

What are you using to bake?

mint cipher
#

Progressive GPU

#

im not rendering on the CPU that is suicide

#

i also have Bakery installed with Raytracing and all that jazz.. but i didn't get the results i wanted from it so i stopped using it

rancid tulip
#

Bakery will provide better results 100% of the time as long as you remember to configure it correctly, it'll also be exponentially faster if you're on an RTX card.

mint cipher
#

but some areas are mega dark with it

rancid tulip
#

Did you add Bakery light components to every light and the skylight?

mint cipher
#

huh

#

nah i dont use a skybox..

#

no need you're always inside places you will never see the sky

rancid tulip
#

No directional light either?

mint cipher
#

mostly just emissions on objects

rancid tulip
#

I use 10x emission boost in Bakery to get that nice look from emission lights.

mint cipher
#

right

#

ill take note and try raytraced lighting again

mint cipher
#

oh my

#

yep

#

doin that

#

ok what..

rancid tulip
#

There are zero lights in that scene btw, it's only emissions. The second one actually looks better now as the lightmap was too cramped before and some emissions weren't generating (notice no red glow from the lanterns on the bottom right)

mint cipher
#

something aint right with my project

rancid tulip
mint cipher
#

you mean generated uv map?

rancid tulip
#

Yeah

mint cipher
#

i do

#

wait a minute

#

i didn't delete the old bakery lightmap?

rancid tulip
#

Use both the "Delete baked data" option on the lighting tab AND the Bakery menu option to clear baking data (and lightmap files). Not doing both can sometimes leave some... stuff.. around.

mint cipher
#

i hate both unity and lightmaps so much

fallow lark
#

welcome to Game Dev

mint cipher
#

i already have gray hairs because unity and lightbaking

rancid tulip
#

I swear light baking has been 60% of my world development time, lol.

mint cipher
#

i spend more time lightbaking than actually building

#

i swear if this comes out pink mode again im gonna stab myself in the forehead

rancid tulip
#

Mine's even more complicated due to sectors, but once you have Bakery set up properly, it should complete bakes in like <2 minutes.

#

Just make sure not to set the unwrapper to XAtlas (though XAtlas is fine for the packer, just not unwrapper).

mint cipher
#

( thats what my thing is set at as a denoiser i think )

#

or whatever

rancid tulip
#

Optix and Open blah are the denoise options. If you're getting madness, turn off denoising and rebake, if the issue goes away, switch from Optix to OpenDenoiser.

mint cipher
#

i dont get this

#

why

rancid tulip
#

Looks almost like a shader issue.

mint cipher
#

it's using standard..

rancid tulip
#

Save, close Unity, reopen Unity. Sometimes things just "break". Also make sure you've updated Bakery using the in-built patcher, it's had a LOT of updates which aren't in the Unity package.

mint cipher
rancid tulip
#

Because then whatever you're trying to do now would be even more complicated, lol

mint cipher
#

lmfao

#

whats funny is this issue doesn't persist on my other world...

fallow lark
fallow lark
#

like Unreal Engine isn't going to magically handle real-time lighting any faster than Unity

rancid tulip
#

Well, I mean Lumen kinda does 😉

#

Not VR compatible yet though AFAIK

mint cipher
fallow lark
rancid tulip
#

Bakery > Utilities >

mint cipher
#

i found it

#

thanks

#

i swear if its pink again.. im gonna drop my marbles

#

nifty

#

now the question is.. is it going to save properly

#

Yep all good.. seems to work properly now

#

maybe there was a conflict with bakery

rancid tulip
#

Ace

ornate otter
#

hey can someone help me add lighting to my world

modest vapor
# ornate otter hey can someone help me add lighting to my world

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

▶ Play video
trail grotto
#

Does anyone know had to get cloud shadows onto vrc worlds?

trail crane
#

I’m having trouble with the lighting on my world I turn one way and it just goes completely black and if there is someone that can please help me with that that would be a really big help

#

I need it to where it works for quest people it’s fine on PC it just needs to work for quest

strange wagon
#

Does anybody have any ideas how to fix this? This happened after I generated the Baked Lighting, I am probably just missing something because this is my first world

#

Ok well I thought I had it fixed but now my room is pitch black

strange wagon
#

Here’s the lighting and my settings

#

So does anyone know the issue?

minor scaffold
strange wagon
#

yes

minor scaffold
#

How many of them?

strange wagon
#

hold on lemme check

#

I have one reflection probe and thats it

minor scaffold
strange wagon
#

with reflection ones?

minor scaffold
#

My world im working on

strange wagon
#

so how mane should I have? 3-4?

#

Does that work?

minor scaffold
#

If you scroll up there is a good tutorial explaining all of it 😛

strange wagon
#

oh ok thanks for the help

strange wagon
#

So i watched the tutorial, and put Light probes everywhere, didn't fix it

neat rivet
rancid tulip
#

What exactly is the issue? You didn't describe it and the pictures look normal...

strange wagon
fallow lark
#

are you using bakery or the regular Unity baking

strange wagon
strange wagon
fallow lark
#

are your lights set to bake mode

strange wagon
#

Yeah

rancid tulip
#

Screenshot of the light components?

willow lantern
strange wagon
#

well no but I just did, that did not fix the issue 😢

willow lantern
#

and did you rebake after marking it as static?

strange wagon
#

yes

willow lantern
#

is your geometry also marked as static

strange wagon
#

sorry I'm new to this so where do I find that?

willow lantern
strange wagon
#

yeah thats marked

willow lantern
#

how many bounces do you have in the lighting tab?

#

more bounces mean light baking is slower but more accurate (more light will fill the room)

strange wagon
#

2

willow lantern
#

try pushing it up to 4 and seeing if the amount of light satisfies your needs

#

from your screenshots it doesn't seem that you have any light fixtures in your scene (which would have emission and baked GI enabled so that they give off light, further illuminating the scene)

strange wagon
#

well... sorry, but how do you add those?

strange wagon
#

This is 4 bounces

#

This is 2

willow lantern
#

do you even have walls?

strange wagon
#

Yeah lol

willow lantern
#

and are you currently inside or outside the building?

strange wagon
#

Inside

#

When I’m outside, it looks like nothing happened

willow lantern
strange wagon
#

thanks! that helped

strange nimbus
#

hi evryone. can anyone help me with lighting pls?

fallow lark
#

would help to describe the nature of the problem

strange nimbus
#

yea i got ya.

#

i have a toggle for switching skybox

#

so i want it to switch the lights on the map too

#

with the skybox

fallow lark
#

are you using real-time or baked lighting

strange nimbus
#

leme see

fallow lark
#

as if it's just real time you basically just do a object toggle with the lights

#

as if it's just real time you basically just do a object toggle with the lights https://www.youtube.com/watch?v=VLU6A4JWsWk

See it in action in Atoll of Ether: https://vrchat.com/home/launch?worldId=wrld_7644eab0-6408-42ab-8088-454c32c08768
The simple solution yet painfully long way around to swap Lightmaps in VRChat. At the cost of your sanity you too can offer this experience to everyone.

thx to Lyuma, the absolute legend for creating the skybox shader:

Skybox Sh...

▶ Play video
strange nimbus
#

i have only 1 lighting

#

directional

#

thats all

willow lantern
fallow lark
#

then yeah just use the same button to change its rotation or swap it out with a different one

strange nimbus
#

i want the bottun switch the skybox and the light at same time

#

not 2 diferent botuns

fallow lark
#

you just attach the scripts to to the same physical button model

strange nimbus
#

yes i know. but is it gona give u controll on lights?

fallow lark
#

I literally just linked something that would control lights or you could just turn one light off and turn another one on

strange nimbus
#

i just want it to turn day light and switch to night light on toggle

#

thats all

fallow lark
#

do you know how to do any udon

strange nimbus
#

yes kinda

#

i did one

fallow lark
#

In this tutorial I will show you how to add a high-quality and low-quality mirror with toggles to your VRChat world with the new VRChat SDK3 and the Udon programming system!

Timestamps:

  • Intro 00:00
  • Set up scene and mirrors 01:16
  • Add mirror toggles 02:24
  • Programming with Udon 03:20
  • Interaction text 05:27
  • Test in VRChat 05:52

🌸 3D Mo...

▶ Play video
#

like honestly you could probably easily modify this video tutorial to do what you want

strange nimbus
#

🤔

fallow lark
#

as instead of mirrors put light sources

strange nimbus
#

but its a mirror