#archived-lighting

1 messages · Page 28 of 1

tulip wren
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Is it required, for example, when cloning a project, that lightmaps work properly? My idea was to add *exr files to .gitignore

chilly kettle
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If you want your team members to see lightmaps, you should add them ^^
And LFS should be used when working with unity.

queen shell
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ur... why does this happen when i bake my lighting?

chilly kettle
chilly kettle
queen shell
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which one? also there was red on lightmap culling debug menu

chilly kettle
queen shell
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I turned it down

chilly kettle
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Probably low res and denoise artifacts

queen shell
queen shell
feral patrol
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Would anyone know why my complete lighting turns of when i turn anything from raytracing on?

queen shell
dusky nacelle
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show your lighting setting

queen shell
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okay

queen shell
queen shell
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also have this issue im using an emission on my material but idk whyu it looks like that

chilly kettle
dusky nacelle
queen shell
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okay! thanks!

dusky nacelle
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and yeah lightmap compressing quality to none

dusky nacelle
queen shell
dusky nacelle
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no problem , you can set it to 1024, as baked things do not affect the cpu that much

queen shell
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for both?

dusky nacelle
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i mean the lightmap size

queen shell
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okay! Thanks

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ohhh

dusky nacelle
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if you have a large map that's giving out lots of 2048 lightmaps , then there is already a way to compress it , it is ASTC texture compression mode, which keeps the texture size in the memory low as possible keeping the visual quality okay

queen shell
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yes! all fixed

dusky nacelle
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but for now, bake it with lightmap size 2048, compression to "none" ,and see the result

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looks awesome

queen shell
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i need to make it darker now 😭

dusky nacelle
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im sorry , couldnt help you with this little tip earlier , thought someone else could

queen shell
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im making an abandoned school

dusky nacelle
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if lights , then reduce the range , if emission , reduce the intensity and then bake

queen shell
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both im using spot lights and emmision but my emmsion is at 0 so bit confused

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ah ill reduce range

dusky nacelle
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then maybe the emission is not contributing at all, it's just glowing post processing effect u're using?

dusky nacelle
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then just reduce the bloom intensity

queen shell
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bloom

dusky nacelle
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and set the emission to .5 or something

dusky nacelle
# queen shell

rebake , but change the setting a little bit i.e set the "directional mode" to Non directional

dusky nacelle
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otherwise you'll get the double of the lightmap size , which you dont need

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thus you can keep it very simple and lower size keeping the visual quality good enough

queen shell
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super helpful ty for the info 😄

dusky nacelle
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np

dusky nacelle
# queen shell yes! all fixed

the dark edges are too dark , i guess you'd want the indirect contribution under the ambient occlusion menu to 1 or .75

dusky nacelle
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i guess now it's all okayish

queen shell
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one other issue i have the lockers are really dark compared to other objects

dusky nacelle
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just brighten the texture , it'd suffice

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texture of the locker i meant

queen shell
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nevermind

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i figured out why

dusky nacelle
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gd then

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i guess it's not set to lightmap static

distant yew
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I have a script that bakes 1 map at a time, the problem is if it runs out of memory once it defaults to CPU mode, the problem is the next scene stays in CPU mode instead of going back to GPU mode.

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is there a way to make it try GPU mode first, every single map?

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second problem, though less important, if I bake in UI it skips baking if maps are baked, but if I bake via script it voids existing maps and rebakes, is there a way to prevent this so it only bakes unbaked maps?

upbeat hound
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What is a light UV map?

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Sorry, what I mean is:
I am studying some features of lighting in unity and notice it is crucial to baking maps, but does the light UV matter if you are not baking it?
Should I make one myself on blender or let Unity do it for me?
Is it good for other engines like Unreal to have it or is just unity?
I have seen the person make a blender bake light using cycles, but does it affect an eevee render and can be used there?

chilly kettle
upbeat hound
dry pumice
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is there a way to stop the light clipping through the probuilder object

chilly kettle
dry pumice
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what is shadow caster geometry

chilly kettle
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A 3D Model outside your Building, that the user (in the best case) will not see but throws a shadow of the backside of your walls there.

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so the light cant break through the edges of your walls

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you can also give the walls some more thicknes

dry pumice
chilly kettle
dry pumice
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i usually use probuilder for them all except for a few things

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its easier for me to do it using that

dry pumice
chilly kettle
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so your wall is just a 2d plane there?

dry pumice
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basically

chilly kettle
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so. make them 3d

dry pumice
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oh wait no its a 3d map

chilly kettle
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yeah, but your walls need thickness

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or light will cast through edges.
As i said you can try to use the normal bias on your light source, but you will ever have light going through the backside of edges with a flat 2D wall.

pallid karma
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Been trying to adjust the light intensity of my skybox, it's one of the free ones from the unity asset page, but adjusting the intensity doesn't seem to actually be changing the intensity of the light. Is there something i'm missing?

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Oh wait, I just needed to generate lighting again. Fair enough.

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Although one other thing, how is it best to place light probes around the scene? In what spots are the most effective?

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Also just noticed this strange band of light on the underside of this object, even though it's firmly planted in the floor. What might that be?

chilly kettle
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Make sure that your objects do not intersect or stick out through the scene geometry.

pallid karma
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First i've heard of a texel, any easy way to explain what that is?

chilly kettle
pallid karma
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seriously?

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i thought it would be some fancy lighting jargon

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fair enough lol

chilly kettle
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yeah, i guess its only used in lightmaps, as far as i know ^^

pallid karma
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I will say though that I've gotten this warning, might that have anything to do with it?

chilly kettle
pallid karma
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Well given how many models in a scene must share UVs given they have the same mesh and texture, how do you fix that?

chilly kettle
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if it decides to write the lighting data to this texel from model A, you will see a weird color/light on model B.

pallid karma
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ah yeah I can see more leakage here too

chilly kettle
pallid karma
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Not sure if I've manually exported that UV 1 channel myself, I just sort of let it do whatever is default, but does this setting just create lightmaps for each instance of that model separately?

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Can already see a change with that enabled

chilly kettle
pallid karma
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yeah that's looking better

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Another question if you don't mind, what are the main differences between the different lighting options here?

I assume baked indirect just bakes whatever indirect lighting appears on the model in the scene into the texture itself, but what about subtract and shadowmask?

pallid karma
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so in essence, shadowmask is baked indirect but with further draw distance

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I think i'll stick to that one then

chilly kettle
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Yeah, depends on your target hardware

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I use subtractive in my probject.

pallid karma
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Was also wondering about light probes, I believe I understand how they work, but in general whereabouts should you put them in your scene?

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I take it areas of greater contrast works best, but would you scatter them on the edges of shadows for instance?

chilly kettle
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At places where the light changes.

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You place one probe in the sun and one in the shadow of a building, for example.
If there is no big change, just place them with a specific distance.. maybe like 1 Unit.

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something like that

pallid karma
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if the light values are all mostly the same in the shadow do you only need a couple?

chilly kettle
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i placed them extremly dense here, because in there spawns a randomized labyrith and i have a bunch of objects which needs quite good lighting

pallid karma
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in my case I'll be having very harsh shadows with little ambient light

chilly kettle
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Better place some more, they are not really performance killers

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very leightweight

pallid karma
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coolio

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and while I know they are useful for dynamic object lighting, do they improve the overall lighting quality at al?

chilly kettle
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Light probes dont care for dynamic lights.
They just receive baked light and give this informations to dynamic objects near them.

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So you can have dynamic objects fit into your baked scene (which wont receive baked light b default)

pallid karma
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yeah, changed my message since I worded that wrong

chilly kettle
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i have only baked lighting here, but in enemys walk by, they receive the light blue light on their sides.
Without Lightprobes, they would just walk by that light with no change.

orchid gyro
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yo guys got a really weird bug (img attached) but it would do this near instantly before and now its only at 7/11 after 1500 seconds. I have low quality lighting settings and not ultra detailed meshes or objects. Can anyone help me?

shell juniper
orchid gyro
night shell
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It looks like you are using enlighten

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Because the progress is reporting back “7/11 Light Transport” which is definetly a message from the enlighten lightmapper when in use

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Either you switched to enlighten baking, or you enabled real time recomputed GI in the lighting window, which also enables enlighten

deft wadi
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Hey guys how are you ? I have a question a don't know why my light is bug can you help me ?

orchid gyro
night shell
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that was a typo

orchid gyro
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a toggle for precomputed specifically or just realtime gi?

night shell
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precomputed realtime gi

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its one term

orchid gyro
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i dont see it im on 2021.3.33f1

night shell
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might be named differently or I'm not remembering it correctly but its here

orchid gyro
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ah ok that makes sense

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found it now thanks

craggy flame
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Hey all, this is something that always bugs me and I can't remember how I fixed it before, I have an object that has a light shining on it (well duh). The issue I keep having is that the shadows always seem to have holes in them (like the light is shining through 'gaps' in the mesh, especially on sharp angles.

I've fixed it once before a while ago, but can't for the life of me figure out what the issue is (It's not the mesh btw).

craggy flame
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Just getting some, Hold please. lol.

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I'll be honest, it's not massively clear here, but you see the shadow of the gun on the characters thigh? It's full of 'holes' but the gun is solid.

timber lichen
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might help

craggy flame
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Ah cool. Thank you 🙂

chilly kettle
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Yep. That’s the fix. But don’t set the normal bias to 0.0

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Better to something like 0.01

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(It’s in the light source)

craggy flame
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That's great, thanks guys, appreciate it 🙂

sly sapphire
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Why does my map turn BLACK when I bake my map lights. the left is it after baking and the right is realtime.

timber lichen
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Is there other light except dir light

sly sapphire
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no

timber lichen
dry pumice
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i changed some settings in the lighting tab, and it made this room all buggy. how do i fix this?

chilly kettle
dry pumice
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its fine i fixed it

muted lichen
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hi, a question, how long does it usually take to render light?

deft fiber
deft fiber
muted lichen
chilly kettle
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Short: baked lights save performance at runtime.

muted lichen
chilly kettle
# muted lichen come on, I asked a question. anyway thanks

Yep, but we answer exactly this questions multiple times a week.
It’s so fundamental, that a google search would bring you an answer even faster than we can answer. ^^
If you have specific questions or problems while baking, I’m happy to help. 1490_blobsalute

chilly kettle
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I linked you a good explanation for your answer peepoNerd

median vine
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What are some good basic lighting settings? Here's what I got going on and I'd just like to learn a little bit more about general lighting

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I get some of this weirdness with the lighting on the floor with my current settings, looks a bit off

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And weird low quality edges

night shell
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the shadows looking funky. Can't really pin down what your setup is on that shot but I'm going to assume that you have baked shadows. And in that case those funky shaped shadows could potentially be due to filtering and not enough samples

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the reflection on the other hand you might be seeing, i.e. you move to certain angles and the floor appears to glow that bright blue/cyan color, and what your seeing there is reflections (very diffuse reflections given how you setup those scene materials)

night shell
# median vine And weird low quality edges

this actually most likely seems to be SSAO given the fact that you don't have ambient occlusion enabled on the lightmapping settings. So i.e. that is coming from post processing (i.e. an effect applied after the scene is lit and rendered)

night shell
# median vine What are some good basic lighting settings? Here's what I got going on and I'd j...

I should note this is a pretty broad question honestly. It depends on a variety of scenarios and how dynamic you want your environment/lights to be (or lack thereof)

Given the fact though that you sent a screenshots of the lightmapping settings menu I'm inclined to think you mean lightmapping settings, so in that case I'll provide my personal opinon on the best lightmapping settings.

Generally I always keep sample counts of Direct/Indirect/Environmentsamples at 32 samples, with Importance sampling and progressive updates disabled. Max bounces I usually set to 4 (sometimes 8 and even 16 if I want more quality) and filtering set to advanced (which forces the lightmapper to always apply filtering). The default filtering settings usually do a pretty good job so I just leave them as is

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there are more settings and such that I would setup here and there but generally that is what I like to set my settings lightmapping wise as. Its fast to bake, and 9/10 times provides very good quality

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for outdoor scenes mind you

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but it would help if you provided more information on what you are looking for and attempting to do

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since "what's some good basic lighting settings" isn't specific enough, need some more information since it depends on the context

median vine
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Oh okay thanks for the good info, I wasn't really going for anything specific just trying to fix up the resolutions of lighting and whatnot

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Just a odd issue that kept occuring but I think I fixed it

tropic delta
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how can i make the top of the cube not as bright?

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everything else looks fine

chilly kettle
sweet tendon
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I'm having issues with my light flares, im wanting to have them like BATDR. when the player gets close to the light you can see the flare if you look up at them. like so:

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would anyone know how to assist?

deft fiber
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It might also be just bloom with a smudge texture rather than flares, can't tell from the images

fluid girder
golden dragon
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In this 2d game. i have a problem where there is a cut between the wall and the background because the light affects it (se pic).

And i cannot just remove the dark part of the wall because situations where it is needed do occur.

fluid girder
golden dragon
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yes

deft fiber
sweet tendon
# deft fiber What issues?

This is what I'm wanting it to look like, but no matter where you look at the light, there is a huge flare

sweet tendon
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I belive so (not at pc rn)

chilly kettle
sweet tendon
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It isn't a default thing, what I set it up and it is just too much, and I cannot fix it

sweet tendon
gaunt jay
sweet tendon
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I'll take a look at it and see if it is what I'm looking for

dry pumice
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i put on post processing and then regenerated my lighting and it made it all bright. how do i fix this because i disabled all my point lights and the directional light cant go through the map since i put it on two sided.

graceful marsh
chilly kettle
dry pumice
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no it was part of the lighting setting i fixed it

trail summit
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I need some ideas how to make the lighting on my custom terrain better. The shadows it casts onto itself are quite poor and am not completely sure why they look the way they do. They look very blocky and weird. In addition to the images there are also some singular triangles here and there that have shadows even though they shouldn't have. The first image shows other objects casting shadows just fine. The terrain mesh should have everything else but proper normals. It is currently using normals only calculated in a shader and the mesh normals all just face upward.

night shell
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either enabling importance sampling, or increasing environment samples should fix it

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enabling importance sampling kind of depends on the HDRI your using, in my experience using HDRIs with strong single points of light (i.e. like a simple blue sky with a bright sun point) importance sampling helps fix those issues your having as it will essentially prioritize shooting rays from the bright spots of the HDRI.

However with some HDRI's if they have tons of bright spots with just as much or more brightness/intensity that will also cause the problem to appear, and in cases like that enabling importance sampling isn't as effective. So the only thing one can do is either to increase environment samples, or you could temporarily drop the HDRI resolution to something extremely low and then do a bake at that resolution

mighty idol
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Alright guys, so I have this torch that's using a point light contained within the top. I have 3 major issues:

  1. The glare on the players hand and body.
  2. The harsh shadows it causes the arm to cast on the ground.
  3. The light clipping through the top of the torch.

As of right now I have no idea how to fix these issues. Can anyone here help?

chilly kettle
mighty idol
noble surge
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aaand it crashed. Tried to bake reflection probes

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that's like 5th time in a row I try to do that

ember vessel
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hey guys!

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I'm a little bit at a loss with the unity 2D lighting system

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so like, I've been trying to add 2D lighting into my game but thus far, it doesn't really wanna work how I kinda wanted it to work

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I kinda wanted it to function like this

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however, it's functioning more like this

ember vessel
chilly kettle
ember vessel
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pretty much

ember vessel
chilly kettle
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Well, you light source is somewhere left of the character, so you get the shadow on the right of your character i guess.
You could place it infront of your character so the shadow will be thrown behind him.

You could also add a fake shadow directly into the PNG.
Or add a fake blob shadow in a seperate PNG if you need to turn it on/off.

ember vessel
chilly kettle
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never used 2D in unity, but i guess its still a 2.5D world right?
Cant you use the Z axis to place objects?

ember vessel
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It doesn't work unfortunately

chilly kettle
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Hey! In this video, we will look at how to get realistic 2D lighting in the Unity engine. I will show you how to set up shadow masks to get results worthy of HDRP graphics!

This is kind of a unity tutorial, but also kind of me just playing around with stuff. If you'd like a video that would go into more details, make sure to let me know in the ...

▶ Play video
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maybe it helps

ember vessel
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gotcha

deft fiber
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2D shadow casters are 'infinitely tall' and there are no soft shadows

ember vessel
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thanks everyone!

chilly kettle
ember vessel
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nope

chilly kettle
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But sprites? Or how to create the illusion of depth?

deft fiber
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Technically the only kind of illusion depth you can get is with normal maps, which also have a variable for approximating light "height" relative to them

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But other than that sprites are fully lit or fully shadowed

worn ridge
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is it just my unity or is the global illumination preprocessing horrifically slow

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its already busy for 2 hours and im half way

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my scene is a simple low poly scene with no lights

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no wait really?

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i switched scenes and it needed to start over?

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well screw this

chilly kettle
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It should take some seconds.
Maybe you have hundreds of overlapping UVs or a rediculous high resolution.

worn ridge
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why doesnt it use the gpu to compute this?

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it went always really quick until i made most of the scene static

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then it takes ages

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compiling on a i7-8750H btw

chilly kettle
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Chose GPU instead of CPU ^^

worn ridge
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o wait thats just a setting 💀

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@chilly kettlethat doesnt work yet when i make all the object static, then it still takes my cpu

chilly kettle
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You should have a error log in the console

worn ridge
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no

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i do not have an error

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but it does go way faster

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waaaayy faster

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already further now then i was before after 2 hours

chilly kettle
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You had nothing set to static before?

worn ridge
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no

chilly kettle
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Well. No static’s no bake 🤓

worn ridge
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yep

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its slowing down tho again

chilly kettle
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Maybe he went in some dead end because there was nothing to bake

worn ridge
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no thats not it

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i made it static

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then it took ages

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cancled it

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re made everything static but with that gpu setting

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and now it goes faster

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still slow now

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step 6

chilly kettle
worn ridge
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o my bad

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this is the main menu scene im baking atm

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the main game scene is this but like 2 times larger

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just lot of low poly assets

chilly kettle
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Well that is a huge scene

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And it needs optimization if you want to bake it completely

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Try set resolution to 1 for a first bake and bake again

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It will look bad, but you can start work with this

worn ridge
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is this already large for unity?

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does it help to bake first on low res?

chilly kettle
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No, but you need optimization^^ you don’t want your Mountains to Bake. In the Same Resolution as the Houses for example

worn ridge
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ah like that

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how i change the res per object?

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is it that scale in lightmap?

chilly kettle
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And You Don’t Want to Bake very Small pieces because the need Long timeto Bake.

chilly kettle
worn ridge
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thats a confusing setting, why is a it a scale and not just a resolution

chilly kettle
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Well it’s a multiplier for your lighting settings, which malte much more sense, so you don’t need to touch hundreds of models again when changing lightmap resolution ^^

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Sorry I’m on my phone 😂 it mixes some German into my messages 😂

worn ridge
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doesnt change that i need to go over every model right

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im used to unreal where theres a setting in every object for the lightmap resultion

worn ridge
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im dutch so i can understand bits of german

chilly kettle
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👍🏻 you can join our gamedev conmunity linked in my discord profile, I can give you some better answers later. Need to drive home now ^^

tulip tendon
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for a scene that big i would reccomend using APV's or just a realtime solution

worn ridge
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in unreal i baked scenes much larger then this in less time

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o i think why i know it went so fast for a sec

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cuz it was able to get some cached stuff

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i think

tulip tendon
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APV's are baked lighting

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and are specifically designed for large worlds

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with disk streaming and very fast bake times

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they wont look as good as lightmaps but for an open world you will barely notice

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you can also mix it with lightmaps

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use APV's for details like tables, trees, etc and lightmaps for the big structures

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and SSGI can also look very good

worn ridge
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thanks

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ill look into it

chilly kettle
worn ridge
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doing the same bake on my pc now

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saying its gonna take about an hour

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so ill go with that for now

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cuz i have to hand in this game tomorrow

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cant spend too much time on it now cuz i have some nasty bugs to fix lol

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but after the project ill look into it

chilly kettle
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Did you lower the resolution?
40 is really to high for this.

chilly kettle
worn ridge
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haha ye

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can let it run the whole evening

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saying 21 min now

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smh

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¯_(ツ)_/¯

chilly kettle
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you may get Gigabytes of lightmap.. 😄

worn ridge
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oh right

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lmao

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well ill just gitigore that and hope the binaries wont get too large

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then it will blow up the pc from my teacher when it opens my project but hey thats not my problem right xD

chilly kettle
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tell me how it went 😄

worn ridge
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i will

deft fiber
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@worn ridge You should generally avoid lightmapping small, detailed and geometrically dense objects
Those take the most time, waste the most lightmap space and probably end up looking bad anyway

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For example if those vehicles of yours are static, they'll be awful for this process
They can instead be set to receive baked lighting from probes, or excluded from contributing to GI entirely

worn ridge
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ah thanks

meager stratus
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In the screenshot, directional light shadow is still showing through the point light.

Would anyone know if there is a simple way to have point or spotlights eliminate directional shadows completely without dialing the brightness up to a ridiculous amount?

chilly kettle
deft fiber
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More sensibly your option is to implement custom lighting and clamp the total brightness a surface can receive to some relatively low amount, so there'd be no perceptual difference in shadowing
That would significantly alter the look of your lighting though

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Why do you want the shadow's edge hidden? It seems like a bit of an unusual request

unkempt cipher
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new to unity so forgive if this is obvious, but why would my scene lighting be different when playing from the scene directly vs loading the scene from main menu?

deft fiber
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The generate button performs many different functions depending on those settings

unkempt cipher
wraith quail
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hey all, I am working on lighting a scene with the Physically Based Sky in HDRP. I have a large scene with lots of both interior and exterior. I am finding that ambient lighting inside scenes is far too bright, almost as if its ignoring geometry. I tried using auto exposure to balance this between inside and outside, but this is not doing the trick at all. I have a dynamic time of day, outside is very bright during the day, and it makes the ambient value look basically unlit on the inside. Is there any way around this with dynamic lighting?

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Override volumes dont seem viable here, as when outside the same profile would be applied when looking inside from out, where as it should appear dark inside, especially before the exposure adjusts as you enter

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Ideal example would be- im outside, its nice and bright, there is good ambient values vased on the intensity of the directional. If im looking into a structure with no artificial light, it would seem darker. I enter the structure, and the exposure adjusts to whatever value, its seems brighter. When I look out a window or door, the exterior intensity is still very briight.

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Currently, the interior will darken with exposure, but it will also effect exterior ambient values and brightness, and vice versa. The ambient value for interiors is the same as the exteriors.

deft fiber
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This type of system should work out of the box with auto exposure

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As long as the light brightness values are different enough, the inside will look dark when adjusted to the bright outside, and the outside will look really bright when adjusted to the dark inside

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Maybe your method of dynamic time of day system has some weirdness going on with it

chilly kettle
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Someone got an idea whats happening here?
Seems that my directional realtime light shines through the ceiling depending on the viewing angle

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Changing the Near Plane fixed it.. but why?
I dont understand it ^^

chilly kettle
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and it is quite long

deft fiber
chilly kettle
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alright 😄

deft fiber
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The frame debugger can help you show exactly what the sun is "seeing" to give you an idea how it works in that situation

chilly kettle
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im not a friend with the frame debugger, and he doesnt like me too

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😄

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Its rocket science

wraith quail
#

starts with exposure on, trying to darken the interior, toggling ti off shows how it looks with no exposure correction

deft fiber
# wraith quail

I don't see automatic exposure doing its thing here
Anyway, it seems the problem is rather that nothing is occluding the ambient lighting from your interior

#

Usually you want baked lighting for that since it's tricky to get right only with realtime options

#

But on the realtime side indirect lighting controller is one that can kind of do it

jade bone
#

hey guys, why is a mesh renderer receiving light only from one side, please? I have a circular maze like this, but as you can see from the screenshots, if I turn around, the wall isn't receiving light. I'm using URP

#

it works fine for a rectangular maze

deft fiber
#

The light bulb icon button is gray rather than blue

jade bone
#

it's the same in-game

deft fiber
#

It may also help to record a video of the problem occurring

jade bone
#

this is a screenshot from in-game:

wraith quail
jade bone
deft fiber
jade bone
#

ok, let me try

deft fiber
#

If I had to take a wild guess I'd assume you perhaps are using a two-sided material

#

Which by its nature receives light only on the front faces, and duplicates it on the backfaces

#

Or some kind of issue with normals

jade bone
#

I'm using a front-render face material with URP Lit shader

#

with a rectangular maze it works fine

#

I've imported the maze from Blender

deft fiber
#

I'd make a directional light and some point lights to move around the walls to figure out how they respond to lighting, if at all

#

The dark first person view is giving a very limited perspective to both of us

jade bone
#

here are two point lights. no other lights in the scene. Still the walls aren't lit on one side

#

here's a screenshot for a rectangular maze where it works

jade bone
#

ok, I reworked the model in Blender a little bit (added it more thickness and height) and reimported it to Unity. It works now. Originally, I had to set the Z-scale to 50000 in Unity, that might be the reason? Now it's only 3000

upper fable
young flume
#

Aaaa what the fuuuuuucccckkkkk

#

My reflection probes dont seem to work at ALL. Metallic objects remain black.

#

Setting it to realtime doesnt seem to work either

#

Only slightly better that way

deft fiber
#

Is your metal material particularly dark in color?

young flume
#

What's up with that

median bridge
#

Anybody know what is causing this like distance blur effect?? i dont know whats causing it

young flume
#

It will fade them out to a lower resolution for performance

#

Can be tweaked in graphics settings, look that up

chilly kettle
young flume
keen finch
#

What is lighting my scene by default? I toggle off the directional light and can still see. Skybox is off, can still see (if it even adds light)

chilly kettle
keen finch
#

I want to see what one specific light will do if it's night. Only I can't get it to night bcs it's always !dark

chilly kettle
#

It’s dark? In your scene?
Or the light? 🧐

#

Or do you really wrote !dark to tell me it’s NOT dark? 😂

#

https://youtu.be/zO2l0Fy7yDw?si=mqzaitdDd97eC8uA

Check my tutorial to this out.

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
keen finch
jade bone
keen finch
#

Now this helps a bit (20 seconds into the video)

chilly kettle
jade bone
#

realtime light

#

I'm a newbie. Should I try to fix normals in Blender or in Unity?

#

when I imported the model to Unity I did receive an error about normals: "The mesh Curve has invalid normals. Try cleaning and triangulating Curve in your 3D modeller before importing it in unity."

#

but then I got a warning saying: "Mesh 'Curve' has no normals. Recalculating normals.", so I thought Unity recalculated them

keen finch
#

Is there such a thing as a skybox fade?

deft fiber
# young flume What it should look like:

I'm more interested in what properties the material has exactly after importing
They don't always stay intact, so for example smoothness may be lower than expected and colors may be darker
Also it would be relevant to show the reflection probe's box and the inspector preview of what the baked probe's cubemap is showing

deft fiber
keen finch
#

Okay thx. Yes was thinking about how to make a day and night cycle with different skyboxes

deft fiber
#

They can be re-generated with the DynamicGI API or you can have custom probes to blend between

#

That probably doesn't seem to make much sense right now but if you go down that path it may seem less confusing then

keen finch
#

haha going down that path is a great way of saying that

#

Still have to go down the path of networking 💀

#

Thanks alot anyways

deft fiber
#

That's definitely even a longer trek

keen finch
#

I'll just not include day and night in the game jam game

autumn falcon
#

Hey so when i play the game scene itself, everything is normal, but when i change the scene from the mainmenu scene to the game scene it looks like this. Does anyone know how to fix this? (the scene also looks like that when i switch scenes in editors for a split second)

#

nvm it just fixed itself

#

wtf

chilly kettle
#

You have to generate light in all your scenes and initialize the probes lighting for example if you load a scene into another

pallid karma
#

I've got an object here firmly planted in the ground, but the shadow seems to start a few pixels behind it. Any particular reason why?

chilly kettle
pallid karma
#

what does that have an effect on?

chilly kettle
#

on the distance between mesh and shadows ^^

pallid karma
#

hm. first I've heard of it

#

so what, set that to a lower value so it appears closer to object edges?

chilly kettle
pallid karma
#

might read into that a bit more then. I can't see what use it has when the default values don't match up properly.

and even then, setting them to zero still leaves some offset

#

i'll just work on the other parts and come back to fixing it later

ionic spoke
#

Hi, im collaborating on a project and I have to make the outside scene night time. How would I do this? I've been playing around with intensity/temperature and a few other things but haven't been able to make the outside scene seem dark

chilly kettle
pallid karma
#

maybe I suppose. I've not changed it from default because I don't want to accidentally push it too far. Don't know what settings affect baking speeds as much

chilly kettle
pallid karma
#

should have, since there would need to be a shadow for the player

#

my light probes are a mess lol. Might need to redo this

ionic spoke
ionic spoke
#

o yes i just figure dthat out imma watch this thanks :
https://www.youtube.com/watch?v=nv0LS47OQwY

Hi:) At the beginning I would like to thank everyone who subscribed the channel :) The channel has just exceeded 500 subscribers, which makes me very happy :) On this occasion, I have a completely different video for you than before :) This is a fairly simple tutorial in which I show how I set up volume and lighting i the "Burial Ground" video.
...

▶ Play video
hidden void
#

any one here good using bakery? I am having dificulties baking lights, inside lights they are not working as if there are no lights to bake and in outside it works

median bridge
rain prism
#

The marked red is actually yellow because of the light, but since the light is inside the lamp, the yellow is black. How can I fix it that it is yellow?

shell juniper
#

You could switch the light's mode to realtime just for testing and finding a good look since baking takes a while

ionic spoke
#

I got what I wanted ty! I just ended up recreating my lighting

chilly kettle
rain prism
chilly kettle
# rain prism and how is that possible?

i dont know how your lamp is made.
But normally you would add an emission map (like a texture) to the emission channel of your material.
You could also add a single material with emission to the parts you want to glow yellow.

hard furnace
#

Hello everyone, Im having a problem for a long time in my game when i active a gameobject with 2D Light component no matter the intesnitiy of the light my game crash for like 1 second when i get close to the gameobject and only 1 time, does anybody know why could it be? im using universal renderer pipeline maybe its the project problem or project settings?

chilly kettle
#

like this. i have two windows in my model, which glow in the dark, because they have the normal texture and the emission texture @rain prism

chilly kettle
rain prism
chilly kettle
pallid karma
#

with reflection probes do you just need to set one around the whole scene? I've got one encompassing the whole scene here but when I look at this wall from an angle I can see some reflection which isn't quite right, and I'm wondering if it's the reflection

#

since looking at it dead on is fine

chilly kettle
#

As long as you dont have reflective materials, its okay to have one for the whole scene.
Just make sure everything is inside its bounding box.

chilly kettle
# pallid karma with reflection probes do you just need to set one around the whole scene? I've ...

at 1:54 i explain a little how to adjust Reflection Probes
https://www.youtube.com/watch?v=zO2l0Fy7yDw&ab_channel=WeirdChickenGames

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
pallid karma
#

ah, I see, that explains it a bit more. Although in this case, since it's not necessarily a series of rooms, I'm not sure how i'd define the spaces for these probes to go in

chilly kettle
pallid karma
#

so since I'm going for something that heavily relies on that distinction between light and dark, would it be fitting to put these probes in the dark and light spots?

chilly kettle
#

But as long as you dont have any really reflective materials, noone will notice if you stay with just a few probes ^^

pallid karma
#

it only seems to be that oddity with light on the bottom side of the wall there that I'm noticing

#

which can be a bit distracting

#

getting rid of said probe does remove that oddity though, but I'd like there to still be some reflection

chilly kettle
#

show me what you mean ^^

As long as you have metallic and smoothness near 0, the reflection probe wont effect it that much.

pallid karma
#

Bit tough to see, but without the probe it does this, with it, does this

#

for detail sake I'd like to still have some reflection, but I don't quite know how to position it to avoid that

chilly kettle
#

so, without a probe your stuff is reflecting the skybox. thats why its blueish.
With a Reflection Probe it reflects the surrounding fo the probe.
What you can also do is change the clear flags to solid color and choose a color that fits your scene, so the reflection probe will be that color wherever it would reflect the skybox otherwise

chilly kettle
pallid karma
#

to help me understand all this better, how exactly does the reflection probe work?

chilly kettle
pallid karma
#

so a bit like a HDRI, it would sort of take a picture from it's centre to the edges of the box, and anything in it uses that to define how reflections work?

chilly kettle
#

yeah, reflective objects grab this "360° image" from the probe and adjust it so it looks like its a reflection ^^

#

thats why you wont get realistic reflections, because it will never get the correct angle

pallid karma
#

so that might be why I get that glow on the outside

#

if it projects from the centre, then it'll be capturing the side of the wall with a glow on it, so the other side of it will treat that as the light it needs to reflect

chilly kettle
#

hmm, not really. Its more like its multipliying the image that is captures by the probe onto your object.
And the more reflective the object is the more it looks like a bad mirror ^^

#

that explains it a little better than me with my non native english 😄

pallid karma
#

sounds like it works the way I imagine it would

#

although configuring it to be precise looks rather tough

chilly kettle
#

If you need precise reflections you need to use "screen space reflections"

#

Probes will never give you realistic reflections, they will always be off

pallid karma
#

screen space might be my go to then

#

I'll have a look and see if I can do without probes. In some places it looks nice, but others, like behind that wall, I can't really keep that like that

#

is there much setup for SSR?

chilly kettle
#

never used it

pallid karma
#

i'll look into it then. Although it's not too important at the moment, need to get the foundational systems down first

#

on a time limit to get this done by the 18th 😬

hallow nimbus
#

my issue is that, my terrain grass are not being lit up when shun by any light except the directional one, left grass is the prefab i just placed to test, and to the right is the grass i placed using the terrain system, im confused as to why is this happening

hallow nimbus
placid forum
#

Hello there. I've a question about shadows in real time lighting. I have a scene with several (15-20) real time point lights that cast shadows. Cant use baked because level will be procedurally generated from prefab "tiles".

I'm using forward+ renderer but unfortunately it looks like there is a certain shadow count limit allowed within view? As you can see, my character is now casting shadows, when I've few lights active.

As soon as I enable one more light, shadows break up, like I'd pass some threshold of maximum shadows allowed on screen or something like that?

#

It happens when lights become hidden in any way, either by disabling them but when I move camera around so fewer lights are visible then shadows come back too. Is there any 'shadow count' limit on screen? I cannot find anything in documentation.

#

Oh and the issue persist in deffered mode as well, so I am pretty sure it has nothing to do with 'per object light limit'.

placid forum
#

It even flicker a lot when I move camera around editor. I didnt remember this happening to me before, I'd definitely notice this before. So I've decided to try bisect it manually, by checking out to previous commits in git and even really old commits had the issue. But it didn't satisfy me, I was sure I did not have this problem before.

So I've tried to remove Temp, Library, etc. folders, the ones that are auto generated and issue is gone. Removing Temp and Library folders fixed the issue, not sure why but if you ever have this weird behaviour with shadows, rm -rf temporary data before debugging. Owhhh Unity 😉

placid forum
#

Update: apparently it just happens on mobile platform. I constantly switch platforms between Windows and Android and when Android is active, shadows are broken both in editor and device. Probably Unity uses some simpler model for Android realtime shadows, which has some hard limit. Unfortunately, there are no resources at all explaining what the limit is and how it works and whether it is tunable. It causes random glitches like this:

And it doesnt matter what quality level I choose, only build target matters - picking android immediately breaks it.
I think I'll give up with realtime shadows on Android, probably that dont make sense anyway.

gritty gyro
#

probably had this question asked a million times but recently upgraded to URP from standard and my scene is extremely dark now. almost like my main lighting source isnt there... Is there any fix to this?

placid forum
#

@gritty gyro definitely a lot to check there. I see in your scene that cube and that flat green square are properly lit.

So try tuning stuff one by one and check how it reacts, mostly:

  • is it set to static and light as baked? if so, bake it, if not, then ensure light is realtime
  • check if those meshes have custom shaders?
  • check metalic/specular settings, maybe values werent properly converted? set metalic=0 / smoothness=0
gritty gyro
placid forum
#

Kinda hard to tell. Try duplicating mesh and reset material to default and look how it looks

gritty gyro
#

i guess the asset that i downloaded didnt really support urp maybe?

burnt robin
#

I have some small plants casting dynamic shadows on the ground in front of me. As I move the mouse a pixel at a time to the side - so just slightly changing the view - the projected shadows jitter pretty substantially. I've played with the max shadow distance and the cascades but thus far nothing seems to have helped. Any other ideas?

chilly kettle
# placid forum Update: apparently it just happens on mobile platform. I constantly switch platf...

https://www.youtube.com/watch?v=y_vw-jzuNs0

This tutorial of me is about this problem. I guess forward+ may not work on mobile. Try deferred for mobile, or better use no realtime lights on mobile.

This video deals with the common problem of flickering or invisible lights in Unity.
If you also have the problem that your Unity lights flicker or become invisible depending on the viewing angle, this is the video for you.

Fixing the problem of flickering or invisible lights in a few seconds with a few mouse clicks

If you are interested in g...

▶ Play video
hallow nimbus
chilly kettle
hallow nimbus
dusky nacelle
#

I've two questions , (Im using the new beta version of unity )

  1. will Adaptive Probe volume" not be supported in Built in Pipeline?

  2. My PC's VRAM is 2 gb , unity has declared that 2gb gpu will support gpu progressive lightmap, but still it's not being supported for it.

thin helm
#

hello. help me pls: im creating 2d game with urp mode. and the 2d light lightning the all map. but im need to lightning only the characters. how this?

#

im try to use sorting layers but not work. lightning all or nothing

plush hatch
livid stump
#

Why is my LODs not receiving baked lightmaps? even tho they are already marked as static

zenith flax
#

crying

zenith flax
#

Why's it not lighting anything up?

deft fiber
#

Its color can be changed after precomputing, though

#

Maybe should add a few more pairs of quotes around realtime

zenith flax
#

misleading name :(

deft fiber
zenith flax
#

i see. Also I saw that enlighten is discontinued?

deft fiber
#

Enlighten's "realtime" GI otherwise allows moving of punctual light sources as well as changing their color

#

but materials are more restrictive than punctual light sources

zenith flax
#

i see. So I should just leave it on?

deft fiber
zenith flax
deft fiber
zenith flax
#

hmm rip unity having ""realtime"" GI

#

does it only effect emissive materials or does it effect anything else?

deft fiber
deft fiber
zenith flax
#

they aren't created, but rather sometimes disabled at runtime.

zenith flax
deft fiber
zenith flax
deft fiber
#

And because Enlighten's settings are not in one place but scattered all around

#

It's best to study how it's meant to be used, then practice with it a bit in test scenes and then try to implement it in your game

dusky nacelle
dusky nacelle
#

is it true that the quality of Progressive CPU lightmapper is a bit better than the GPU lightmapper of unity?

dusky nacelle
#

bump !

chilly kettle
deft fiber
#

GPU lightmapper might be technically less accurate than the CPU one but in a real world practical scenario that won't make much of a perceptible difference

#

GPUs are still on average orders of magnitude faster at baking than CPUs are

mint perch
#

no matter the material, these 2 shapes are always brighter no matter the material, (unless its poyomi, however that material doesnt allow me to shine a spotlight onto it.

#

How do i fix either the shape, or should i use a curtain material that will allow a spotlight on it

deft fiber
mint perch
deft fiber
mint perch
#

its not the material, its just a standard unity one, idk why its lighter only on the I and S model

deft fiber
#

Default material will reflect the environment, and do so more intensely at glancing angles

mint perch
deft fiber
#

Environmental and ambient lighting are not reliant on the directional light

#

If you want "all the same shade" you can make an unlit material for it

#

But I have a feeling that's not what you really want

#

It may be better to ensure that the environmental lighting matches the area

mint perch
#

yeah cos i need a spotlight to be able to be projected on it

rain prism
#

the light is buggy because of the cars lights, any way to fix this?

deft fiber
mint perch
#

thxxx

livid stump
rain prism
chilly kettle
meager vessel
#

does anyone here know why scale in lightmap uv doesn't seem to do anything? i have a smaller mesh with finer details that has ugly baking artrifacts

deft fiber
meager vessel
#

i've tried unwrapping it in blender, and tried checking import light map uv's but that doesn't seem to change much

deft fiber
#

Still even with everything in check lightmapping is ineffective with small meshes that have a lot of sharp detail and curved surfaces

#

Such meshes should generally be set to receive lightmapping from light probes rather than lightmaps, or excluded from contributing to GI entirely

#

Lightmapping as a rule of thumb should be used for architectural meshes, not decorative meshes

meager vessel
#

that's fair, good to know thanks for the advice ill try doing that ^^

burnt robin
#

Is there any way to mitigate the shadow flicker that happens with animating foliage, and which looks really bad if you kick shadow distances out to 500 meters or so (which yields big shadow blocks that jump all over the place)?

burnt robin
#

One second....

#

This is just a still image but should help illustrate the issue. The problem is that the shadows projected onto the ground - due to the slight animation - constantly cause the shadow projection to be recalculated, which makes it bounce all over the place. As in...you can see the resolution of the shadow texture - imagine if each of those texels bounced around to the neighboring 1 or 2 cells instead of remaining static. It's just a sea of movement.

chilly kettle
burnt robin
#

The first thing I tried was taking it way down. That increased the resolution of the shadow projection but it still flickered like mad.

upper fable
burnt robin
#

On a possibly related note...all of the small foliage from Gaia's biomes flicker even when they're not animating as long as I even slightly change the location/orientation of the camera. That is...while in editor mode I can simply shift-move the mouse to just barely alter what the camera is looking at and the shadows jump just like what I'm talking about above, although the above art came from NatureManufacture's "Forest Environment" asset and the shadow only recalculates when it animates in the game. Any idea as to the problem with the Gaia models?

#

Of the two the Gaia model shadow issue is worse since you really notice it if you're just looking around and not actually moving.

#

I'm not sure where the animation is done. I'd presume where you're going with that thought is that if it is done in the shader then the modified geometry would be getting factored into the shadow projection, whereas if it's not then I'd always get the same static shadow for a given light vector. Yes?

#

I'd assume they're doing the animation in the shader, though. Does anyone not do that?

upper fable
# burnt robin I'm not sure where the animation is done. I'd presume where you're going with t...

I mean't that if you had access to the shader itself, you could modify it so that the animation doesn't happen in the shadow pass. When the camera moves and rotates, the shadow mapping frustum will move as well causing the shadow map pixels move in relation to the objects in the scene and that might be unavoidable, at least I don't think there is a way to avoid that. As adding cascades, redusing the shadow distance and increasing the resolution will get you only so far, the only solution I can think of would be to completely remove the shadow casting for those objects and maybe do that via contact shadows (only in HDRP I think) or something similar which is suboptimal at best. Of course you wouldn't have that flickering with baked shadows but I assume you want realtime shadows in which case I can't think of any real solution that would fix the issue (increasing the shadow quality of course should make it less noticeable). From the image alone it doesn't look too bad but maybe from video recording we could see how severe the issue is

burnt robin
#

I have access to the NatureManufacture shaders - would presume I would with Gaia as well.

#

I can bring the shadow distance in a bit but when you're often looking out over the terrain from elevated positions it really catches your attention when dozens of trees all have the terrain in front of them substantially darken almost simultaneously.

upper fable
burnt robin
#

I've got the LODs tuned well enough that the performance is fine even with the extended shadows.

#

Yes, I'm using two cascades at the moment.

upper fable
#

I'm not really aware of the cost of cascaded shadows to the performance but quality-wise they can have huge impact making the shadows very crisp when looking from closer distance

burnt robin
#

Yes, that's why I played with the distance quite a bit. 500 was basically the sweet spot for me. As you can see in the image they're not super sharp but for bits of foliage they're fine...if they just wouldn't constantly flicker.

#

I can say that even when I brought the distance WAY in and they got super sharp the flickering was still super annoying.

#

Do you have any idea why the Gaia foliage would have this same flickering effect even though they're NOT animating?

upper fable
burnt robin
#

They're static as long as the camera is static. If I shift-move the camera view just a tiny, tiny bit the projected shadow changes substantially.

#

The NatureManufacture assets do not do that.

upper fable
burnt robin
#

Ha - I read a forum comment somewhere about "Stable Fit" and went looking for it but couldn't find it. I found deprecated Unity documentation referring to it so wasn't sure if it's still a thing nowadays.

#

I'm missing something, though. If the camera moves the shadow map frustum with it then I'd think the NatureManufacture assets should exhibit the same behavior when just changing the camera position/orientation in the editor (where they're not animating.) Instead, their shadows are rock solid for foliage that looks practically identical.

upper fable
# burnt robin Ha - I read a forum comment somewhere about "Stable Fit" and went looking for it...

It seems that it isn't a thing anymore on URP (it's Stable fit by default) and I couldn't reproduce any sort of flickering on URP. On BIRP, there's still seems to be the Close Fit option available which produces clearly visible flickering in both scene and game views. About HDRP I have no clue and very little knowledge about. Which render pipeline are you using and does this same flickering happen with any other objects (can you get the shadow of a default cube for example to produce any flickering)?'

burnt robin
#

I'm on HDRP.

upper fable
#

ouch

burnt robin
#

Interesting. I just checked the "Desert" biome - from the same guys that created Gaia - and it doesn't flicker in the editor when moving the camera (and not animating.) So, it's behaving like the NatureManufacturer assets.

#

This is in the same project - just a different scene.

upper fable
#

so it's only the one type of asset that flickers and no flickering for other assets?

burnt robin
#

The NatureManufacture assets don't flicker in the editor when moving the camera. They do flicker when animating in the game, but I get that - the geometry is changing so.... The normal Gaia assets - those included with the terrain tool - flicker in the editor when the camera is moved. They don't animate in the game but I'm sure if they did they'd still flicker there. In the other scene...the "Desert" assets - made by Procedural Worlds, the Gaia guys, but a separate asset - don't flicker in the editor when you move the camera. So, I'll have to see what's different between the normal Gaia and "Desert" assets. I'm curious to see if they use the same shader.

simple pollen
#

im getting these super harsh shadows, I use Post processing but I can't really seem to get rid of these shadows. someone who might know how to fix this?

burnt robin
#

As far as I can tell the actual Gaia assets are ok. It seems like the problem comes from the ones that are spawned via the biomes.

simple pollen
#

cant seem to find that anywhere

visual ember
#

does anyone have a vague idea on what the ideal position for lighting would be for an angled top down tower defence? currently its looking....yeah

upper fable
# visual ember

you could maybe increase the light intensity, add more ambient lighting and play with post processing, the position of the direction light makes literally no difference and I don't think there is anything wrong with the angle either. it's more about the things I mentioned above. Watch some low poly style lighting and post processing tutorial if you can't get it right

upper fable
worthy trail
#

anyone get lightmap issues like this?

mint perch
#

how do i make poyomi toon allow world lighting??

#

like why cant a light be shown on the material!!

young flume
#

How's this

#

Tried to make it look cold. Feedback appreciated.

chilly kettle
young flume
chilly kettle
#

yes i know, thats why i answered like this 😄

young flume
#

I was mostly looking for feedback on the scene itself, but it is so simple I don't think there is much to critique

#

I really want to advance my blender skills to finally start building houses, or nature. 3 years already my characters have suffered in cold concrete test chambers 😆

chilly kettle
#

Well, you wont see a difference if its like -20 or +20 degrees in a room like this ^^
Maybe add some frost on the tiles. i guess thats all you can do.

young flume
#

Cold like devoid, maybe a little chilly

#

I think I nailed getting it devoid, all right

chilly kettle
#

I guess you can get some design elements from there 🙂

deft fiber
# mint perch how do i make poyomi toon allow world lighting??

That depends what you mean by "world lighting"
To me it could just as well refer to ambient environmental lighting, specular environmental lighting, main directional lighting, scene-baked lighting or any light component you consider a part of the world

stark prairie
#

so i tried to look up how to make it have outlines but now it looks like this and its not even glowing

vestal canopy
#

i get this error when baking lighting and the process dosnt start.
any fixes?(i did restart)
Property (_TreeInstanceToWorld) exceeds previous array size (36 vs 19). Cap to previous size. Restart Unity to recreate the arrays.

modest swan
#

any idea of how to make the scene dark and looks like it's in the night?
I tried to disable the light but noting happend

chilly kettle
# modest swan any idea of how to make the scene dark and looks like it's in the night? I tried...

i've made a tutorial about this topic, a follow would be appreciated if it helped you peepoNerd
https://www.youtube.com/watch?v=zO2l0Fy7yDw

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
modest swan
chilly kettle
#

In the Environment Tab of the Lighting Tab is a fog setting in the bottom

modest swan
chilly kettle
#

well, i need to see an example 😄

modest swan
#

something like this,
So you can't see what's in front

chilly kettle
#

yeah, thats what fog does ^^

deft fiber
coarse minnow
#

Anyone know why baking lights for a really small world is gonna take 20 days?... In this project which is just a small room seems to always start at 2 months waiting time and gradually goes down for no reason, And most of the time It just doesn't bake for ages

coarse minnow
ripe arch
#

is there a way to have baked shadows with realtime specular highlights for an area light? I like having the reflection in the floor, but I don't need the overhead of realtime shadows

rose birch
#

bakery settings (ignore texel per unit, it gives me the same issues regardless)

#

I have various point lights, a single skylight, a single directional light, with light and reflection probes set up properly

chilly kettle
#

i guess your resolution is just very low there.

rose birch
#

currently its just putting everything onto one, with it being a big scene

simple pollen
#

for some reason the shadow of my tree stays there even though the tree is gone, also when i disable and reenable my sun the lighting changes to what it should look like

chilly kettle
rose birch
#

i hear it was improved perhaps i may need to try it instead

simple pollen
chilly kettle
rose birch
simple pollen
chilly kettle
chilly kettle
simple pollen
#

it changes but it changes wrong

#

and when i turn it on and off it's fixed for that angle it seems like

#

but like even my camera seems to be an object?

#

left is before i turn my sun on and off and right is after

#

but it has to be something with my sun because if i make a directional light it doesn't have those issues

#

oh wait, i think i found it

#

the update mode was set on demand

chilly kettle
#

😄 fine

simple pollen
#

😫 pain

chilly kettle
# simple pollen 😫 pain

is there a reason you use hdrp?
Your game looks not like it needs all this ultra realistic features ^^

simple pollen
#

yes, it's for a school assignment

chilly kettle
#

And they want you to use hdrp?

simple pollen
#

we are forced to use it

#

yep

chilly kettle
#

lol

#

teachers are weird

simple pollen
#

it's a lot of struggling

simple pollen
vestal canopy
fallow quail
#

Hello guys!
In the built-in pipeline is there any way to directly access the shadowmap of a directional light source?

upper fable
fallow quail
#

I need to deal with the shadowmap, Of course it would be much better to use up, but I can't switch bacuse of some requirements.
I would like to use it on the c# side.

fallow quail
#

I want to take the shadowmap of the directional light source and visualize it on screen space, so I have to access it. 🙂

upper fable
fallow quail
#

Yeah, but I need to pass it somehow to the shader or can I access it directly from shader?

upper fable
pallid karma
#

is it possible to create a light source that has a longer range, but isn't quite as intense near the centre?

#

I get that it's 'realistic' to have the light be brighter to cover a longer distance, but in this case it serves a mechanical purpose, and I'd like it if i was slightly dimmer but could still reach far out

late patrol
#

how would I stop two overlapping lights from increasing intensity

heavy inlet
#

hey, does anyone know what lighting model Unity implements?

gaunt jay
keen notch
#

How do you prevent shadows from casting through static objects? Anything that I've baked, dynamic shadows cast through!

tulip tendon
deft fiber
deft fiber
deft fiber
deft fiber
# pallid karma is it possible to create a light source that has a longer range, but isn't quite...

You can mitigate the issue by making sure your project is in linear color space rather than gamma, and by enabling HDR and a tonemapping profile
Those will spread out all lighting values in a more even way
Beyond that you would have to modify the shaders of all surfaces that receive lighting, or the lighting calculations of your render pipeline itself to change the light attenuation to be less sharp

wild fog
#

anyone know why unity is just generating only 1 lightmap

chilly kettle
wild fog
#

it kinda looks really bad

chilly kettle
wild fog
#

btw why arent some lights used in the baked version

chilly kettle
#

I guess because you haven’t set them up correctly. Lights have to be in baked mode and your models have to be GI Static

wild fog
chilly kettle
#

Looks correct. But your models are not lit? Are they static? Did you generate lightmap UVs?

lean dagger
#

Hi. Do you have any suggestions to what I should do about lanterns like this one? If I disable shadow casting it works much better as a lighting source but it looks somewhat unrealistic. And if it's enabled, the area around it is dark because light has so few little ways to escape. Is there some sort of way I can decide which parts of this lantern can and cannot cast shadows?

#

here's what it looks like if i enable shadow casting on the base

fallow quail
thorny goblet
#

What can i do about this, Directional lights shadows look good, points lights look good, but spot light gives me this: https://i.imgur.com/PUDGbHq.png
I'm not going to use baked shadows, because those take hours to get done. I'm sticking with realtime.

young flume
#

Hey guys, whats going on here?

#

Terrible light leakage and no settings fiddling can fix it

prisma ferry
#

It looks like Spazi is not online right now, but probably knows exactly what it is. in the mean time, there are guides and info under the pinned messages

young flume
#

Is spazi the local light wizard?

#

okay

prisma ferry
#

Yeah, pretty much

chilly kettle
chilly kettle
deft fiber
# lean dagger Hi. Do you have any suggestions to what I should do about lanterns like this one...

You can disable shadow casting from each mesh renderer individually, so you would have to split it into multiple meshes to keep shadows on some parts
If you want prettier results you have a lot of options, as Kjarudi suggests using a light cookie to mimic the kind of soft shadowing you'd get in that situation, or with multiple lights around the light
I would avoid multiple shadow casting point lights due to the expense, but spot lights for each "window" of the lantern might look interesting

deft fiber
# young flume Terrible light leakage and no settings fiddling can fix it

It probably can't be fixed with settings tweaking alone if your geometry has many seams in it, be they gaps or edges with sharp normals
For seamless shadow casting you'd always prefer to use as much continuous geometry as possible, with smooth normals
If you need sharp normals, you can split the mesh in two, one shadowless for appearance, and another shadows-only with smooth normals and no seams

deft fiber
chilly kettle
deft fiber
chilly kettle
#

yeah but its really a cool way, if it works with smoothed edges.
I always worked with additional shadow caster geometry arround my stuff that leaks lights.

deft fiber
chilly kettle
#

true

dry pumice
#

so i dont know what i did, but when i turn a certain way, some random shadows appear and i dont know what i did to cause it. anyone able to help with it?

#

ok somehow i fixed it by changing the urp pipeline to forward and then back to deferred

#

yeah so all fixed

late patrol
#

How would I make a darkwood type effect on a topdown 2d game? like specific object not visible unless a light2d hits them?

thorny goblet
idle bramble
#

Hi, question, When I bake I'm getting these white spots on my terrain from my trees. Any idea what setting is making this happen?

deft fiber
muted pasture
#

is there a way to get beams of light in here? like maybe through volume?

vestal canopy
muted pasture
vestal canopy
#

What type of project did you create?

#

Normal 3d?

muted pasture
#

yes

#

a 3D

#

just the normal one

vestal canopy
# muted pasture a 3D

You need to get a custom asset for volumetric fog. It is not supported by default. Only unity hdrp has volumetric fog out of the box.

muted pasture
#

ok thx

#

is there a free one that you maybe reccomend?

idle bramble
deft fiber
#

Still you should confirm texel invalidity issues with the scene view's debug view for texel validity

idle bramble
#

@deft fiber I don't see a double sided shadow casting option on my mesh renderer. If I want to check textel invalidity, where would I go here?

#

Oh it's in scene view, got it;

deft fiber
#

Also could show mesh renderer component

idle bramble
#

Baking...

deft fiber
idle bramble
#

Went to cast shadows and set to 'double sided', did a quick render, I think the white spots are still there. Doing a higher quality bake now.

#

I still get them with cast shadow OFF :/

simple pollen
#

hey guys im having an issue, in my original scene (left one) I have soft shadows, after this i copy pasted the asset folder to a different unity project but got these very hard shadows, even though I use the same Post process and sky and fog volume

deft fiber
idle bramble
#

@deft fiber Double sided and baked;

dry pumice
#

is there any way to stop the light from going through the probuilder map? i did flip normals on it but i dont know if theres a way to fix the light issue

deft fiber
#

In case the trees in questions have prefab overrides that ignore your prefab changes, or something similar

deft fiber
deft fiber
dry pumice
#

also yes there is lights and a room below this room

deft fiber
# dry pumice how do i enable shadow casting

It's a property of the light component
Individual meshes and the graphics settings also have an option for shadow casting that must be enabled, but by default those should be on

simple pollen
#

Oh

#

Yeah ok

simple pollen
deft fiber
shell juniper
#

Try hitting generate lighting in the lighting tab. (turn off baked or realtime GI though since I assume you don't want to lightmap everything)

#

Just realized Spazi literally just said what I did. Oops 🤦‍♂️

wraith quail
#

Is there anything that would make precompute GI less performant than not building it and just using the realtime lighting(which has a single ambient value and doesnt look as good)? Besides memory overhead

night shell
#

as for how much is too much honestly depends on the target hardware your shooting for

wraith quail
#

okay, we have a rather large levels, been trying to solve the neutral ambient value, and found that precomputed has very nice visual results.

#

And addressing it with exposure dims exterior lighting and it just looks strange

#

wondering what the limits are, when using like low quality settings

night shell
#

the limits again will come with the hardware, and given I don't know what your shooting for its hard to say. But just use the profiler and measure performance

#

but to keep things simple and safe, just lightmap/precompute ONLY large geometry

#

and have everything else be lit by probes or lppvs

wraith quail
#

okay, yeah, just picked up Magic Probe, and its really great for algorithmically placing probes through subscenes, so im going to take all props off the precomputed clusters

night shell
#

magic probes is good for that as well, but don't forget also that you have access to Light Probe Proxy Volumes, which is a handy feature if you need to make large geometry look properly shaded

#

but as long as you follow that general rule things should be still fairly light

#

I mean mirrors edge cataylst had precomputed enlighten GI tech for an entire city so it's definetly possible

#

but anyway just keep the amount of geometry marked as contribute GI static to an absolute minimum (only large geometry that would significantly affect a given area, general rule is if an object is smaller than two texels when looking at it in the "Systems" scene draw mode under realtime precomputed GI then there is no reason to have it), and have everything else be lit with probes. A single probe will do it for 95% of objects (you also have an "anchor override" to control what probes are picked for a given object), but for some you also Light Probe Proxy Volumes, which can be used for larger objects (hell you can even "cheat" and have some large geometry not be marked ContributeGI static at all but be lit with this and it would suffice). The less you are lightmapping/baking/precomputing the better

pallid karma
#

Not entierly sure why the lights here aren't making any shadows

#

and baking doesn't do anything either

#

However it works over in this part of the scene?

#

as a side note, should I be concerned about this at all?

#

well I found that the issue was that the plane wasn't static, but now all light is just gone. How do I keep breaking things :(

night shell
#

its just a note that should only concern you if you are lightmapping, basically saying that the object is already big enough, and it can't allocate more "lightmap resolution" to this object because its already taking up an entire lightmap atlas

#

but that has nothing to do with your issue atm

pallid karma
#

doesn't 'generate lighting' mean i'm using lightmapping?

night shell
#

yes

pallid karma
#

Honestly I'm not too certain about all this

night shell
#

your issue looks like it doesn't have anything to do with lightmapping or such, just more to do with the lights and meshes in the scene

#

are the meshes in your scene set to shadow casting?

#

do they have shadow casting, and/or reciving shadows enabled on them?

pallid karma
#

Changing them off of static has them working fine

#

'contibute global illumination' was off, will see if that does anything since my other objects have that on

#

although what are you supposed to do with large scenes if you want to lightmap but there isn't enough space on the atlas?

#

doing the same thing :/
It's set the cast shadows, but now the whole thing is messed up

#

the hell
I think I'm just going to stay away from baking lights for the time being since it's not liking me today X/

pallid karma
#

although shadows shouldn't just not exist if not baked surely

#

ah, there was another setting to enable

#

baking it still looks odd though. What actually is going on here to cause this weird square?

median vine
#

Not sure if anyone here uses Bakery but I'm getting weird texturing on walls when I bake.. Max resolution 2048, bounces 5, samples 64.

#

Sometimes I suffer from this issue when not using bakery aswell

deft fiber
deft fiber
pallid karma
#

I enabled the ‘generate uv lightmaps’ thing last time around, I’ll check to see if it’s on the new geometry or not

deft fiber
pallid karma
#

Nope, imported from blender

pallid karma
#

could it possibly be something to do with my lack of light probes around the object?

#

goodness me

deft fiber
#

Now the lightmap UVs look correct

pallid karma
#

didn't know about those

#

with UV overlap on, and texel validity. I haven't got a clue what any of this means, but I assume the red is bad

deft fiber
pallid karma
#

ah, that'll be this stairway then

#

although the red around the objects on the lefthand side, could that be why the shadows aren't properly on the edge?

deft fiber
pallid karma
#

so to avoid that would I need to have them perfectly aligned?

deft fiber
deft fiber
pallid karma
#

although it does look kinda odd

#

if possible I need shadows to be fairly accurate since they are involved in the mechanics of the game

deft fiber
pallid karma
#

the final level will all be one big piece of geometry fortunately, so that shouldn't be an issue

#

it's just that that geometry has some crazy lighting issues

#

although even that geometry does this

#

For the time being I'll just try and fix those backface issues in blender, work on getting the rest of the game sorted then fix up lighting issues at the end

#

I'll be removing that scene on the left so if that's contributing at all to these issues it shoudn't do later on

deft fiber
pallid karma
#

So much new terminology notlikethis .
Is that something I’ll be able to address?

deft fiber
#

So I wouldn't worry about it until later

pallid karma
#

Not too sure why that happens, surely shadows would work best when the geometry is simple?

#

Just, in my head I would have imagined it’s easier to project shadows when the geometry isn’t too complicated. Wasn’t expecting it to be the other way round

deft fiber
pallid karma
#

Definitely

#

In that case I’ll wait and see if it resolves itself later as I add more stuff

deft fiber
#

At that point you'll want to look into how bias values affect shadow casting and how they should be tweaked

pallid karma
#

I’ll give it a look, it’s all getting rather confusing. Might take me a while to grasp all of it

deft fiber
supple coyote
#

hello, I bake the lightmap on my scene. Few models are going very very dark. I find to enable generate lightmaps UV but I can't. I got a warning
"Could not pack uvs, most likely Pack Margin is way too high. Aborting uwrap"

The objects whos going very dark after baking lightmaps are one big fbx (400mb) which contains many many submeshes

#

is the model bad, or I did something wrong? Other objects are ok after baking

#

and I have this warning on this dark objects

deft fiber
#

Instead I would set the Receive Global Illumination to Light Probes and add some probes around the scene

loud gazelle
#

hey, can someone help me with rendering lighting and shadows?
For whatever reason it always looks weird. Surfaces that are sharp start to look rounded and objects that are only one color are also looking very bad.
PS: I don't know if this is the right channel, if not, please tell me :)

#

screenshots for reference:

deft fiber
#

Your solid color walls may be missing lightmap UVs entirely

loud gazelle
#

I am not really understanding what you mean, I am a complete beginner. I just pressed generate lighting in the lighting tab and this is the result after half an our of baking

deft fiber
#

Tiny objects on a table or shelves, and the table and shelves should not be static
For lighting them you would instead use light probes

#

Small objects are also slow as hell to bake

#

Which is why they should preferably be excluded

loud gazelle
#

Imma look up a tutorial on light probes, but this issue also happens with bigger objects like walls as well

deft fiber
#

The ugly wobbly shadows are because of low samples and/or denoising issues but those might only affect the tiny objects that shouldn't be lightmapped anyway

loud gazelle
#

Makes sense, how do I check for lightmap UV issues?

median vine
deft fiber
stark tulip
#

When I approach a wall, there is some lighting that randomly generates from random angles. How can I stop this?(First image when I am far from the wall, the second image when I hug the wall)

loud gazelle
#

64 direct samples and 1024 indirect samples

median vine
median vine
#

Checkers are weird here like they aren't lining up

#

Not sure if thats part of the issue

median vine
#

It's almost like these edges aren't being unwrapped properly

chilly kettle
median vine
#

(Yes I know this isn't optimized at all I'm just trying to figure out why the lighting trippin balls)

chilly kettle
#

Thats not the lightmap.

median vine
#

Oh the lightmap uvs

chilly kettle
#

Show your lightmap with overlapping UV debug view. I guess there is a bunch of red areas ^^

median vine
#

Using these in unity?

chilly kettle
#

UV Overlap

median vine
chilly kettle
#

hmm.. weird

median vine
#

Shit hold on I left the previous preview on lol

#

Yeah still the same thing

#

It's also odd that only the corners are getting any light yet the whole strip is emission

chilly kettle
#

So. Normally your kind of light leak is caused by overlapping lightmap UVs.
What are the settings of your "generate lightmap uv" in the import settings of the model?

median vine
#

... I may have not even been using generate lightmap uv in the import, I put it on the wrong model.

#

This is what I have after enabling it 🤦‍♂️

chilly kettle
median vine
#

No

#

It wasn't

chilly kettle
#

lol

median vine
#

Should I see how it looks after enabling it?

chilly kettle
#

No
Enable > Apply > Rebake.
And the settings you have there are not right.
Set the Min Lightmap Resolution to the Resolution you bake your Lightmap

median vine
#

Okay

#

So confusing

dusky nacelle
#

is there any simple way to swap between the baked lightmaps of day and night?

pure vine
lean dagger
#

oh nvm

pure vine
lean dagger
#

nah I realised the question was dumb

pure vine
#

It's not actually

wheat oak
#

I'm trying to create a PSX style game, the flashlight is pretty decent for my standards... at least thats what I would say if when I built the project, it completely messed up. I can't really explain very well, so I suggest looking at the video

muted tinsel
#

Is there anyone who wouldn't mind taking a look at a scene in my project and giving me pointers on how to make the general lighting more atmospheric? I know very little on the subject and feel as though I could use some pointers

night shell
muted tinsel
#

Of course

#

It's a 2.5D game, so I don't need it to be overly complex, but still, I feel like I could do better

maiden hare
#

i converted my game to use the URP but when i build the project the lighting looks very different on the built webGL game versus what is seen in the editor. It is a lot brighter in the editor, any ideas?

#

theres not really much lighting effects or any post processesing being applied this game is pretty naked

night shell
# muted tinsel Of course

honestly I think it looks great, but if you are shooting for something with atmosphere then you need to look into fog solutions

#

wait are those mountains in the background?

muted tinsel
night shell
#

ah, well there are numerous ways to achieve atmostphere, but given that your project is 2.5D I think that makes things considerably easier

#

one thing I would try, and given how artistically driven your game appears to be I would go for it but you can fake height fog