#archived-lighting

1 messages · Page 19 of 1

polar wadi
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Here when the volume is at 0, there is clearly a difference.

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Ok nevermind, it appears the tonemapping and SSGI are making everything super bright inside and the effect is simply barely visible.

astral dagger
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How do I make a light beam for a flashlight?

oak dawn
astral dagger
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Volumetric lights. But I found Brackey's tutorial, Imma give that a try first

astral dagger
oak dawn
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few ways, depends on what pipeline are you using

astral dagger
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I'm not using URP or HDRP

oak dawn
oak dawn
astral dagger
oak dawn
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or you can switch to HDRP

astral dagger
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I'll try the mesh script

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Thanks

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I've used the mesh generator, attached it to my spotlight, and it doesn't seem to do anything

oak dawn
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and by the way if you still want volumetric lighting, just search up on google volumetric lights, god rays, sun shafts, atmospheric scattering etc. and hopefully you'll find something that works

astral dagger
oak dawn
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then look in github

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there are a ton of assets there that are completely free (and open-source)

astral dagger
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I've found one and this one worked! Thank you for your help!

slow rose
slow rose
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I'm also having lighting issues here. Sometimes when my flashlight light is on, another light goes off unless my flashlight light is close to the other light

gilded sapphire
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Youve not baked lighting

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those objects that dont move, enable static on them

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Watch YT on interior lighting

slow rose
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I will try that, thanks.

worthy trail
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Anyone got any ideas for this? I need to figure ot how to make this point light not cast shadows on the lamp itself, but URP doesnt seem to have a radius var on the point light. I'm on URP 14.0.8

oak dawn
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i haven't used URP but from an idea, you have to look for a near clip plane, or play with the affected layers of lights

worthy trail
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I would try to change the layers, but I want the whole post to also cast shadows yknow

oak dawn
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so what are you trying to achieve? isn't this exactly what you want?

worthy trail
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I dont want only the light inside the lamp to cast shadows from it being inside of it

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like this

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if only i had the radius

oak dawn
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so if there is a "near clip plane" or something like that, or just make the post on another layer and make sure the post isn't affected by the point lights inside of them, and the lights will cast shadows on the ground, walls etc. but the post shadows won't be visible

worthy trail
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if youre talking about a near clip plane var on the light, that's not a thing

willow jewel
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hello , I have a problem with the lightning of my game , when I start the game directly from the game scene theire is no problem but when i lunch the game from my lobby scene the lightning is completly brocken but I dont know why.

worthy trail
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@willow jewel its because you dont have lighting generated

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just generate lighting in your scenes and itll be fixed

willow jewel
worthy trail
willow jewel
# worthy trail

where do you find this tab ? (sry i never touch to lightning 😅 )

worthy trail
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or ctrl 9

willow jewel
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Thank a lot 😁

worthy trail
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np

deft fiber
deft fiber
worthy trail
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you can switch to forward+ rendering

worthy trail
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thanks

slow rose
deft fiber
slow rose
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Thanks

oak dawn
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..or switch to deferred rendering which is better for larger scale games

slow rose
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I'm having lighting issues in my build. The first image in the Editor Play Mode, and the second image is the Build.

deft fiber
oak dawn
oak dawn
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do you bake lighting?

slow rose
deft fiber
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And more depending on render pipeline

oak dawn
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fair enough, but how can you render transparent materials then by the way?

deft fiber
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They fall back to forward rendering

oak dawn
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and afaik gta 4 and 5 use dithering for lod blending, which somewhat fakes transparency but many people feel like it looks ugly

oak dawn
deft fiber
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If you can get by simply by slicing meshes into smaller pieces and limiting light ranges, I'd prefer that as the first option

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Hopefully Forward+ will be stable enough to be an universal solution

oak dawn
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by the way would it be worth it to create a custom script that disables lights depending on the distance or not?

deft fiber
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I think unlit transparent shaders have no problem being used with deferred rendering, since no light calculation is required

slow rose
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Soo, does either of you know how I can fix my lighting issue?

deft fiber
# oak dawn by the way would it be worth it to create a custom script that disables lights d...

Generally not
As light cost is 'per object in range' in forward and 'per pixel on screen' in deferred they have no render cost if mesh renderers in their range are culled by LOD, occlusion or frustum culling
Beyond that they only have the cost of an idle monobehaviour afaik, which isn't a big worry but if your world is big you'd want to load/unload whole chunks of it as needed

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But checking distance/occlusion of each light manually is surely not worth it

deft fiber
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by that I mean the selected quality level in quality settings may be different than what your build is using

slow rose
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Yeah I am trying that right now

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Fix it 😮 thanks

proven crown
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Some werid shadows while character is moving, do anyone know how to fix that? Environment is a Meadow Environment - Dynamic Nature from Nature Manufacture and it is their demo scene.

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In editor mode everything looks good, Unity HDRP

sly cradle
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in this room it is kinda bright but there are no light source inside

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its not a flipped normal room

oak dawn
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this looks like ambient lighting and ambient environment reflections, if you're using the built-in render pipeline you have to go to lighting settings and disable environment reflections and ambient intensity, or just bake your lighting or get a realtime gi solution if you plan on having both outdoors and in-doors environments in the same map

deft fiber
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No solution yet
I don't think URP relies on physically based math in any considerable way, unlike say HDRP
Baked lighting may not match the new lighting, but that's an issue just the same with any custom lighting, and baking has its own light falloff settings anyway I think

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The bigger problem is that there's no easy or simple way to modify the light attenuation in the first place

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I believe you'd have to fork your URP package which makes it incompatible with updates, or recreate all the necessary shading in a custom shader that remaps the inverse squared attenuation back to linear

craggy badge
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What does the blue color matter in normal maps if I draw in 2d?

deft fiber
craggy badge
deft fiber
craggy badge
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I didn't notice the difference between these map, but I decided to ask here. Maybe there are some subtleties

civic copper
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Does anyone has a problem with SSGI on hdrp? it keeps flickering while moving

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i tried high settigngs but it does not work also

oak dawn
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i don't see any issue but it may be something to do with the fact that that is Screen Space, i believe you would need some sort of fallback as well

opaque grove
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Hoping someone could help me out.

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Having an issue where my directional light is shining straight through an object.

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So for instance it is meant to look like this.

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Objects are on default layer, culling mask is set to everything for the directional light.

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Shader is a standard one.

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Textures are in the right spot.

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Only odd thing I have noticed is this option is greyed out.

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When I delete the directional light it looks normal.

chilly kettle
opaque grove
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Everything is baked.

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Just the directional is realtime.

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For the full picture

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Then without the directional light

chilly kettle
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Did you try to set it to mixed?

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Or do you want it to be turned off at some time?

opaque grove
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Goal is what it used to be

opaque grove
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By mixed do you mean this

chilly kettle
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yeah.
You can set the Directional Light to Mixed

opaque grove
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It's currently realtime, I can try baking it as mixed.

chilly kettle
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May help.
Im just wondering, why the "receive shadow" is greyed out for you

opaque grove
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Yeah it's weird, I tried going into debug

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I can uncheck it but nothing happens.

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If you're down happy to screenshare.

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Mixed did nothing.

opaque grove
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Found that too.

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Already on forward.

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Going to check if it is the asset, making a fresh project.

chilly kettle
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Hm.
What i would do now is: take your spaceship to a different, new scene. Place a directional light and try if it works there

opaque grove
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On that note, it is everything in the project.

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Not just that ship.

civic copper
oak dawn
civic copper
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It was fine on 2022.3.3f1

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broken on 2022.3.8f1

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this is my game on 2022.3.2f1 with screen space gi

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no issue

oak dawn
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oh you mean the noise on characters?

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yeah, ray-tracing and Global Illumination has that artifact, not much you can do other than probably activating a denoiser or something like that, and not too sure about this one but anti-aliasing may help?

civic copper
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Yeah

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I have anti aliasing too

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It does not help

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but it was working before

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Why would anyone use it if it has noise?

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It consume gpu and the result is worse

oak dawn
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i see you should activate these settings

civic copper
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It is all active (i tried with that active)

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Better but still noise

oak dawn
oak dawn
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and i see there are a few ways of doing the GI, rtx, ray marching and mixed, try them all out, basically just play with the settings

oak dawn
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settings on your volume which has SSGI activated

civic copper
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Is it on ray miss?

oak dawn
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i see you don't have it

civic copper
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i`m using dx11

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Is that a problem?

oak dawn
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i compared this to the unity docs since i really haven't tried using GI with HDRP, i'm still a built-in RP user

oak dawn
civic copper
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DX12 is too slow

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i lost like 40% of my fps using it

oak dawn
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(software rtx and stuff like OpenCV doesn't count here, especially for a real-time application)

civic copper
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without even enabling rtx

oak dawn
civic copper
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even on windows?

oak dawn
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the reason is because dx11 (microsoft) implements optimization by default and dx12 leaves everything up for the developer (unity)

oak dawn
oak dawn
deft fiber
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And unless your ship is static and unmoving, it cannot benefit from baked shadows of mixed lights anyway

deft fiber
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It'd be best to fire a bug report if you can repro it in a test project

civic copper
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My water was not working, all shader graph shaders broke

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i deleted library 3 times

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recompiled all shaders (building project)

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enabled water again and removed ocean from scene

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then added again

opaque grove
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My main confusion is why the directional light isn't casting a shadown like it used to.

opaque grove
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Baked lighting happily going on inside and realtime directional being cut off properly.

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Instead it just goes straight through the object now.

deft fiber
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Receive shadows being greyed out might be due to being on deferred rendering path instead of forward

opaque grove
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Currently on forward.

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Cleared baked data a couple times.

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What confuses me is why it doesn't go through objects like this.

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But then it does this.

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Even though they are on the same layer.

deft fiber
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Not sure why they wouldn't be working now

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I think originally you needed the directional light to be mixed in "shadowmask" or "distance shadowmask" mode

opaque grove
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King

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I think that might of fixed it

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@deft fiber waiting for bake

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Switched from baked indirect to shadowmask.

opaque grove
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Like it works, just confused why it doesn't come up in my scene anymore.

opaque grove
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Pretty sure I was able to get it working with baked indirect, and see it visually within my unity without baking.

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@deft fiber

deft fiber
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Since your original light was realtime, that means shadow rendering was limited by shadow distance

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Shadowmasking solves this by swapping to baked shadows beyond realtime shadow distance for mixed lights

opaque grove
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So I guess my target state is having one directional light at an angle that sends light into the ship like above.

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In the past I had it where the ship would have a baked light map, and I could move my directional light as I pleased and it would send light into the ship.

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Now it just does this.

deft fiber
opaque grove
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Not sure I messed around with this project a couple months ago in terms of layers.

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Only came back now.

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What confuses me is why all these objects happily have shadows.

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Yet this one doesn't, as well as the rest of the ships.

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They are all on the same layer now.

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As the ones working.

deft fiber
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No idea what it could be but note that lights use "light layers", not "layers" if my memory serves

opaque grove
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Last thing I did was mess around with these to make it so certain layers get certain lighting.

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Culling Mask at the bottom

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And layer at the top.

deft fiber
opaque grove
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Yeah cause when I rotate the directional light

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It changes up the internals.

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I just don't understand why it is so weirdly shaded, like for instance

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Without directional lighting

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With it.

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Just lights up areas it shouldn't.

deft fiber
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Definitely looks like it's not casting shadows
It's also possible that it's affecting ambient lighting if you have Unity's dynamic skybox in the background
Make sure you also have reflection probes in the scene

opaque grove
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Got them happily working

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As in reflection probes

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Wait

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So switching from gradient

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to skybox

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Made it like darker

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Improvement

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But yeah the whole thing should look like this

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Like it's casting shadows from the internal lights

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As you can see.

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Yep confused

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Rotated the directional light

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@deft fiber anything else I can get you info wise?

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Apperciate the help

deft fiber
opaque grove
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@deft fiber

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Alright so I imported the whole thing to another project.

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I could check the recieve shadows button

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But the moment I deleted the default udon camera that came with a new scene, it went back to being greyed out.

deft fiber
polar wadi
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Hello, how can I increase the density of the volumetric fog in my interior through the window?

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I've already set it to 16 in the sun settings but it's still barely visible and only at certain angles.

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What am I missing to have the volumetric light visible?

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The fog is visible behind the window

polar wadi
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Nobody knows?

slim vector
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in the light baking process, If I set the quality of the parameters higher, it shouldn't affect runtime performances right?

chilly kettle
chilly kettle
slim vector
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yeah, I know that texture size could be a problem

chilly kettle
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Just to have smaller file sizes of your build

slim vector
austere tendon
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I was baking lighting (with the progressive lightmapper) and at 11/17 it threw this error into console and its been for 10 hours on this 1 job... should i wait

deft fiber
austere tendon
austere tendon
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5.6.7

wispy goblet
burnt brook
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Whats the best approach for targeting PCVR with realtime shadows and mixed lightning and Mobile VR with baked lightning only?

deft fiber
tired inlet
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Woah that is ancient

lost granite
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is there a way to make isolated environmental lighting areas in the same way you can do for reflection probes?
ideally one that uses a cubemap or a colour or something that can be easily set
cos i can more or less substitute the "environmental reflections" option by just placing a reflection probe and setting the type to custom using a cubemap
but i cant think of a similar workaround for environmental lighting in an isolated box
if im not making sense please ask me to elaborate
im using URP if that's relevant, performance is important
if there's no way to achieve this in an isolated box without severely impacting performance I can think of a way i can make the design work with a cheeky lighting swap in the middle of a transition

lost granite
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okay ignore all of that, new question

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ive got a system that now will dynamicallly swap out the lighting environment using baked cubemaps and such

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only issue is i'm not quite sure how to approach the Environmental Lighting

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i know that it is possible to feed it prebaked "SphericalHarmonicsL2" data but

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idk how to get that data so I can assign it at runtime

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does anybody know a way either a cubemap could be interpretted to create SphericalHarmonicsL2 data, or if there's a way to easily generate seperate SphericalHarmonicsL2 light probe data without a bunch of jank so it can be done repeatedly?

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or does environmental lighting have such little impact that its not even worth it

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im pretty sure it does have an impact

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its nowhere near as much as the environmental reflections stuff does but when the skybox is dark you can definitely tell theres something up

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i've tried using environmental lighting in the flat colours and gradient mode and just calculating that based on the parameters I used for my skybox but the results are noticably jank

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if it helps heres kinda what i wanna do in code

//Solution 1
RenderSettings.ambientMode = AmbientMode.Custom;
Cubemap bakedCubemap = newData.reflection;
SphericalHarmonicsL2 convertedLightData = MagicConversionFunction(bakedCubemap); //How would I do this if it is possible

RenderSettings.ambientProbe = convertedLightData;

//Solution 2
RenderSettings.ambientMode = AmbientMode.Custom;
RenderSettings.ambientProbe = newData.lightData; //How would I efficiently generate and store the baked data to swap out at runtime
lost granite
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it might just be way easier to go through each one and manually pick 3 colours

cloud swift
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Could anyone point me in the right direction or help with a solution for this. New to blender so I have a model of trim in a dark hallway and it's not getting the same lighting as the walls, etc. should be just dark when my char is this far

chilly kettle
# cloud swift

Is this realtime or baked? Does it use the same material as the rest of the scene?

deft fiber
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If that's the case, you could tone down the smoothness of the trim and also bake a new reflection probe for that area so the reflections make sense

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@lost granite Unity does support ambient lighting zones via light probes the same way as reflection probes, and it also has functions for creating light probe SH data from gradients or reflection probes
The unfortunate part is that it exposes none of it to us

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The supported ways to generate SH probes is DynamicGI.UpdateEnvironment to generate one from the gradient or cubemap sky, and by baking lighting
These are also the easiest ways to use them but either not locally or not dynamically

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If I were making a local light probe system I'd look into getting SH data in an easy way somewhere, either stealing what UpdateEnvironment or baking produces, or a tool to create them manually, and writing over existing probe groups

slim vector
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I'm baking some light and I have this werid effect, do you know what could be the cause?

timber lichen
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Hello, why the terrain became black after i finish baking the light ?

deft fiber
deft fiber
slim vector
cloud swift
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Heyo I passed out sorry ladies/gents t.t Atm I have default hdrp lighting in skybox. I wanted to get the house all built before I put any effort in the lighting

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I did just for testing put the same material on this object.

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As the walls behind it

deft fiber
austere tendon
deft fiber
# austere tendon 3ds homebrew games :p

That's a reason I haven't seen before
The progressive lightmapper was very early in development back then so it could have any number of weird and fatal bugs

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I see you were also trying to bake both baked GI and realtime GI at the same time which is not properly supported

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So I'd recommend to disable realtime GI, or only enable that if you want precomputed realtime GI

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Beyond that I'd try to get a the barest of test scenes to bake, with just some default cubes and no custom shaders, with either or both Progressive or Enlighten lightmapper assuming those are options to you
Custom shaders may cause the lightmapping to hang up forever if they have any animation in them

cloud swift
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So I did try my own attempt to recreate the material and that had the issue so I just duplicated the same material I use for wall and put it on the object. I as well adjusted the smoothness and I do not see any affect on the object. Forgive me spazi, I'm still learning the lighting. I honestly was not trying to add any light sources or probes until I finished the basic model of the home.

The main difference in this object to other objects is I made it myself in a way. It was part of another model all I did was remove some extra solid parts of the wall that was apart of the trim above and re imported it back as fbx

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I can say for the base map is white. I adjusted it to black and that def made it have the affect I want, but then the object is black ofc close up 😛

deft fiber
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Anyhow the solution to the glare is most likely a reflection probe

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To fix an issue with lighting you may not be able to avoid placing probes or other lighting components

cloud swift
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Logically tho and I am still a youngin with all of this lol and using the same material no probes are required atm for the build so 99% of the objects, store bought look fine, but the 1 edited does not so that sounds like a odd fix.

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not really a glare unless I just don't understand the term for unity wise. It's just so bright

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Either way, if that doesn't change your opinion, I'll keep tinkering and try to use your original suggestion

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I may have figured it, poss >.> if so either way I missed something < -- dummy

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it was not static

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yea that was it. Sorry Spazi =\ noob mistake

deft fiber
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Staticness should have no effect on this felinethink

cloud swift
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I put it on static and rebaked

deft fiber
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Ah, you're using baked lighting

cloud swift
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I just watched like 20 hours of unity dev about lighting just like 2 days ago and I'm like still like o.O is this realtime or baking technically

deft fiber
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Which suggests that while all of the materials receive ambient reflections, the trim mesh also received ambient lighting as it wasn't occluded in the baking process

cloud swift
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I do appreciate 🙂

deft fiber
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If you're baking you really should be using light probes and reflection probes as well, since they're a part of the same workflow

cloud swift
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now as well. my last request for a tip/advise. This is a horror game, Lights flickering etc. This way so far with probes etc would be acceptable or?

deft fiber
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Light probes store ambient lighting from the baking process so non-lightmapped objects can be affected by it, which would've included this trim board
Reflection probes are the only way to store reflections per room, so it'd fix the blue glow coming from the outside through walls

cloud swift
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ah ok I was wondering about that. ty that will help when I start dive into the ligthting of everything

deft fiber
cloud swift
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ok so it would be most likely a mix of baked/realtime

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i'm assuming that is like 1+1 = 2? but just trying not to set my self up for failure 😛

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either way. I appreciate your help @deft fiber thank you

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one step closer to making the best game in the world muahaha >.>

deft fiber
# cloud swift i'm assuming that is like 1+1 = 2? but just trying not to set my self up for fai...

They're entirely different type of lights if that's what you mean
Baked lights can't be moved or changed at all since they only exist as baked data, they can only light dynamic objects via probes
Realtime lights can be altered in any whichever way, but they're more expensive and can't produce indirect lighting
There's also "mixed" lights which combine the two
Mixed lights can't be moved due to being part static, but they can have both baked indirect lighting and high quality realtime shadows and specular response

cloud swift
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I added this to my notes of Info. Ty It's slowly all coming together. Slowly is the key word 😛 appreciate you good sir

fair pond
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Anyone know how to fix the lighting here so that the two GO can have the same look

deft fiber
fair pond
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icic

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found a fix to it

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thanks

cursive quiver
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hi, is there any way to have shadows not be drawn relative to the distance to the camera? I'm making a strategy game and my shadows wont render when I am zoomed out. I have tried increasing the shadow distance but this ends up being 10000 and still not far enough to render shadows at the edge of the screen.

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i shall attach ss in a second

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as you can see the trees in the centre of the screen are not showing shadows even at a distance of 10000

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this may be due to my cascades setting but I was wondering if they could be rendered in another way to be irrelevant to camera distance

covert burrow
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Hey, how can I reset my standart lighting in my scene? Messes up some options and can't undo it

sly marten
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How can i improve the look of these spotlight shadows? way too jagged. I am spawning these lights at runtime so afaik baking is not an option.

chilly kettle
covert burrow
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How can I fix those effects on the floor?

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like wired lines on ground

night shell
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your bias is too low

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the bias is there on the shadow casting settings of the light to eliminate that artifact (though if you make the bias value too high it'll introduce the issue of objects appearing to "float")

covert burrow
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Very interesting, ill test around for a bit

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Thanks for the help

sly marten
covert burrow
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Yeah I think

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But the resolution is already set high

deft fiber
deft fiber
lost granite
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it’s probably sufficient for the final project too tbh

lost granite
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hearing anything with “update” and “environment” in it is scary on mobile hardware

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then again i’m not sure if my system atm is very good for mobile hardware

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i’ve got a DOTween sequence that animates like a tonne of environment parameters and am not sold that it isn’t gonna severely tank performance on mobile

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i would hope the fact that the geometry in this game is very little and covers a small space helps with all this lighting stuff at least a little

polar wadi
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Without the local volume, the volumetric light appear to shine everywhere in the room but I'd just need it through the window. How can I disable fog in the room but not the one coming from the window?

polar wadi
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Here is a clearer example. Only one global volume with fog and volumetric fog ON, fog set to green color. SSGI and lighting environment disabled to make sure nothing interfers. I disabled the window too to make it easier to visualize. Volumetric light set to 16 to max out the effect. There's 0 volumetric light going in the room. I'm not sure what I'm missing.

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Note that I don't bake lights since my room is loaded dynamically at runtime. I'm using SSGI to light the interior dynamically.

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We can see the room itself creates a hole in the volumetric fog top right

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Here with SSGI just in case. Still no volumetric lights going inside. I'm confused how it's supposed to work.

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Hm, just tried it in a new scene with the same volume and a model I drag from the Project assets and it seems to work this way.

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OK I tried again in my original scene too, I deleted my runtime loaded room and simply dragged one from the Project assets and it does work like expected...

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Ok, that's weird. It appears to be a scale problem? Here is my room in 1:1 scale, 5x5 meters. No volumetric light or barely visible?

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And here is 10:10 scale, it's more visible

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Now I'm wondering if it's not simply the white wall color which makes it less visible.

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Here is blue wall, now we're talking. But still 10:10 scale.

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And... back to 1:1 scale... The volume disappears again. It seems to fill the whole room at 1:1 scale so we can't see it.

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I'm not sure if this is intended. But at least I got a solution to my problem, I just need to scale my room to 10 to fix this.

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It might be worth asking a Unity expert if this is normal behavior or if there's a setting I missed to make it work a 1:1 scale.

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(Sorry for the flood :x)

deft fiber
# lost granite is this expensive?

It is expensive in my experience
But as I suggested you could leverage that method to pre-generate SH probe data in editor to later use at runtime

deft fiber
deft fiber
polar wadi
deft fiber
polar wadi
wispy goblet
# polar wadi (Sorry for the flood :x)

Would be interesting to see if you found a bug related to runtime loading objects.

But yeah the idea would be to set your outside fog the way you want it and then tune the inside local fog volume accordingly. ( these are two different components of that wast clear)

LTS doesn't currently have subtractive methods of this so you're left with using a local fog volumes Additively.

When you place one in the light shaft, or the Room scene with your global fog of the scene, you are then adding the two densities.

The HDRP demo actually shows this is the second room too with the tree.

You can use a volume override local to the room as well to control other parts, but you can't see into those volume

polar wadi
#

So there's a chance the problem comes from this assetnot setting up the model properly.

wispy goblet
polar wadi
#

Let me give it a shot again

#

It seems to also have issue without runtime spawning

#

But this was 1:1 scale

#

Here is 10:10 scale and there are not more problems.

#

But SSGI struggles to lit the room properly when I scale the room up so I simply disable volumetric at the moment until I find a solution.

#

The room model has an invisible outer wall 20cm thick to block the light btw if that can have any impact

#

So it appears this problem does not come from the way I load my asset but from Unity directly?

deft fiber
deft fiber
polar wadi
polar wadi
deft fiber
#

Slice Distribution Uniformity, Volumetric Fog Budget and Resolution Depth Ratio are the ones I'd try

polar wadi
#

Hm, I tried to play with those but still no luck. I tried in a bigger room. The light still leaks a lot for some reason

#

Same as the other room, there is an invisible outer wall to block light.

lost granite
#

i would have to swap to the actual shader to animate smoothly between the skyboxes though

timber lichen
#

I made an empty and did a test for Runtime, Baked and Mixed Lighting Mode's.
Baking works as expected but the Mixed mode...
I want the shadows to be Baked and dynamic object's to cast shadow but it doesnt works. It always casts in Runtime.
The objects set to Static except the dynamic object. After that i generated the light data.

#

This is enabled tho

#

The "Highlight" are baked but shadow not. I want the shadow to be baked

chilly kettle
timber lichen
#

Mixed

chilly kettle
#

Baked indirect, Shadowmask or Subtractive?

timber lichen
#

Shadowmask and i have no idea what is that

chilly kettle
#

Shadowmask only bakes light bounces

timber lichen
#

So i need to use baked indirect

#

Thank you 👍

chilly kettle
#

Baked indirect has realtime shadows too

timber lichen
chilly kettle
#

Are you sure, that your static objects dont throw baked shadows?

timber lichen
#

I am disabling and enabling the gameobject and the shadows also be gone with it. There is no shadow left from their position

#

I am testing substractive now

chilly kettle
#

A mixed light do not bake shadows

#

just indirect light

#

You could use a light source (like a sun) to bake shadows. And add a second light source for realtime shadows (mixed or realtime)

timber lichen
#

Wow i thought there can be only one sun

chilly kettle
#

Well.. a sun is nothing more like a directional light.

#

^^

timber lichen
#

But it also worked with one directional right with Mixed mode - Substractive.
Thank you so much again i need to waste some time with generating light data and test how it works to understand instead of bothering you blushie

torpid lark
#

I'm facing a small issue, when I bake my lights, my pieces of assets look weird like this

night shell
#

caused by either poor UVs, or usually and often times caused by exposed backfaces on geometry being lightmapped

#

In this example I have a wall that is made out of only two planes, and culling is disabled so you can see every side of it without invisible faces

#

but since the plane has exposed backfaces on the "backside" of it, when you lightmap it, it will introduce such artifacts

#

and this will happen with any mesh you have that has backfaces, and if they are exposed to the player view

#

so the way to fix this is either patch up the geometry or move it so that there is no backfaces

#

or on the material settings of that object, enable Double Sided GI

#

if you are on URP I believe this field is also set when you set the render face mode to both

torpid lark
#

I'm using hdrp

night shell
night shell
#

after enabling it

torpid lark
night shell
#

do you have other geometry in that area

#

that have exposed backfaces

#

it doesn't have to be on the mesh ceiling assets themselves

#

it can be caused by having other meshes within proximity that have exposed backfaces

torpid lark
#

Is there a way I can see this from within unity like I said I'm an amateur.

night shell
#

yes

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there is a scene view mode called texel validity

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green pixels are good

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red pixels are bad

torpid lark
#

well I guess I have lots of them in the scene

night shell
#

so there are alot of places where it appears, that isn't good

#

do you have any meshes in the scene that have exposed backfaces?

#

in laymens term by that I mean do any of your meshes have like holes in them that are see through or invisible in certain spots?

night shell
#

yes

#

are these assets you have made yourself?

torpid lark
#

but except those I couldn't see other backfaces is there a mode to show these in unity

night shell
#

not really

#

but give me a second I might be able to do something

#

green is front faces that are good

#

red are backfaces

#

oh wait

#

your on HDRP

#

damn

#

that means my shader wont work of course

#

well beyond that there isn't really any other way to check other than to check the shaded view, and sort like it shows in here you see the outline does not line up wit hthe object itself, and thats because there are backfaces on the model, and from the current angle you are looking at they are invisible because you are seeing the backside of it

torpid lark
night shell
#

to fix it is through the double sided GI property

#

and it should be specifically enabled on problematic geometry

#

not just on all materials in the scene

chilly kettle
#

Can you guys make a thread for this please? ^^

night shell
#

that will introduce other problems

#

but the other fix also is when modeling your geometry

#

avoid having geometry or "walls" that are a single quad

#

like here I see they are razor thin

torpid lark
#

I see thanks for your help I'll try some fixes you mentioned

ripe sphinx
#

how do i bake lighting on skinned mesh renderers?

worthy trail
#

i get this when i bake lights. how can I fix it?

whole flare
#

hi hi does anyone know how to apply a flat shaded effect to a unity terrain?
i have this example low poly terrain but it obviously does not turn out flat shaded. can someone help me? thanks.

#

URP btw

deft fiber
deft fiber
worthy trail
#

thanks tho

chilly kettle
deft fiber
#

It does require a custom shader that implements flat shading, but not a toon shader specifically

slim vector
#

Can somebody help me understand how to fix this baking light issue?

#

It shouldnt be an UV problem

#

These are the baking settings

deft fiber
deft fiber
slim vector
#

this kind of behavour is also visible outisde the room

deft fiber
# slim vector

Doesn't really look like anything I've seen before and I can't really test any theories from here
I'd first confirm that the pattern appears on the lightmap, and then try to poke at light sources and shadow casting objects as a process of elimination
Maybe even bake that mesh again in a new fully empty scene with all default sky and lighting
For test bakes decrease resolution to speed it up and bake on the GPU if you have one

slim vector
#

I noticed that the lines changes if I rotate the room on its Y so I guess its something about the skybox

#

I changed the skybox and its the same

#

im very confused

deft fiber
#

If they're not, it likely isn't a lightmap issue directly

#

Wild guess it's an environmental reflection that's messed up in some way

slim vector
#

Im trying to turn off and on several stuff to exclude things from the causes list

deft fiber
slim vector
slim vector
#

Ive tried to remove every texture in the material and its still there

deft fiber
slim vector
#

Yes since I baked

#

cause when I clear baked data its not there

#

its must be something in the baking settings

deft fiber
# slim vector

Clearing the bake also clears probes, so it's not definite proof

#

Which are responsible for reflections

#

To preview the lightmap you can use scene view or lighting window

slim vector
deft fiber
#

To eliminate any unaccounted for stuff

slim vector
#

Even if increase its radius and range it still produces this artifcact

slim vector
#

Kinda did it

#

Thanks a lot for the support!

tiny garden
#

doing some kind of solar system simulation, and im having problems. i have objects on the planets(rocks, trees etc) and for some reason they ligth up even tho they are on the backsides of the planets. This is my point ligth

#

any idea how i can fix this

#

urp btw

dire eagle
#

Running on URP - at the bottom in the scene the lights look fine but in Play mode (top) they look... whack. Any idea why that is?

EDIT: I created a Cinemachine Camera - since then it stopped working

polar wadi
#

Hello, my outer wall (in red) does not block the sun light. My walls are thick so it should block it but for some reason, the outer wall is completely ignored by the directional light?

#

Hm, when I change to another material, it works... That's really strange. The original material is a simple HDRP/Lit material and I see no option on the material itself regarding shadows. I don't get it.

#

Great, it doesn't work anymore even after reloading the scene and trying to change the material manually like I did before... What is happening...

polar wadi
#

OK nevermind, I had reduced the slope-scale depth bias in my sun setting in my previous attempt and forgot to reduce it again in my second attempt, it's working fine when I replace the material manually at runtime but the original material still refuses to cast ANY shadow while it's a simple HDRP/Lit shader with no transparency used. I still don't get why it's not working with the original material.

polar wadi
#

Well in the end, I simply used the other material by default with Shadows only in shadow caster + making my walls 40cm thick with slope-scale depth bias set to 0 to fix both the wall not blocking the light + the light bleeding in edges. So complicated.

#

Not sure what problem could trigger from having slope-scale depth bias at 0 though. If anybody knows?

deft fiber
#

I don't see much of any lighting at all
Lighting smoothness comes mostly from whether vertex normals are merged or not

#

What does "the same way" mean?
What does the shading look like if place the light at a very shallow angle relative to surface

#

That's a much better view for us

#

Judging from the smooth slope it could have a very high poly count?

#

If the faces are very densely packed, it'd look smooth even if each of them had flat shading

#

Similarly to how the edge forms a smooth curve, so might the lighting be doing

#

So how many are there? A wireframe view could help

#

If you're generating the mesh I assume you have control over whether the vertex normals are merged or not

#

Try this viewport shading mode

#

Not super high poly unless it has some kind of GPU subdivision or tessellation that doesn't show up in wireframe

#

It probably has merged vertices, but you could check closer by setting the metallicness and smoothness of the material to max and then zoom in as close as you can get

#

If there's still no flat polygons visible then you know you'll need to either modify the procedural generation so the vertex normals aren't merged, or use a shader that calculates flat shading on smooth shaded surfaces

polar wadi
#

Small question for HDRP, is it possible to have volumetric lighting without fog? I'm thinking about an interior scene with window. I'd like the light to have volume inside the room but not have any fog outside. Is it possible?

gritty fox
#

whats the best way to go about ceiling lights? I'm currently just using point lights because they seem to look the best and most realistic. But is there a better/more realistic way for interior ceiling lights?

#

want to get rid of the big light spots so it looks like the actual lights are emitting light but cant do that without decreasing the radius. I want shadows+mixed lighting

versed whale
#

Is there a tool in unity or a package or something for lighting, like everything is slightly dark as default and torches, lights, the sun, etc lighting up the area for 2d? I'm making a dungeon crawler type rougelike and I want everything to be dark and only lit up by nearby fluctuating torches and etc

deft fiber
versed whale
#

Hmm ok thanks I ment more like a glow

#

Like a big area glow mainly that just randomly fluctuates

deft fiber
deft fiber
versed whale
#

Ok I'll try them. Any other method for lighting?

#

That there is

gritty fox
#

I would like realtime lighting/shadows aswell or does it not matter between mixed/baked?

deft fiber
gritty fox
#

thats what i use currently

deft fiber
#

If you bake the lighting you might need only one mixed type spot light per lamp
The upward facing weaker (shadowless) spot light would have been to simulate bounce lighting from the floor, but baking should take care of that
They can be used together though

gritty fox
#

so baking a mixed spotlight will give the ceiling bounced lighting

#

?

deft fiber
gritty fox
#

or will it not change anything

versed whale
deft fiber
versed whale
#

They are I just want to know what ways there is for lighting just as a option :d lol

oak dawn
#

hmm, i think you should add realtime GI or just use mixed lighting for baked GI and realtime shadows, since it does look very weird on the spots where the ceiling is lit up and then on the top part of the walls it's completely black, and then super bright going down

deft fiber
#

I'd first try reducing the inner angle of the spot lights to smooth it out
The upward-facing spot can also be used with baked lighting to fake a smoother bounce lighting

#

In which situation I'd make it baked only and shadowless

polar wadi
#

Hello everybody, I've been wondering how to handle lighting with interior generated at runtime similar to "The Sims" houses? How would it work if we can't bake the lighting since the size and shape of interior changes dynamically?

hallow nimbus
hallow nimbus
deft fiber
#

You can increase the light limit, and/or limit the objects that are hit by light by decreasing light ranges and dividing meshes into smaller individual parts

hallow nimbus
deft fiber
#

If you can't get around the limit using those two solutions, there's also different rendering paths that aim to solve that problem though with some unique drawbacks

deft fiber
polar wadi
deft fiber
polar wadi
#

With HDRP, there would be SSGI which could work but it doesn't work from transparent materials

deft fiber
polar wadi
polar wadi
#

Walls are built dynamically meaning you can't bake anything.

wanton ivy
#

Help me. When I bake my lighting I get this

deft fiber
oak dawn
polar wadi
deft fiber
polar wadi
wanton ivy
polar wadi
# deft fiber Dynamic lighting is specifically not lightmaps

Oh? I must have misunderstood then. I checked this video:
https://www.youtube.com/watch?v=QNXbAUKkbEc
And there were some lightmaps involved. Or is this not what dynamic light is?

Let's explore the Realtime GI(Global Illumination) for Realtime lighting in Unity.

Realtime GI is very useful in indirect lighting. I will also show you how to use self illuminated objects to light the scene.

✅Cartoon Temple Building Kit Lite[Affiliate] : https://bit.ly/3e0vFLX

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
💎 Watch advanced tutorial on Patreon 💎
...

▶ Play video
deft fiber
polar wadi
deft fiber
wanton ivy
#

it is one of the first times I am using baked lights

deft fiber
#

It's not truly realtime because it requires precomputation on static geometry

deft fiber
deft fiber
#

But still 80% of lightmapping problems are revealed by the UV overlap and texel invalidity GI vis modes in the first link

wanton ivy
#

okay

#

thank you

polar wadi
deft fiber
#

Moving or dynamically created objects can't be affected by Enlighten realtime GI

#

At least they can't actually bounce any light or "globally illuminate"

polar wadi
#

Ok, so that would leave SSGI or Lumina from what I found. I just wanted this confirmation. Thanks for your help!

fallow thicket
#

is it possible to bake a single asset in an entire scene? One of my assets didn't have lightmaps, so it has janky lighting baked on it. I reimported the asset with lightmaps, and I only need to bake on just this one asset now.

deft fiber
vale venture
#

How hard is it to change lightmaps at runtime?

chilly kettle
vale venture
chilly kettle
#

Yeah, i can give you his discord server if you have questions.

vale venture
#

feels a little too powerful for what I need, so I was thinking if there are alternatives

chilly kettle
#

maybe this one

vale venture
#

looks like it could work

#

will try

#

thanks!

chilly kettle
#

Good luck 🙂

vale venture
#

No mention of URP support worries me a little

deft fiber
gritty fox
#

one for the light on mixed lighting with shadows and one for the ceiling with only baked no shadows

#

the only problem is the lighting and shadows do not look realistic with spotlights

#

but with point lights it does

gritty fox
#

but then that makes things look shit and worse than spot lights

gritty fox
oak dawn
#

and i honestly don’t know any better solution

gritty fox
#

the point lights look more realistic

#

aaaah

#

hmm

#

how far can i go with the indirect lighting value?

random plover
#

ive been having trouble with baking my lights for my scene, every time i bake them it goes dark like this
and the 2nd picture is what it looks like before i bake

#

here are my settings, and im using unity 2019.4.31f1
my cpu is 12th gen Intel(R) Core(TM) i5-12400F
my gpu NVIDIA GeForce GTX 1650

chilly kettle
random plover
#

thank you for your response though

deft fiber
random plover
#

and i also made the lights in my scene much brighter

deft fiber
#

Normally the boost, intensity and contribution values don't need to be changed
They can be useful for having a greater control over the lighting but the expected result is that baked lighting looks very similar to realtime lighting before baking, with added bounce lighting

zealous oracle
#

Not really experianced with lighting, what could be causing these artefacts after generating baked lighting

night shell
#

those artifacts your seeing are invalid texel artifacts

#

which in english means that when lightmapping and tracing rays, if rays are hitting an invisible polygon (otherwise known as backface) it terminates and causes those strange artifacts to appear

#

You can debug them in the Texel Validity draw mode in the scene tab to see them more clearly (green for good rays, red for bad rays)

#

but the fix for them is to either look around in that area for geometry with exposed/invisible faces that you can see, and either fix them by removing them or modifying them so that the invisible faces aren't visible, or you enable double sided GI on the material settings of the problematic object

zealous oracle
#

Ahhh gotcha, thanks for the info! Having a read and investigating now. The room I have build is with probuilder and doesn't seem to have any invisible faces or differences to the other walls in the room but ill try look a lil further

#

Fixed by setting material render face to both, however I am wondering why this seems to be the case when the rooms normals seem to be corrently set?

deft fiber
frank socket
#

hey, im having some issues with lighting in my scene and im not sure why. I have added area lights and the lighting is turned on in the scene but it doesnt appear to be producing light in the scene or game view. It also seems to generally have light in the scene even throughout the whole thing even when I dont have any lights. Does anyone have any idea? Or would anyone be able to potentially jump in a call and help me troubleshoot? (please ping if u respond so i see it)

deft fiber
frank socket
deft fiber
frank socket
deft fiber
#

Depending on your project and scene requirements, HDRP or baked lighting could be options also
But there's a lot of learning with them so I recommend tests and practice separately first

frank socket
#

yeah ok i will hold off on that for now ahah

frank socket
#

question about post processing - i cant get it to show up for me and idk if i have it connected in wrong

#

anyone have any ideas on what might be breaking

deft fiber
atomic parrot
#

Guys

#

Why is the model so shiny compared to the rest of the objects in the scene?

#

The model is great but it's too shiny for my game

#

The inspector of the model has no lighting setting

#

should I use some sort of culling in the lighting for it not to affect the model?

deft fiber
iron hazel
#

Hey everyone, I was wondering if anyone had any resources or could point me in the right direction of creating light rays. I’m trying to create a concert type scene and wanted to animate stage lighting but I’m unsure how to get the lights to show rays/beams

unique terrace
#

As you can see in the photo, dynamic objects are extremely bright! I've checked the intensity of the reflection probe. I've also checked the intensity of the lighting. I completely disabled the directional light so that its not a factor. I've tried recalculating the magic light probes and rebaked (in any order). I can't identify any other lighting source in the world. What is causing this? It doesn't happen in every space in the world. Only in some of them, so it seems to be something local in the map, but I can't figure what. Does anyone have any ideas of what I should be looking for?

night shell
#

it'll show your baked light probes consistently

#

that are placed in your scene with their light values/colors

unique terrace
gritty fox
#

keep getting this when baking

whole bramble
#

hey

#

i have my buildings getting baked well by progressive lightmapper

#

but when i add a terrain , i see so many artifacts on the walls like grafitti after baking

#

what to do?

#

has anyone faced prblm like this b4?

deft fiber
deft fiber
whole bramble
#

If so, then why the lightmap was so much beautiful and okay before adding terrain?

#

terrain is a culprit

#

though im gonna use terrain mesh, but i was curious, why Did it happen

deft fiber
gritty fox
#

But it says about increasing to 4k indirect samples

#

Meaning?

#

Literally increase it to 4000?

#

Because I've already tried 1k-4k light map resolutions on different bakes to try and fix it

deft fiber
gritty fox
#

i know im just saying ive also tried that. Importance sampling is already on so ill try increasing the indirect samples

timber lichen
#

how to make these shadows smooth

fickle wind
#

I have my first decent light bake. But, I have a couple game objects that are baked weird.

I have zero realtime lights. Everything is baked.

In this example, the shadows we are seeing are from game objects on the other side. Which is weird, because the wall has thickness. There is a different face facing the gameobjects on the other side, and the shadows are getting cast onto that face (and baked) correctly. I can't figure out whats going on with this one.

fickle wind
fickle wind
#

Ok, so generating lightmap UVs for everything did make the lighting looks so much smoother. But, now, these wall pieces that touch, get this little shadow seam. It does get a bit better if I double my resolution (was at 20, this image was 40). Do I just keep bumping up resolution? or is there something else I can try?

deft fiber
#

For there to be enough padding there must also be enough resolution

fickle wind
#

thanks again!

timber lichen
gritty fox
#

even waiting hours on a higher sample counts just doesnt do anything

deft fiber
deft fiber
bronze raft
#

hello, im new to baking in unity urp. I have a small room that is one (connected) mesh. I have some strange light and black shadows on wall after bake. What it can be ?

deft fiber
bronze raft
drowsy talon
#

if that fixes it, I might have some further info for you

gritty fox
timber lichen
deft fiber
timber lichen
#

can't I use the shader as a light cooki

#

(it's a plane with a material that has the shadergraph that generates them)

knotty lily
#

Hello guys !
I have a problem with Reflection probe...
I set one in my scene and bake it properly, fine.
I set a mirror with specular material and it's working, i have reflections of my scene 🙂
But when I run the game, mirror turn to black and no more reflections 😦
I'm on WebGL not Windows... But in other scene I have same set up and it's working so i don't understand !

knotty lily
#

Problem solved ! the reflection probe was desactivated with occlusion culling !

plush notch
#

How can i use a texture as a reflection? I have a cubemap texture and want to use it as the specular reflection for all faces on a model. I'm not asking about spec/smoothness mapping, I want to use a texture directly as a reflection, like in classic 3D video games (see images).

I have tried using "custom" reflection probe type and assigning the cubemap, then assigning the probe as anchor override on the mesh renderer, but the model still reflects the default unity sky instead of the texture. (I've already set culling mode to "nothing" so models aren't drawn)

i believe I could get this to work if there is a way to use a skybox from assets for reflections instead of the skybox in the scene. Is this possible?

gritty fox
#

i will try lower it but for other scenes i cant go low because the ceiling is at a normal height, this part here is just an extra weird level part

deft fiber
#

Can't see the actual light? Extra weird level part? These seem like problems that should be dealt with

gritty fox
deft fiber
#

If I'm interpreting that properly it means you don't have any actual mesh for the lamp or fixture of the light, so you're instead relying on the light component overblowing the brightness of the ceiling panel to give the appearance of a lamp

gritty fox
#

There is

#

what i mean is im using point lights because it just looks better than spotlights, and having one to light up the ceiling messes up the lighting after baking (a previous suggestion given to me in here)

#

i do have mesh for the lights, that also have a material with emission. but with the spot light being close to it, you cant see it because its too bright, the only way around that is by increasing the "radius" but that then makes the mixed lighting look shitty on certain objects. OR I was doing what i did there where the lights are very close to the lights so it does look like it lights up properly.

#

but ive now changed that as you guys suggested and that fixed the fireflies problem

deft fiber
gritty fox
#

agreed. On that first note I have been messing about with different settings alot and just cant find a way around it. Ive stuck with point lights simply because it just gives off the most realistic looks with the lighting and shadows.

deft fiber
#

Baked lightmapping follows real world light propagation rules very closely
When in doubt, try to emulate real world lamps in form and function

deft fiber
gritty fox
#

is that better?

deft fiber
#

Much worse unless you're going for retro graphics
Your project likely isn't in gamma space, since no project by default is anymore, but I'd double check to make sure

#

I notice your screenshots seem to have high contrast and sharpening in your unity windows outside of the rendered game
I don't know if that's just something applied to your screenshots as you take them, or something that applies to everything you see
But that's another thing that could skew the visual results

gritty fox
gritty fox
#

ive got a screenshot thing in my project

#

if thats what you mean

#

if i just want a picture for a finalised look in game ill use this and slap it on 4k because why not but if i need to show something in the editor or whatever ill just do a normal screenshot

deft fiber
# gritty fox if thats what you mean

The point is that something seems to be altering the visual look of your whole screen in the image
It could be post processing in whatever program you use to take a normal screenshot, in which case it only looks different from reality to us which isn't all that important
But if it's not just the screenshot but your own view of your editor is altered, then that means you can't fully rely on your eyes when you tweak the look of your game

gritty fox
#

could you show me where?

#

i have not noticed this

#

i think it might just be my screenshots that look different

#

ive seen a few times before it looks darker or just doesnt bring out everything sometimes when trying to send screenshots to my friends

#

that could be it

#

unless im still missing what you're trying to say

deft fiber
gritty fox
#

i am looking now but i dont see much difference

deft fiber
#

Not a huge difference, but it could have an effect on your visual design if it also affects your 3D viewports

errant plank
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help, when I bake my lighting, it won't bake. it says it's baking but it took 10 hours and yet it still didn't bake, it wasn't even that much to bake, please help

deft fiber
errant plank
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It’s 2022.3.7f1 it worked last time with this version I don’t know why it isn’t working anymore

errant plank
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What other two

shell juniper
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I swear the GI cache is responsible for like 80% of my lightmapping bugs

viscid lodge
gilded sapphire
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Would clear baked data and do it again

viscid lodge
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I tried that

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And I disabled camera clipping a while ago

viscid lodge
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It has to do with my meshes

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Whenever two lights are projecting onto the same mesh one of the lights stop projecting based on my camera angle

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Does this remind you of anything?

gilded sapphire
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Haven’t run into the problem

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My lights overlap

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And I use extra baked lights to make it blend more and show more ambient light bounces

viscid lodge
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Hmmm okay il check my settings

viscid lodge
# gilded sapphire And I use extra baked lights to make it blend more and show more ambient light b...

https://gamedev.stackexchange.com/questions/28761/why-do-my-point-lights-disappear-when-another-nearby-light-is-above-1-85-range i read this and it describes my issue perfectly but I can't find pixel light count in quality (Using URP)

gilded sapphire
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The only time you touch that is to reduce it on LODs

viscid lodge
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Dang

gilded sapphire
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*not, my bad

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You said you fixed it tho

viscid lodge
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When?

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I said I figured out some of the issue

viscid lodge
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Crap

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Now it says I have overlapping uvs

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UV's

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But I don't see any in uv overlap view

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I'm so frustrated at unity rn

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I can't confirm but I think I fixed it

viscid lodge
gilded sapphire
viscid lodge
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I think its fixed

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Ty for your time

deft fiber
deft fiber
deft fiber
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That said there don't seem to be be any obvious lightmap UV issues to be seen

viscid lodge
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I fixed it

errant plank
deft fiber
# errant plank the scene I am baking is monkemonkemonke

Scene you are baking is what?
What sticks out to me is that your lightmap resolution is pretty high, and you have an insane number of baked lightmaps, which suggests to me that your scene is massive or has a huge number of lightmapped meshes, potentially with high polygon density

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The most typical cause for that is having a level that's unreasonably big for being loaded in at once, or a level that's full of detail meshes that are all set as contribute GI static and lightmapped

dull copper
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I fr need to get a phd in shaders to make point light with different fall off? I just want to have 1 light in scene that would light up everything with line of sight towards it

errant plank
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The scene is called: monkemonkemonke

deft fiber
errant plank
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Every single mesh is in static

deft fiber
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Then you'll probably want to make a smaller scene and/or don't make everything static, or at least set them to use light probes instead of lightmaps
I can't give more precise advice without seeing the scene to know what kind of meshes are in it and how big it is

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And decrease bake resolution like I suggested previously

deft fiber
errant plank
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I could do that, but unity now just crashes on me

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I think I broke it

deft fiber
dull copper
unique prism
worthy trail
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why does having indirect lighting on cause this when baking ☠️

deft fiber
worthy trail
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but yeah that happens

worthy trail
deft fiber
worthy trail
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i mean i can just do it again

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and send

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hold on

deft fiber
worthy trail
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yeah

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do you think

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it can be caused by the generated uvs

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i can pretriangulate and make my own light uvs

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theres texels

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and overlap

deft fiber
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What do the baking settings look like?

worthy trail
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omg ew

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im definitely making my own light uvs

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this

deft fiber
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Nothing weird in the settings
I've never seen this kind issue in my time so I'd troubleshoot using the process of elimination
Meaning you do a test bake in a new blank scene with just some default cubes to confirm the problem doesn't repeat there as it absolutely shouldn't

deft fiber
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Then you'd bake again with some parts of your house mesh in the new scene

worthy trail
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because if everything in unity seems fine, prop a issue with meshes

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i mean i had a mesh in another scene that had artifacts that i had to pretriangulate to fix

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yeah ok im gonna fix up the mesh hold up

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because when the pixel thing was happening, it only happened on the house

deft fiber
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Additional clues may be provided by previewing the lightmap itself in the Lighting window's Baked Lightmaps tab

worthy trail
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seems like uvs

deft fiber
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@worthy trail Is the mesh using materials with custom shaders?

worthy trail
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nope

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but this exists

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so its prob uvs i think

deft fiber
# worthy trail so its prob uvs i think

Could be, but it could be other things too
I'd do the troubleshooting for the mesh in the blank scene just to be sure
If you want to show me the baked lightmap window itself that may give some clues

worthy trail
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ok

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let me finish this pretriangulation and test it rq

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also you seem like you know a more than healthy amount of light stuff

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how long have u been doing lighting

deft fiber
worthy trail
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gg

deft fiber
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Two years making lighting for Unity pretty much daily, but the lighting concepts were already familiar from working in other engines every now and then over the years

worthy trail
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like making the lighting itself? like working at unity?

deft fiber
worthy trail
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still nice tho

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ok i have the new mesh imported

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its baking

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we'll see how it turns out

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ok so its not doing the room first so i have to wait

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BUT

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i dont see any pixel thingies outside of it

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ok i want to unalive

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at least i have better uvs i guess

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the lightmaps seem normal

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i think

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hey @deft fiber is it ok if i screenshare in a vc it would make it miles easier

deft fiber
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ok so its not doing the room first so i

deft fiber
fickle wind
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It seems there is some sort of conflict between Unity Version Control, and Baking Reflection Probes. First bake of the probe is fine. But, if I make adjustments, and then hit 'bake' on the probe again, I get a Unity Version control Popup, telling me item is already checked out (as if I'm trying to do a checkin)

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unrelated, I'm getting these weird differences in color in a low lit room.

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The room is full of light probes.

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And in the top picture, in that bathroom, there is also a reflection probe

deft fiber
fickle wind
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oh geeze. i just noticed my carpet is super smooth

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becaues it shares the same material as something else, and I stupidly change the values for the shared material.

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but it has a metallic map, so maybe smoothness only applies to the uvs in that area?

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oh wait, there is a normal map in the 'details' section

deft fiber
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There appear to be reflection probes very close to each other so it's conceivable that floor parts are being lit by different probes, receiving different reflections

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Some seem to be reflecting a blue sky, others not

fickle wind
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oooh. that makes sense

deft fiber
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Make sure no light or reflection probes are clipping inside geometry

fickle wind
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the bounds of the reflection probe box. is it applying reflections to everything in the box, or checking for reflections in the box?

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nvm. I think i found the answer to that

deft fiber
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Probe blending is an ambiguous term between blending the influence of probe by mesh or by position

unique prism
copper steeple
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does anyone know what is causing this problem

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when im far away from the door the shadows get all screwy

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but when im closer it looks fine

chilly kettle
copper steeple
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I'll have A look at that in a second thanks

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I've messed with distance but not cascades

deft fiber
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Shadow casting relies on being able to shrink the mesh so the shadow doesn't cover the lit side, but if it has no room to shrink then light and shadow can appear in unexpected places

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thinnest to thickest insets

copper steeple
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why does it look fine up close though?

deft fiber
distant yew
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if im building a bakebox, is the most critical aspect total gpu memory, or gpu memory bandwidth

distant yew
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also if anyone knows how much performance impact the indirect lighting from probes has...

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basically trying to do some really complex scenes in a game that will go on switch... so having hundreds if not thousands of baked lights, but a smaller number of dynamic lights

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trying to figure out if i need to go old school by putting dynamic objects on their own lighting channel and controlling lighting that way or if the probes are efficient enough without having to spend "a lot" of time setting it up both ways

subtle night
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lights not working

tight scarab
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I am having trouble with real time RTGI
Can someone help?

subtle night
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but as i switched to urp, the lights dont work

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also some options like halo dissapeared

deft fiber
deft fiber
subtle night
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some baked issue

deft fiber
hollow skiff
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I am using a light cookie on a directional light, with shadow strength of 0.6. How can I make the shadow strength also affect the cookie, since the cookie is not a shadow casted, but instead the absense of light?

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shadow strength only affects shadows casted by shaders

subtle night
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how to bake a light

hollow skiff
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it could work if the light was static

subtle night
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how to make this godamn light work

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😭

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tried every setting