#archived-lighting

1 messages Β· Page 57 of 1

acoustic yoke
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Hey folks, might be a stupid question but: Do baked lightmaps cost draw calls in any way? I'm trying to learn to build environments for VR but am getting snagged on all these performance questions

olive iris
acoustic yoke
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Oof that's a bummer

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Thanks for that

olive iris
split grail
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some of my lights are not getting baked, they just get disabled

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it just gets ignored completely

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unless i set it to realtime

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maybe i actually need those in real time? cuz of shadows?

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its a complete indoor map no exterior lights so no sky lights

olive iris
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Hdrp?

split grail
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yes

olive iris
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Did you turn on light baking in the other settings?

split grail
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yessir

olive iris
split grail
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i hope so?

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now i have some of the things as realtime since bake doesn't seem to be working

timber lichen
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Hey guys , I'm a lighting artist in the animation industry. I have recently decided to pick up Unity and I've been trying to figure out how to get my HDRI working properly in HDRP for the last couple of days. I can't seem to find any useful information online, I keep getting these weird artefacts in my test scene and I don't know why. Can anyone help me with this 🀯

mystic dew
timber lichen
mystic dew
timber lichen
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Okay one sec..

timber lichen
mystic dew
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on HDRI

timber lichen
# mystic dew try exposure 1

Its much darker but the artifacts are still there. I would kinda expect it work like it would in any other 3D software like Maya for example.

mystic dew
queen junco
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Hey I am currently making a particle effect, I must be missing a ratio somewhere because only 3 or 4 of the particles (sparks in this case) are textured and emitting light, as you can see in the image the other sparks are gray and missing their lights

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does anyone know where the ratio is?

queen junco
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In this shot there is only one.

obsidian gate
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so this is kinda first time touching lighting but gotta ask. im doing 2d stuff but when i turn off the directional light. the world is still as bright as day. am i suppose to do something first?

cobalt dove
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So I just stuck a second rtx 2070 in my pc to use it for the GPU baker. But in the GPU baking device dropdown I just see one option and the baker is using the previous gpu

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hmm the editor log does show both devices

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and using -OpenCL-PlatformAndDeviceIndices command line arguments does use the second one for baking

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it's just not shown in the dropdown

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very cool unity

olive iris
# timber lichen Hey guys , I'm a lighting artist in the animation industry. I have recently deci...

I would probably first learn the general things with lightmaps. This might be useful https://www.youtube.com/watch?v=OetZhBc2A98

In this video I was showing jRocket in Unity Discord on how they might solve their lighting or texture seams in their modular set. I then cover how to work backwards once solving this to optimize your light maps. As you do not want to keep everything on max settings. This means keeping a good enough quality, avoiding noise and keeping the seam a...

β–Ά Play video
olive iris
obsidian gate
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ah thanks

olive iris
queen junco
vague prism
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hello guys, should i rather use a shadow resolution of 1024 and enable soft shadows or rather a resolution of 2048 and hard shadows? It looks about the same, but what has a better performance

olive iris
vague prism
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okay, thank you!

naive edge
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Has anyone had issues in 2020.3 URP when it comes to reflection probes? They used to bake just fine whenever I bake the scene, and ever since I updated to 2020.3 they show up as black and I have to rebake them separately. I can’t seem to find anything in the docs about new settings or functionality of the probes so any advice would be great!

naive edge
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Settings remained unchanged from 2019.4

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When I hit bake on the reflection probes itself, it rebakes correctly.

olive iris
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Does not seem black. Just dark skybox, night time? Low expsosure.

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You can probably edit your skybox to by brighter exposure or intensity of your reflection probe itself.

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Try those two and let me know what works for you, or not.

timber lichen
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time to light this bad boy

timber lichen
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what type of lights should i use for ceiling lightbulbs?

timber lichen
spring marlin
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Anyone know what's causing my URP baked lighting to go completely white and intense like this?

olive iris
olive iris
spring marlin
olive iris
# spring marlin The only thing I've changed since I started messing around with it are the setti...

Probably relevant for you. Watch this and try and learn from it. And apply it. And then come back if it worked or not, let me know. https://www.youtube.com/watch?v=OetZhBc2A98

In this video I was showing jRocket in Unity Discord on how they might solve their lighting or texture seams in their modular set. I then cover how to work backwards once solving this to optimize your light maps. As you do not want to keep everything on max settings. This means keeping a good enough quality, avoiding noise and keeping the seam a...

β–Ά Play video
olive iris
# spring marlin Will do, thanks.

I have no idea why your bounce says russian roulette start bounce...id turn that down to 0 to test it. Sounds dangerous by the name of it. Sounds you customized something?

spring marlin
olive iris
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And then take it from there and test it with the reset settings. Just make sure you set it back to GPU.

timber lichen
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How do I do world lighting?

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instead of direction lighting

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in my room in unity two walls are black becasue they have no light

timber lichen
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is this too many lights for the size of the room?

quartz yacht
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One of Dycerius' lighting breakdowns shows how you can sometimes get away with combining multiple light props into a single actual light source. πŸ˜›

timber lichen
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oh

odd flax
timber lichen
timber lichen
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Hi ! I have an issue with anti-aliasing and light (the problem doesn't appear when the directional light is disabled)

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The blue things are very annoying...

timber lichen
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anybody know why this is greyed out?

olive iris
# timber lichen

If you want to use layers to control your light. https://www.youtube.com/watch?v=1cjKPU_3A4A

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

10h Unreal Lighting Course - https://www.wingfox.com/c/8221
My Artstation - https://www.artstation...

β–Ά Play video
olive iris
olive iris
timber lichen
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if my sky is dim like that is the lighting inside the house good?

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@olive iris

olive iris
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@timber lichen Maybe learn something here https://www.youtube.com/watch?v=Pn4Q_WRYxec

This is a very cut out lighting process for Unity 2020 HDRP. You get an idea of the thought process, colour theory, lumens intensity and general workflow that is useful to keep in mind when doing lighting in Unity. #hdrp #unity #tutorial #lighting #lightingartist #colortheory #composition #cinematic #gamedevelopment

10h Unreal Lighting Course -...

β–Ά Play video
lofty stone
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how do you get lighting so good ⁉️

timber lichen
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bruh

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so your saying its not good in a way?

timber lichen
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@lofty stone

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you were talking to me?

lofty stone
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not anyone specifically

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because my scenes are full of shadows

timber lichen
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idk if my lighting is good tho if i got send a 45 minutes tutorial to a question i asked then i guess my lighting is pretty bad?

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πŸ€·β€β™‚οΈ

olive iris
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You want to know the answer to that?

timber lichen
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i mean i guess

olive iris
olive iris
lofty stone
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like I said, my scenes are full of shadows so compared to mine, your lighting is really good.

olive iris
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I sent it so you can learn something rather than me typing it all out. πŸ˜„

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  1. Get decent lighting using the windows and skylight, if you want some directional light that is coming in but dont have to.
  2. Only use 1 of those standing lights and not cover the whole room with that lighting.
  3. Make sure you allow for shadows, darker areas and a focal point. (Where to look first)
timber lichen
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woah

olive iris
# timber lichen i mean i guess

It is very hard to show in your image due to overexposed values. But if I were to edit it and adjust it within what you have done it could look like this.

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  1. So less saturated color is also a good idea.
timber lichen
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ya i get it

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right now there are too many lights

olive iris
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I think your using point light also

timber lichen
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for the lamps yes

olive iris
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Dont.

timber lichen
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the ceilling lights are spotlights

olive iris
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Point Lights = cost of 6 spot lights = expensive = bad. And you are better off using spotlight as it has more flexibility for those lamps

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I have to go but try lighting 1 source only please, and I will keep helping you if you like to receive it.

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I might record your images and help by making some videos for you if you like where I guide you a bit in getting things right.

timber lichen
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ya thanks man

olive iris
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You can watch for your specific feedback videos on my channel. πŸ™‚

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I have a few people to record for but I might do yours since its mostly to review and talk about why this is poor and how to improve it. Show you some examples, typing is too long.

timber lichen
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how Do I move a rigidbody and move rigidbody ON that rigidbody at the same time?

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Also. I have my player and I added a rigidbody to it but when I move it onto other rigidbodies it doesnt push them. Why is this?

olive iris
timber lichen
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yes

drifting panther
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my directional light flare passes through various objects, how can I fix it?

timber lichen
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i just baked my lighting

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and the light coming from the lamps are gone

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is this normal?

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@olive iris

olive iris
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@timber lichen isnt the light on your statue the light? The rest might be because objects are not set to static correctly, or your light it too much into the lamp so the lamp is blocking as shadow casters, so you can turn shadow casting off for lamps.

olive iris
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It could possibly cascades, shadow resolution and soft shadow settings. Especially if you are using URP

drifting panther
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idk what is happening but when I turned my graphics from high to highest every light is flashing really hard and u can't see anything

olive iris
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If anyone wants me to review or give feedback on your lighting, I was thinking of creating some youtube videos where I try and do that. Let me know if you are interested.

dawn cape
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Hey i got a problem,after baking my lights my shadows just vanished,spend the last hour trying to find out why it wont show up without success (Yes baked shadows are enabled

thorn cloud
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My scene currently looks like this

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compared to the testing scene I built in blender

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I assumed as a start I could bake the lighting, so I went to that tab and pressed generate lighting, but three hours later it's still running. Even after I lowered sampling and resolution down, so I figure I'll need to find another way to light my scene

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does anyone know of a way I could recreate the lighting in blender, but in Unity?

pulsar aspen
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. you are using an HDRI environment in blender
. you will never have as good rendering in unity as you do blender
. reset your bake settings to default, slowly increase if you need quality
. turn off auto generate lighting
. turn off realtime global illumination (deprecated
. use an actual skybox to mimic lighting environment

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scene materials also play a role in lighting end result.

thorn cloud
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can I have HDRI's in Unity, default bake settings were taking over three hours, auto gen is off, realtime GI is off

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I can't bake the lighting

pulsar aspen
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use shadowmask

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I'm assuming you were not using that

thorn cloud
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Shadowmask?

pulsar aspen
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It's under baked GI

thorn cloud
pulsar aspen
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have you tried between those three?

thorn cloud
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I'll try baking with each

pulsar aspen
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I have a drastically more complicated scene, it does not take 15 minutes and I have an ancient rig.. good luck

thorn cloud
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huh

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maybe mine was just broken somehow. The time remaining would reach 0 and then it would jump back up to 2 minutes over and over

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though uh, I do have these giant columns that are about 500 units tall. Would they be causing the issue?

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actually should I be setting all of the terrain to static? I tried setting just one piece to static instead of all of it and it baked almost instantly, with the entire scene looking good

pulsar aspen
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calculating' realtime GI is the big one

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anything not moving make it static should speed things along

thorn cloud
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everything is static, it takes infinitely long to bake when I make everything static

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setting 1 thing to static makes it finish instantly

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setting 1/3 of the level to static makes it take infinitely long

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ehh

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I was baking on GPU not CPU, switching to CPU it finished in about 3 minutes with everything set to static

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that's pretty weird. GPU says it's doing 113 mrays/sec while CPU is doing 6 mrays/sec. GPU finishes really quickly, but then gets stuck infinitely at the end

olive iris
olive iris
thorn cloud
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It’s 480 units tall

olive iris
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That does not tell me anything as that can be misleading scale without the unity cube.

olive iris
thorn cloud
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How many units is a unity cube?

olive iris
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It should be 1. I am surprised you did not do it by now and show me.

thorn cloud
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I’m no longer at my PC. How would the scale have been relevant?

grim crater
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I have a problem with the fog and volumetrics in my scene. They go away after I bake lighting. 😦 Any ideas?

olive iris
olive iris
dawn cape
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@olive iris Will check through all of those

icy tundra
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Is there a way to manually set the data of specific light probes?

dawn cape
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Looked a bit online and cannot find out why my shadows arent showing when baking,does anyone have insight into why that could happen.Everything is unwrapped and has lightmap UV's

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To mention i am also baking at a high texel resolution of 40

grim crater
grim crater
wraith field
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I'm not really sure if this fits in this channel, but if anyone here works in the lighting space, I've started work on an open GDTF library, and have a few hundred fixtures available. I'd love to get some help expanding it: https://github.com/heliostate/OpenGDTFLibrary/releases/tag/1.0

olive iris
olive iris
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Could use sample screenshots and info on what software it works in .

olive iris
dawn cape
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@olive iris Going to a test scene to see now if i can isolate the issue

cobalt dove
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PSA having light overlap of mixed lights while baking with a shadowmask can and will cause artifacts in your lightmaps.

timber lichen
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how do i make that weird gloss on the skin go away

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there should not be any reflection on them from the shader

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or specular lights even

wraith field
dawn cape
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I see i have objects with overlap,can that be the cause why i dont see shadows when i bake my lights?

dawn cape
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It is when the objects uv's are over each other correct

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@olive iris

olive iris
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It is possible but that would give some obvious overlapping issues though.

near bison
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I just spent all day trying to figure out why my lightmaps weren't baking properly, and it appears the issue is that Unity isn't re-importing FBX's properly when they change. I must have resaved and reloaded that file 50 times with different lightmap settings, and various tweaks in Blender. But it turned out all I had to do was save it with a different filename. Of course, doing that means my entire scene setup has to be re-created, which is why I didn't even attempt it, and even knowing this, it means I may run into this issue again when I am far along in the development of my game and need to make a change to the base scene, which is crazy. Does anyone know of a workaround to this? It seems like one ought to be able to make a script that can replace the fbx in the scene with one with a different name and retain all the changes to the children in the heirarchy.

dawn cape
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Just fixed the uv overlap

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Still now shadows

olive iris
near bison
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Sure, it works sometimes. I've done it before, which is why I expected it to work this time. But it seems like it's possible for something to get corrupted somewhere in some hidden file, and then it will refuse to load properly after that no matter what you do or what changes you make to the file.

dawn cape
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I am starting to lose hope, no matter what i try works

olive iris
dawn cape
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Will do thx

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Nope no shadow

olive iris
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No shadow on a Unity plane from your objects? @dawn cape

dawn cape
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This is realtime where the shadow is on the right,will send picture now of what it looks like when baked

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Made intensity high to see shadow better

olive iris
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Does your imported meshes have generate uv map on though?

dawn cape
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I tried with it on and without,same result

olive iris
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Did you assign unwrap texture inside 3d modeling for your object?

dawn cape
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You mean like properly unwrap it in blender

olive iris
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Yeah, did you do that?

dawn cape
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Yes,not the best but i did it

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here is after being baked

olive iris
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It seems to be having some shadow on its side, no?

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Probably quicker if you just send me this single fbx and I will test it here for you, if you like.

dawn cape
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Thats true but why doesent it cast shadow like realtime light,its almost as if the normals arent correct

olive iris
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It is possible

dawn cape
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Ok let me send you it

olive iris
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Sure, check the normals meanwhile.

dawn cape
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Must i send .blend file or fbx?

olive iris
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fbx

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@dawn cape which unity pipeline are you using?

dawn cape
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Hdrp

olive iris
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@dawn cape

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Assign unity default shader to your mesh.

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And try again.

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And then do the same to the ground if you have to, and try again.

dawn cape
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The default hdrp material correct? @olive iris

olive iris
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yeah

dawn cape
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It worked

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@olive iris

olive iris
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Yeah, so your shaders have something odd to them. Normals or something.

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Now you do not have to give up and you know where to go from here.

dawn cape
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Thx alot man,much appreciated

stark temple
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Do not cross-post. There is one dedicated spot to ask about terrain

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if you do not get an answer there just wait and ask again if your question gets lost in the channel

timber lichen
cobalt dove
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I have a really important question. Can baking get stuck and repeat 12 mins over and over again

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its a cpu bake and cpu is at about 46% it ticks down 12/13 mins then starts over again

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do I restart the bake or let it go ?

olive iris
cobalt dove
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on lower it bakes fine

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am asking if a bake has ever looped like this for anyone

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it's a 2k bake. A 1k bake goes fine on the cpu and the gpu I just need a little bit more res on it

olive iris
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Yeah, it happens but been awhile now.

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It might loop or freeze or go from gpu to cpu if you run out of VRAM

cobalt dove
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I started it on the CPU just to make sure it does not do that

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I think I might need to restart it and unity as well

lime lagoon
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Hey everyone, I'm having an issue with my lighting. I'm trying to figure out why this screen seems to be glowing? or not interacting with the rest of the lighting even though it's set to static!

near bison
formal steeple
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Hi, I'm very new at Unity, wanted to know how to replicate this tone of light with my Directional Light. (If possible)
https://www.artstation.com/artwork/Ga132d

ArtStation

I saw Erika Bonezzi's art and one particular work (https://www.instagram.com/p/CCQ1dmmIDfc) caught my attention. As usual I decided to recreate it and add my "flare" to it.
Hope you enjoy it and please make sure you check @aki_anyway profile. Erika's work is amazing.

During the process I decided to do something different from my previous works....

summer aspen
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@formal steeple Directional light here only has a slight warm/reddish tint. The rest is environmental lighting (Lighting settings) and a lot of postprocessing, including Depth of field, perhaps additional color balancing node, feels like slight grain effect to give a feeling of a render and a hint of chromatic aberration, more visible in the bottom right on stones.

lime lagoon
marsh matrix
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[URP] I have a plane, and two spot lights. I'm having an issue where the plane is only being affected by one of the spot lights. Both spotlights light up other objects just fine, so they seem to be working otherwise. (The plane is marked as static, and the spot lights are in 'mixed' mode.

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Anyone know a solution to this? I'm trying to have multiple ceiling lights affect a corridor but there are so many roadblocks.

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I realise that one solution is making the plane receive global illumination from lightmap instead of lightprobes, but then the shadows from my dynamic objects don't appear. 😦

covert stirrup
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There is a setting on your pipeline settings asset that determines how many lights can affect an object at once @marsh matrix

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It’s called Per pixel lights

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Also, if you bake lights with mixed lighting set to subtractive, it will render dynamic shadows on top of the baked ones

tepid knot
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Guys only directional light works, why? I am using HDRP in Unity 2019.4.23f. There is a point light on top of the object.

marsh matrix
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Because i see no 'per pixel lights'

covert stirrup
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yes, or however many you need

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the more lights the more expensive it gets

marsh matrix
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And i find it strange that there's a limit to how many lit texels one object can have. If I make the plane into two objects instead so that it can receive more lights, there's an ugly line in the middle.

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I want to have series of corridors with spotlights hanging from the ceiling

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If many planes are needed (as the floor), there will be a huge problems where lines appear where the lights hit as I divide the floor.

covert stirrup
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I'm not too familiar with lighting in URP

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But if you're gonna be dealing with a lot of lights you should look into baking

marsh matrix
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That's what I'm trying to do - I'm baking the lights onto the static objects (floor). Then I'm using mixed mode to make dynamic objects such as the capsule to cast shadows on the static floor.

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(subtractive global illumination mode)

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Seems like changing mode to Baked Indirect and using lightmaps instead of lightprobes solves the issues

tranquil trout
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some textures are appearing black after changing lighting settings, anyone know what's happening?

summer aspen
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Check Lighting > Environment lighting

tranquil trout
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what should I be lookiing for?

summer aspen
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It will use defined color source. You can change from skybox to your own lighter color.

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I think Environmental lighting also overlays on top, so it could be use additively

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(pick lighter color)

tranquil trout
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we've tried messing with a lot of different colors, and the effect still appears.

summer aspen
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Did you try swapping different materials? Maybe the shader is the problem

olive iris
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@tranquil trout Looks like a backfacing or normal issue

twin merlin
tranquil trout
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changing shader helped! thank you guys πŸ˜„

brisk kraken
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Hi guys, I'm new to unity
I don't know why this happens, the faceshield and the dress is having a transparent material. But I can't see the dress through the faceshield. Can someone help.

stark temple
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I assume your face shield material is writing to depth

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which it cannot do unless you want to occlude all the transparent materials written behind it

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transparency is really difficult, so avoid it if you can

brisk kraken
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Oh! is it ? Thanks for the information @stark temple

cobalt dove
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any specific Nvidia drivers I should be using with the GPU lightmapper? I cant seem to get more than 20-30% utilization on it. Something seems off.

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Also it randomly complains about not having enough memory and reports very small numbers like 123 mb of available memory. Restarting the pc seems to fix it.

latent saddle
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Hey!! For a long time I've been interested in learning and using the Unity SRP to create custom GI, ambient occlusion and shading functions and shaders for Unity. Recently, I've picked up the tutorials at https://www.ronja-tutorials.com/ , however this is like diving into the deep end as I have not seen this type of Syntax before. My main question is where can I get help learning the ShaderLab and CG syntaxes and components, as well as the best place to start for my journey...

mystic river
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Anyone knows how to fix this? It doesn't this happens to many people since I couldn't find a solution online

olive iris
mystic river
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It turns out it was because there was a very strong point light

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So I removed it and set it as a spotlight

ripe sphinx
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Is it possible to bake lights on an object using a skinned mesh renderer?

olive iris
native cradle
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Is it possible to bake shadows cast by Line Renderers? I set them to static and tried setting Alignment to TransformZ so they wouldn't rotate with the camera, but they still don't seem to want to bake into the lighting...

true tundra
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In my game i'm getting this issue where the two objects are not lit up equally, Each object is a pro-builder object. Any ideas how to fix this?

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there's an image without the selection lines

covert stirrup
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There is also a directional light @true tundra

true tundra
covert stirrup
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I mean it looks like there is already a directional light in the image you shared

true tundra
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Sorry in the first two images I have my editor lighting switched on, The third image has no directional lighting though

timber lichen
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Hi all I am creating a mobile game where I created a small interior and just added three point lights before adding the lights the game was fine but after adding the lights the game started lagging a lot I couldnt figure out what went wrong help me with this

timber lichen
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how do I get rid of this annoying glare and have more even lighting

quasi basin
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does anyone know how to make a glowing material?

true tundra
olive iris
olive iris
olive iris
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@timber lichen What is your light setting for one of those spot lights?

timber lichen
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100 intensity and max spread

olive iris
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Or real time only?

olive iris
timber lichen
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The material is also meant to be smooth and reflective and I use them on specular mode

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Do you also happen to know how to get more accurate reflections on reflection probes?

true tundra
olive iris
fallow beacon
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i would like help on how do i make a dark wall cuz of shadows bright

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lighting guys

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i need help

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@lightingguys

sharp grove
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Make another light shine on it...

fallow beacon
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whats that

sharp grove
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...

fallow beacon
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how can i do that

sharp grove
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Add a light to your scene, point it at the dark wall

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Exactly the same as real life!

fallow beacon
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whats real life

sharp grove
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And welcome to the ignore list

fallow beacon
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lul joking

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guess what t h o

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i tried it

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it worked

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bAt

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the lighting is a lot lighter

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how can i disable shadows or stuff

vale phoenix
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Have you... tried it?

fallow beacon
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i tried

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it (reall bad word here to say) all of my lighting

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the whole thing lloks a lot darker now

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the tutorial says about auto generating butto

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it is locked for me

#

@vale phoenix

vale phoenix
#

@fallow beacon Do not send me unsolicited DMs, in case you haven't noticed my roles suggest I am a programmer, I do not have experience with lighting.

fallow beacon
#

but y

#

this must have happened to u

olive iris
fallow beacon
#

I need to make a dark wall bright.When i try duplicating the light source and getting it faced durectly to the dark wall it does work but makes the whole thing a lot more yelloish.Heres a video of my problem:
https://www.youtube.com/watch?v=8d7p6FmCUQM
When i try what the videos says the wall isnt black anymore but everything is dark.How do i make my scene more bright?
Here are some screenshots:

Hey sorry for bad audio quality having some problems.
In this video, I will tell you how to remove the objects in unity
don't forget to like share and subscribe.

β–Ά Play video
olive iris
#

@fallow beacon Are you using HDRP or?

fallow beacon
#

what is that

olive iris
#

Your render pipeline

fallow beacon
#

idk

olive iris
#

URP, HDRP, Default.

fallow beacon
#

how do i check

olive iris
#

Show me the light settings by adding out a spotlight etc

#

Also, do not DM me. It would be pointless to answer you only as most questions are repeated and most people need to learn the same things.

fallow beacon
#

im new to unity

#

dont mind me

olive iris
#

I suggest you learn it then.

#

Here are some things to learn from. that is related to your question. Do not follow it step by step right now, just understand it first.
https://www.youtube.com/watch?v=ZtpmfpEJFtc&t=2s
https://www.youtube.com/watch?v=v89oQUYp-jk&t=1s
https://www.youtube.com/watch?v=arkS5qKmCVM&t=2s
https://www.youtube.com/watch?v=uSmXlEkJDJI&t=1s

In this video I quickly show you how to brighten your surroundings and walls. These videos are mostly being created based on question that pop up regularly in Unity Official Discord and because I know a lot of the people are under age 18.

#lighting #beginner #lightingartist #unity3d #unityengine #unity #environmentlighting #blackwalls #directio...

β–Ά Play video

In this video I show how I would setup a basic HDRI skybox to light up my environment, instead of other beginner methods that does not give accurate lighting.

#lighting​ #beginner​ #lightingartist​ #unity3d​ #unityengine​ #unity​ #environmentlighting​ #blackwalls​ #directionallight​ #skybox​ #tips​ #tricks​ #bakedlighting​ #realtimelighting​ #g...

β–Ά Play video

Answering Palusi question on Unity Discord about why his gradient sky is not turning on.

β–Ά Play video

This video is to answer Christoffers Video on how to get his scene in total darkness, so he can have total control over his lighting.

β–Ά Play video
fallow beacon
#

ok i saw the firt tutorial

#

but there are many options to choose rom

#

what do i do now then

olive iris
#

You watch them all. You learn. And then you put it into practice one way or another. And then you come back for more help.

#

@fallow beacon

quasi basin
#

how do i make a neon material?

mellow sierra
#

Add bloom via post processing and enable emission on your material.

fallow beacon
fallow beacon
quartz yacht
#

I think you'll get further if you spend that time trying to figure it out instead of trying to find help πŸ˜›

#

Still trying to figure out how to change the color of your lights in the scene, right?

fallow beacon
#

hour 25 of trying to find help

olive iris
#

@fallow beacon I suggest you reflect on your approach to game development, problem solving and finding help.

#

Your first priority is to learn the basic before specifically solving something. As to solve something specific you need to understand and know other things also, and if you do not you will just keep asking follow up questions. And that will just not be in your favor.

fallow beacon
#

Dacede 2 of trying to find help

mellow sierra
#

@fallow beacon If you're not even going to answer questions posed to you, then don't spam this channel.

unkempt depot
#

Can someone explain me, why I cant put point light in LOD0, LOD1, etc and have it switched like Mesh?

thorny tundra
#

Hello, does anybody have advice on how should I fake emission coming from the lava? I feel like putting hundreds of point lights is probably not an answer x) Should I put an area light under the lava plane and make the plane not emit shadows? And wait a day till it renders :'^)

olive iris
olive iris
unkempt depot
#

yes, I understand how Lods works, but in prefab I put point lights with different settings (Less detailed shadows and range), and I expected its gonna work with corresponding lod.

#

that*

thorny tundra
timber lichen
#

I want a realistic tube light effect but at the same time its for mobile game and environment is something like a showroom so more lights will be involved which light should I use can Someone guide me in this?

unkempt depot
#

@olive iris I simply wanted higher quality realtime shadows with LOD0, lesser quality with LOD1, and no realtime shadows with LOD2, and LOD3.

olive iris
thorny tundra
#

Is mixed lighting not supported by the URP?

unkempt depot
#

@olive iris its about Baked lighting as far as I understand, anyway I solved my problem via script, so my FPS back to normal. 28fps vs 60+ is huge difference. xD

timber lichen
olive iris
unkempt depot
#

I dont understand why realtime shadows works so bad, and why its so heavy for game.

olive iris
thorny tundra
olive iris
timber lichen
#

Maybe this is a silly question but this is running in my mind since I started learning games is shader the script that compiles a material?

#

and suggest some good docs to learn more about shaders

covert stirrup
quasi basin
#

any good free post proccesing assets?

stark temple
quasi basin
#

sorry

timber lichen
limber quail
#

Does anyone know how to use only ambient lighting in HDRP? I am trying to make objects without light not visible.

#

Changing the material to Subsurface Scattering works but then I cant change the color.

mellow sierra
#

@lunar harbor No crossposting please.

lunar harbor
#

ok

olive iris
limber quail
olive iris
olive iris
# limber quail Yes

I suppose you could try making that object non-static and not affected by probes or add a custom probe....I assume your baking the skybox and environment lighting.

limber quail
#

I cant use light probes for the static objects either.

cinder wren
#

Anyone knows a way to smooth the cast shadows "lines" in 2D Lights? Something like a falloff strength would be ideal.
Currently even if I play with the strength of the shadow, those lines are very defined. Thanks in advance for any tips or ideas!

limber quail
# olive iris why?

I'm making a space scene and the light is only coming from the sun. I tried adding light probes, but the scene is too large to include that many.

timber lichen
#

when I add lights for my game level design and build the fps count went deep down so I decided to bake the lights which I did then how to add dynamic shadows to my character?

olive iris
timber lichen
#

My target platform is android when I have mixed lights I get good shadows and details but the apk I get has low fps...

olive iris
timber lichen
#

Or some tuts would help too

olive iris
#

For all I know you have no idea what you are doing and think your asking the right question when you might have not done something correctly.

#

So, it is too many scenarios and broad issue. You would have to provide more information or troubleshoot it more specifically.

#

Otherwise I would be sitting here for hours asking questions. πŸ™‚

limber quail
olive iris
limber quail
olive iris
limber quail
timber lichen
tired edge
#

Hello Everyone^^ was wondering if anyone can give me some tips for baking the lighting.

#

I am working on a horror indoor scene

broken estuary
#

I asked this over in render-pipelines but it might be something lighting people understand too πŸ˜„ #archived-hdrp message

Basically, using HDRP raytraced GI emissive textures emit light, but dont glow... trying to find out if ive missed something, or if that's a limitation.

olive iris
tired edge
olive iris
tired edge
#

I dont know if my settings on Lightingmapping is good

olive iris
#

It is black....

#

You only have a real time spotlight?

tired edge
#

No everything is baked

olive iris
#

What is baked?

#

That is a real time spotlight moving around...

tired edge
#

ok the only real time spotlight i have is the flash light

olive iris
#

And where are the other lights?

tired edge
#

the only lights I have are from windows (Moonlight)

#

maybe i could use a directional light with very low intensity and dark color

#

to bright the dark places a little bit

olive iris
#

Well, do some adjustment so it casting some proper light from Window.

tired edge
#

what do you mean proper lights? I have a spot light which cast light thought the window

olive iris
#

Easy, go find references of what you like and copy it.

#

This has nothing to do with technical settings but your ability to understand light and light it.

tired edge
#

well lighting is not my expertise

#

but anyway thanks

olive iris
#

Does not matter. You should find a reference. A mood. And then you would know what is missing.

tired edge
#

that not how it really works

olive iris
#

Tell me, how it works according to you?

broken estuary
#

A spotlight won't illuminate well through a window, it comes from a point, you need a wider light, like a directional light, or a baked area light (depending on your render pipeline)

tired edge
#

@olive iris doesnt matter

olive iris
#

You have a spot light so obviously you want it to be dark.

#

That means you do not want things to be super bright, right?

tired edge
#

yeah I want to be darkish

olive iris
#

So, I am asking you to find me a reference of what you want. So I can tell you what you need to do.

#

Example

tired edge
#

alright fair enough

olive iris
#

This is probably too bright for you. Yes or no?

tired edge
#

that a good start as outside in my game is thunderstorm so it is darker

#

and it is night

#

Although the only way to have the volumentric light is to Use Aura 2 because I dont use HDRP or URP

olive iris
#

And this is too colorful for you, right?

tired edge
#

the first photo you send me was good

olive iris
#

You are going for horror and moody, so maybe you need darker.

tired edge
#

yes

olive iris
#
  1. Setup an environment lighting in lighting tab either using gradient or a dark skybox (search online how to do it, plenty of tutorials)
  2. Add a directional light, area light or spotlight to bake in some moody external light to fill in the hallways a bit but not brighter than your spotlight.
  3. See around your level if there are other windows to do same, or if you want to add subtle candle light or broken light that has some warm light so not everything is white and blue.
tired edge
#

ill try those things thanks

olive iris
#

If you pack the project and send me it then I will make video showing some of the basics next week if you need it.

#

But for now, see if you can figure it out on your own using existing tutorials spread around.

tired edge
#

@olive iris sure πŸ™‚ will do!

turbid cave
#

Increasing shadow draw distance in my URP asset is overriding a shadow in my scene, and I can't figure out exactly what is causing this.

#

This is the shadowmask for reference

olive iris
turbid cave
cloud crow
#

Does anyone know why my light is so massive? It's hard to work with when the icon is so big.
These characters are scaled to be 6 feet tall.

mystic dew
cloud crow
#

KING

#

Thank you.

hearty solar
#

hey guys I need some help. Every time I try to bake a lightmap, my whole computer freezes. Sometimes it will unfreeze and unity with just shut down others it will be frozen for 30+ minutes and not do anything. Any suggestions?

olive iris
hearty solar
#

It ran out of memory. I just got home from the store and added more memory to my computer

upbeat oar
#

Has anyone had this issue before? This is an imported fbx model that I'm trying to light using area lights. However these artifacts show up all over the model, even places where the light wouldn't reach. The object is set to static.

#

As much as I like deep fried models, it's not really what I'm going for :(

cobalt dove
#

Either your lightmap uvs are very wrong or your sample count for the bake is very low

olive iris
upbeat oar
tired edge
#

@olive iris I sit over the weekend and went though all my assets and polish them(materials etc) and I rebuild my level again and was trying to rebake the lighting with default settings. I think the results are decent enough. There were some limitations i found like because I don't really have any light source apart from the flashlight and the Moonlight from the window that I had (Spotlight) when I bake it it doesn't really do much. I removed the moonlight(Spot light) from the window , for now as it doesn't work as I want them to be. i don't know other technique for having a moonlight though a window and cast a shadow on the floor.

p.s. Ignore the rain xD forgot to add collider on the rouf

cosmic basin
#

hello im new to unity and i want to make like a glowing sphere how do i make it glow like an irl light bulb? i made a matrial and enabled emissions but it does not cast light on other objects. this is what it looks like rn the top and bottom are planes

summer aspen
cosmic basin
#

ok thx

summer aspen
#

Emission on material just means that it may have own brightness independent of lighting.

olive iris
olive iris
olive iris
tired edge
#

@olive iris wanted something like this but if I bake it the light doesn't look nice anymore.

#

dont know if that the right technique to "fade" lights from window without the directional light

olive iris
tired edge
#

@olive iris let me do one example

cosmic basin
cosmic basin
tired edge
#

@olive iris

#

this is with default settings

#

and this is with Post Processing

#

Another problem I think that causes everything to be either very dark is also the materials used for each model

#

the metalic and smoothness is probably very wrong

#

So i am going to work on that ^^

olive iris
tired edge
#

@olive iris yeah the problem with unity is for some reason they deside to do it diffrently than the others so Metalic and roughtness is R + A

#

I will work on it^^ but thanks I am in the right direction at least know

olive iris
#

@tired edge Can you remind me what pipeline you are using like, hdrp or urp or?

tired edge
#

@olive iris right now i am using standard build-in

#

but for sure my materials are not properly configure that why the visuals are not good

#

so i am working on that right now^^

olive iris
#

Ok, I might make a quick video for you later in an older asset scene I have using standard build-in to show you how I would do some basic lighting for a darker scene. Obviously, the asset scene has less material issues than yours but it should give you an idea of what to do.

tired edge
#

sure^^ also question I get some Normal maps texture and do I have to click Create from Grayscale?

#

from the import settings?

#

because otherwise the normal maps dont look right

olive iris
#

Maybe, depends how you put it together. And all that.

#

I keep mine like this

tired edge
#

Most of the textures I get it from Textures.com soooo I dont make them^^

#

and they mostly use substance3D

olive iris
#

And mine are looking like this

#

@tired edge Might be useful for you also https://www.youtube.com/watch?v=eFNUkbuzi54

In this video I show some quick examples of why your lighting is looking wrong or poor inside any game engine. Although I am using this in Unity this time it is the same in Unreal Engine or anywhere. We are taliking about bad Ambient Occlusion and Inverted Normal Map. Hopefully this video will teach you to be aware of it and spot it.

β–Ά Play video
tired edge
#

ill look it up thanks

tired edge
#

@olive iris ok... i think i manage to produce some good results

#

my solution was that I had to get light from the reflections

#

so I had to play around with the material settings to set the properly and also the reflection prob

#

and also in the lighting panel to increase the lgihting from reflection

#

I am happy with the results ^^

olive iris
tired edge
#

haha^^ yeah i have to fix the materials properly

olive iris
tight moss
#

man bakery volumes are changing my life right now, particularly in a procedurally generated mobile game

#

i bake lighting for room prefabs and obviously you cant put light probes in prefabs, so previously I had come up with this hacky solution of using low res reflection probes in each baked room prefab and using a custom shader that used a blurred version of the reflection probe as like "fake" ambient lighting

#

looked like this

#

but since Mr. F added bakery volumes in v1.8 of bakery I can just stick a bakery volume with a bakery volume trigger in each room prefab, and the results are better than light probes even

tired edge
#

@olive iris oh man that great thanks. Really interesting.

livid jetty
#

Not sure why but the PBR materials are only seeming to work with direct light?? As seen, as soon as it's in shadow, any actual PBR texture maps just become non-existent...

olive iris
livid jetty
olive iris
#

Yeah, and lighting setting, light settings, lightmap settings...etc

tough flower
#

Hey guys I have a simple ml agents implementation But it looks kinda lame in terms of lighting , any good and simple tutorial I can follow in order to make the enviroment light better and some objects light up , but keep the project smooth and fast as it is? πŸ™‚

livid jetty
#

right @olive iris I'll send that stuff now, sorry about that

#

The left/right sides of the room are basically the same, and there's a light probe group in each quarter (you can see the close left quarter group on screen) - there is an area light on each side (you can see it at the top of the image there), it spans the length of the room and points down

#

not the best screen shots but I think that shows most of the information right?

olive iris
#

You probably do not need some of those lighting settings to be that high. You can also run the PBR checker.

livid jetty
#

and yeah the settings might be too high but that shouldn't be making it look bad so still unsure of why it's so ehh

livid jetty
olive iris
#

There should be.

livid jetty
timber lichen
#

How do i add good lightnings?

olive iris
#

@livid jetty What unity pipeline are you using?

olive iris
livid jetty
#

apparently it's faster so I was like sure but tbh so far it's worse xD

olive iris
#

It is faster and such for low spec computers etc yeah, or VR

livid jetty
#

oh should I just use the default then?

#

I feel like HDRP is overkill because I don't really know how to use lighting very well, I know about lightmapping and probes but I still can't get a good interior lmao

brave pebble
#

What colour/style do you guys prefer

olive iris
#

@brave pebble probably better to ask in general or something

brave pebble
sage lintel
#

Hey guys, new to the server. Not sure where to post for help but I'll try this channel as its an issue with lighting. So when I build my game, it defaults to lowest settings for some reason. Not sure why, hoping someone can help me in figuring out. I am using 2020 version in URP pipeline.

olive iris
#

@brave pebble depends on things. Not preference. I do a lot of lighting so realistic lighting id go for hdrp. If i was doing VR id go for urp or default. Etc

olive iris
brave pebble
#

Of a mad scientist lab theme

olive iris
#

Well, keep it up. Looking forward to seeing the progress.

tough flower
#

Why is it stuck to scale only? i want it to be on position change instead

turbid cave
# turbid cave I set the Max Distance under Shadows in my URP asset. When this shadow is within...

I moved on temporarily, but came back to see if I could figure it out, but I have yet to find a solution to the problem. When baking my lighting I see the shadow is somehow overridden, but I can't figure out why. From my understanding the Max Distance setting under shadows in the URP Asset relate to realtime shadows, but I don't understand why this is overriding the shadowmask in my scene

tough flower
#

Omg yes thats it , i never use that thing up there I always move them through the right inspector tab , Thanks πŸ˜„

turbid cave
sage lintel
lethal pewter
#

how do you make intricate suns in modern day unity? I had a bunch of nice designs using flares and halos a couple years ago but none of those components seems to have any visible effects now? The procedural skyboxes seem very customizable but I want some rays and some lens flares

olive iris
lethal pewter
#

thanks! I'll look up some tutorials

icy prairie
#

Hi Everyone

I hope your good
Actually i work on "Cinema - Movie Theater Level" (Build In Standard but with "URP" Package)
This is my first time on "U.R.P" Build
When I try to put "Spotlight" only a few lights are displayed. (Scene and Game Mode).

It's like, when I reach a certain number of lights, the other lights are not displayed anymore.
Do you have an idea ?

#

Thanks for your help πŸ™‚
Take care of u guys πŸ™‚

olive iris
#

@icy prairie There is max pixel light count. Might be set to 8 overlapping ones right now. You need to see how far up you can put it. Or not put lights so close etc.

covert stirrup
#

While I'm waiting for my 5 GB library rebuild, anyone ever had light probes stop working at all? I've been baking them before but today I can't get them to work in a fresh scene, though it still works in a different project on the same unity build

turbid cave
#

Hey! I'm having some pixelated shadows, is there a way to improve this? Even after setting shadow resolution to 4096, leaves the shadows pixelated. Shadows are set to soft aswell, so I'm lost for ideas atm

olive iris
#

@turbid cave increase surface lightmap resolution

turbid cave
olive iris
#

@turbid cave I believe I cover some basic here https://www.youtube.com/watch?v=OetZhBc2A98&t=3s

In this video I was showing jRocket in Unity Discord on how they might solve their lighting or texture seams in their modular set. I then cover how to work backwards once solving this to optimize your light maps. As you do not want to keep everything on max settings. This means keeping a good enough quality, avoiding noise and keeping the seam a...

β–Ά Play video
turbid cave
# olive iris <@!367367465480617984> I believe I cover some basic here https://www.youtube.com...

Sorry for continuing to bother you, but it seems that this didn't work, or that I misunderstood something (most likely the latter). I increased the max lightmap size, and modified the Lightmap Resolution, however I'm still left with the same ugly shadow. Tried modifying the shadow resolution along with the lightmap size to see if that did it, but still didn't fix it. I have my lightmap parameters set to Default-HighResolution as well, so I'm not exactly sure why this is coming out the way it is.

turbid cave
turbid cave
olive iris
#

@turbid cave Should be set to 3 or 4

turbid cave
#

@olive iris Here's my render pipeline asset incase this helps

#

And here's my lighting settings

olive iris
#

Your gonna need to increase this later so just do it now

#

You might as well also change these to 512, 1024 and 2048

turbid cave
olive iris
#

turn these two off

#

Put this on advanced or manual

#

Put this on 4

#

Bake and then go into baked lightmaps and show me the lightmaps if it still is an issue

#

actually

#

Turn these to 32

#

should speed up your rendering

#

Your using unity default or urp?

#

Also show me the object casting the shadow

turbid cave
olive iris
#

Is there sphere a unity sphere?

#

From within Unity?

turbid cave
olive iris
#

Yeah

turbid cave
olive iris
#

Ah, those are not perfect sphere if you look at them they have edges

turbid cave
olive iris
#

Dont worry

#

I teach you something else

#

Might help you if you need those sphere

#

Besides increasing texel density or the scale lightmap on the floor specifically

#

Play with this to smooth it out

turbid cave
#

I tried moving that slider early on when i first setup the URP project, without figuring out exactly what it was. Knowing all of this will get me moving a lot quicker, really appreciate everything

olive iris
#

In the future you might want to consider https://www.youtube.com/watch?v=CjkgakfjKbo

Aspiring Lighting Artist? Junior Lighting Artist? Preparing your portfolio? Whatever it is. You are touching up on lighting. Lost? Alone? Need guidance? Mentorship? Let me help you with mentorship, guidance and feedback. #lighting #artist #art #help #artwork #lightingartist #student #mentorship #guidance #feedback #gamedeveloper #gamedevelopment...

β–Ά Play video
turbid cave
#

Yeah, I might hit you up further down the line, as graphics and lighting is far out of my leauge at the moment :P

olive iris
#

That softness might not have worked for you due to little texel density πŸ™‚

#

I overkilled mine just to show you

#

But as far as I know it should not matter though

#

It just that you need to put it up higher than 1 normally for those spheres

turbid cave
olive iris
#

It depends on many things. I rarely go high on them unless I have to

turbid cave
gray oxide
#

My game uses realtime lightning as it's a game that's modifiable so no editor work is done. How can I make sure tunnels are dark properly?

olive iris
#

@gray oxide Define dark...

final needle
#

Hi, would there be a way to preview area lights in the editor without having to bake lighting every time ?

olive iris
#

Not at the moment.

livid jetty
#

Anyone know the performance impact of real time area lights in HDRP? Compared with other types of light I guess

olive iris
livid jetty
olive iris
#

In theory you can think of a spot light as a single light, a point light as 6 spot light and an area light in theory would be 6+ lights @livid jetty

#

@livid jetty Even when baked it comes at a high render time cost.

prime phoenix
olive iris
#

@prime phoenix you are probably using URP and should increase your pixel light count

prime phoenix
#

Thanks I will definitely try

balmy silo
#

does anyone know why this happens?

#

i am quite new to unity so forgive me

#

i am doing baking

#

to figure out a better way of lighting to create a fuller atmosphere

#

why does the whole texture become red?

#

help is really appreciated

#

also what does this exactly mean?

#

im using panels and coloured material for the lighting

timber lichen
#

changed from urp to hdrp and everything turned purple after some tweaks this happened ^

#

any help at all is appreciated

upper thorn
#

Idk if this is the right chat for this but I keep clicking on ultra and the viewport doesnt change one bit in unity

willow shale
#

anyone know why these white lines appear?

olive iris
olive iris
# balmy silo

Means your objects are not perfectly unwrapped for lightmapping as in baking.

olive iris
olive iris
balmy silo
#

all the panels

#

well the material has the emission

olive iris
#

@balmy silo And what is your question? You asked why but not telling what...

balmy silo
#

as in how can i unwrapped for the lightmapping?

olive iris
#

@balmy silo You use the keywords I provided you, search online and then decide what method to use or if it is any use at all.

balmy silo
#

okie

#

thank you

olive iris
#

@willow shale Did you add reflection probes yet?

olive iris
balmy silo
#

i was just showing the issue with it becoming red also because when i turn off static for that section it doesn't happen but wouldn't it have to be static to map the lighting currently?

#

because when i bake

#

that part becomes totally red

#

asking how to fix that part

olive iris
#

Emission needs to be baked to become emissive. That means everything around it needs to be set to static including itself.

balmy silo
#

okay thank you

#

i'll look over it again

olive iris
#

Question is....do you need emissive?

balmy silo
#

mmmm

olive iris
#

Or are you just wanting red color?

balmy silo
#

i am trying to use the red colour to create the "lights"

#

if there is a better way/method id love to know

olive iris
#

How old are you?

balmy silo
#

?

#

why haha

olive iris
#

Depending on your age I will adjust my help.

balmy silo
#

20 my guy

olive iris
#

So, still a bit young. hehe

balmy silo
#

i am the designer for this project

#

but i don't have much experience in unity

#

hahaah

#

yh

#

quite young

olive iris
#

Its okay

#

I need to understand what you are trying to do...

#

So, Emissive is used to create glowing materials. IS that what you are doing?

balmy silo
#

ah okie yeah im still tryna figure it out tbh

#

yh

#

that's it

olive iris
#

Well, right now your glowing materials is out of control. πŸ˜„

balmy silo
#

oh shit

#

haha

olive iris
#

How far up did you put the intensity?

balmy silo
#

lemme check

#

i have been playing around with it

#

because in another section it doesn't do barely anything

#

here

olive iris
#

I suggest keeping it low enough to see its emissive, using post processing to give it a stronger glow later and using actual light to spread out the red light. Reason for this as you see it is hard to control strong emissive light as a beginner, and the rendering time is huge for it too.

balmy silo
#

ah okie

#

yeah

#

i see what your saying

#

the rendering as well is over the place

olive iris
#

For now I suggest only using emissive to reveal the source of the light. Not use it to light.

balmy silo
#

okay thank you

olive iris
#

Happy to help. When I can..

balmy silo
#

yeah! the main aim is to create lighting that actually lights up the whole halls ways etc and i seen a video by Brackeys showing this and the way he done it is like the same with panels yet his one glows up the whole room but i understand now how you say to use it has a source of light

#

@olive iris

olive iris
#

He uses yellow and blue light that are planar. You have a huge cube looking thing.

#

Also, for emissive lighting you probably need to increase lightmap resolution etc

balmy silo
#

i have it at 128

olive iris
#

Show me

balmy silo
#

oh no my mistake

#

it is 30

olive iris
#

Yeah, 128 is overkill

balmy silo
#

oh shit

#

okay

#

yeah i was thinking so

olive iris
#

BUT your 128 in lightmap size is too low

balmy silo
#

When i try to increase it

#

it says it has reached the maximum

#

clamping

#

here

#

is it because of my system specs?

olive iris
#

Not always. Click the model and then show me the lighting settings of it.

balmy silo
#

of the panel?

olive iris
#

It says the name of the mesh in your warning

balmy silo
#

oh

#

yeah sorry

#

this is how big is it btw

#

and here is the settings

#

i didn't make the model

olive iris
#

Now read the warning message

balmy silo
#

as this is like a 5 or 6 person project, well mainly 3 people including

olive iris
#

The one in that inspector, do you see it?

balmy silo
#

smaller meshes

#

how can i do that?

olive iris
#

Can you open both baked and realtime arrow for me, I need to see something else?

balmy silo
#

ok

olive iris
balmy silo
#

idk it looks like a mess haha

#

i don't think that lightmap looks right haah

balmy silo
olive iris
#

Cool, I suggest you learn basic Unity and then Lighting. You can always get training in Lighting from me when you are ready. But I can tell you have no idea what you are doing. πŸ˜„

balmy silo
#

😦

#

yeah

#

i know

olive iris
#

And that is okay.

balmy silo
#

i am just going off my instinct

olive iris
#

The reason I say it is because there is too much to teach you. And you better go out there in the wild world and pick it up over time.

balmy silo
#

i am really new to it

#

my gf done most of the work

olive iris
#

Keep it simple.

#

Stick to baked lighting or real time lighting, do not try and do both.

balmy silo
#

ok

olive iris
#

Find my youtube channel, maybe some help there.

balmy silo
#

do i have to pay for your training?

#

yeah

#

do you know any good videos for learning the core basics?

olive iris
#

Yeah, I mentor people who are serious.

balmy silo
#

oh

#

im serious about this project

olive iris
#

Not sure really. I used Unity and Unreal for 14 years on and off. So, mostly just learning over time.

#

Well, Unity for less. Since it is not as old as Unreal. πŸ˜„

balmy silo
#

thats long haha

olive iris
#

I am 15 years ahead of you. So...

balmy silo
#

wow

#

yeah

#

thats a bigggg margin

olive iris
#

Good luck though. Keep it up.

balmy silo
#

thank you!

#

also what is your channel?

#

really helpful

#

know i know i need to learn the core basics

olive iris
balmy silo
#

cheers

olive iris
#

Learn slow and steady. Test things out. Find answers on your own. And then when you are ready to improve. Let me know.

balmy silo
#

Will do!

olive iris
#

Technical things are easy to find and learn. So, when you want to learn the mindset, process and artistic choices of things. I am sure I can upgrade you.

balmy silo
#

i have the artistic ability just putting it into a game

#

not so much ahah

#

i'll speak to my team about this

#

thank you once again

#

we actually all went into this quite blind in terms of unity

#

we have a programmer which is a blessing

#

but even then he isn't really a game developer

olive iris
#

Well, if you need a mentor for your look and lighting. You know where to find me...more or less.

balmy silo
#

yes!

#

I'll check back with my lead

olive iris
#

Feel free to follow me on artstation etc

timber lichen
#

do baked lights work only for

#

non moving objects?

balmy silo
#

i think it is only used for static objects

#

make of that what you will tho haha

#

@timber lichen

timber lichen
#

i kinda wanted every galaxy to have a light

#

directional light works the best for me

#

but that would not work πŸ˜„

#

its the heaviest light too

#

(by light i mean eg sun that its in the center of solar system)

exotic forge
#

i am using volumetrics lights in unity
but if i disable the light the volumetric effects take a few seconds to disable
how do i reduce the time taken to disable the volumetrix

olive iris
timber lichen
#

am not sure

Lightmapping adds greatly to the realism of a scene by capturing realistic bounced light as textures which are β€œbaked” onto the surface of static objects. However, due to the nature of lightmapping, it can only be applied to non-moving objects marked as Contribute GI.

While realtime and mixed mode lights can cast direct light on moving objects, moving objects do not receive bounced light from your static environment unless you use light probes
. Light probes store information about how light is bouncing around in your scene
. Therefore as objects move through the spaces in your game environment, they can use the information stored in your light probes to show an approximation of the bounced light at their current position.

its enables bouncing lights (light that was first casted at something else)

timber lichen
#

now i think lightning is not even that expensive, its SHADOWS that are super expensive

#

light does increase my gpu thread by only 0.3ms and shadows from it increase my cpu thread by 5-30ms

#

depending on amount of objects

#

ive set renderers to disable shadows everywhere

#

(yes, that results in losing some nice shadows though, theres one situation in the game where i think it would be cool to have shadows but i have them off)

#

basically, the shadow should only be rendered if its in player visible range. i know theres option in player settings but it does not completely help with fps
(in comparison disabling shadows in every renderer helps completely with this issue)
i think i may have to reenable them in runtime as i get close to them or when theres an object between sun and player

real cedar
#

I put a cube on a plane, put a spot light above that and turned on shadows. Why is this cube also receiving a shadow? There is nothing else in the scene.

wild lintel
#

With 2d sprites and normal mapping, should I not put any "fake" shading on my sprites? Like should I not shade parts myself, and rely on normal maps instead? Or do the two approaches work together?

olive iris
timber lichen
quartz viper
#

anyway to fix this?

#

tried bias settings but didnt get it to work

naive tendon
#

Hi there! This is probably a noob question but I couldn't google a solution: Could somebody tell me what causes these triangles on my default cubes? All the objects that I made in Blender are fine but the Unity cubes show these artifacts.

#

Sorry, just realised the picture might be too small. Here's a better shot.

timber lichen
#

uvs? i think

#

oh its from blender

naive tendon
#

The google results I found seemed to indicate something like that, yes! The cubes are not from Blender. Do Unity's cubes not have UVs?

fresh bear
#

shadow?

naive tendon
# fresh bear shadow?

Do you mean that it could be an actual shadow? I'm pretty sure there's nothing in my scene that could cause such a weird shadow. I'll double check though, thanks!

fathom ruin
#

Hey, total beginner question. Models I import into my Unity project with basic URP are very dark when far from a light source (not surprising I guess). I can "fix" this by making the ambient color anything but black, but then,of course, it lights up the whole scene.

Is there something I can do to apply or change the ambient property of just the materials on the one model? Or at least make it so my model can only get so dark?

I have screens to post if it helps, but apologies if this is the wrong channel for that.

real cedar
# olive iris Might be bias settings.

Thanks, I've tried changing bias settings, only thing that that does is change when the shadow appears. But it is always there. From any angle I have these weird lines, and if I put the cube further from the light it gets more

olive iris
olive iris
olive iris
covert stirrup
#

So I figured out my light probe issue from last week. If all light probes are on the same Y value, they don't bake. If I offset one of them slightly up or down, they all bake fine πŸ€”

#

When I move it back into place, the pink lines also disappear

#

So I suppose this might be a limitation of light probes that I was not aware of

olive iris
covert stirrup
#

I had 4, you mean 8? I only kept the bottom layer because I didn't need the height variation

scenic gull
#

Guys, could someone help me out with the 2D light system? I have a FreeformLight2D with my lava object, but not every platform is being affected by it (even with all platforms having the same sorting layer)

#

Here's the objects problem

#

And here's the settings for the freeform light

livid jetty
#

All the objects (apart from chairs/floor) are using the exact same material yet this wall is a totally different colour and I'm not sure why...?

covert stirrup
#

Looks like reflections maybe @livid jetty

muted ibex
#

Hey there, i have a problem with my lighting...has anyone an idea why there are black lines? those assets are stiched together via "V" in Unity, so there shouldnt be any black lines. i dont know why

livid jetty
covert stirrup
#

Add a reflection probe

livid jetty
covert stirrup
#

Yes, it can be. Depends on your scene and your target platform for example

livid jetty
olive iris
olive iris
covert stirrup
olive iris
covert stirrup
#

I don’t think so, this was only a setup for troubleshooting, even when I had more probes at different points the connection lines did still not appear

olive iris
#

Those are wire frame lines....

#

they do not really mean anything in particular.

covert stirrup
#

They might not mean anything, but when they disappeared, the bake also stopped working. So it seems connected

olive iris
#

Sounds like we need to investigate your bake settings

main wolf
#

I've gave up using light probes for along time ago, and choose to directly read lighting information from lightmaps.

worthy sage
#

is it possible to move Light in layers ?

#

I have canvas with background and foreground, and I would like to lit my background, but not my foreground, sadly I cant seem to get it to work, in URP 2D light

olive iris
#

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

10h Unreal Lighting Course - https://www.wingfox.com/c/8221
My Artstation - https://www.artstation...

β–Ά Play video
worthy sage
#

also, that tutorial is terrible πŸ˜„ just putting that out ... super low volume, the guy is confused, not prepared πŸ˜„

#

hmmmm, brackeys got the sorting layers in his vid ... I ll try to follow that, hopefuly will get somewhere πŸ™‚

#

thanks anyways !

olive iris
worthy sage
#

oh gash, it's your tut ? im sorry for being so harsh 😦

olive iris
#

Its not a problem. I am always interested in improving within limit and time.

worthy sage
#

it's just that you go from the lights to the walls then back to lights setting the layer to default because it was not actually needed ... and having the layer setup from previous video ...

olive iris
#

I did buy a new mic at least. πŸ˜„

worthy sage
#

i mean, it's no big things, im just a nit picker kind of guy .... πŸ™‚

#

πŸ˜„

olive iris
#

Ah, so you would have prepared a step by step tutorial that shows the process of making the layers etc?

worthy sage
#

I meant no offence ! πŸ™‚ If you want to improve, id say prepare better ahead of time, and explain what you do, the process, I get it, but people looking for informaiton may need bit extra eplanations on your actions πŸ™‚

olive iris
#

I am mostly making these videos on the spot for people like you asking in here. So, it is that instead of writing all day long.

worthy sage
#

I mean, you said it is no tutorial, so I guess that's okay, it just seems like you have turned on camera to explain something without having like a script or guide because of the things like having already setup something from before and doing extra steps that are optional, without noticing beforehand πŸ™‚

#

yeah, I totally get that, and I guess that works out then πŸ™‚

olive iris
#

Yeah, it is mostly to save my time and the people asking tend to have the basic in place.

worthy sage
#

yep, get that, you're still a hero ! πŸ™‚

#

2D light is annoying .... πŸ˜„

olive iris
#

I have not done any so let me know if you figure it out. If not, I will figure it out and make a video for you.

worthy sage
#

it was the lit material that I was missing πŸ™‚

#

uh, im fighting with this for over the past 3 days now πŸ˜„

olive iris
#

That is cool. Well, I use Unity and Lighting everyday so it is not that easy for generalist I suppose.

worthy sage
#

yeah, this 2D light is whole new thing for me, it's experimental, and I have just upgraded my 2D project to URP to make it work, so it may even miss some packages still

#

I wish I knew beforehand that postprocessing was not an option for 2D project, Id make URP from the beginning... πŸ˜„

olive iris
#

Oh, is that the case? None what so ever?

worthy sage
#

no postprocessing / lightning for 2D project

#

I even started by installing postprocessing package, then UR pipeline, just to find out in documentation that postprocessing is part of URP and they don't work together in one 2D project, so it took me 2 days to just figure out I had to uninstall postprocessing package to make it work πŸ˜„ : D

olive iris
worthy sage
#

but hey, looks good right ? πŸ™‚

#

I just need to figure out how to put the light behind the foreground πŸ˜„

#

yeah, followed that one, I believe they wokr with URP not 2D project, because it simply doesn't work without created renderer πŸ™‚

olive iris
#

I see that now. Different pipeline.

#

I should play around with 2D lighting I see...might be useful and fun.

#

We have our own tech for 2D part of character and game. And I do not touch that.

#

I mostly touch the 3D lighting.

worthy sage
#

it's my first ever Unity project, im getting there, just takes a lot of time to work out basic stuff since I have no experience πŸ˜„

olive iris
#

Well, keep it up. And I am sure it will be fine.

worthy sage
#

oh god ....

#

sorting layer is not the regular layer

#

here we go .... πŸ˜„

olive iris
#

Nope, it defines rendering queue thing

cinder wren
# worthy sage

To create the foreground black effect you could use a Material unlit on those trees. Like so the lights would never affect them.
If you need them to be lit at some point or with a specific light then Sorting Layer is your friend. If the object you are dealing with doesn't already have a sorting layer you can add the Sorting Group component.

worthy sage
#

what I needed was the sorting layers + sorting groups, I already figured it out and it kinda works well now πŸ™‚
still thanks tho ! πŸ™‚

potent imp
#

hey all, I am very new to lighting and I was wondering how you guys would approach this scene? I want to light the inside of this building except make it so that the ceiling is foggy and looks like it goes forever. When I try and add point lights or directional lights I am not able to get the atmospehre I want

#

I was thinking about removing the ceiling and just extending the building up but im not sure

olive iris
#

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

10h Unreal Lighting Course - https://www.wingfox.com/c/8221
My Artstation - https://www.artstation...

β–Ά Play video
olive iris
#

@proven needle Image does not help alone. Need more images. Provide light settings.

pulsar hare
#

hey does anyone know why my spotlights and pointlights start to stop working when there's over 5 or 6 of them? Its kinda frustrating, i've got no idea what im doing

ember forum
#

does anyone know why this is happening with my directional light?

olive iris
#

@proven needle I meant more images of your light setting...

#

@pulsar hare Pixel Light count needs to be increased or avoid overlapping them.

olive iris
pulsar hare
olive iris
#

Yeah, PIXEL LIGHT is one of the keyword to look for

pulsar hare
#

k, thanks :)

olive iris
#

It says something similar to this and might be placed somewhere else depending on your pipeline choice.

#

I believe the max is 8.

waxen wolf
#

im just changed my project to use URP...
and my shadows look kinda sus

#

pls help

waxen wolf
#

nvm i got it

rustic raft
#

Anyone online? I've got a very small question about aesthetic.

olive iris
#

Just ask?