#archived-lighting

1 messages · Page 54 of 1

hot harness
#

Ive basked lightmaps before and they looked great but im just not getting anything now

teal stratus
#

go to filtering and see if there is a denoiser on, if not, try Optix if you have a Nvidia GPU or Open Image Denoise otherwise

timber lichen
#

Yeah, they area all set to OpenImageDenoise

#

I do have an Nvidia GPU but Optix is disabled

ionic smelt
lavish stone
#

I use static , GI reflection probe , lights probes group and maximum shaadowmap resolutions .

celest quest
#

hello all, so for some unknown reason my shadows have disappeared. If I delete the Directional Light > Save > CTRL Z > The shadows return, it seems I can now save and the shadows are there but if I start the game the shadows disappear again

#

its like the lighting is reducing which makes shadows disappear?

sturdy narwhal
#

using HDRP shouldnt this be pitch black?

#

its a closed off cube and no lights inside, only directional light in my scene

sturdy narwhal
#

^ is fixed

#

Is there a way to adjust the range of a material emission ? the distance the light goes

mystic dew
tulip chasm
timber lichen
#

Can someone please link me a doc or a vid showing how to get that good looking 3d scene

#

u know like those test scenes

#

where u test stuff

lethal heron
#

@lavish stone enable the phong model for tessellation in the material's settings. then, experiment with the depth of the normal map. you have to google tessellation in DXR / DX12 a bit

#

@tulip chasm start with a sample scene

#

@sturdy narwhal emission effects in what sense? its primary illumination? use point lights and non-primary-illuminating emission if you need to control "distance"

sturdy narwhal
#

ah that makes sense, instead of emissive material, put a point light above it and adjust that? ty !

#

trying to learn about light baking but its so much and so complex, watched a ton of videos and man kinaDead

lavish stone
rugged condor
#

hey i want to disable the shadows of the player and i cant figure out why my camera sees my player when i move so should i disable the mesh renderer so it fixes both the problems

timber lichen
#

how to fix that?

#

realtime shadow from directional light

plucky schooner
#

It's the normal bias on the light I believe

#

Something like that @timber lichen

lunar pollen
#

how do i fix this weird shadowing effect in HDRP?

#

and shadow res being super low in general

maiden breach
#

hey. how to make emission objects affect non-static objects?

toxic hemlock
timber lichen
scenic estuary
#

Hello.

#

Everytime I remove my non static object from scene, light is being re calculated.

#

why?

#

after everymove I take, should I wait?

hot harness
#

hey im getting some wired errors when baking lights
such as
unity mesh point ,strip or line topology not supported with light mapping
and atlas size has reached it limit
anyone know how to fix these problems

#

ok nvm mind apprently when I collabed back to my other computer it looks great now

lavish stone
#

I know it missing color bleeding because Idont use ray tracing

lavish stone
#

smh reflection doesn't look fight because I use forward rendering here's anther shot with deferred , massive change (look at the reflection) defiantly screen space is better with the deferred rendering but I lose geometry details if I dont use forward

lunar pollen
#

are you in hdrp?

lavish stone
#

no

lunar pollen
#

idk about built in render pipeline, but hdrp can use forward and deferred

#

if your project is newer or if your just setting up cinematic shots i urge you to look into hdrp, its amazing

lavish stone
#

yes but i'm not familiar with it + some sharers doesn't work I should focus on learning first then when i'm comfortable I will move to hdrp

lunar pollen
#

i dont recomend moving to hdrp once your project gets larger, its better to do it earlier imo

lunar pollen
#

speaking of, does anyone know why my shadows do this?

lunar pollen
#

also, why are they blurrier the further they "travel"

honest coyote
#

Why are my walls just black

#

while i have a texture for them

summer aspen
#

@honest coyote You need a light source to view lit materials

honest coyote
#

but i just want it all the same light

#

i dont want like some parts to be darker than others

summer aspen
summer aspen
honest coyote
#

where

summer aspen
#

Depending on the pipeline, manuals are linked here in pins

gilded zephyr
#

I've been trying to use HDRP, lighting has been looking weird for a while and I can't figure out quite how to fix it

Currently, there is one directional light in the scene, the scene is a hd default one so it already has the profile etc.

When I direct the light towards the floor of the building, it provides light coming through the windows like I'm trying to get, but everything apart from the outside of the building turns blue (even with materials applied)

Seems like it happens when the light is not at specific angles, and even when the light is at one the specific angles, only some of the objects show their textures properly (as shown in the image)

I've tried following a few tutorials on this but not sure quite what's going wrong

#

also have a weird bug now where that dark circle appears on the wall

lunar pollen
#

im in 2020.2 and i sometimes get circles like that in scene view, editor restart fixes it

novel raft
#

Beginner here..how do I make it as bright as this..because few of sides of my cube are black literally

novel raft
#

fixed it

rapid galleon
#

When I save the RenderSettings.ambientLight color to a variable, I get the right color (dark blue), but when I try to set the RenderSettings.ambientLight color to that same dark blue color via script, I get a lighter version of the color. Why?

reef wind
#

with HDRP, what am I missing here? the character's clothes and face are barely visible but the sun is high and bright. same for in the shaded area, too dark

timber lichen
#

I made the materials for this 3d object shiny in blender but in the game engine it isn't shiny at all. I'm a noob at lighting so it's probably a simple fix but please help (i'm using legacy RP)

ripe wedge
#

I've tried a lot. But idk what to do.. I haven't done anything strange. There are a couple of changes in the default light settings. But nothing that will cause something like this.

lusty vine
#

I have absolutely no idea what that is. But it looks like a missing/broken light map

ripe wedge
#

Yea I found the problem a second ago. There is something in the code of the shader that creates this problem.

lusty vine
#

Ah good

ripe wedge
#

Been trying to solve this problem for a day ...

lusty vine
#

I'm a good ducky 😄

steep hedge
#

Does anyone familiar with Aura 2? Do you know if there is a way to make it work in URP pipeline?

mystic dew
#

@steep hedge probably no. wait for Aura 3

steep hedge
#

Aura 3 is wip?!!wow

solemn heath
#

Hey, so after light build, static objects are getting completely dark, i'm using progressive gpu, but this also happens on cpu

timber lichen
#

Is there any way to achieve a lighting effect like this in real time. Essentially seeing the shadow silhouette through a Japanese paper wall thing.

balmy stratus
#

how can I fix pixelated shadow in URP?

winter echo
#

If I am going to use light probes, am I able to make seperate light probe groups for each room, or should I have one large light probe group?

winter echo
honest nova
#

So I'm testing a small concept game where you are basically skydiving. I'm using physics for the whole thing but I get strange artifacts in the lighting once the falling objects get too far away from the origin. Is there an easy way to fix this? (also, is this the right channel for this question? I'm new, and I just switched to Unity from Godot)

solemn heath
#

if i clean GI cache, do i lose my scene lighting?

spark fractal
#

Has anyone had an issue where additional lights don't work in URP on android?
I also have an issue where post processing disables when camera stacking is on.

warm lichen
#

If I set baked lighting to one bounces instead of two, how much would a scenes quality be diminished.

warm lichen
#

Also is there a way to save and recall lightmaps

compact remnant
#

I guess you could copy them to another folder, as they're essentially texture maps? Though I've never done it before so I couldn't tell you with 100% certainty @warm lichen

raven oyster
#

not sure if this is a relevant question, but I need in a 2d game to get shadows (not yet decided how to create) when opening the door to the next level.
P.S. photo maked in "paint" for understanding (sorry for my english)

#

should I try changing the Camera Culling mask? Or just make a sprite with dark Backgroung and move it?

haughty plume
#

dudes, not sure if anyone is able to explain this to me, i'm trying to make puddles, at night, and they reflect light and have raindrops. now, i can do this, its fine, but i found the only way i could make it work was by using an area light on it, if i use a spot light, it kinda.....diffuses the white light on the surface. but, using an area light is means 1) my shadows suck, and 2) i cant use volumetric on it. i'm not sure what i can do to the shader to make it not diffuse the light

haughty plume
#

looks like i can disable 'affect specular' on the sportlight but that breaks the specular i want on other objects

#

its like i need to disable specular highlights on the shader for the puddle

#

ooh, changing the shader to stack lit seemed to fix it 😄

nimble lava
#

I've got light bleed that isn't visible in the editor, but is visible when looking through the camera of my player character. Any idea what could cause this??

#

it may not be super visible but here's a picture showing the problem

topaz jackal
icy tundra
#

@timber lichen you can project shadows onto the surface. Or you could cheat and just use scene depth if you don't change viewing angle much.

quick hamlet
#

hey i tried unity 2020.2 ssgi but the results are not impresive it is almost like no baked lighting but on the announcement video the ssgi looks great so how can i achive that kind of realism ?

queen junco
weary kettle
#

Hey, I am not sure if this is the right channel for this, but I am using normal maps for 2d sprites, and it is causing an issue where you can sort of see behind one sprite to another. It seems like the normals of the car here are effecting the character in front. Anyone know what could be causing this?

covert stirrup
#

VFX graph seems like it would be necessary

finite compass
#

Can someone help me increase my shadow quality in URP?

lavish stone
#

can someone explain to me why unity use toolbag for DevLook instead of unity path tracer ?

hardy aurora
#

Ofc. it's okay, why shouldn't it be?

#

Well most AAA games use realtime GI, which works well in most games

#

so I assume baking will achieve atleast that quality

#

Exactly

#

But you can calculate baked lighting on the GPU

#

That's what GPGPU is for

#

In the VFX Industry they also use many GPUs just to bake lighting

#

As GPU's do different rounding than CPUs or offer less precision (using float instead of double) there might be a small loss in precision but it is completely negligible

#

It should be fine, even better to be honest because you can let your GPU work without blocking your CPU

#

Also, always keep in mind that you can use the GPU for more than just rendering (see compute shaders, gpgpu)
Though I'm going OT with that xD

#

compute raytracing is fun too, until you need to build your own datastructures on the gpu 😛

wise basin
#

i was just wondering if lwrp has soft shadows

#

or if anyone knows a good alternative to lwrp for implementing soft shadows

hoary fossil
#

Testing out unity 2020.2 using DXR

#

This engine is insane

hoary fossil
split furnace
#

folks, we sometimes have an issue where a baked shadow gets cutoff when a ground tile ends and a new one begins. could anyone suggest what could be causing this behavior?

worthy sapphire
#

What would the best way to have mixed lights in interiors with functional light switches be?

Like, I wanna have multiple rooms in a scene where I can turn lights on and off using a light switch. Currently I kinda need to bake the lighting and reflection probles so that it looks good, but if I bake it with the lights on then the lights remain baked on the objects when I turn off the lights.

gritty ore
#

Saw this during some light baking, just thought it was funny enough to be worth sharing.

pulsar aspen
timber lichen
#

I'm having a rather strange issue with my baked lighting.. The yellow lines are the direction of the light.
If you look at the fence on the left where the blue lines are at, the shadows are going in totally wrong directions + aren't baking onto the terrain either. Can someone please help me understand what i'm doing wrong?

I'm on URP 10.2.2. I generally never do baked lighting but i'm trying to get a test scene made before I get my Oculus Quest 2 in the mail, so figured I'd be smart and bake lights. But this doesn't seem correct. The shadows on the trees are fine, but something is wrong with this fence.

stark temple
#

Is it not apparent by the picture?

#

and the description

quick saddle
#

I just don't know what the use for it is when normal maps do the same thing

stark temple
#

Normal maps do not mask though

#

They're only directional

gritty echo
#

Anyone know what might cause jagged shadows? I'm using HDRP and tried increasing shadow resolution and messing with cascading, but I can't seem to fix this.

gritty echo
#

Okay, I figured it out. I was setting my resolution past 4096, but it didn't seem to do much, but then I realized I didn't change my max shadow resolution, so I upped to to 8192 for testing, and it worked lol

gritty echo
#

Now I'm running into this problem. This mesh is made up of triangles, but it's relatively flat here, and I don't think it should be looking like this... Has anyone seen something similar?

supple patrol
#

Did you by any chance change Lightmap resolution as well?

gritty echo
#

Tbh, I'm not sure what the lightmap is, but I'd assume what you mean would either be changing the top or bottom of these values. Either way, I can't tell what changing these actually does.

#

@supple patrol

supple patrol
#

go into the light settings and view the baked lightmaps (assuming your mesh is static and the lights are baked). Have the mesh selected and it should be visible on the lightmap. does everything fit there or are there overlaps?

#

how big is your lightmap? (Lightmap size in the Lighting settings)

gritty echo
#

Sorry, I ended up going to bed @supple patrol. This is from a rotating directional light acting as the sun. It keeps moving, but at certain angles, these show up for a little bit.

thin zealot
#

Hey guys im not at home RN but i have a problem that my camera can see shadows only when they are close
How can i fix it

timber lichen
#

help

stark temple
cobalt dove
#

What happened to the lan bake feature unity were going to polish and release a few years back ?

shadow horizon
#

Why is unity lighting system still garbage??

#

this is not baked. My lights are set to baked. So... What am i doing wrong? Im not waiting 30 mins per bake for it to just not work

upbeat ember
#

Hello ! I really really need your help please ! I'm trying to build a game but the lights are breaking when I do a build, could someone help me please?

shadow horizon
#

looks like a shader problem more than lights

pulsar tapir
#

I have an issue with baked GI. No matter what my lighting setup is—e.g. if I have no light sources, including the environment lighting—the result is blank white.

#

What can cause that?

#

Could it be that this is Baguette's same issue in the image above?

#

My scene with the incorrect baked lighting looks different from that only because it has intense bloom also. I get the same white appearance

#

This is in 2020.2

#

Baguette's issue doesn't look like a shader problem since the shading is fine in the first image

cobalt dove
#

@shadow horizon Are your lightmap UV's correct?

pulsar aspen
#

There's an asset' (I know lol) that gives you a decent preview of a bake, might be worth the investment.. shakes fist at unity

shadow horizon
cobalt dove
#

the lightmapper requires a second set ot UV's. Unity can generate those automatically if you select the option on the fbx.

shadow horizon
#

Lightmapper must be working if the lights work fine unbaked, no?

#

@cobalt dove can I dm you about it in a couple hours? Eyes need more sleep 😅

cobalt dove
#

Lightmapper is the thing that bakes the lights. Things turning completely dark is usually a sign of missing lightmap UV's

shadow horizon
#

I assume that uv setting is on the mesh import settings? I'll give it a go after nap

cobalt dove
#

yes in the model tab right at the bottom

covert stirrup
finite hamlet
#

Hey 🙂 Do you have any idea if it's possible to create a lit AND unlit shader in 2d renderer? I have an outline shader, so when i highlight an object, it gets an outline. However, it's a lit shader, so if it's a dark room, the outline doesn't show.

I want to show the highlight even if it's a dark room, but the item itself (like a cupboard) is supposed to be dark unless there is a light on it. Weird huh? Is it possible? 🙂

hardy rivet
mystic dew
hardy rivet
#

2020.2

#

I got it working by lowering the Texel per unit

shadow horizon
#

@cobalt dove @covert stirrup Should my point light GO be static?

covert stirrup
#

No, that doesn't matter, only the setting on the light does

shadow horizon
#

lets hope this works then, i generated lightmap UV's for all my objects

#

the baked shader thing for scene view clearly shows the lights though...

covert stirrup
#

@shadow horizon I would recommend setting up a test scene to iterate more quickly

shadow horizon
#

Its taking 8 mins per bake, thats fine. i just want it working xD

covert stirrup
#

What kind of shader are you using

shadow horizon
#

No shaders, its just normal materials. Im using URP

covert stirrup
#

So default lit?

shadow horizon
covert stirrup
#

And show one of your lights?

shadow horizon
covert stirrup
#

Is the light you see there baked?

shadow horizon
#

yes

#

no

#

thats realtime

#

the spot on the flloor infront of the throne

shadow horizon
#

@covert stirrup

covert stirrup
#

hmhm, not sure about this when it shows up in the lightmap preview

shadow horizon
#

iis it "baked shadow radius" ? coz its currently on 0?

#

is that a problem

covert stirrup
#

no

shadow horizon
#

why does unity hate me

rocky peak
#

[ Insert Meme of Navi here but I can't because the Mods will hate me ]

shadow horizon
#

Yes

rocky peak
#

COol

#

Go to Window > Render > Light settings for me.

shadow horizon
#

Yup yup, you want a SS?

rocky peak
shadow horizon
rocky peak
#

Also what Unity version are you on?

shadow horizon
#

2019.4.8 LTS URP

rocky peak
#

Set your intensity mulitiplier to .1 or .2 (ish). Although you're making a dark spoopy scene, you're going to need a little bounce lighting. It always exists in nature (unless you're in space). And intensity muliplier gives you such

#

(also this will be a process as I help you debug and troubleshoot kay? I will need to check mlutiple things)

shadow horizon
#

this is what it looks like real time, i want it to look similar to this

rocky peak
#

Beautiful stuff 😄

shadow horizon
#

Ok, i've set intensity multiplier to 0.2 in the light settings

rocky peak
#

What's inside your Mixed LIghting? Is Baked GI checked and LIghitng Mode set to SHadowmask?

shadow horizon
rocky peak
shadow horizon
#

idk, i believe thats the default setting

rocky peak
#

WEIRD something not right at all with that

#

Try setting your Enviro LIghitng to .2 and see if Shadowmask comes back

shadow horizon
rocky peak
#

Hmm muy interesante that should not be off

#

Okay before we check the lights, let me see the rest of your lightmap settings. Your one screenshot cut it off. Give me the whole shebang.

shadow horizon
#

Loading

rocky peak
#

Dear LAWD why 2 texels per!?

covert stirrup
#

lightmap size 32

shadow horizon
#

It was taking 30 min plus

#

For a black scene each time

covert stirrup
#

Why do you think I recommend a test scene!!

rocky peak
#

Okay so was this your "!@)#(*%&)#@%&) WHY IS THIS NOT WORKING!?!?!!" settings?

#

also can you give me a birds eye screenshot of your level? I want to see how complimacated it is.

shadow horizon
#

On the box at the bottom is really going to be affected by the baked lights

rocky peak
#

There is no reason in hell (pun! Per your hellish game) that should take 30ish minutes

#

so I'm guessing your geometry is afoul. However let me proceed with the troubleshoot

shadow horizon
#

it takes 8 minutes with my current settings

rocky peak
#

Go to Window > Rendering > Light Explorer pretty please

shadow horizon
#

all the lights in this room im in, are all baked

rocky peak
#

Is the "outside" part of the level pure realtime?

shadow horizon
#

Yea, theres no additional lights out there, just the directional light

rocky peak
#

That's a LOT of blooming lights O.o

shadow horizon
#

Which is why i need em baked 😛

iron crow
#

jeez that's a lot of realtime lights

rocky peak
#

Yeah way to break your GI cuz.

#

Switch to reflection probes section of your tab pretty o' please

shadow horizon
#

I don't have any

rocky peak
#

SHAAAAAMMMMEE

#

You can fake quite a bit of atmosphere with a baked reflection probe 😉 I'll teach you how

#

also, hopefully you saw the "SHAAAME" Hot Fuzz meme in your head since I can't meme in here

shadow horizon
#

Never seen it

rocky peak
#

ahh the memes are better than the movie anyways

#

Okay back on target - is your room one seamless object?

shadow horizon
#

No. "tiles"

rocky peak
#

Or modular objects snapped together with the might vertex snapping?

shadow horizon
rocky peak
#

okay excellent excellent choice sir! You get a gold star ⭐

#

Have you gone through the FBXs that are generating this room, and ensured that Generate LIghtmap UVs is checked?

#

I've trolled myself forgetting this quite a bit

shadow horizon
#

Aall the objects have that yea, i did that couple hours ago

#

it moaned about overlapping UV's though

rocky peak
#

AHHHH 😉 FUN

#

It should tell you which UVs were overlapping and on which object

shadow horizon
#

I'd have to bake again to get the warning :p

rocky peak
#

This shouldn't make your break your entire map though

#

WELL when that happens, you can fix some of those errors by fiddling with these settings. Usually be setting your pack margin a lil higher (I SAID LIL OKAY!? )

shadow horizon
rocky peak
#

You may not need to bake your decals

shadow horizon
#

Decals are like hay clumps on the floor

rocky peak
#

no shadow data on them either pretty please

#

no probs no probs

#

Standby I'm going to quickly prototpe a versino of your "hell" on my end

#

OH quick quick question that COULD make or break your maps - are these items set to a proper size in unity? To check, drag your fbxs near the unity 1x1x1 cube. That cube represents ONE square meter. IF your FBXs are obnoxiously stupid big compared to this cube, that is likely the issue

shadow horizon
rocky peak
#

That looks big to me.

shadow horizon
#

About 4x the size

#

But i dont see why that would matter, If they receive light normally with real time

rocky peak
#

yeah. How "big" is your room, by this wager?

#

Believe it or not, if you have meters upon meters upon meters of space you're trying to map, that will take up ALL the space and cause the maps to take forever

#

standby while I get my walls

#

It's only 4x4 though that should be too bad

#

Yeah that shouldn't be kilin git so hard

#

Are these walls marked as static and all that jazz?

timber lichen
#

How can i set my scene completely Dark? I set the ambient light to black but my scene is still light

shadow horizon
#

Yea

rocky peak
#

OKay.

shadow horizon
#

@timber lichen You can utlilise Post processing for that

rocky peak
#

Alright lets move to the next questin - did you set all your realtime lights under one empty game object, and all your baked lights under a separate game object?

#

?

shadow horizon
#

No

timber lichen
#

@shadow horizon like the stack from package manager?

shadow horizon
#

Depends what render pipeline you're using

rocky peak
# shadow horizon No

That's a lighting "Best Practice" 😉 helps you troubleshoot what might be killing you. Go ahead and organize them now. I usulaly title the "empty" game object as "--------BakedLights" so there's no mistaking it

timber lichen
#

im using srp

#

default

shadow horizon
#

Then i guess you'll have to use the stack yea, Not sure how to install / make it work though, im on urp

#

@rocky peak ok, all pointlights are in a empty GO now

rocky peak
#

Not all point lights perse - all BAKED lights in one. All REALTIME in another

shadow horizon
#

All my points want to be baked

rocky peak
#

I'm going to make you turn off all the realtimes to see if somehow they're causing a fuss

#

that's not what I saw in your light explorer e.0

shadow horizon
#

Yea, they should of all been baked 😛

rocky peak
#

Ahh

#

so did LIght Explorer help you out there? Showing you that easy to see mistake?

shadow horizon
#

Yea

#

Docked it to my eeditor now 😛

rocky peak
#

Coo that means I helped at least a little so far

#

it's good window

#

okay try baking again for science -that might have been the issue

#

If it's still kind of dark, lift up your texel density again

shadow horizon
rocky peak
#

Humbly I think you should go back to default

shadow horizon
#

I didnt make that pack up slightly on model import settings, should i do that

rocky peak
#

ALSO set your outside map to NON STATIC we don't want it on the light map

#

No not yet you don't want to push your packing out unless it's on a trouble geometry

#

your default settings uusally help you. Most of hte time.

#

if they are being hindered that's your chance to say "Huh. THat's not right."

shadow horizon
#

How do i reset to default light settings

rocky peak
#

There is no easy reset

#

that I'm aware of anyways

#

OH wait yes there is

#

click the sprocket in the top right lmao@!

#

(that's what I get for not looking first)

shadow horizon
#

Nahnah that changes my skybvox and stuff, ill just manually punch in the values in your screenshpot

rocky peak
#

Sure 😉

#

don't blame ya

shadow horizon
#

Ok its much faster now

#

5 min eta

rocky peak
#

did it kick your ass on any UVs?

#

"these UV r not good"

#

if so look at what objects kicked it up

shadow horizon
#

Normally comes up after bakinhg

#

the warning

rocky peak
#

kay

shadow horizon
rocky peak
#

you're still getting warmer! What's that light got the others dont?

shadow horizon
#

An intensity of 1 and not 10

rocky peak
#

okay what about your indirect multiplers? Did you set them to 0 by chance?

shadow horizon
#

they are all 1 or 3

rocky peak
#

Also 10 seems.. wrong...

#

are these candles and such?

shadow horizon
#

The candles have no lights, just bloom

cobalt dove
#

Did you duplicate lights when you were placing them ?

rocky peak
#

cool alright I think.. you should hear me on this process that I use -
Delete ALL THE LIGHTS! (save for your directional). Yes I know that's tedious and sucks but there's a reason I do it this way.. Do a -save as if you must. and make a copy of your level.
But delete all your lights. Then set your light settings to "auto-generate" . Your autogenerate shouldn't take longer than 5 minutes if you ONLY have a single directional in there. If it does - something is wrong with the geometry and that'd take me too long to figure out.
Then, I'm going to recommend you start with a single, BIG BIG BIG area light that's set to VERY low. Area LIghts are specifically FOR this process of creating a "layer" or "coating" of light that's baked only.

#

as you introduce a bkaed light here or there, you shouldn't be seeing MASSIVE spikes in the bake settings.

cobalt dove
#

We had a bug where lights that where copied did not register for bake

rocky peak
#

That's good info

cobalt dove
#

Try to delete all baked lights clear baked data and cretae them again but dont duplicate them

rocky peak
#

also part of why I do this modularly and keep checking my settings

cobalt dove
#

If this is the case Im going to do a bug report

shadow horizon
#

You want me to create and place each light individually again? 😮

rocky peak
#

you shouldn't need TONS of lights to get what you want my friend

#

Give me about... checks the light map settings size minutes and I'll show you want I'm doing with ONE properly placed area light 😄

#

6 minutes

cobalt dove
#

I dont want you to do that. Just sharing my experience. You might not have the same bug

rocky peak
#

So I'm going to advice an area light to do most heavy lifting. A reflection prope to help you adjust minutely. Then some beautiful point lights, but A FEW

#

LMAO but >I< want him to delete his lights

#

I mean check out. 3 minutes and that area light already gave me JUST right info to let me know I'm in a room

#

(the splotches on the right are because it's not done baking but it was only a 6 minute endeavor on default settings)

shadow horizon
#

that bake on default settings was 0.6gb

#

Thats far too mch

#

I'll delete all lights in the throne room and just use 1 area light

rocky peak
#

Yes I agree has to be your geo

#

I did just the room righ tand my default bake is 1.2M

#

HEre's what I did on the Area LIght for mine. BIG. And since you want spooky and barely there, I did 2.3 on that indirect multiplier. Your indirect lighting is going to do a lot of heavy lifting for you

shadow horizon
#

What do i do with an area light xD its just a flat plane

rocky peak
#

It's probably facing down.

shadow horizon
rocky peak
#

Area lights start out really small but you should see the handles as yellow dots. It will resize it. A small line poking out it's middle will show you which direction it's facing in.
Area lights are amazing for controlling ambiance. You can face them in the corners of places to really get smooth atmosphere. Treat them light those "reflectors" that photographers use 😄

#

I'm still baking but here's two lights (aside from the directional, which is set to mixed, btw) in the scene. Alright picking up some good definition (for SPOOKY lighting that is)

shadow horizon
#

Where would i place it and how big to generally light up the room?

rocky peak
#

My area light takes up the whole ceiling in this case

#

I put at the top of the ceiling - faced it down -and set it to low intensity but lots of indirect multiplication

#

(also this is no post processing either)

#

(fr my screenshots that is)

shadow horizon
rocky peak
#

yeap

#

also it finalized the baking on my side. 6 minutes. Using the "autogenrate" will let you know you're doing something wrong on a small room like this because if you see your autogen go up to 50 minutes and your level is small... that's your queue to say "Well. I did something dumb. But what?"

#

and please do not misread me I do a LOT of dumb things every day 😄 I'm good at it.

#

so don't be offended

shadow horizon
#

Ahhh it looks like its working

rocky peak
#

^^

#

schweet huh?

shadow horizon
rocky peak
#

that's the lightmap splotching before it finalizes

shadow horizon
rocky peak
#

with baking it ain't over until the fat reflection probe finalizes

#

and this is with your default?

#

It might be your throne

#

it looked complicated

shadow horizon
#

I put it down to 512

rocky peak
#

that should still give you some data

shadow horizon
#

I don't want the build to increase massivly

rocky peak
#

If you're concerned about something being amiss, check your Bkaed LIghtmap and look at your throne

#

My light maps on a simple square like I have is only 5.3mb

#

I can't imagine your map is that much more complicated

shadow horizon
rocky peak
#

try rmeoving the throne and seeing what happens then. If the lightmap drops in size, there's your issue

#

it doens't look bad at all e.0

#

I have default on my lightmap

#

directional. Cmpress lightmaps. 2 padding. 40 res. Direct Samples and Indirect Samples default

shadow horizon
#

oh, i dont have compress lightmaps enabled

rocky peak
#

try that

shadow horizon
#

Shall i cancel?

rocky peak
#

also for your walls if you think people won't pay that much attention,

#

Yeah sure

#

but you can open your individual hierarchy objects, check their lightmapping value, and set them to LOW res.

#

and then if you think people will be looking at and studying your htrone, set that to high res

#

I did all of that with JSUT this

#

After my baking finalized it had this SUPER COLORRIFIC ROOM! And guess what - this is ONE area map. One point light. That's it. My direcitonal too

#

area light* sorry

#

so you might bethinking (egads thats ugly). No prob.

#

After my baking is done, I can adjust this bad boy to make it look more what I want. No waiting for rebakes to happen.

#

Since I relied on my indirect lighting I was able to pull it down and instantly to see how bright or dark I want it

shadow horizon
rocky peak
#

So if I can get THAT sucka to do that much using only three lights, you should be able to do that too 😄 And i know tha'ts frustrating to hear because you're probably thinking "well. WTF THEN!?"

#

It's so dark in there my friend turn your AO off

#

You don't just turn that guy on BECAUSE.

shadow horizon
#

Wont it add nice blending though?

rocky peak
#

As dark as it is in your room, no I don't think it's doing much for you

#

you have to always be strategizing with your lighting the same you strategize with your programming

shadow horizon
#

Oki, baking now

rocky peak
#

you have ot ask yourself how much do I need AO in a dark room? Will it save my lightmap in size? If so. BLAM

shadow horizon
#

Lets hope it works

rocky peak
#

Me too

#

did you at least learn quite a bit already ? 😄

shadow horizon
#

And it not massive in size

#

Yea, delete lights and make an area light

#

got it got it

rocky peak
#

Then I've don e aservice! BWAHAHAH 😄 does the hell yeah dance

#

also - light explorer is your friend

#

You can tell I started on the art side of the house huh?

shadow horizon
#

😛

#

Hopefully this will give some performance increase too

#

Thats the main thing

#

Plus stop lights flickering

rocky peak
shadow horizon
#

But when i bake, it just "bakes" instantly and nothing changes 😛

#

Different scene

rocky peak
#

check your light explorer

#

love the ambiance btw

#

no bake time sounds like it doesn't see any lights set to Mixed or Baked

shadow horizon
#

I made it really bright so people can see in discord, since discord compresses and makes it much darker

#

Ah, i probably havent set them to baked

rocky peak
#

I lov eit though. Reminds me of Carnevil.

shadow horizon
#

I'll see if this works fine

#

You can buy the game 😉

rocky peak
#

Light Explorer is your friend 😄

shadow horizon
#

Cheap as chips

rocky peak
#

speaking of which, I had better get cracking. My lunch is over. But DM if it's still being a putz.

shadow horizon
#

Thanks for the help man, I'll let you know 🙂

maiden lynx
#

I have this problem: I've made two different platform, one hexagonal and one rectangular, with the same colors. In the first photo is with only one light, in the second the light is lower in intensity and i've added 2 more spotlights. the problem is that it seems that the two platform have different colors and i can't understand why. pls help

shadow horizon
#

7 hours in and still cant get baked lights to actually work... Does anyone know please

#

@cobalt dove I've tried everything. if my lights are baked, they stop working

teal sierra
gritty echo
#

I'm using URP, and I want to have my fire cast shadows, but I'm using a point light for my fire's light source, and I guess point lights can't cast shadows. Is there any other way to have my fire cast shadows? It looks really weird without shadows.

plucky tapir
#

How do i get a shader to cast lighting on other nearby walls? I can increase the emission of a shader, but it looks horrible in a low-lit room because it doesn't cast any lighting

#

I made by with some area light, but I would like to learn how to code in light casting in a shader.

covert stirrup
#

Emissive light will cast baked light, but not realtime @plucky tapir. That would require a change to the lighting system

#

@shadow horizon Can you please make a new scene with just a static plane and a point light set to baked and see if it works there

supple shard
#

I'm not sure if this is the place to ask, but I'm having a bit of a problem: these faint lines appear all over the place when I move, and I don't know what's causing that.

#

(I'm not talking about the lines of the camera, but the faint grey lines)

covert stirrup
#

The horizontal and vertical lines? That looks like the grid

#

That's just in scene view

supple shard
#

no

#

that appears in game view too

#

maybe having a tilemap + grid affects that?

covert stirrup
#

might be the tilemap yes

supple shard
#

ok

#

thanks

timber lichen
#

Is there anything inherently wrong with using the Progressive GPU baker? The reason I ask is it says it's in preview. However, if I do progressive CPU it would take literal hours to bake my scene, the GPU one said 8 minutes and it was done... So just curious what issues generally come about with Progressive GPU baker.

covert stirrup
#

If it runs without crashing and gives a good result then there's no problem in using it @timber lichen. The end result is a lightmap texture either way. But those two things are not guaranteed while it's in preview

timber lichen
#

Yeah, sounds good - ty

queen junco
#

Does anyone know how to make eyes glow in the dark?

timber lichen
#

@queen junco I'd say just use an Emission Color/Texture. Now I suppose if you want the glowing eyes to affect walls then I'd just put some point lights/spotlights from the eyes.

#

Bloom post effect can create some good results if you know how to modify the post stack in real-time. Whilst it won't affect walls and such, it can at least give that bloomy affect without needing lights.

timber lichen
#

anyyone knows?

covert stirrup
#

is it Z fighting?

timber lichen
#

oh nvm

#

seems the models are spawned on each other

covert stirrup
#

so yes. Good 👍

sharp cedar
summer aspen
#

Set ambient light to white.

shrewd socket
#

@timber lichen for other computers gpu might not be best, also gpu's do math different from eachother for performance reasons, so if you had like 2 computers with different gpus rendering half each of one animation, the color or something might not match perfectly

rough iris
#

Any good tutorials on outdoor lighting?

whole eagle
#

how do i make my shadows semi transparent

pulsar aspen
shadow horizon
# supple shard

Looks like colour banding to me. You can help reduce it by enabling dithering on your camera.

#

Or, since you know the keyword now, go have a Google for potential fixes :)

supple shard
#

It's fine, I already fixed it

#

I put my tileset into a sprite atlas

grave yoke
#

hi guys. i got a question related to realtime directional light mode. In Lighting window, there's a realtime lighting setup, and I turned off the Realtime GI cause I don't need it (and it's also deprecated). Since I think it's realtime and turned that settings off, I wonder why there's still some baked lightmaps in my settings? It shows there's 2 Directional Lightmaps with size of ~11 MB. I'm using 3D built-in shader, Unity 2020.2.1f1

covert stirrup
grave yoke
#

ok thank you

hardy rivet
#

Anyone know why I'm getting light on the far wall? I've got Lightmap UVs enabled and set to the same resolution as I'm baking

#

It's also not passing across to neighbouring pieces

warm spoke
#

my light in normal setting have very low light but i see in ohter unity light have high light in normal setting. how to fix or is normal?

This probelm for all light

hardy rivet
#

Also what is going in with baking affecting the albedo? Temperature is turned off in the light

wanton valley
#

Hi guys! Why my point light does not emit light for my particles on the left side?! 😮 Am i missing something?

#

It has a big radius and everything

timber lichen
#

Friends
any idea how to make sun shafts??

silver zodiac
#

how do i turn off the shadows

#

or whatever is causing some faces to be black

summer aspen
#

@silver zodiac Set ambient lighting

#

or use unlit materials if you don't need shadows

modern root
#

any idea why i can't see the skybox? i've followed the steps in here https://docs.unity3d.com/Manual/skyboxes-using.html, using URP configured for 2d, perspective cinemachine, keeps only showing the solid color. The material shader is ok i can see it when applied to an object in the scene... though it does work once i remove the URP renderer, in fact it seems to only work with the 3d urp renderer and not the 2d one...

umbral crater
#

hello, I'm getting these weird yellow spots on game objects that have LOD after generating light (using GPU lightmapper), does anyone know how to fix it?

umbral crater
dim sigil
#

Hello. I'm completely new to unity and have an extremely limited knowledge. I'm trying to follow a tutorial, but I am having trouble with shadows. As you can see, the sun is creating shadows, but my objects inside are not. I have changed everything to static and watched some videos, but I cannot figure out why there are no other shadows. Any help would be greatly appreciated!

misty panther
#

anyone know why my dynamic models in my scene with baked lighting are flat shaded?

#

lighting settings:

#

model properties:

#

hmm

#

well I think it's because I have no realtime lights

#

any way to get realtime lighting on my dynamic objects without making everything realtime?

#

alright: I made a directional light, made it only affect my gun layer

#

works now

dim sigil
#

Could you erase your message if you got it working so people can see what I asked too?

covert stirrup
#

Area lights don't cast realtime shadows @dim sigil

#

Only baked. At least by default. In URP/HDRP you might be able to, I dont't remember

dim sigil
#

Sorry, I don't know what URP/HDRP means. Could you elaborate on that?

covert stirrup
#

Render pipelines

dim sigil
#

Are those just different methods of rendering?

covert stirrup
#

Yes you choose it when you start a new project

dim sigil
#

I'm a bit confused why mine would function different from the tutorial I'm watching. In the tutorial, the world has objects that cast shadows despite the same kind of lighting

#

All the assets came prebuilt in a kit I imported, so I know the lights are the same as the video

#

Do you know why this might be?

#

I can show you my lighting settings if it would be of use

covert stirrup
#

Instead of a tutorial on setting up a scene you should watch a more fundamental video about lighting in Unity. It's a big topic

#

As well as Unity more in general, like the render pipelines. This matters a lot for how your scene looks

#

I'm heading out now but good luck

dim sigil
#

Okay, thank you for the assistance

long lynx
#

how do i keep the cast shadow of the sphere but remove the shadows i circled here

#

nvm figured it out

crisp dagger
#

how do i fix it

summer aspen
#

@crisp dagger Don't cross-post. Pick one channel.
You need to set ambient lighting.

sharp cedar
#

Using GPU lightmapping Im getting these awful results, any way to improve it?

#

Im using the default settings

dry arch
#

I'm having trouble with large and small objects being affected differently from fog. Is the fog calculation only done once per object? Or am I doing something wrong?

idle axle
#

I'm trying to turn these guys into light panels

#

kind of like this

#

is there any way to do that?

dry arch
#

@idle axle i’m new to unity as well but i guess you would use an emissive material and an area light?

idle axle
#

Ive been trying to use the area light but it doesn't seem to want to work

#

I'll mess around with it some more ig

spark fractal
#

@idle axle add emission to the material

#

Make sure it's static

#

Lights like that only work with baked lighting and light probes

#

if you want this effect in realtime/dynamic there's some methods in HDRP but it still requires trickery

atomic valley
#

Hey guys, I need help using reflection probes.
I have a reflection probe, but the reflections the reflections don't follow the geometry, if you get what I mean.
The reflections just stay in place. The probe is capturing reflections, but it keeps them in place.
If anyone can help, I'd appreciate that.

leaden reef
atomic valley
#

Hmm

#

No @leaden reef I have all the reflections, but it doesn't move the reflections with the geometry

#

Thank you for searching though! You're the best

leaden reef
#

ok actually i don't know

#

i just googled

#

lol

leaden reef
#

i am wrost

atomic valley
#

😅 Why?

leaden reef
#

idk

atomic valley
#

Ok thanks!

idle axle
#

@spark fractal nope not working lol

spark fractal
idle axle
#

I've watched that first one a hundred times but nothing works

spark fractal
#

Then you're missingsomething

#

you should be posting details of your whole scene setup

#

mesh render settings and everything

safe pewter
#

Is there a way to make baked lighting interact with normal maps?

#

it just looks flat because the baked lighting isn't effected by normal maps

#

point light works fine so it's not a problem with the normal map themselves

#

fixed it

#

had to bake with directional

quaint gate
true summit
#

I think it's because of your materials that you chose

quaint gate
#

Its the "basic" material

#

I literally just created the material and changed the color

true summit
#

ah ba I do not know how to remove

spark fractal
#

@safe pewter Bakery

latent saddle
sharp cedar
#

Whats up with my lighting?

timber lichen
#

I have a problem where my object seems to be ignored by the sun, meaning all light comes through the object geometry and there are no shadows inside

#

I'm on the HDRP btw

steel crescent
#

Hi guys,
I have a big problem with shadows.
If I want enable shadows on directional light a turn on shadows, happen this to me. If I set resolution to ultra everything is ok, but this shouldn't do this at all, shouldn't it?
I use Unity version 2019.4.15f1 and HDRP

safe pewter
#

why are only one of my lights contributing to baked lighting? Both have the same emissive material, both are static, everything around both ones are static, everything has UVs

safe pewter
#

also why does unity's baked lighting looks SO much worse than lighting baked in blender using eevee

timber lichen
#

Check your lightmapper settings (Resolution, samples, bounces etc)

#

How can i make those branches on the left make less reflective and more representative of how wood supposed to look?

ivory crag
#

hey i'm a big noob and i have a really basic question, what's the best way to prevent light bleeding through walls for separate rooms? i'm just trying to light up an entire room a specific colour but i have to expand the point light so much it ends up bleeding into other rooms

sharp wagon
#

I have same question about light bleeding.

fallow bone
#

idk

#

even i am noob

#

can u send full screenshot

ivory crag
#

i have a point light in a separate room selected there, and you can see how far out i have the radius for it

#

and the pink is bleeding into the corners there

#

i somewhat fixed the issue by using mixed lighting instead of realtime and just adjusting how far out the light goes

#

but it just seems like such a scuffed solution

#

there's gotta be a better way to light up a room without the corners going dark or with light bleeding out

#

i just don't know how to do it

#

so this is my having it 'sort of fixed'

#

but the room in question here, i wish the corners werent darkened, i want it to be uniformly lit up

cobalt dove
#

Well you could use the culling mask and set up layers for your rooms

crisp rain
#

Hi. I'm tying to bang my head around baked lighting. So I set up my scene, to have all items static and starting baking lights. I'm actually dissatisfied with the results, as using baked lighting reduces details, e.g. on the floor (see Screenshots). The scene does not have any directional lights, environment lighting is rather low. Anyhow, the first screenshot shows the scene with cleared baking data- Second one with baked lightmaps (please note the lacking floor details), thirs screenshot shows basic lighting setup. Overall my understanding was, that baked lightmaps should have even better shadowing and details then realtime, due to its nature.

#

I probably have a basic misunderstanding, but fiddling around with LM settings did not change my problem of loosing details.

#

Please note: I disabled any post-processing to not mask issues.

hasty carbon
#

Has anyone else here tried to bake their own cookie cubemaps for point lights in HDRP?

#

Been pulling my hair out at this all day

#

Been following the High-Quality Light Fixtures guide by Unity but even when following it religiously, nothing will look right

timber lichen
#

for Lightprobes on a simple wall, is a single layer ok or should I use a double layer box formation?

spring veldt
#

Has anyone ever tried using Bakery for GPU lightmapping? https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218#description
How is it compared to Unity's lightmapping system?
Is it better to use for lightmapping or of better quality? How's the speed, is it faster?

Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.

#

Hey, this is a response you posted way back in September, how is using bakery compared to Unity's baking process?

ivory crag
#

@cobalt dove just want to say that this perfectly fixes the issue I was having, never really used unity before but layers seemed so obvious and easy to implement, thanks a ton

spring veldt
#

When building my game, my light map seems to disappear. This is AFTER the build.

#

This is something that happened after I switched to URP. The light gets crazy messed up after building

#

I can't figure out why it's happening

spring veldt
#

Heheh... I had Bakery on the project and I didn't clear all the settings @_@

covert stirrup
spring veldt
#

It takes way longer from what it seems

#

Also, how's the lightmapping asset size compared to Unity's lightmapper?

covert stirrup
#

Quality of the results and how fast it bakes in comparison

#

I haven't compared the size of the lightmap assets

spring veldt
#

Hmmm, might I ask what your settings are? I have a 1070 and I have been using Unity's gpu progressive and it's way faster

#

I put it on the recommended parameters when I first started using it.

#

I was asking about the asset sizes because I've been trying to reduce my build size.

#

It's almost 150MB for my project and I've been using mostly 1024x1024 textures and light maps get huge pretty quickly

covert stirrup
#

Can't tell you any specific bake settings, since I've used it in different scenarios. And I never used the GPU lightmapper since it got deprecated

#

I can run a test now though maybe to see

spring veldt
#

Enlighten was the one that's been deprecated

#

The results are decent for its speed

tidal musk
#

hi guys .. i am wondering if its normal for all Lightmap-0_comp_light's to be black ... no color at all.

solemn heath
#

Hey
Is there a way to keep baked lighting info when i duplicate an object?

spring veldt
#

Bakery can do that, or you can bake lightnaps on prefabs

#

@solemn heath

solemn heath
#

oh my god that's aamazing, can you link me a resource on baking lightmaps to prefabs? This is kind of a life and death situation here

keen crow
#

I'm messing around with HDRP for the first time in a while and am getting some unsightly banding - seemingly at the edges of shadow cascades. I've tried changing the shadow distance, resolution and normal bias with no luck. any ideas?

slender light
#

Is there a reason why spotlights and point lights are so dim?

#

Is it just a matter of exposure?

#

I want exposure to be high so I can have sunlight very bright,

#

but it seems to make point and spot lights tiny and dim

latent saddle
golden dock
#

how can i fix that?

solemn heath
#

thank you so much man!

slender light
#

What's the best way to get a "baseline" setting for light? It seems like when I mess with exposure, either dark areas are bad, or bright areas are bad.
So what is the best setting to start with to base other settings around? Otherwise it's hard to tell if light is wrong, exposure is wrong, or materials are wrong.

clear crystal
#

trying to get my point light to work how they did in classic render pipeline. I updated to unity 2021 and my point lights create shadows... but they dont go far enough. i though i could modify lighting.lhsl (or w/e the file name is) but it doesnt seem to exist in the 2021 library. just looking for ideas to make point lights have greater range in urp

#

One idea i came across that might work would be to scale my game down

#

since Im still fairly early in development it wouldnt be a lot of work...

lavish rock
timber lichen
#

this weird shadow keeps appearing and disappearing where ever I take my camera, this happens in scene view and game

timber lichen
#

Screen Space Global Illumination doesnt require lightprobes to work right? it works off the volume framework?

tired kindle
#

that light pole is marked as static

#

but as u see it still doesnt cast light down on the terrain

#

i tried with light probes

#

still nothing

spark fractal
#

@tired kindle the intensity isn't high enough, the only way to improve it is to up the intensity further, or use something like bakery to force it to be more intense despite the visual.

#

in this case though it's probably better to just ad da static point light

tired kindle
#

well wouldnt that just eat away all the performance?

wanton wigeon
vague rivet
#

How would I recreate these lasers?

#

I'm thinking line renderers

delicate slate
#

I'm having trouble finding the Pixel Light count in a 2019.4 URP Project. Google isn't being super helpful (as all the answers are from 2018 versions or older)

spring veldt
#

@solemn heath I wanted to follow up to see if that lightmapping prefab was useful. Did it help you do what you wanted to do?

solemn heath
#

Dude i was just about to write to you, that saved my life ahahaha

#

deadline for a project was today so

#

yeah, it worked

#

@spring veldt i didn't use the one you linked, but i found another one that i managed to get working, but it was your info that got me there!

it was this one https://github.com/Ayfel/PrefabLightmapping

#

i wish i had the money to buy bakery, it seems WAAAAY better tthan the current gpu lightmapper

tall verge
#

Hello. So I've been having issues with lightmap baking via Enlighten. I added some Lightprobes and Area lights and attempted to rebake the scene. Now, it has been stuck at Bake Visibility for several Hours, and the console gets the error "Failed executing external process for 'Bake Visibility' job." Every 2-5min.

vague rivet
tall verge
#

Does anyone know how to fix this error or even what causes it?

coarse vortex
#

The cube is flush against the plane, with a spot light casting upon it. Why is the shadow not lining up with the corners of the cube? Is this a bug, or am I failing a setting somewhere?

#

Found it. It was the Bias setting

tall verge
#

Still have no idea whats causing it to hang at Bake Visibility with Enlighten. Settings are default. Does anyone have any ideas? I've tried clearing the GI cache and deleting all previous lighting data

cobalt dove
#

@vague rivet the simplest and most effective way to fake it to use a mesh and a shader for that mesh that emulates the transperancy. You can use shadergraph and a simple mask texture that fades towards the edges.

vague rivet
#

@cobalt dove so would I put the texture on a plane..? Or would I shape it to the size I want the light to be or

cobalt dove
#

@vague rivet you would make a simple mesh that aproximates the shape of the beam.

edgy horizon
#

if i move my camera those line will change

hoary marsh
#

Hello, I'm looking for a way to filter white out of my Render Texture. I found an old shader from back in the day that apparently did this, but i havent been able to get it working. Where would I find something like that nowdays?

vague rivet
#

With Bakery should I use mixed or baked lights?

vague rivet
#

I know I keep asking about lasers and stuff but like, if this is just a mesh how is there so much variation?

vale flower
vague rivet
#

how does that even work

#

I get excited when I add a sound 😂

vale flower
#

lots of math magic
i assume it takes the scale and then changes tiling of a laser texture to match

vague rivet
#

So what makes the lasers shoot out then? @vale flower

vale flower
#

enabling-disabling the object
also, now that i rewatch the video, the lasers aren't even scaled to match, the object is probably just scaled up and down without any custom shaders

#

rotating is done with animations

vague rivet
#

So its like..

#

just 1 flat image?

#

with lasers pointed out?

vale flower
#

yeah, applied to a cone

vague rivet
#

A cone?

vale flower
#

A cone is a three-dimensional geometric shape that tapers smoothly from a flat base (frequently, though not necessarily, circular) to a point called the apex or vertex.
A cone is formed by a set of line segments, half-lines, or lines connecting a common point, the apex, to all of the points on a base that is in a plane that does not contain the...

vague rivet
#

Well I know what a cone is lol

vale flower
#

yeah, just a texture applied to that

vague rivet
#

just now how they work in unity exactly

vale flower
#

with emission on or using an unlit shader

#

well, you can use 3d modelling software (blender, 3ds max, maya or even probuilder which is a unity plugin) to make a cone, then (unless you use probuilder) import it into unity by drag-and-dropping the model into your project

vague rivet
#

I stopped using probuilder after I got into blender lol

vale flower
#

yeah

vague rivet
#

Why a cone though?

#

Wouldn't that put them in a circle instead of a flat line/random

vale flower
#

if you do proper UV maps, it won't

vague rivet
#

Hey @blazing yew, why use a cone?

blazing yew
#

(Probably the other Arty! :p)

vague rivet
#

shit

#

@vale flower hey why a cone? 😂

vale flower
#

it does look like a cone to me

#

maybe another shape, idunno

covert stirrup
spark fractal
spark fractal
tired kindle
#

well too late

#

i faked it with spotlights

patent oak
edgy horizon
#

Yeah it worked that you

tall verge
#

So at this point I've removed light probes, lights, reinstalled unity, and I still can't get this project to generate lighting using enlighten, and I get bright spots that shouldn't exist when using progressive CPU.

meager stirrup
#

for some reason I have no shadows

#

I have no clue what to do

#

I have been researching for 2 hours and I have gotten nothing

stark temple
#

Can you screenshot your ground material

meager stirrup
#

I'm not sure what that is...

#

oh wait

stark temple
#

the material on your ground object

meager stirrup
#

this?

meager stirrup
stark temple
#

can select your cube and focus it with F

#

do the shadows appear when you are that close?

meager stirrup
#

well there are no shadows period

#

like you can kind of make out the sides cuz it's a shade darker

#

but

#

there is no shadow in contrast of the cube and the white cube

stark temple
#

I'm gonna have to open a new project to see what you could have changed to make this happen

meager stirrup
stark temple
meager stirrup
#

ok

#

nothing changed

#

looks the same'

meager stirrup
stark temple
#

yes

meager stirrup
#

because it won't let me changed baked shadow angle to 0

#

can you send ur entire iinspector?

#

for the direction light ?

#

that would be much appreciated

stark temple
#

You can just right click on it and press Reset

#

Actually, that won't do it

#

make a new directional light

#

that's what my settings are

#

(with shadows on)

meager stirrup
#

making a new directional light didn't do anything

stark temple
#

what happens when you just make a new basic scene and add two cubes to it?

meager stirrup
#

literally no shadows

stark temple
#

a totally new scene

meager stirrup
#

oh

wispy tangle
#

Hello guys, would this be the right channel if i have questions about lighting that i want to discus? **

stark temple
#

sure

meager stirrup
#

it works! -ish

#

why is it

#

grey ish

stark temple
#

I have no idea what you've done to the previous scene

#

it's yellowy because the light is yellow

wispy tangle
#

So i have been working with light probes for some time, but it have only been with small scenes, but right now i'm working on a "big" scene, and it seems very overwhelming, any tips on how to get started with a big scene

meager stirrup
#

thanks

meager stirrup
#

how do I make my shadow a little less severe? it makes the shady side of my cube look like a black hole

languid wing
#

Either add more lights or look into ambient lighting

hoary marsh
#

@meager stirrup I would encourage you to check out some art videos on painting and drawing light. Light is pretty straight forward overall. Light reflects from a smooth surface at the same angle as it hits the surface, and it technically does the same on rough surfaces but it has more times to bounce on a scale we dont see so it diffuses faster. There are a lot of art videos on how to work with it. It looks like you only have one light and a floating object. If you had more objects i think you can have unity calculate the bounced light, i havent needed to mess with it for my purposes so? prolly

#

but yeah, if you set up some other types of lights or a second directional light you can simulate the bounce light pretty easy

meager stirrup
hoary marsh
#

yeah if you are on the new unity version most of the videos are outdated. they moved stuff all over. its driving me crazy

meager stirrup
hoary marsh
#

So ive been watching old guides for things i need, then watching a guide on that specific thing like the shader graphs. they changed stuff and albido is now base color etc.

#

or i mean i watch a guide on what they changed

meager stirrup
#

M

#

Ok can u send that?

hoary marsh
#

after i watch a guide on how it used to work. because no new guides haha

meager stirrup
#

It would be very helpful

hoary marsh
#

yeah one sec

meager stirrup
#

Thanks 😊 🙏

serene galleon
#

I dont get lighting at all at this point, I baked the lighting and it looks muddy but the real time directional light thats shining through the door on the left is showing more of the detail on the texture?

hollow valley
#

how do i make object not recieve any light ? Like the object would be pitch black

covert stirrup
#

Use an unlit material @hollow valley

hoary fossil
#

did some beach lighting tests today. here are some 5k resolution images of it

torpid whale
#

wow

#

looks so reallll

ruby oxide
#

I'm trying to recreate a scene from an unreal engine 1 (1998) game - any tips on how I would go about matching the lighting here. I don't want to use post processing and would hope to be able to do it very cheaply (computationally). I'm a bit of lighting novice, having a bit of trouble - here is what I am looking at

#

Game Screenshot:

#

Unity Recreation: Things in general just seem a bit dingier - more gray and washed out - note that I am using the same textures but I can't seem to replicate the vibrant darks in the original

languid wing
#

Original seems to have shadows

#

e.g. for the stools

#

also, are they using an unlit shader for the lamps maybe?

#

probably not but... they seem to have their own irradiance

#

of some kind

#

same with the neon sign in the back

timber lichen
#

yeah that seems to have baked emission on, just stick a soft point light on yours should do the trick.

ruby oxide
#

Thanks for the tips!

modern igloo
#

trying to bake lights in my game so I don't need realtime shadows but all my character are blackend or dark color when I 1 directional baked light

hoary fossil
red crescent
#

Hey there people. I am trying to bake lighting in my scene and I have run into an odd issue. When I bake I get stuck in a loop and have to cancel. The error I get says Could not read textures from Assets.
I also see Integrate failed on Write Lighting Data job.
And it is moving files from one folder to another so when the light map bakes it tries to bake it then moves the file then bakes it again and moves the file over writing the old one and just does this over and over.
Lastly it seems the file moving issue also happens if I make a change to an image such as update a png in a folder. When I save the new png it moves that file out of its sub folder and places it in the root? Any one ever seen this or have an idea how to fix it?

final grove
#

mine is not glowing in game

summer aspen
neat lily
#

Hey guys, anyone know how I can bake a big scene of static objects without Unity crashing?

stuck fjord
#

can anyone help me with this object? why is it completely black?

languid wing
cursive lake
#

Can some one help me with make a emergency light system for my game?

stuck fjord
languid wing
#

Gamma?

#

I mean what material

stuck fjord
#

I really don't know what i'm doing tbh 😄

languid wing
#

Click on the "default" object in your hierarchy

#

On the right side of your screen you will see a MeshRenderer component, in the Inspector

#

The MeshRenderer will have a list of materials on it

#

The material determines which shader and textures etc.. the object is using

#

which is what determines the appearance of the object

stuck fjord
languid wing
#

Ok so... it's a sorta black material

#

and the object looks

#

sorta black

#

What are you expecting to see?

stuck fjord
#

but, can you see how some of the other materials 'normal'?

#

I can apply textures/materials to some of them and I can see the colour, but for this one for instance, when I try to a apply a material to it nothing changes

#

It just stays black

#

I really only want the model

#

Like the default materials square etc

languid wing
#

It's possible your mesh's normals are messed up

stuck fjord
#

you don't have to tell me what to do - but just some advice 🙏

languid wing
#

did you make the mesh yourself?

stuck fjord
#

yep

languid wing
#

e.g. in Blender?

stuck fjord
#

using meshlab

languid wing
#

Ok I've never used meshlab

#

but see if there's a button somewhere to recalculate normals

stuck fjord
#

I have blender as well

languid wing
#

something like that

stuck fjord
#

i'm getting desperate 😄

languid wing
#

Or at least a button to show the normals

stuck fjord
languid wing
#

Try some of those "Recompute Face Normals" and "Recompute Vertex Normals" buttons

#

or Reorient all faces coherently..

#

those all seem promising lol

stuck fjord
#

ok you can see even in this editor it's black 😦

languid wing
#

Also see if there's something under "view" maybe that is like "show face normals" or "show vertex normals"?

#

Sorry again never used MeshLab before

#

and I'm only a beginner in Blender really 😉

stuck fjord
#

I'm doing my university project

#

I have to make this app for a jewellery company

#

GOING SO BAD

#

GET ME OUT 😄

stuck fjord
languid wing
#

was it the normals?

carmine hedge
#

Hello , i have a big open world map for my car game and wonder what is the best approach to use light in that map ? i learned what is bake - static and moveable object - a little bit light probe - reflection also but i am beginner and wonder about performance because it will be a mobile game. Making my objects static and press generate ligtmapp button is the only way in my mind with informations i have for now but what will gonna looks like that lightmap for entire map and objects ? shudn't i use static with that way or just use dynamic lights based on camera location ? i am loooking for a little guide or advice , Thanks 😄

neat lily
#

Is there any way for Bakes to not take hours or crash ? I'm on a 1.0M Tris + 1.7M Verts and can barely get it to bake with a lightmap resolution of 2

stuck fjord
neat lily
#

Hey guys, I'm having trouble with my scene when baking, on a single color terrain, I'm havin weird 'stains' anyone know why?

scarlet bane
#

how do i bake lights

#

in 2D

neat lily
ocean marsh
#

Anyone has any idea as to what i could do to reduce/fix the tearing on the shadows?
The Light component is the light that causes these shadows and the field below it is quality settings.
Though maybe they are supposed that way, although i would expect "High Resolution" shadows to look a little better.
Im not very experienced with graphics and lighting so i would like your opinion.

#

And sorry if the image is really dark, increasing your display brightness helps a lot.

vague rivet
#

Anyone else seeing these weird square artifacts?

#

also got this weird shit goin on

wet locust
#

@vague rivet try ensuring the mesh have UV Lightmapping

vague rivet
#

and still doing this

#

ive deleted and reimported bakery 5 times..

vague rivet
#

The light on the left baked nicely with the soft halo on the ceiling, the right one is blocky

vague rivet
#

jesus I hate lighting

#

just keep getting stuck here with bakery.

digital delta
frozen crypt
#

@stuck fjord what on God's green Earth did you make? Delete that model. Create a torus. In object mode press Ctrl+4. Export.

languid wing
#

Hey, it's called Art!

frozen crypt
#

@digital delta yea, it has something to do with your shadow cascades. Don't remember it off the top of my head.

stuck fjord
#

@frozen crypt these are models people have made

#

And have been scanned lmao

frozen crypt
#

Yall wild

solemn heath
#

How do i make terrain trees cast baked shadows?

#

@spring veldt do you know?

solemn heath
#

like, no self-shadowing, it just looks AWFUL

spring veldt
#

@solemn heath did you try increasing lightmap size? There should also be a parameter for shadow size in the light setting, try increasing that