#archived-lighting
1 messages Β· Page 61 of 1
I would check "texel validity" as the first thing
Maybe some of those other modes too if they reveal errors
this definitely looks like something is going wrong there
this also caught my eye, Baked Lightmap Culling, Ill look into these further
does this indicate that my lightmap needs to be higher resolution? or just different settings for specific meshes?
@delicate sonnet invalid texels from my understanding are caused by invisible backfaces near the errors
https://forum.unity.com/threads/faq-blocky-artifacts-appear-when-i-bake-a-scene-how-can-i-fix-them.951444/ here's info about that specific issue
Lightmap resolution only needs to be changed if lighting is too blocky or blurry in some places, or if it's wildly higher resolution in others
But look into the invalidity first, that seems to be the more likely cause for blockiness
thanks so much for the help :) I will try that out
Hey can anyone help me with hdrp lights? I can only get the point and spot light to emit light with a very high intensity and i dont think this is the intended way of using them.
im new to all the emission and lighting stuff and have no idea why the scene keeps looking like wet cardboard when i bake the lights, this lamp here has a bulb thats has an emissive material and you can see the bottom of the lamp looks disgusting and the surroundings just look really low quality, i just can't quite get the lighting to work correctly
This is how I did it. I just made a texture used only during baking for the lampshade where the entire inside facing parts of the lampshade was emissive. Then after the bake, I switched back to the default texture.
Also, make sure to bump up the intensity of the HDR color picker in the emission slot to get the result you want
Light from emissive materials tends to be weak and noisy, compared to directional or point lights due to the nature of raycasting, so you may need to increase intensity to make up for it
Also, I don't think unity's lightmapper does transmission at all, so the lampshade will block 100% of the light which is not how lampshades should work
You can fake it by making the lampshade itself emissive
"You can fake it by making the lampshade itself emissive" - Good idea actually. I should make the outside less intense so I get a softer transition on the wall. Nice one π
(couldn't spell for shit)
Using a bit of both techniques is good, but instead of relying on just emission, you might want to use a point light which doesn't cast shadows from the lampshade
My lampshade (real life) actually casts that shadow. Just slightly less intense.
This because it's quite black and not very translucent
You'd still see that shadow if using both point light and emissive bulb
But if the shade itself is emissive, the point light may look okay with the shade's shadow enabled
Both are good options ^^
the emissive lampshade is quite smart lol, good idea, ive been fiddling around for a while and just plopped in a point light, it definitely looks a lot better though its still kinda scuffed
my aim is for the room itself to be pretty dark and a couple light sources emit some smooth light
Almost looks like you don't have enough bounces for indirect lighting
where would i find this option?
What baker are you using btw? Progressive?
damn imma try that now and see how it is
Mine are quite high. But they do recommend quite high values for interior scenes.
no clue if this is gonna kill my pc while i bake it
i just increased the bounces for now, its baking
Haha, you'll find out. I only have a 1070
i shoulda let my friend sort out the lighting since he has a far better gpu than me
changing bounces resulted in the same thing, is there a way to make the entire room darker? i have environment lighting source set to color which is black
Are you using reflection probes at all?
im not sure what probes do at all
when i put one in it sort of looks like a cube of light
Okay. Well, they're for reflective materials. So that your materials know what to reflect basically. But that's not it then if you don't have one there
You can play around with these at the bottom of your Lighting settings
"Indirect Intensity" that is. Lower it
to 0? mine is currently 1
I wouldn't go to zero. So, indirect lighting is what bounced lighting creates. Think of light coming from a bulb, it hits a surface, that's direct lighting. But then it bounces off that surface onto another and lights that up slightly, that's bounce 1. etc
So, 0 means only the first surface hit will get any light. Not very realistic if that's what you're going for. Better to just lower the intensity of your emission really
Unless you're getting into post processing :p
im probably gonna lose my sanity with post processing lol, ive been sitting fiddling with light/emissions pretty much all day today
ill have a look at the emission intensity
Worth making sure you're using HDR for this scene
It's difficult to create convincing low-light settings without it
HDR needs to be enabled in the renderer's quality settings, and then you need some post processing to control it
Tonemapping primarily, post exposure sometimes
But that's more of an overlapping topic with lighting
is this a prebuilt thing in unity or do i need to download these things and import
I don't recall at present
Might've been one of the official packages, depending on rendering pipeline
You can still improve that scene without delving into HDR, so it's tiny fork in the road
If it's the default render pipeline then it's under "Graphics" in Edit > Project Settings.
I think HDR is enabled by default if you're working for PC builds?
Yea
That's good
honestly as long as it doesnt look like wet cardboard, i cant complain
Linear color space should be enabled too
Your scene does look rather dull compared to what I would expect with default settings
I usually turn them down a bunch and it still gives pretty good results
was a hell of a lot worse before, wish i had screenshots saved
it looked like someone spilled water on a painting and everything turned nasty
when i add 2 reflection probes unity editor just freeze, any idea why this happens and how to solve it?
like i can still go into unity and it shows the mouse icon when i drag but it doesn't do anything
it seems to happen when there is 2 different reflection probes enabled at the same time
its like stuck saying "1/2 reflection probes | 1 jobs"
and its stuck at nearly end
@karmic wing Please don't crosspost
Hard to guess, but it's most likely a bug in Unity with your specific OS/hardware
sorry for crossposting i just didn't know where to post this issue, i resolved it by somehow saving the project while the job thing finished then reloaded and it worked, i don't really know why was it freezing though
Anyone know why a scene that's just duplicated would have completely different baked lighting results?
I've got a skybox responsible for a transition from light to dark. by setting Exposure.
Once 0 exposure is achieved I have what is essentially a black screen.
My problem is this only happens in the editor- in game my model remains somewhat lit up from the previous exposure- decreased but not entirely, the color and some brightness remains. Any ideas?
I've turned off HDR, made sure editor/player quality settings were the same.
Soft shadows are not a feature that normally exists in unity
Assuming what I'm looking at is the edge of the shadow cast by the rocket
You can get around that limitation by using a spotlight that has distance between its inner and outer cone
The rocket can be placed on its own layer and excluded from the light's layermask to stop it from casting the sharp shadows
when i enter the next scene the lighting is completely pitch black. this doesn't happen if i launch the scene directly.
Are you loading the scene additively? Have you generated the lighting in that scene?
additively?
also the lighting is just a regular directional light
it's completely normal when i launch it directly
@gloomy cloak The lighting data for the scene fails to load for one reason or other
It could be that the directional light type is "baked" but lighting is not generated, or it's some editor bug
it's realtime
If you go into scene view after level load and it's dark, are you able to change the directional light's settings?
Enable lighting in the scene view to see if the changes have any impact
how do i do that
this lamp icon here
uh
Next I might try adding point lights to see if the scene reacts to light sources at all
But before that you should generate lighting as I first suggested, just to rule out messed up lighting data in the scene
i added a point light and it did nothing
and idk how to generate lighting
okay i managed to fix everything
also how can i get rid of this brown effect?
What'd you figure out?
I have no idea what that "brown effect" is just by looking at it
i got the light to somewhat work
but it's still really dark
by brown effect i mean the brown colouring that's on the ceiling
That doesn't help me understand at all
That... doesn't help me understand at all
the brown colouring on the ceiling. i don't want it
I figured that much
do you know how to get rid of it?
I have no idea what it is because I have no information to go on
tbf if he knew I doubt he would be here asking.. comes off as a little patronizing
Post your lighting tab settings, if you can't find it look for the top tabs Window > Rendering > Lighting
@gloomy cloak
From what I see in the last pic looks to me like you've got a very high intensity (or post like bloom) and not a very big radius
the brown could be the model's material.. is the color tinted brown? is there a brown texture.. and last thing I can think of, could be a lightmapping issue
I'm going to guess it's the material though
Yes, I am little snide when someone comes in assuming we can solve their problems without any clues whatsoever
check these out if you haven't already;
https://www.youtube.com/watch?v=VnG2gOKV9dw
https://www.youtube.com/watch?v=wwm98VdzD8s
Hey guys, i have little problem.
Every surface that is flat plane is weirdly shaded like this.
or the trees
all leaves share same material and yet half of them is white
@versed summit Has posting in this chat gotten you any help? Did anyone reply to you in DM's or something or is it seemingly dead...
in my 2d game there is a spot of darkness where there is light and i have no idea why its there can someone help
Hi! I'm pretty new to Unity and I'm curious if there's a way to accomplish this:
I have a separate interior and exterior, with two cameras and a draw order, to give the illusion that the interior is moving (simulated spaceship). The downside is that lighting doesn't propagate from the "exterior" camera to the "interior" 3d models, because the interior isn't actually moving.
What I want to know is if there's a way to configure my interior lighting.. I guess to behave as if it's in both locations?
What kind shader are you using @versed summit? That looks like smoothness to me
Reny's materials showing through themselves is a z sorting issue, caused by using transparency
Fix is using opaque material with alpha clipping
Why they also have a glossy kind of glare, hard to guess
Probably something specific to the shader, normals or something else in the asset
Please try to avoid crossposting
What lights are meant to affect the darkened area? Are the Z values and orders in layer correct?
not really, until today it was pretty dead
i turned all light emmiting objects off and nothin works
So, the problem is that the sprites are ignoring the lights in that location, or vice versa?
I would isolate the problematic lights and sprites into a new scene, add new sprites and lights next to them, see if the new stuff works and compare
but there are no problematic sprites or lights
I must have misunderstood what the problem is
theres a pentagon of light for no reason in this single spot i tried disableing everything and it wont go away
Lights hardly exist for no reason
Most likely a parametric or freeform light you've lost in the hierarchy
how would i find it?
hello! im currently trying to make dust particles only visible in light for my flashlight but i cannot find any google searches for it, well i did find one but the links don't work anymore
@misty ice hey if your game is 2d you may be able to make a sprite mask on your flashlight and set the particles system to only be visible within mask
no, its 3d
ok it looks like you may need to use a shader for masking in 3d look up 3d masking on youtube you should be able to find something
Hi guys.
I'm using URP and I have a very simple but very strange problem.
I posted it on the forums, if you wanna check that.
https://forum.unity.com/threads/ambient-light-skybox-mode-gets-darker-after-loading-a-scene-in-play-mode.1162859/
hello guys
im having an issue with lights
i have 6 lights on this gate, but you can see only 2 of them works, why ?
There's a limited number of realtime pixel lights that can affect any one object when using forward rendering
Solutions include increasing the light limit in quality settings
Splitting the object into smaller pieces so less light per piece
Switching from realtime lights to baked lightmaps
or switching from forward rendering to deferred rendering if your rendering pipeline supports it
i will need to generate light for baked right?
how can i stop light from shining through certain walls (mainly, i don't want it hitting the walls in the tunnel) with probuilder maps?
Yes
It's an entirely different way to handle the scene's lighting with its own pros and cons
I'm not familiar with probuilder specifically, but light will pass through backfaces of meshes normally
You can change that behaviour by making the shadow casting type "two sided" so it'll block light from both sides
That's an easy solution, but more expensive computationally
What also works is making a box or other type of external walls around the room, and setting that to "shadows only"
Or in case your scene is entirely indoors, you could disable the sun entirely
two sided seems to work, but has these weird light lines
i may just go with a point light as that seems to behave much better
This is light leaking through edges between polygons, happens in way too many situations
I'm not sure if there's any one good fix for it
Shadow settings can balloon up shadows to cover up the seams, but that has side effects
Using the box/ exterior wall shadow mesh method allows you to minimize the seams
hey, thanks for the help. i decided on setting up HDRP and using point lights, they cast v nice shadows as well as illuminating the room in a way that looks realistic
I added a volume script to this object and itβs glowing nicely but when I move the camera away from the object, the glow disappears. The mode is on local right now because when I had it on global, the whole world was glowing. I would like the stick to glow the whole time. Help would be appreciated π
is it possible to make lighting baking from CPU to GPU instead? my 1050ti doing basically nothing while my CPU is almost thermal throttling
Yes, change Lightmapper to Progressive GPU from CPU
when I do that it gets stuck at "preparing bake"
It should work without a hitch just by changing that one setting
Try it in a fresh scene to see if it's a problem with existing lighting data
Restart unity editor
Maybe update GPU drivers
Hey, I've been trying to light a room but I'm struggling to emulate the lighting setup I had in Blender
This was the test render I made in Blender. But when I ported it over to Unity...
Obviously a game engine can't outperform a ray tracing one, but there's no shadows? It's weird :0
use URP it adds shadows and everything
(youtube videos on how to setup it are easily accesable)
Cool! I'll look into that quick
Thank you so much! I haven't got it all set up yet, but this is the kind of stuff I wouldn't know how to look up because I'm a Blend head @timber lichen
no problem if you need anything then try to ask me im most likely online
@wet shore You could bake the lighting and you'll get ray traced global illumination, not unlike the cycles render, but it'll be static
I tried doing that, but no shadows appeared
It'll only affect static objects
I set them all to static
Lights are of type baked or mixed?
URP and built-in render pipeline both have realtime shadows for point and spotlights, but they won't be at all like the soft ones you get in blender
Baked
The problem is I have yet to see any shadows
No my lights aren't working since I activated URP
Something's wrong, obviously
I converted the materials, do I need to convert the lights too?
I don't think so
also you don't need URP for either realtime or baked shadows
Though it is often nicer to use
I'm just confused, should I send you the file?
Try looking at some tutorial or guide for setting up realtime or baked lights first
AHHH what's happening
I looked at tutorials, I set everything up the way they had it
I've never had shadows
Prefarably in an empty scene/project to make sure you get everything right
Alright, I guess if I gotta do it I gotta do it
There goes all of my progress lol
It's not finished so it won't look right
It shouldn't be that dark from the getgo, there's a ceiling light :(
The point is to familiarize yourself with the lighting system
You can return to your scene then
It will look messed up while the lighting is generating
I had this problem before URP though too
The light in the center of the room isn't illuminating anything
When it does, there are no shadows
It's not a "problem" if it's because the generation is unfinished
The generation has finished multiple times and I still didn't get shadows
This was before URP tho
It says it has 1 and a half minutes left and I think it's going to remain mostly the same
Perhaps I should cheat and just bake every texture in Blender π
The baking doesn't look progressively better as it goes
It looks messed up right up until the second it's finished
how do i make auto exposure so when the player steps into a bright area from a dark area it looks like the camera is adjusting to the light like your eyes would when you go into a bright area from a dark one?
(kinda like some minecraft shaders)
Got it :3
Practice more with the lighting system, you're clearly missing something
In your editor version URP doesn't support realtime shadows for point lights, so that won't help you there
What you want to do is doable without URP whether realtime or baked
which rendering pipeline?
2d URP
Unironically considering just baking the whole thing
I recommend using local volumes to blend from one post processing profile to another
Can I fake a shadow texture if every material in the map is Emissive?
alright lemme see if i can figure this out
That could be the solution. The lights would look perfect
That's your choice, but I don't know why you'd go through the trouble of putting the scene into Unity and then do workarounds instead of using its features
have you added a shadow caster to the objects that you want a shadow on?
How do you do that?
Right now my big problem is that the light in the center of the room just isn't doing anything
Shadow casters are for 2D lights
Also, when I make some changes it makes me wait 3 minutes to continue working
Buster works a lot in 2D I guess :P
My suggestion is that you disable "auto generate" lighting and only generate when necessary
Also try Progressive GPU baking if your GPU is decent
GPU baking is generally orders of magnitude faster than CPU baking
Thirdly, try to get a grasp of lighting's basics in a very simple scene with only primitive shapes so you don't waste bake time with complexity
I have a 3090
Alright, I'll do some experimenting
<@&502884371011731486>
With that I expect your bake times to go from minutes to seconds ^^
Tutorials, tests and practice until you do have a clue
I wasn't doing everything right the first or the second time either
Alright, so I decided to start with a new project
Already I'm getting a better result by using URP
But the volumetrics are way too high so there's a lot of fog
I fixed it by scaling it down lmao
Nvm scaling it was a bad idea
@timber lichen How do I lower the volume?
Also, how do I move my view to the camera's view without pressing the play button?
uuuh to move the camera you go to the game tab and go to the camera object then you move it by dragging the X Y and Z values in he inspect window
and what volume?
hmm i dont know that much about 3d URP but i think you need a global volume
Oh. So you don't know how I lower it lol
How do y'all do Interior Lighting without creating "Bright Spots"
I need to use Real-time lighting
and a spot light doesn't reach the roof
Lighting tab (the one you open when you bake lighting) under environments (top of the window, middle of the 3 buttons) ? If you havent added any volumes for fog that is
I still can't get my scene to work
After trying what people said it looks worse lol
There are shadows now, but it's only coming from outside
you had something that didn't look half bad earlier π€
are your lights all realtime?
All objects in your scene should be of reasonable size comparing to the unit grid
One unit corresponding to one metre
Lighting among other things isn't going to work right if the character is scyscraper-sized, for example
Camera view? If you're asking how to get to the game window I think it's going to help to look at some basic unity tutorials
this program isn't something you learn by fumbling around
Actually, that's exactly what I did lol
I fumbled around and figured it out lol
I come from 3DS, Maya, and Blender. So this whole thing is different for me
That explains why you're getting stuck all the time and having to ask here
It's not worth it
I'm used to lights not sucking lmao
Game engine lights are going to change as Ray Tracing picks up
You can use ray tracing in Unity
The realtime sort
But I guarantee you aren't going to find that option or get it working without a step by step guide
There's very few things in this engine that are self explanatory
how do I make light interact with only certain sprite?
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/2DLightProperties.html#target-sorting-layers
Target Sorting Layers should be able to do that
I think by default 2D lights only illuminate sprites that are under them in sorting order
use another lighting approach
how can I improve lighting ?(this is so bad )
@brazen pecan Please do not crosspost
Examine your goals, how do you want it to be better
Find references and imitate them
That's extremely vague and means nothing on its own...
You are right. Since it comes down to understanding lighting and not really a technical thing. You might find the answers here https://www.youtube.com/playlist?list=PL0N1q3x8o-9zzYckCwPNEm7LQQG7xGGlQ
Well, the first kind of obvious answer is to make the ceiling darker or less reflective
Another thing you can do is to use a spotlight combined with a smaller radius point light, to get the best of both
But adding more realtime lights tends to have some drawbacks, and it really depends on what kind of light fixture it's supposed to be to make it look right
Right now there's no lamp or fixture so it's hard to guess
Also, using a linear color space and tonemapping is very useful for evening out overly bright and dark areas
Though I think linear color space is enabled by default
There's post processing effects besides tonemapping that can help that also
I would pursue all three approaches
i was going to suggest this, but i wasn't sure if two realtime lights right next to each other like that would have been a good idea
well I want to make it kinda cozy ,how would you approach that ?
It's not totally bad, especially if the ranges are kept as low as they reasonably can be, but more lights will always creep up the pixel light limit per object in forward rendering
In deferred rendering there's no concern
ah, i see i see
I think it looks pretty cozy already, but nothing says cozy like a soft bloom post processing effect
ok
i think its much better now
Hi everyone, i need some suggestion about a problem with lightmaps: what could case those error on lightmaps? Uvs are good, no ovelapping.. thanks!
this is what the game looks like normal
and this is when i switch to it from another scene
way too dark
Check texel validity view to see if that reveals something
Seems that visual artifacts on the lightmap are often because of nearby backfaces
Thanks, it's seem alright..
in urp2D
2D lights are super wonky for me
a global light with no targeting sorting layer will light up everything
the same with a point light
how do 2d lights and sorting layers interact?
if a object like the player is set to the default layer then set the light targeting layer to default the light will only effect the player and any/all objects set to default
but I've found it to function the exact opposite
I will send screenshots when I'm at computer
why does this light up all sorting layers even when targeted is set to none?
how would i apply a global light to the world, then not apply it to a certain sprite, which is only affected by one light that i specify
i dont know right now sorry im tired out from coding ill try to get back to you tomarrow
okk
Hey, I've gotten some good lighting going but I can't seem to get Bloom to work. I looked up several tutorials on how to add Bloom using Post-processing layers, but nothing has worked!
My file had bloom at the way beginning because I started using the default URP project file. But halfway through I deleted the layer that was making the bloom. Before I did, the Bloom wasn't showing anyway
@timber lichen @deft fiber Do either of you know if maybe this could be some sort of layering issue? Maybe some other settings are holding me back? :(
its in the global volume where you get the bloom
Global volume?
I got it using Post-Processing Volume?
I honestly don't know what any of this means. In Blender you tick a box and bloom just appears automatically
Where's that?
in the hierarchy
:(
I'm an idiot, I have no idea which one
Okay, so I did that
And it's still not working
I have no idea what I'm doing wrong :(
Me neither dude
how would i make a sprite that only lights up by a certain light?
but doesnt by global lighting
i have the sprite and normal map set, but i just cant figure out how to get it to stay invisble, yet only be revealed by the light source when it is made
and how to have that light source only apply to that sprite
There's instructions for each RP in pinned posts of #π₯βpost-processing
I can't guess which step is missing
Speaking of blender, did you ever try to activate bloom in cycles, without instructions?
<@&502884371011731486>
β¨
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/2DLightProperties.html#target-sorting-layers 2D light can be applied selectively with the Target Sorting Layers property
Aside from that I think they affect sprites that are below them in sorting order
Has anyone used MK Glow to make objects glow? I'm having a bit of trouble, and there isn't a lot of info online.
Also I have this in my console:
Reduced additional punctual light shadows resolution by 4 to make 63 shadow maps fit in the 4096x4096 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
like a 1000 times. what's the quickest way to fix this? I've tried doing each of the things it says individually.
Using HDRP (and saw the same with URP) I am getting light bleeding through the edges of walls:
any way of fixing this?
Are the walls really thin? I guess the simplest way would be to give them some thickness
Helllo guys, i have a litle problem with spot lights, the spot is small, like a flashlight, but it is illuminating the entire wall
this is the normal behaviour
but i got this depending on distance and other lights
is like it's lighting up the whole wall and is only a spot light
Why do I get these weird bands with soft shadows? There is nothing between this object and the light source.
might be "shadow acne"
https://docs.unity3d.com/Manual/ShadowPerformance.html
Yup. Thanks! I'm a programmer, all of this lighting and shader stuff is foreign to me.
Hrm. Well, I have a dumb idea
Since my game uses a sorta βswapping between two worldsβ mechanic that enables and disables certain gameobjects in the scene, Iβm wondering
Should I use real-time lighting for this or baking?
What's the best way to shine a light from inside an object?
I've been messing around with double sided shaders, reversed normals, translucency and sub-surface scattering but no combination (plus unchecking cast shadows and receive shadows) is allowing me to use a light inside an object.
I'm trying to increase the intensity of an emission on a material, but there doesn't seem to be a spot to do that
There's ways to use either
Lighting is difficult to bake on overlapping level geometry, and I'm not sure if static objects can be disabled anyway, but paraller universe can be implemented by having the level exist in two places and swapping objects between them rather than disabling/enabling
What kind of effect are you looking for? Translucency shaders are pretty good, but you might be able to get by with something as simple as giving the object an emissive texture and putting it on a different layer than the light inside ofit
Click this to find the intensity parameter
Oh! Perfect! Thank you! β€οΈYou are Pre(tty)fab!
Hey uh, I've got a problem with loading scenes
I have a scene for the main menu, that loads another scene, the main game
Everything's fine when I'm playing the main game directly
But when I play the main menu first, then load the game scene, the light is completely broken :l
And I have no idea of why would it do that. The lights don't change at all they have the same setting
This usually is because scene lighting data is missing or incomplete
First make sure your lights are of the correct type, realtime, baked or mixed, depending on whether you want to use realtime lights or baked lightmaps
Then generate lighting from the lighting window
how to fix this weird shadows
Swapping them out for cubes instead of planes, and tweaking some of the shadow settings in the HDRP asset got rid of them in the end π
Probably a texel validity issue
https://forum.unity.com/threads/faq-blocky-artifacts-appear-when-i-bake-a-scene-how-can-i-fix-them.951444/
thanks
Guys why spotlights cant cast shadows on URP
i have enable cast shadows at mesh renderers
make sure material used is of Lit type as well
ANOTHER issue
urp settings
weird shadow
where do u get that setting
just made by myself
Hard to guess, looks like the lightmap resolution for that mesh is incredibly low, and probably overlapping with another part
The screen space ambient occlusion makes it hard to judge
Try looking at the lightmap debugging overlays in scene view
this is the scene
By viewing the URP quality settings asset in inspector
They can be located from the Quality tab of Project Settings
ok i see red spots is it bad ?
Yes
"UV overlap" is the problem, look into that
patchi do u have any idea about my problem
I don't see anything wrong with the settings, and I don't have any good guesses either
In that situation I would try to get the shadows working on an empty scene using default cubes and lights first
Always easier to troubleshoot on a clean canvas
yeah i have think about it and try with directional light
i can get shadows with that
only the spotlights are poblem
Do they work in an empty scene with all default settings?
That would at least confirm if the problem is in the scene or project
oh no its not casting shadows on new scenes too
sorry i have enabled the shadow settings on this scene of spotlight and it works
so what is the problem of my main scene
@terse burrow In the Package Manager you can find URP package, it will have a button to import examples. After importing open a Lit scene in Shaders and compare settings with your scene.
Was typing too long...
im gonna try something on my main scene too if i cant find anything ill try ur suggestion
yeah same things works on my main scene too
i guess problem is floor and other things casting shadows but not receive that
but all the materials i have enable receive shadows
Progress, nonetheless!
Another troubleshooting trick I use is to move objects between scenes, as prefabs for example
So you can test the floor in the new scene, or test the light in the main scene
Or any such permutation
yeah did the same thing everything works except inside house π
guess problem is the lights i ll compare them
okay found the problem as u can see i have sett outer spot angle 179 degrees so its giving light source everything front of it with 180 degrees so shadows cant live at light sources π i have reduce that to 120 its casting shadows rn
thanks everyone
i got another question shadows are faded when camera moves this far, i have try to increase shadows max distance from urp profile but not helped any idea ?
That's affected by shadow distance, cascades or some combination of the two
It might also be trying to fade to baked lightmaps using shadowmask but I'm not sure about that
there is a bigger problem here now i was trying to optimize lighting for mobile and try to bake some lights
UV overlap
baked lightmap
and shaded
as u can see my scene should look like this
ligth settings
whats wrong with lightbaking
btw its cool on when i use my lights are mixed mode
but the baked mode is terrible
@terse burrow Oof that didn't go so well!
Look into how to fix UV overlap, and check texel validity too
My advice, use the cube scene again to get baking working right
Easier to eliminate problems and won't waste so much time on baking complexity
yeah i check that but i cant understand anything properly
my native language is not english so sometimes i cant get too theoricaly documents
i ll take a look tomorrow i gtg rn thanks
btw in here if red things are bad vor uv overlap result should be really better than what i see rn guess problem is something else
There's probably multiple problems, so it's hard to tell
and last thing i have follow this guide to undertand URP Light Baking https://www.youtube.com/watch?v=okYhs6kQ0xw
Let's learn some basics of light mapping in Unity 2020.1 using Universal Render pipeline (URP).
You will also learn some Unity tips and techniques to improve and speed up light baking workflow.
βοΈOld House 3D model : https://bit.ly/2xQSeU4
β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬
βοΈQuick Links :βοΈ
Introduction - 00:00
Part 1. How to bake lights ...
yeah i guess to it may cause of the assets i have buyed idk ill look deeply tomorrow
A lot of the errors are because of the meshes, not the lightmap settings
But it can be improved
actualy i dont know should improve it for a mobile game
cause this game gonna be a hypercasual game so player can skip this hose in 20 min maybe
in small areas should i need to bake light mapping
i mean is that really worth for performance
maybe there is a graph or stats about it
You'll probably have to test it yourself
Monitor the performance and compare
i look at the call post or something in stats
its 260 while runtime lights
and 60 for the baked lights
but u know how baked lights look like π
It's worth learning how to get them working either way
Sure π
thanks again see u
how do i make the same object glow the same color it material is? and this method should work on prefabs
You need to use bloom post processing to give something a glowy look.
Guys, why do I have problem like this when baking lights?
is it because the generated UVs?
the geometry is completed closed
im using that, with emmisive materials
increase ur uv padding
This might be a shader thing, maybe a lighting thing. Idk so I'll start here. Everything you see has the same shader, same settings. Identical other than color. All the top surfaces are flat (at least according to Blender). Why does the pair of objects on the left act differently?
It really seems to be something with the shader. You could test with the Standard shader just to check.
If the behaviours also occurs with the standard shader, it might be the mesh (but, I suppose it is just a z scaled Cube, right?)
Hello, I've recently downloaded an asset from unity which uses HDRP. I tried one of the scenes in the package but as soon as I played the game scene, all of the environment was blooming white. Where can I find the settings to lessen this effect and see clearly the environment?
The objects may be physically flat, but are their normals flat?
Vertex normals are used to bend light and make object shapes appear smoother and more rounded
Does this problem persists in game view, or in scene view if you bring the camera close to the houses?
My guess is that the brightness comes from auto-exposure trying to balance a decently lit house with the infinite dark abyss you're looking at below it
Why do I have this bleeding? Could be because of the roof being one single piece going from the inside to the outside of the house? The roof and the wall are touching
If I increase the scale in the lightmap I stop the bleeding. This make me suspect that maybe is the filtering bleeding through the wall
Check UV overlap view to check if you need UV padding
@deft fiber No UV overlaps
maybe that texel resolution is too small. I put the filtering to 1 texel but still bleeds
The geometry looks to be intersecting rather than connected
That's not wrong, but it's challenging for the lightmapper
yeah, is intersecting
I imagine that would be the case
so in cases light this needs more resolution to handle it better, right?
That'll help
I don't know of any more elegant solutions
is there a guide or something for good geometry for lightmaps?
in this case this is only a blockout but I imagine that for the final model the roof will intersect with the walls anyway rather than be connected
I don't know of such guides
The problem is that pixels on the lightmap will fall directly on the intersection, so they'll be both in light and shadow
The UVs could be tweaked so it's the pixel edge on the intersection, not the pixel
But that's very manual and not usually feasible
Or you could put some kind of baseboard or other type of mesh to cover the ugly shadow, which itself wouldn't cast shadows to the lightmap
But that might not be practical either
I assume you're using placing intersecting meshes specifically so you don't have to author the meshes of each structure variation
i have try with this settings result is same
@deft fiber in this case there are no other variation. I modeled that way because it was easy and will be easier to texture later
but I guess I can create a fake cealing inside the house and place the roof on top
the final model will be a cealing like this
goint out like this
that is why I choose intersecting geometry
Making the geometry continuous isn't a big challenge
i found somethig interesting
this is any spotlight
this is baked
this is on runtime
if i decrease indirect multiplier (wait im bakin)
this is how baked looks like
i guess indirect multipler means how many times that light can bounce or something like that
Hi. I have an issue with my shadows when moving and pointing with a flashlight (spotlight) in my game. The shadows look like they are floating in the air. I have tried tweaking some setting like cascades, shadow distance, near plane, etc but couldn't get any good results.
Here is another video to see what I mean:
in here looks like light source on players left
u sure soucre is come from thing in the hand π
the spotlight is on the tip of the flashlight
Rather how much multiplication is applied to the light strength when it bounces
The first video looks strange, but I don't see anything wrong with these images
looks okay if i draw perspective lines
guess its about the camera position
In the scene view looks way better, the issue comes when I'm moving like in the video
as a player u can see lightsource just front of the camera but the shadows says lightsource comes from under the camera
do u get what i mean
you mean the position of my spotlight is wrong?
It did look like that
no its correct everything its correct but players eyes just manipulating
But otherwise you will see "floaty" shadows if you hold a flashlight between you and the object
This will happen in real life too
exactly
would it change if I switch to Real Time GI instead of baked?
players sees lightsource just front of him but actually lightsource is below the camera view
this makes no sense to me
thats why u see shadows are weird u may fix it
teah thats too looks weird cause of my theory
look at this u will get it
The flashlight can't be baked as it's moving, and realtime GI doesn't usually react to any fast changes with accuracy
And even if it could, it doesn't fix any existing light positioning issues
wait isnt he using realitme ?
I'm using baked GI
The flashlight is realtime
u should use realtime at dynamic lights
Even if the level has baked lighting
the flashlight is in realtime mode
baked lights must used at static props like buildings etc.
All's fine regarding that
oh okay sorry
but the point lights work good with the shadows
yeah i just experience same thing on my project too
You can improve "detached" shadows using this guide
https://docs.unity3d.com/Manual/ShadowPerformance.html
also called "peter panning"
Yep shadow terminology is like that
patchi do u know whats the green ares on baked lightmap culling draw mode ?
those
i have solve the UV overlap btw
but still i got this
hard to say if the problem is the lightmapper settings, the meshes, or the lights even
Do you get the same artifacting if you have another room made of just default cubes, with a default light next to that room?
i ll try, tryin another solution rn
The process that worked for me is just getting familiar with the lightmapper in simplest possible use case, then gradually increasing complexity with meshes and such
Meshes and more complex light setups can break a lot of things, or cause artifacts that look like errors but technically aren't
with default cubes
That's baked?
same light with scene prefabs
The intensity should not change like that
i make intensity multiplier 0 then
its default 1 on environment settings
but still its increasing
if u have a project with URP light baking specially included spotlights can u share ur settings with me
maybe mines broken
You really need clean settings certainly
The sample scene URP comes with has correct settings
how can i import samples
do you think assets like "bakery" would help?
No, the link I gave will help
Your problem has nothing to do with baked lights
I have adjusted those settings, everything is to the minimum but I read that Peter Panning is a problem inside Unity built-in
I don't know if the sample scene is importable
You could just make a new project with the URP template and copy all the necessary values from there
checked already
im using deafults
i just changed shadow resolutions
im gonna create one new procjet for test it
Hope that works!
yeah works π¦
im a stuipd i guess its all about URP settings
baked and unbaked are same at new project
ofc with same light and props
im moving the stuffs to new project
on the new projcet i got this with baked
but when i add other props too result change like this π¦
i dont understand
i found the problem
i have using one way walls like this
only can view by inside
and if i add those behind the one face walls
i mean 2 different one face wall looks opposite direction
baking light is messing up
look at this walls are invisible on the camera but they got faces on other side and lights are not works properly
i may try to use culling masks but i need those walls any other idea ?
@deft fiber i hope im not distrubting u if u have a time maybe u have an idea
https://forum.unity.com/threads/faq-blocky-artifacts-appear-when-i-bake-a-scene-how-can-i-fix-them.951444/ here's a thread on that issue, which is revealed by "texel validity" debug view
This is how meshes can break lightmapping, which is why blank scene for testing is good!
yeah ure right ill try to decrease backlight tolerance
Ideally the backfaces should be contained behind the front face of the wall
But looks like they're totally exposed to the interior, so tolerance might not be enough
Making the walls two-sided should always work
now looks satisfying instead of this
i know but i just buy the assets and that guy just made them like that
is that really nessesary i mean the backface tolerance
Try marking the wall material as two-sided first
Backface tolerance reduces the glaring artifacts, but still the lightmapper doesn't really know what to do with backfaces so the lighting won't be correct
its not about material
the guy flips the faces when its building the prop on blender or something else
its not an option i mention to say that π
i need to recreate all of walls for that
and i will try
i ll let u know about result
I mean this option
That should take care of it
if not, then this probably needs to be two sided as well
oh let me try
im trying with both render face
both render face instead of front
No improvement it seems
i ll try one more thing
we figure it out
i just seperate wall material with both rendering face
and other props are front rendering face
works like a charm
π β¨
nice ^^
@drifting vale @deft fiber Finally got back to this this morning and did some more testing. All the cubes are at the same Y position. The orange cubes are Unity's 3dObect/Cube scale up to 40 units wide. The red cube is a cube I made in Blender and exported as an FBX. Same shader settings other than the color. In Blender the normals are what you'd expect for a typical boring cube.
Oh dammit
The smoothing was set to 90 degrees
At 89 degrees it works as expected
π
Thanks for the help. Got me where I needed to be to actually fix it.
I don't think there is any one typical vertex normal behaviour, it's kind of situational every time
Yeah its a real doozy of a shader that I'm not even going to try to pick apart. hlsl is a strange language and I just barely have a handle on shadergraph.
@deft fiber https://streamable.com/ghh5gi here is baked lights gameplay
but i realize setpass calls at avr 50 at baked and 40 at realtime π
There's a big number of variables that affect performance, and tbh I don't know how significant setpasses are
Any ideas on this?
i heard about that on some light baking tutorial that guys said how much lower is that much better performance
im looking at rn wait
@stark orbit acutally i need same answers u know
let me check internet
okay look at this
i got this when i do emission color white
but if u made emission map same as texture
viola
That's the way π
if u want give emission particularly area just open ur texture map and black out whatever u dont want to be shiny
Depends on some stuff
If SRP batcher is enabled, the "batches" count is defferent (this numbers on the stats will not be precise in this case)
acutally idk what is that i guess i need to lookup a real performance guide for mobile games
Take a look at the Adaptive Performance package
noted π thanks
Thank you
nvm
i already ansered if u didnt see
i already thanked you
but its not really want i was looking for, besides i can't find your exact ways
and also changing colors
You're trying to achieve this?
sorta
Do you have bloom active on a global volume on your scene?
If it does, than emission will begin to "spread" from the surface
yes
Enable tonemapping "ACES" and HDR on your camera to improve the effect
an old image of what i have, i've changed a bit since
Hey having an issue here and wondering if anyone might be able to help. Have a project I am working on with an avatar and it requires specific versions of Unity (2019.2.4f for one, 2019.4.29f for the other) I an NOT a dev, just tinkering with 3D models here, but think the issue I am seeing has to be related to the different versions. In the older one, the model and textures all work as expected, with emission working. In the newer one, however, the emission isnt working (see photos) any thoughts on how to fix this in the newer version??
emission color is black here
is this what u want then?
yes but i want every instance to have a different color
gotcha
There's a lot of ways to change that
Different materials, use an texture atlas with a color palette to use just one material but each sphere has one color...
well i thought of that, but its not a viable option
because you will end up with tons of materials
not necessa
Thats how it is in the previous version
Click here ang change it to white
https://www.youtube.com/watch?v=ZTwCWbV-QGE try collor palettes
Simple way to color an object using a preset color palette. https://lospec.com/palette-list is a good place to find some you could use.
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this other color multiplies the one coming from the texture
So it was "tinting" it pitch black
i have a problem with recieving light from ammisive materials
but thank you anyways
Then why didn't you say so
because its new
Emissive materials generally do not emit light to nearby surfaces, but there's a lot of workarounds depending on the use case
Yeah, to emit light coming from emissive you have 2 options that I'm aware of, baking it, using ray tracing
You can also attach a point light with no shadows to fake the effect, but it is resource intensive
There's a paid plugin that kinda solves it, it's called Upgen Lighting, search for it on the asset store
It produces much lighter point lights
Then it becomes viable
https://youtu.be/uwYf1yMPuvk Best tutorial ever made
Unity 2020.1 Low Poly Scene Lighting and Post-Processing Video tutorial. In this video, I'm showing step by step how I setup Lighting and Post-Processing for my low poly demo scenes in Unity.
https://www.lmhpoly.com/tutorials/unity-2020-tutorial-lighting-and-post-processing-low-poly-scene
Unity URP Tutorial - Lighting And Post-Processing
http...
Hey! I was wondering if there is any way to make area lights produce a softer falloff? And why does rectangle shaped area lights look like spotlights? This is from the Unity Manual: "Light is emitted across the surface of an Area Light producing a diffuse light with soft shadowing." I don't see that happening.
Btw, there are 3 area lights in that area, hence the 3 circular light shapes.
And while I'm at it. I get this error usually when going from 2k to 4k in max light map size. So I only bake 2k maps. It goes on like pictured below and the app stops responding. I have to shut it down and restart.
There are like 20 lights in my scene and so far baking has been working without issues with a 2k lightmap size (bakes in like 5s), until just now. I'm still on 2k in max lightmap size, but I changed the area light to circular and upped the lightmap resolution to 40. Then the error occured again. It's quite annoying as I can't seem to bake higher quality lightmaps.
I'm on a Ryzen 9 5900x and Nvidia RTX 3070.
Appreciate any help, thanks!
Btw, my lighting mode is: baked indirect and all my lights are set to baked. I'm using the progressive GPU lightmapper.
I'm working in the URP!
how I can create a lightsource? If I press rightclick I can create a light (spotlight, pointlight, etc.) but it doesnβt emit any light
Find tutorials or the documentation
It's the standard procedure for every problem
It's impossible to guess what the particular issue is if it's not a common one, so the best thing you can do is to follow a guide on an empty project and then ask for help when a specific problem surfaces
Lights not showing up is not a specific problem because it might have dozens of possible causes
Guys, do you know why I can just see the color material if I'm very very close to the object? I'm using URP
seems that every time I rebake my lightmap, my reflection probe loses all its data and I have to re-bake it again, using unity 2021.1.19, is this a bug..? or is there an option I need to change somewhere
Is the a way to attatch 2D lights to particles?
The "Lights" section in the particle system only works with 3D lights, is there some other way?
Not officially, but you can find a script in this thread by an unity dev that'll attach 2D light gameobjects to particles
https://forum.unity.com/threads/lwrp-using-2d-lights-in-a-particle-system-emitter.718847/
Oh sweet! I'll try it out, thank you!
It worked! Thanks a bunch!
how can i make the light emit outside of the lamp object and not trapped inside of the object?
i don't want to place the light below the lamp or in front of the light
the scene has baked lighting, and the lights are set to mixed mode
any opinion on the lights/Lighting?
it doesn't look too real imo, but it's better to read an opinion from the outside
Lights have a "clipping distance" to stop objects too close to them from casting shadows, but I don't recall if that was for realtime only
Layers work, at least
Not entirely sure if this is a lighting issue or what, but Imma just assume it is.
How would I stop the right wall from having that "reflection" on it?
Both walls have the same texture.
Looks a tiny bit flat in some areas of the walls.
Plus the walls look slightly "too reflective", I feel like they wouldn't be as reflective as the floor, cool floor reflections though.
imo the floor reflects too much light. It looks too smooth
Fifty layers of wax.
haha yeah all the props to the janitor
Also that's with the res turned up, this is the standard res of the game which makes it even more obvious.
I thought it was fog at first but apparently not.
Ok I just found a "fix"
But it's not something I wanna rely on all the time so figuring out how to disable this would be nice.
ok so i tried to add a layer for allowing the light through
it still traps the light inside
This looks different from the earlier reflection sheen
The reflection was uniform across the surface, this looks more like mipmapping
Hmm.
It's the same surface, one just has a 70x70 render texture applied.
Well they're both render textures by the top one is much higher res.
Do render textures even have mipmaps
π€·
@fathom furnace anyway I think what you're looking at is reflections from the skybox, like this
Hmm
You can turn the material smoothness way down to get rid of them
Or if you're not intending for surfaces to have realistic lighting anyway, use some shader that doesn't deal with reflections at all
This did in fact work, thank you.
If you do want realistic lighting, reflection probes are normally used so that there's still that sheen, but it'll be a reflection of the surroundings rather than skybox so it'll look better
I forgot there were even materials, I thought it was just using the images.
I'll have to read up on shaders some day, don't know much about them atm.
on a followup, i fixed my problem, i had to turn "Cast Shadows" to off for my lamp mesh renderer, now the room is lit up
Any alternative to realtime point lights? I have many buildings in my map with switches to activate the interior lights (point lights) but I noticed that it has a significant cost in performance. I have read some games faked the lighting but how?
do they cast shadows?
becuase of they do, they are casting 6 of them per light
i have found if using deferred lighting, make sure the range means they dont overlap
Yes they do, otherwise the light pass through the walls
the amount of lights affecting per pixel costs performance
so can you not use like, a single wide spot? or an area light?
does the camera move around or is it static?
The area light is baked thatβs the problem
Yes, it moves, itβs a first person game
you can have realtime or mixed area cant you? or is that only on hdrp
Maybe only on hdrp (havenβt used it), Iβm using built-in
But built-in has only baked as an option for area lights
defo hdrp yeah
i havent used built in in any serious way, i went right into hdrp. but i've had to avoid point lights completely if they cast shadows as they are 6 times more heady, they make a cube map
Yeah π¦
baked lights look naff almost all the time
you using deferred lighting tho right?
Yes
well, i'm not an expert, so dont take my poor advice as it not being possible
i'm going through lighting pain too and trying to fake my way around
was just about to post here myself about something else
car headlights, if they cast shadows its heavy, if they don't, they shine though stuff. i can (and have) make a fake volumetric style cone and that helps performance, but still by design shines through stuff. i'm curious if there is some known trick to this
Yeah lighting is a big pain
Couldnβt tell you on hdrp
Just know that there is an asset on the asset store called volumetric lighting maybe it could help you
might be similar to the tut i followed, i made some volumatric street lights and they look great
but they have a real light doing the lightwork
confirmation for anyone wondering, the fake headlights i just mentioned actually look naff and they dont light anything up and dont save much performance where shadows are not enabled
fun and games π
Hi! Any idea why light map disappear when i click on play in Unity?
So I am trying to make a lightmap for one szene of my game when I select auto generate small changes happen but then it keeps working and says that it would take more than 3 days that can't be right or?
How do you turn of lightning in unity 3D? I have only worked with 2D before and trying to create a 3D game now, but since Im just starting, I dont want to work with lightning for now. Is there a way to disable it?
Why not just leave it. Working in a completely black scene is going to be impossible to do anything.
Otherwise, you can delete the lights in your scene for starters.
With disabling it I mean making the scene not have an dynamic lightning at all and everything having a constant light so that textures and stuff like that look the same as it does in the image editor
At first my problem was that the light was way to darker from most of the sides and now I seem to have broken it completely and my object is just black
Okay never mind fixed the issue that it is completely black, now I only have the problem that it is too dark
In scene view you can click the light bulb icon to disable lights
If you want everything to be lightless in game view as well your best option is to use unlit shaders on all objects
Or remove lights and only leave ambient light on in lighting settings, but PBR materials might to look weird
How exactly do I use unlit shaders on objects?
Change the shader on the material. Unity has a built in unlit.
how can i make a point light from URP not affect a certain sprite
I want to enable this option, but I can't find it in my objs. Where can I find this settings in my object?
Selecting your object in the 'Project' window. It's the import settings.
https://streamable.com/4k006m
why zombie desapear withtout reason ?
Usually with skinned meshes this happens because the mesh's origin point gets off screen, away from the mesh itself
But hard to say for sure
https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html#bounds
There's a part down there that says ragdolls can cause this too
What does the article say?
Guys, please help.
I turned off all Lights in Scene.. but why I still see everything like during the night. Shouldn't it be completely black?
Are you perhaps using baked lightmaps or ambient lighting?
I cleared "baked lightmaps" but not sure how to check ambient
Lighting window > Environment tab > Environment lighting
All tabs in Lighting Window set to None.
now i see this
looks like the Sky is my light source. No idea how to disable it
There are many options that can disable ambient/sky lighting
Setting Source to a black color for one
I cant find any source of the light @deft fiber
I turned off all objects. So its not part of the scene. But someehere in global project settings
anyone can recommend me a lighting course or videos or blogs from unity to read
to set different post processing and light settings for different moods?
like i want the village to be happy vibrant but the dungeon is not happy at all
its tense environment and kind of dark
how do i make these wall segments not lit individually
It honestly just looks like their normals are wrong, not that you want to light them together
idk what that means
In the model importer switch from Import to Calculate and see if it fixes your issue
If you made the models yourself you should learn how to recalculate the normals in wherever they were authored.
It's the vertex normals that are pointing in the wrong direction. You'd usually point them in different ways to change the way surfaces look (to make them appear smoother, or lit from a specific direction). Otherwise something close to the default recalculation is good.
You should go here, turn on autosmooth and set the angle to a value that suits you
o
Did you set the ambient light source to a black color like I instructed?
Anyone know how to get rid of the light bleeding at the edge of the frame. It seems linked to contact shadows, they disappear in the center of the screen but as soon as I move around light leaks in at the sides of the screen
Hi i want to use deferred rendering but i am getting these circle but when i change to forward it work fine?
I don't recognize that, but what I would do is check if these are enabled:
Linear color space
HDR
Dithering
By dithering I mean the camera effect that reduces banding by adding some dithered noise
I might check that first actually
thanks by enabling HDR it solve the issue
this looks similar to a bug i had, change "import" to "calculate" for the normals on your mesh import settings
see if that does anything
Does anyone know how to make this app https://assetstore.unity.com/packages/vfx/shaders/toony-colors-pro-2-8105 do an hair with a light lining like this forth kind of hair: https://media.discordapp.net/attachments/698181399168942161/884902713941458994/2Q.png
thoughts
super reflective & transparent
hi guys how do I get rid of these lights bleeding through my mesh? if I play around with the light's Angular Diameter, setting it to 0 does get rid of them, but my shadows become very sharp, and I want them to be a little soft
oh and it's HDRP
Really nice use of translucency!
this is a weird issue because it pops up for someone every now and then, but everything I can find about it says that it's "normal"
https://forum.unity.com/threads/new-to-hdrp-should-contact-shadows-look-like-this.836809/
Like replies in this thread
Did you check if post processing is enabled when that grainyness happens? Could be some smoothing step there
thanks
is that a critique
nah, I only checked through the scene window
if I play around with Angular diameter on the Light it can fix it, if I set it to 0. but that does other weird things to shadows
Seems to me there's some filtering option missing
Maybe best trying to find that before changing the properties of light and shadows
Hi i am making the environment and character in different layers so i can use different lights ( because of my artstyle) but the characters layer have no shadows is their any way i can cast shadows of character(lights are different) on my environment layer please tag me with possible soluation. Thanks
You mean the player layer needs to cast shadows but can't be illuminated by that light?
yes lights emiting environment are different and light for characters are different i want it to cast shadow on environment, i am not wokring on game or its for cinematic and manga so if there is some cheap hack i can go with it since i will later paint on that litl etoo but i want shadows to comeout naturally
hey I have 8 spotlights in a scene and they all have exactly the same properties. But somehow only 5 of the 8 lights work?
The default pixel light limit in forward rendering is 4 per object
I read this
Try upping the pixel light count:
Edit > Project Settings > Quality
but I canβt find pixel light count in the settings
what exactly is it called?
@lucid mesaPer Object Limit in URP
In the quality setting asset, not quality setting window
In built-in RP it's in the quality setting window
I donβt understand what this means. Do I have to install an asset?
Is your project using Universal Render Pipeline or the built-in Render Pipeline?
URP
URP stores quality settings as assets
how can I access them?
clicking the asset slot reveals its location in project window
ahh thank you
@lucid mesa Regarding that, there are other ways to avoid light issues
Light limit is low because overlapping lights are expensive
The expense and limits are per-object, so you can split big meshes into smaller ones
And most importantly decrease light ranges so objects won't be within their area of influence unnecessarily
Baked/static lights do not suffer from this limitation so games often combine static and dynamic lights creatively
If you really need a lot of realtime lights, you could look into Deferred Rendering which is designed to be very performant with dynamic lights
oh so if I bake the lights, the Per Object Limit doesnβt matter right?
It won't, but baked lights can't move and only affect static, unmoving geometry
yeah I know that
I already tried baking once
but once it was done
the mesh turned completely black and there was no light
Worth giving it another go sometime
Good luck π
Is there any way to use the unity standard shader in dark scenes not do this? Every single model "glows" in dark scenes using the standard shader. Some kind of mini-emission...
It's either environmental lighting in your Lighting window > Environment which you'd want to set to black or reduce to 0 in this case, or skybox reflections.
does lighting get stuck sometimes? and is there anyway to nuke a stuck bake and reset to default or whatever?
it's just a shit learning project.
I've been at 93% / 3 min for over an hour now
okay well that finally finished. I have another question! IS there a way to prevent a specific light from reflecting? I wanted to slap a spotlight above my character to illuminate the area around it at night, but the floor is reflective and it looks dumb.
Anyone know why my light bleeds through rooms? :\ using URP with probuilder. @ me if you have any help , thanks!
adding some thickness to your walls help. You can also play with the light's bias settings. (lower depth and normal)
You'll get other light calculation issues closer to 0 though, so look out for those.
i disabled directional light for now but getting this weird issue with lights
That's the lights pr object limit with URP (or forward rendering). You can increase it to 8, but that's as high as it goes. Need to select your "UniversalRenderPipelineAsset" and set "Per Object Limit" to 8.
oh this means i can only have 8 lights?
It's pr object in render view at any given moment. So, if you have 4 lights in your scene and the limit is set to 2, then only two of those lights will affect the same object at any given time. If you are to move past one of the light sources, another one will kick in. Which is what I think is happening there when you scroll closer towards it and look around.
Of course, baking your lights whenever possible is the recommended route regardless. Better quality and less taxing than using realtime pixel lights
Setting your lights to "not important" also should get rid of that flickering issue. But won't result in as high precision lighting
ok yeah ill def keep the baking in mind for completed level i just wanted to be able to preview my changes real time, the Bias to custom def helps control some of those bleeds, thanks!
You can try setting the light's 'Render Mode' to 'Not Important' in the meantime then. Should get rid of your flickering anyway.
gets rid of the light altogether when i set it to that π€
Hmm.. that's strange. Guess not then π
it's like half of it is there and pops up when it feels like it
Yeah, so the only way around that with URP is to have your walls and ceilings separated into multiple meshes instead of one giant piece. At least split into rooms.
should i use HDRP instead?
It all depends on what your target platform is
wanted to keep it webgl mainly, but want the lights at least to work correctly lol
@jaunty briar can this be related? i only opened the project in 2021 and this came up
They do work. Pixel lights are expensive. It's one of those things where you have to build your level while keeping all these things in mind. "How many lights will I have?" "How many lights will affect a single object in this area".
One ceiling or floor piece covering the entire level is definitely not good practice.
Idk about that one. I don't think that's related to your flickering
@olive python Splitting mesh objects and decreasing light ranges is usually the way around this
For very general lighting it's often better to bake and use reflection and light probes to allow dynamic objects to share the baked lighting
Or you can look into deferred rendering which is designed to support a huge number of dynamic lights, if you really need them
does anyone have any solution to this
if yes please tag me
@spice bloom You could have a duplicate of the character mesh that's set to cast shadows only
If I understood it correctly
yes sonething like that but how can i get shadows if my mesh rendered will be off
i got it and thats seems more logical but how can i get that @deft fiber
mesh renderers have this option to make them invisible, but still cast shadows
@deft fiber ooh thanks you saved my life
yall how do i bake lightmap for individual scene
wen i bake one it overide all the scene
Without hacks, lightmap baking is always per-scene
I don't know if you want to bake only a part of the scene, or your problem is that every scene's lightmaps are resetting somehow
well i think yes its my scene's lightmaps are resetting somehow
my another scene lightmap is gone when u bake something in other scene
maybe imma try again
There's a Lighting Settings asset created when you configure lighting for a scene the first time
Make sure different scenes aren't using the same Lighting Settings asset
Not sure if that's the issue, but might help
so I just baked lights for the first time. Now I want to make my player have shadows that change direction depending on where the light is coming from. Do I need to use realtime lighting for this?
What am i doing wrong...a good engine but this lighting thing is furstrating to build anything if i can't visualize how it will look , i tried using baking and nothing helps with this
π¦
inconsistent lights... for a few, they're marked as baked, how the hell does unity cramm a spot light and a point light in one row of 6 for just one lamp(in their example scenes)... here i am struggling with 7 lights
Scene view uses dynamic lights for baked lights until they are baked
So you can get a preview of how they appear before baking
Note that the geometry needs to be static so light can be baked onto it
so what i'm seeing is normal ?
and everything is set to Static
