#world-lighting
4 messages · Page 32 of 1
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
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
thanks :)
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.
It looks like 2 is being illuminated by the skybox, not 1
i'm assuming that's what you mean
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.
may I see the mesh renderer settings for the boxes?
also will reducing the range on the script for the light do anything?
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.
hmm okay i'm out of ideas, might wanna wait for someone more qualitied to help
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
They're being used in place of directional lights to light an entire scene which is asteroids, planets and such, hence the long range.
ah that makes sense
The whole scene has to be baked in one go due to light probes only being able to be processed in a single pass.
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
Yes, everything I've said refers specifically to baked lighting
the only other solution I can think of is to ensure that the blocking geometry has thickness, which I assume you've already done
The blocking geometry is 6 boxes welded together to create a hollow container with ~5% thick walls.
So unless something weird is going on, it should be blocking the light in either direction.
hmm I would've thought baking the lights would help
yeah sorry, I guess you have to wait for someone else to help, thats all I know
is your light blocker lightmap static?
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.
does it still fail if you remove the EditorOnly tag?
Good question, I'll rebake without just in case.
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.
That seems to have worked, but realistically it shouldn't have 😦
¯_(ツ)_/¯
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....
This causes the mirror to be unnecessarily expensive with pixel light on
Or wait, seems like this is more Unity Editor and game being inconsistent...
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.
Oh! Thanks for the tip!
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.
This is how dark it is for quest users. they have to look at it at a certain angle for it to look correct
then like this at certain angles
Very strange. Out of curiosity, is the floor all one piece?
Nice that was going to be my suggestion!! Glad you got it 🙂
what causes these weird color artifact glitches in the baked lightmap?
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
Can anyone help me?
This is it ingame
idk what I did but I restarted it, rebaked and it fixed itself?
wheres the bake button
Under lighting
At the bottom
@pliant needle https://youtu.be/1pNMo2UQY1o
Blender Guru's general artistic tutorials:
https://youtu.be/Qj1FK8n7WgY
https://youtu.be/O8i7OKbWmRM
https://youtube.com/playlist?list=PLj...
https://www.pureref.com/
https://allusion-app.github.io/
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Light-Baking
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Reflection-Probes
https://gitlab.com/s-il...
I watched half his playlist today
And I started today
Ty
How do you fix this weird artifacts? i didn't even touch this part and when i rebake it happened like this
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
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?
nope you have to use the built-in renderer
Oof, really wish they did. But thank you :)
you would want to use baked lighting anyway for performance reasons so it wouldn't make a huge difference built-in renderer/URP
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.
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?
Nope
How would you recommend navigating this then?
Realtime light
Ok, I'll give it a shot. Thank you
This shows it happening to a few groups of objects at once.
Weird post-processing options?
Maybe? I don’t know why PP would do that. Lemme check-
Nope
I believe it's fog related
Fog related.
Accidental charcoal render? I could see using that intentionally for something.
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
are you generating lightmap UVs on the environment meshes? are they static?
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
also this is probably a stupid question but is a bakery light component attached to each of your lights?
Did you actually put the Bakery component on each light and match them?
I can kinda see a bit of light there so you probably did.
never did that before. lemme check it
Did you set an emission or albedo boost on the default lightmapper? If so, don't forget to set Bakery to the same.
Yes, i did, of course. this isn't my first time using bakery. I've had no issue with it until this new project
yes
which are? they are set at 1, but I never touched them. The bakery worked fine in my other projects
On your original bake with the built-in one, were these one/one?
both are at 1
validate looks good. what about your material properties? can you show one of the materials that's baking black?
Did you tick the "Physical falloff" option on each light? That'll make lights a LOT dimmer too.
they aren't ticked on
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?
you mean this, yes?
ok
no, i mean the material itself. like your shader and texture settings.
second pic, yes. pre bakery
weird. that all checks out
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?
As the only "light" I see baked in that scene looks like emission from the lamp, no actual lights.
ok
(realtime lights have a larger "clip" value to ignore close meshes by default so it's less of an issue there)
oh wait, you are right. it's those lanterns.
I hid the lanterns. Now the lights are bright after baking
That's weird. I wonder why they were fine in my other project
The lights are now bright after baking. I guess I need to remove the mesh from those lanterns
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).
Make sure you've not set those lanterns to be double-sided as technically the light should be able to pass out through them.
i can do that
I turned off the cast-shadows on those lanterns. After baking again, the lights are still bright.
That'll work, though they won't shadow each other now - whether you'd notice that is another matter.
The left one is without casting shadows. The right one with cast shadows. Yea. Alright, Thank you for your help
the lights shouldn't have shadows on them anyway
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.
Yeah, i think it will be fine
bakery Texel per units 95 RTX bake mode plus denoiser Optix7 normal maps include
How many lightmaps do you have 
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.
Anything in your console ?
what can cause these seemingly random black walls to show up? everything else looks fine
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
random thought here is that the UV map might have placed that one polygon on an island
if you're using the default lightmapper, sometimes just rebaking helps
Is there some kind of VRChat-specific shader that can be used for terrain?
got it fixed now, my bad
The default unity terrain material works juet fine for terrain. Idk if you can even use anything else on terrain actually. That is, if you mean the actual terrain type in unity.
There are the CTS shaders which are amazing, but don't support crunch compression so can cause issues with world size.
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.
(there are no point lights or realtime lights anywhere except a single 0 intensity, 0 range black one to trigger a depth pass)
I don't know why that's happening, but what is the depth pass thing for? If you disable that 0 intensity light does this still happen?
some materials require a light to force the generation of the depth buffer
things like absorption
Yes, disabling that dummy light doesn't fix anything.
are you using Mixed lighting, or Baked?
Looks like it's an issue with Bakery's own shader. Using Unity Standard Specular instead is fine.
Pure baked, no mixed or realtime.
ah, i've never used bakery's included shaders... tbh i didn't even know it had one. usually just use standard.
anyone know why my lightning is doing this? when i move my camera a little bit it the darker one changed shade. (this happens In game too)
https://cdn.discordapp.com/attachments/361741445352259584/986728317103255562/unknown.png
bake your lights
does it do this inside of vrc as well?
yes
depending on whre im standing the floor and ceiling get like different lightning effects. i have no idea how they just get different shades
are you using bakery?
yes
what material is on those ceiling panels?
Just standard
are you using spherical harmonics in bakery?
i have no idea-
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
i wasnt using any specific mode
i tried using different modes, nothing seems to change the issue
are you using mixed lighting, or baked lighting?
baked
and all your lights are set to baked as well?
that's because the light isn't actually baked
if you want to use bakery, you need to attach bakery components to your lights
which components ?
probably Bakery Point Light for what you're showing there, there are different components for different kinds of lights. check the manual.
ahh okay ill have a look. thanks
Do mixed lights work for Quest? Or will I have to use baked
cause this looks pretty nice
This doesn't need to be realtime
Is mixed realtime? Because this pic is using mixed
mixed mixes realtime lighting with baked lighting
ruuubick's point is that for the environment you're showing there, you could use entirely baked lighting
Some real funky shit goes on when I used baked. I'll show in a few
Looks like there's stars on the ceiling n shi
I don't know if that's because of my extremely low samples though lmao
Could be precision, post processing or the shader
World is 100% standard shader
I'll have better guesses once I can see the issue 
It looks sort of cool in this area, but not so much in others
like here
Keep in mind I have my settings set to the absolute minimum just so I can see results quicker
yeah i mean with so few samples it's going to look like butt
think of your scene as a pointillist painting, like a seurat
each sample is a dot. the more dots you place, the clearer an image you can get
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?
Light probes !
Hundreds of 'em
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
here's hundreds of them
There just needs to be light probes where light intensity/color changes btw
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
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?
nvm i fixed it , it was forget to uncheck realtime 😅
Unity should REALLY be able to place light probes for you, but there is a Unity addon called Magic Light Probes that'll make sure probes aren't inside geometry and spaced in the right ways. It's been pretty handy.
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.
Noted, thanks!
MLP is very slow/intensive but produces good results.
Any reason why lighting, when baked, completely disables and doesn’t show up?
You're using a Mixed or Baked light type right?
Yeah, I believe all baked lights except for my directional
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...
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?
Have you tried clicking the Gizmos button on the top right?
I think once they are baked, light probes are probably stored in the scene's lighting data and not in the light probe objects themselves. I would try clearing the baked data or deleting the lighting data asset
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
Yeah the light probe gizmo is on
I've cleared all baked data and it's still there. I'm using Bakery
Did you clear it thru the lighting panel? I think bakery has it's own separate command for clearing data
From the toolbar at the top of the editor I believe, like Bakery > Utilities or something
Or can probably just rebake the scene too and it should rebake without them
Clearing that removes the light probe visualization, but it comes back once I bake in Bakery again
Alright I baked with the internal light mapper and now it's finally gone. Thanks for your help
Hey, glad you got it. I think manually deleting the scene's lightingdata asset would have probably done the trick too. That asset type is a black box of sorts imo, and both bakery/unity lightmapper funnel a bunch of data in and out of it and handle that data in different ways depending on all of your lighting and baking settings
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
I want to have a light switch in my map. Is there any way to make this work with baked lighting?
Nvm the light switch really isn't necessary
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
Don't set it static ?
It's not static. It's dynamic.
Right. I guess I'm a bit confused. You said not to set it static and I'm saying it's not.
anyone know why the lightning is behaving this way? im using baked lightning ive literally tried everything i know
this also shows up in game
If it's not set to static in the inspector, then it's not being taken into account by baked lighting 
What happens when you disable all your lights ?
OH. Thank you.
well, all the lighting goes off xd
Then it's not baked 
i put everything on baked tho :,)
That's sadly not how things work
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 ...
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?
Do you have an example as to what you consider good lighting ?
trap haven is really well lit and doesnt seem to use many point lights if at all
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
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.
spot and point lights use pretty simple illumination models by comparison so they tend to be more useful for realtime lighting
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
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 ...
ill check this out and redo all of the lighting thx
watched the entire video and exactly as told and still have the same issue
Then you still didn't bake your lights 
baking is just clicker render in bakery right on am i being stoopid
ive done every all of the steps i think? i watched it like 2 times
Can you record a video of your scene disabling the lights while still having the issue ?
i lowkey fixed it but now i ran into 3 others problems lmAo
"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
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
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.
I'd still use point light, just with a higher intensity and lower range. If you're baking it, you can also decrease the indirect multiplier so it doesn't fill the space beyond its range too.
point doesn't support indirect does it?
It can if you bake it or if it's mixed. Not if it's realtime
Unity does have some kind of realtime GI thing but that's more advanced stuff Idk about
i'd like to have shadows for the ambiance if possible.
So set the light to have shadows...
If you want realtime shadows then you need a realtime light
Or mixed
yeah that's why i don't wanna bake if possibe. 😛
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...
It depends on the values and how much you are changing them, but ya sure
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
For a candle I would probably put a range of 3-5ish and an intensity of like 2ish
Or use an animation/script to randomly change the intensity between 2 and 3 or something
i'd love to know how to do the animations. would be great to have it randomly fluctuate like an actual burning lantern.
I was wondering that too!
I've never done anything with lighting but i could save the info when we get there
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
Does anyone know how to exclude objects from "light"
I think i found out about stuff called light layers
Nvm
It still looks weird
That is kinda my problem
I want these pics to be "normal" without beeing affected by light
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.
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.
Hmm ok i will try that later, thx !
Wait what do you mean with material
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.
Oki i will try that, you mind if i dm you later if i have questions?
Since im really new to that stuff
Sure, I'll be on and off all day so I may not respond immediately.
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
Did you rebake the lighting after you redid the probes?
i fixed it for some reason there were light probes in my floor💀
Can someone explain why i get light bleed from another room even with lightprobes setup and their limits for each room?
Do you have lightmap UVs ?
Yh it's autogenerated on mesh import, I've also got the margins cranked up to prevent uv spilling over but it's not helping
Oh and my lightmap is like 2k
Cranked up how ?
That's a bit much lol, set it back down to 5
If that mesh has issues specifically, you can increase its scale on lightmap instead
Unity says my meshes has overlapping UVs, and to enable generate UV - but I have
And I did what u said btw
I genuinely hate any form of UV mapping
Well in this case you don't have to do any of it !
Are you baking any other object in your scene ?
I've got reflection probes
After turning it down to 5 it's not looking good:
I meant meshes, looking at your screenshots above, most things in your scene don't seem to be taken into account for baked lighting
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 ...
Probably, thanks for the help
Right, I did all that and I still have a problem
Texel validity
UV Overlap
And in turn, odd artifacts
Also lights get a lot dimmer as soon as I bake
You can bump up the margin on some items if you want to solve that, but slightly, not triple !
Your ground doesn't seem to be static btw, is that on purpose ?
No idea what that is
Hopefully that's not causing unexpected issues
Exported it as a mesh and now it's better
Looks better too - however now there's this issue with the texel validity
Glass is silent glass 2 btw
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

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
Do they have a really high metallic value on those materials?
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?
No, the values are similar to the other materials
The option won't be there if the object is not set to lightmap static, or if your scene is not setup to use baked lighting
Baked lighting keeps ending up like this but only on this room
Have you enabled auto generate lightmap uvs in the import settings of your static meshes?
yes
you mean this right
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?
this is the top the baked map for the walls and roof
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
and this is the floor
this is from the render I just did which is the lightmaps above
Can you screenshot your lightmapping settings?
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)
alright trying that
And yeah enabling filtering is gonna smooth out the jaggedness of it, auto is usually fine
That makes sense, there's no need to generate a lightmap or UV for something you can't really bake on. Thanks 💜
Are they marked as static?
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
Ah! Thank you
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.
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 😓
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?
thank you!
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
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.
vrchat doesn't have any Ray tracing support
can't reshade add raytracing to anything?
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
and also has no way to tell the material roughness so it has no clue what it should make reflective or not
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.
You can control the brightness of the emission on the material under the Emission colour value.
Oh yeah I know that, i was just wondering if there was a way to like, "Diffuse" it a bit better
maybe the mesh itself just needs to be a little better in that case
Ah, if you're looking for diffusal, that's kinda what bloom postprocessing exists for.
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
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.
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
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.
One cool thing is that emissive materials appear in reflection probes, which provide specular highlights without realtime lighting
or a Shader to simulate the specular highlights
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
It should, based on the shader and amount of fade/transparency.
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
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
😓 so much to learn about this!
If it's joined to the wall as one mesh I believe you'd need to separate it first
Nah I'm doing all of this in blender from scratch and I'm separating out the meshes
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 😙
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
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
Any one willing to help me in pm or call?
I have no idea how to explain my issue for im new to unity.
Absolutely fine
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.
Can you screenshot your scene ? I have an idea as to why
Are your meshes set to static and are you baking the lighting?
I doubt that's a baked lighting issue, but rather an option toggled accidentally
Yep, it's an option issue
Its on in second image
oh, nvm, just saw your second screenshot
yeye
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 ...
Making sure it's all static, has a shader that supports lightmapping, correct lightmap UVs, lights aren't blocked, etc
But as static i get errors?
what kind of errors ?
aight👌 thx
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
Environment lighting in the lighting tab at the top ?
What can cause this other than light UV overlap? I'm using the progressive lightmapper
Seems to happen a lot in low light?
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
how do I fix the ui elements
What's your window resolution ?
Can you screenshot the rest of your window ?
Try going to Window > Layouts > Default and see if that fixes it
nope
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
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
In the baked lighting setting if “Environmental Lighting” -> “Source” is set to skybox it will influence the lighting, also if you right click “Generate Lighting” you can “clear baked data” then re-bake everything sometimes this will fix things.
I've managed to solve the issue above, but now I'm dealing with shadows and light being cast onto seams. Does anyone have a solution to this?
this picture is three meshes being joined together to create a wall
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?
Sadly stuff like that, may be hard to fix. The real fix, is to make that one piece, instead of modular pieces. But you can try enabling “stitch seams” on the meshes. May help.. Another fix, may be see if the pieces are lined up correctly with each other, and not overlapping themselves. Each shadow will go under each other meshes if they’re overlapping, causing issues like that.
Oh thank you for your input!
Increase the lightmap scale on that model/prefab, that normally helps.
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"
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
Affecting all layers ?
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
who wanna compare this with the actual 2017 hubs lighting
@enverex @rose ether I'll try giving all of these a shot. Thanks 💜. Going to try exhausting all options before making it one mesh
By default the scale is 1, just try 2 for now and see if that fixes it. Chances it's too close to an edge so increasing the scale will help.
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
getting blotches
also getting this error. I have generate lightmap uv's enabled on the fbx
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?
Yes
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.
https://geom.io/bakery/wiki/index.php?title=How_do_I...#How_do_I_share_a_scene_with_someone_who_doesn.E2.80.99t_have_Bakery_installed.3F
That should cover what you need to export, not sure about the UV thing if that doesn't fix it tho
Full-size image:
Posted the question in S-ilent's Discord but I wanted to ask here too
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
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.
I need worlds with scuffed avatar lighting on quest so I can manage my shaders
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?
Check this 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 ...
None of the lights should be realtime - I'm using Bakery, but I'll check if there's default lights in the scene I forgot to delete.
If a light is set to mixed and it didn't bake for some reason, it'll be realtime still.
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)
watching that has changed nothing
Everything in your scene is correct, from the shader supporting lightmapping, everything set as static, lights as baked ?
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...
Only one of the lights used the stock Unity light component, everything else should be Bakery only but I'm gonna keep looking regardless.
d..does poiyomi work?
Standard yes, toon I doubt it, you can try to add a static cube with standard shader in your scene to test it out
It does but not on default settings. You have to make sure to set the lighting mode to realistic I think it is
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.
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)
Generate UV lightmap option ticked on the meshes/models?
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.
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
Yes it would - thanks for suggesting, I didn't think of that.
This I did check - map did not adversely affect the bake so we can rule that out
Absolutely.
Good. To. Know. Will do.
so im making a metro i have the station made and i need lights for it and i have no clue how lights work
scroll up and look for the light baking guide that's posted here basically every single day
that's where to start
its in the pinned too lol
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.
do you have light probes in your scene?
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?
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
aight, will come back after i change it around
And just a reminder that you will need to rebake after changing them
I rebake after moving a light 2 cm lol
Alot better, thx<3
I'm so close, I swear...
Do you have Bakery?
turning just a couple degrees towards the light source turns it off...is this normal?
ahh nvm. bad render mode config
is there a way to get meshes to block light sources?
I've only used Bakery so far.
How does it look when you turn on checker mode?
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
what is the texture on the front of that bar supposed to look like?
You want a screen with lighting turned off?
it looks like there's a visible seam on the bartop there even with lights disabled
and light data cleared
That one, and the one on the top right
Hold on, lemme open a blank scene real quick, something's not right...
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
They are separate - the seam appears between two different objects.
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?
That wood's supposed to be tri-planar, though.
Here we go
Empty scene, no baked data.
UV tiling looks way different here
Overall scale is larger
is there a reason you're using triplanar here? it's such a simple surface, why not just lay out UVs?
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...
https://i.gyazo.com/27ffcd1116158371787035d4a617f875.mp4
That and if I have to reposition the bar furniture on the fly it saves me some headache
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.
that sounds like it's just making it needlessly complicated for yourself
Okay, now the wood's lighting smoothly and parts of the trim and countertop are baking darker.
what actually the hell
Does the material have reflections enabled? Maybe the different sections of the bar are using different reflection probes in your main scene?
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
One second, trying now...
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
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?
yes
That's supposed to be a completely static and baked mesh right? Why would it be using light probes?
Deleted probes, no change
Did you rebake after deleting probes
Yes
Hmmm
Okay...
Looks good to me... what did you do?
Maybe a little seam there but I hardly notice it
Any idea what's going on? I'm super curious
That's what I'm curious about
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)
Curious, wouldn't the player be considered a moving object and need light probes?
I understand most ppl don't take advantage of lod so it's not needed for static objects then.
I'm still trying to understand lighting ^^;
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
are there any methods of hiding this color banding on quest?
switch your lightmap compression format to ASTC 4x4
as that should help the light Maps look less bad
Where do I change this?
Would this mean that I'm gonna have to do this every time I generate the lightmap? Or does it keep the settings
it should keep the settings because it would be naming the texture the same thing every time
glad to be of help
I suppose that makes sense, even more so if this were a prefab. Thanks!
speaking of which, light probes, bake settings - all out of the question, it's just the sink asset and corner piece that don't bake properly.
If it's not bad UVs, N-gons, broken normals---
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
no because graphics cards always render in triangles
Yes, lack of light probes is why most people look too dark in worlds and why people are (annoyingly) making themselves self-emissive.
@rustic portal I recommend 8x8, it looks much better. 4x4 still looked pretty terrible for me.
4x4 has been working fine for me ^^' the obvious pattern is gone which is all I needed
You're lucky then 😉
I've tried other ones as well but assumed 4x4 would be the fastest hehe
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.
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?
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)
Are your environment meshes marked as static? I believe reflection probes only reflect static meshes
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:)
20 texels per unit isn't much for interior lighting
Ah, I'm assuming that would be 'Lightmap Static' under the meshfilter?
No here
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
I’m trying to keep it low so the light map isn’t like a gigabyte
Will turning it up bump the light map size?
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
Yeah I made the scale 512 and it kept multiplying it by like 50 so the light map was like 230mb+
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
ah, aight, that makes sense
out of curiosity if I was trying to like do this with string lights for baked lighting for vrchat would that be emissive materials providing the lighting or lots of little Point lights if I wanted the wall to have the glowy spots in addition to the general lighting provided by the lights https://i.pinimg.com/736x/89/93/2d/89932d2232997eb7747847e4e2f4d30b.jpg
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 !
Yea
If you want to replicate it very closely you would need a decently high texel density. If you used point lights (and are using bakery) you could use IES profiles on the lights to give that uneven emission pattern to make it even more detailed
yeah I do use Bakery
Nice. Yea bakery let's you use IES profiles from somewhere like this to give a more realistic emission pattern
https://www.vertheim.com/ies-generator.html#
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
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?
are the trees using the unity standard Shader?
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.
the tree assets also need to be turned to static, go to terrain, then the trees, edit tree, select the asset, set it to static
I have done that as well.
try using the standard Shader on the trees
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.
Switched back to Standard, and it seems like the Billboards stuck around. But the trees are still black.
does the trees have light map uvs?
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.
https://forum.unity.com/threads/black-details-trees-in-progressive-cpu-light-bake-2018-3-0f2.626596/
Checked in Texel Validity after rebaking, literally nothing there.
And yes, the trees had Double-sided GI toggled on.
not seeing any black in the second screenshot but no Shadows
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.
myself I haven't played with unity terrain much so most of my suggestions are just Googling
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.
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
Think that is caused by the lightmap resolution, for small spaces it should be more than just 20 texels per unit.
Also doing it with the GPU has caused some lighting glitches for me in the past, so final bake should be done with CPU, in my experience.
Absolutely perfect, tysm man I've been struggling with this all day
you just helped me as well; thanks!
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
put the texture on a plane instead, sprites are not really a good idea to use
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
how can I make it so when using bakery, normal maps show up?
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
it's unlikely for you to add so many light probes it's causing major issues
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 😭
ooo thank you~! much appreciated
how do I make occlusion culling with the bakery addon?
occlusion culling would be unrelated to your light baking
idk why, but I cant find any of these tabs or the occlusion area its talking about
This tutorial covers basic Occlusion Culling in Unity for enhancing performance.
Purpose of Occlusion Culling:
- Improve performance
- Reduce draw calls
- Does not render static objects behind the camera
Web: jakenolt.com
twitter: @VertexGnome
glad you're able to find it
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
Lightmap size always 4096. Lightmap resolucion 10, increase if you need better quality shadows, decrease if you don't need them at all.
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
Bakery Generating and Baking Lightmaps are missing some objects, can someone help?
this is what it should look like
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?
do you have those objects set to static?
How's your light setup, and your layers?
didnt set that up aha
water in the water layer, thats all
i dont understand how layers work
@modest vapor
Did you change them for a specific reason ?
What does your light component look like
What about the meshes components and their inspector window ?
this?
These are baked 
So you also managed to bake your directional light before ?
Anyone know what is this and how i enable it?
it says Denoise, i dont know what is that and were is
...
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
I had the same issue with baked
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
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
Well what's the main difference between mixed and baked? I've always just used mixed
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
I have like 8 in a small room
all now baking
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
need generate lightmap UV ticked on your FBX and have it set to static in the sence
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?
The way I see it is if it works, it works. lol
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
Put your lightprobes further away from light sources
My main light source is a sun, would that help if it impacts all distances equally?
Ah, in that case no, you could in that case put a single lightprobe in a shadow for the whole map
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)
Low texels and very low samples
Okay I will tweak those settings Thank you 🙂
I'm having the same issue as Trix, where would I find this?
click on the texture you want to change the settings of in the file explorer on the bottom
So sorry for the ping, thx so much!
no biggie glad to be of help
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?
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.
Wish I could help but since the adapter has always worked for me, I don't have many guesses as to what could be wrong. Might be worth joining Merlin's server to ask !
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
unity shader graph uses a different pipeline so it won't be compatible with vrchat
Could easily be recreated in amplify though ?
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.
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)
Oo thank you both! I'll start off with the patreon post first and work my way up from there, cheers~
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)
i really recommended **Bakery ** at the asset store of unity to pre render the lights and shadows
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.
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...
that is a lot of backroom
Yup
If you make objects dynamic after they've been baked as static without clearing all lightmaps, it can cause that.
i am thy creator of the backrooms vrc :p
i haven't touched a thing man
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
What are you using to bake?
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
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.
yeah i legit thanks to the patrons got a RTX card
but some areas are mega dark with it
Did you add Bakery light components to every light and the skylight?
huh
nah i dont use a skybox..
no need you're always inside places you will never see the sky
No directional light either?
mostly just emissions on objects
I use 10x emission boost in Bakery to get that nice look from emission lights.
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)
something aint right with my project
Do you have UV Unwrapping enabled on all the models?
you mean generated uv map?
Yeah
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.
i hate both unity and lightmaps so much
welcome to Game Dev
i already have gray hairs because unity and lightbaking
I swear light baking has been 60% of my world development time, lol.
exactly my point
i spend more time lightbaking than actually building
i swear if this comes out pink mode again im gonna stab myself in the forehead
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).
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.
Looks almost like a shader issue.
it's using standard..
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.
sometimes i wonder why don't we get a rebuilt game in unreal engine
Because then whatever you're trying to do now would be even more complicated, lol
because basically that would be throwing away everything developed so far and you would still have to do baking
dies of pain
like Unreal Engine isn't going to magically handle real-time lighting any faster than Unity
where's the clear lightmap data option on bakery btw
yes because it doesn't run fast enough
On the tools menu at the top of the Unity window.
Bakery > Utilities >
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
Ace
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 ...
Does anyone know had to get cloud shadows onto vrc worlds?
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
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
Any light probes?
yes
How many of them?
You want to fill the room with them
with reflection ones?
My world im working on
Thos are reflaction probs?
Light probes are what you need
If you scroll up there is a good tutorial explaining all of it 😛
oh ok thanks for the help
So i watched the tutorial, and put Light probes everywhere, didn't fix it
are you using bakery
Your room doesn't have any light other from the sun through windows. If you want to use only the sun then try increasing bounce number to 4 in lightmapping settings(another bounce is for reflection probe, not necessary).
What exactly is the issue? You didn't describe it and the pictures look normal...
When I bake my lighting the room becomes completely dark, as if all the lights are off and its night
are you using bakery or the regular Unity baking
No I’m not, this is my first world so I’m not ready to spend to much money
I’m using the regular
are your lights set to bake mode
Yeah
Screenshot of the light components?
This is my light probe groups, then I have a directional light
I don't have any components attached if thats what you're asking
Blender Guru's general artistic tutorials:
https://youtu.be/Qj1FK8n7WgY
https://youtu.be/O8i7OKbWmRM
https://youtube.com/playlist?list=PLj...
https://www.pureref.com/
https://allusion-app.github.io/
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Light-Baking
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Reflection-Probes
https://gitlab.com/s-il...
heres the tutorial i was following
did you mark your directional light as static
well no but I just did, that did not fix the issue 😢
and did you rebake after marking it as static?
yes
is your geometry also marked as static
sorry I'm new to this so where do I find that?
yeah thats marked
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)
2
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)
well... sorry, but how do you add those?
4 doesn't seem to add any effect
This is 4 bounces
This is 2
do you even have walls?
Yeah lol
and are you currently inside or outside the building?
find light fixture, apply emission to the part of the mesh which will give off light, mark it as static and it should give off light
thanks! that helped
hi evryone. can anyone help me with lighting pls?
would help to describe the nature of the problem
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
are you using real-time or baked lighting
leme see
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...
*light source
then yeah just use the same button to change its rotation or swap it out with a different one
i want the bottun switch the skybox and the light at same time
not 2 diferent botuns
you just attach the scripts to to the same physical button model
yes i know. but is it gona give u controll on lights?
I literally just linked something that would control lights or you could just turn one light off and turn another one on
do you know how to do any udon
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...
like honestly you could probably easily modify this video tutorial to do what you want
🤔
as instead of mirrors put light sources
but its a mirror
