#archived-lighting

1 messages Β· Page 61 of 1

delicate sonnet
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looks like this beforehand, other objects in the scene are fine as well

deft fiber
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I would check "texel validity" as the first thing

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Maybe some of those other modes too if they reveal errors

delicate sonnet
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this definitely looks like something is going wrong there

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this also caught my eye, Baked Lightmap Culling, Ill look into these further

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does this indicate that my lightmap needs to be higher resolution? or just different settings for specific meshes?

deft fiber
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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

delicate sonnet
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thanks so much for the help :) I will try that out

hidden edge
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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.

tight lynx
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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

jaunty briar
deft fiber
# tight lynx im new to all the emission and lighting stuff and have no idea why the scene kee...

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

jaunty briar
deft fiber
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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

jaunty briar
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My lampshade (real life) actually casts that shadow. Just slightly less intense.

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This because it's quite black and not very translucent

deft fiber
tight lynx
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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

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my aim is for the room itself to be pretty dark and a couple light sources emit some smooth light

jaunty briar
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Almost looks like you don't have enough bounces for indirect lighting

tight lynx
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where would i find this option?

jaunty briar
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What baker are you using btw? Progressive?

tight lynx
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progressive GPU

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these are my settings

jaunty briar
tight lynx
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damn imma try that now and see how it is

jaunty briar
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Mine are quite high. But they do recommend quite high values for interior scenes.

tight lynx
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no clue if this is gonna kill my pc while i bake it

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i just increased the bounces for now, its baking

jaunty briar
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Haha, you'll find out. I only have a 1070

tight lynx
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i shoulda let my friend sort out the lighting since he has a far better gpu than me

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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

jaunty briar
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Are you using reflection probes at all?

tight lynx
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im not sure what probes do at all

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when i put one in it sort of looks like a cube of light

jaunty briar
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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

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You can play around with these at the bottom of your Lighting settings

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"Indirect Intensity" that is. Lower it

tight lynx
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to 0? mine is currently 1

jaunty briar
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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

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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

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Unless you're getting into post processing :p

tight lynx
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im probably gonna lose my sanity with post processing lol, ive been sitting fiddling with light/emissions pretty much all day today

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ill have a look at the emission intensity

deft fiber
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Worth making sure you're using HDR for this scene
It's difficult to create convincing low-light settings without it

tight lynx
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i know the emissive source is definitely HDR

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not sure if anything else needs to be

deft fiber
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HDR needs to be enabled in the renderer's quality settings, and then you need some post processing to control it

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Tonemapping primarily, post exposure sometimes

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But that's more of an overlapping topic with lighting

tight lynx
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is this a prebuilt thing in unity or do i need to download these things and import

deft fiber
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I don't recall at present
Might've been one of the official packages, depending on rendering pipeline

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You can still improve that scene without delving into HDR, so it's tiny fork in the road

jaunty briar
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If it's the default render pipeline then it's under "Graphics" in Edit > Project Settings.

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I think HDR is enabled by default if you're working for PC builds?

tight lynx
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yeah HDR is enabled on the different graphics tiers

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defaulted

jaunty briar
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Yea

deft fiber
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That's good

tight lynx
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honestly as long as it doesnt look like wet cardboard, i cant complain

deft fiber
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Linear color space should be enabled too

tight lynx
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yeah i enabled that since every guide ive watched had it lol

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i appreciate the help

deft fiber
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Your scene does look rather dull compared to what I would expect with default settings

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I usually turn them down a bunch and it still gives pretty good results

tight lynx
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was a hell of a lot worse before, wish i had screenshots saved

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it looked like someone spilled water on a painting and everything turned nasty

karmic wing
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when i add 2 reflection probes unity editor just freeze, any idea why this happens and how to solve it?

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like i can still go into unity and it shows the mouse icon when i drag but it doesn't do anything

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it seems to happen when there is 2 different reflection probes enabled at the same time

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its like stuck saying "1/2 reflection probes | 1 jobs"

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and its stuck at nearly end

deft fiber
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@karmic wing Please don't crosspost
Hard to guess, but it's most likely a bug in Unity with your specific OS/hardware

karmic wing
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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

vagrant flume
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Anyone know why a scene that's just duplicated would have completely different baked lighting results?

pulsar aspen
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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?

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I've turned off HDR, made sure editor/player quality settings were the same.

timber lichen
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hey guys, how do I make the edge of this light blurry?

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right here

deft fiber
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Assuming what I'm looking at is the edge of the shadow cast by the rocket

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You can get around that limitation by using a spotlight that has distance between its inner and outer cone

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The rocket can be placed on its own layer and excluded from the light's layermask to stop it from casting the sharp shadows

gloomy cloak
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when i enter the next scene the lighting is completely pitch black. this doesn't happen if i launch the scene directly.

deft fiber
gloomy cloak
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additively?

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also the lighting is just a regular directional light

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it's completely normal when i launch it directly

deft fiber
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@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

gloomy cloak
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it's realtime

deft fiber
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If you go into scene view after level load and it's dark, are you able to change the directional light's settings?

gloomy cloak
deft fiber
# gloomy cloak

Enable lighting in the scene view to see if the changes have any impact

gloomy cloak
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how do i do that

deft fiber
gloomy cloak
deft fiber
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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

gloomy cloak
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i added a point light and it did nothing

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and idk how to generate lighting

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okay i managed to fix everything

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also how can i get rid of this brown effect?

deft fiber
gloomy cloak
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i got the light to somewhat work

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but it's still really dark

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by brown effect i mean the brown colouring that's on the ceiling

deft fiber
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That doesn't help me understand at all

deft fiber
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That... doesn't help me understand at all

gloomy cloak
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the brown colouring on the ceiling. i don't want it

deft fiber
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I figured that much

gloomy cloak
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do you know how to get rid of it?

deft fiber
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I have no idea what it is because I have no information to go on

pulsar aspen
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tbf if he knew I doubt he would be here asking.. comes off as a little patronizing

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Post your lighting tab settings, if you can't find it look for the top tabs Window > Rendering > Lighting

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@gloomy cloak

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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

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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

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I'm going to guess it's the material though

deft fiber
pulsar aspen
versed summit
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Hey guys, i have little problem.
Every surface that is flat plane is weirdly shaded like this.

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or the trees

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all leaves share same material and yet half of them is white

compact pumice
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@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...

timber lichen
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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

half ore
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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?

covert stirrup
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What kind shader are you using @versed summit? That looks like smoothness to me

deft fiber
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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

deft fiber
versed summit
timber lichen
deft fiber
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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

timber lichen
deft fiber
timber lichen
deft fiber
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Lights hardly exist for no reason
Most likely a parametric or freeform light you've lost in the hierarchy

misty ice
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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

daring oar
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@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

misty ice
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no, its 3d

daring oar
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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

iron fern
vagrant tendon
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hello guys

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im having an issue with lights

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i have 6 lights on this gate, but you can see only 2 of them works, why ?

deft fiber
# vagrant tendon 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

vagrant tendon
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i will need to generate light for baked right?

timber lichen
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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?

deft fiber
deft fiber
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You can change that behaviour by making the shadow casting type "two sided" so it'll block light from both sides

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That's an easy solution, but more expensive computationally

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What also works is making a box or other type of external walls around the room, and setting that to "shadows only"

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Or in case your scene is entirely indoors, you could disable the sun entirely

timber lichen
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two sided seems to work, but has these weird light lines

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i may just go with a point light as that seems to behave much better

deft fiber
# timber lichen two sided seems to work, but has these weird light lines

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

timber lichen
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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

lucid mesa
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I added a volume script to this object and it’s 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 πŸ™‚

toxic solar
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is it possible to make lighting baking from CPU to GPU instead? my 1050ti doing basically nothing while my CPU is almost thermal throttling

deft fiber
toxic solar
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when I do that it gets stuck at "preparing bake"

deft fiber
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It should work without a hitch just by changing that one setting

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Try it in a fresh scene to see if it's a problem with existing lighting data

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Restart unity editor

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Maybe update GPU drivers

toxic solar
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it does say preview though (2019.4)

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that could be it

wet shore
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Hey, I've been trying to light a room but I'm struggling to emulate the lighting setup I had in Blender

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This was the test render I made in Blender. But when I ported it over to Unity...

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Obviously a game engine can't outperform a ray tracing one, but there's no shadows? It's weird :0

timber lichen
# wet shore

use URP it adds shadows and everything
(youtube videos on how to setup it are easily accesable)

wet shore
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Cool! I'll look into that quick

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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

timber lichen
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no problem if you need anything then try to ask me im most likely online

deft fiber
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@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

wet shore
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I tried doing that, but no shadows appeared

deft fiber
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It'll only affect static objects

wet shore
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I set them all to static

deft fiber
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Lights are of type baked or mixed?

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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

wet shore
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Baked

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The problem is I have yet to see any shadows

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No my lights aren't working since I activated URP

deft fiber
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Something's wrong, obviously

wet shore
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I converted the materials, do I need to convert the lights too?

deft fiber
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I don't think so

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also you don't need URP for either realtime or baked shadows

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Though it is often nicer to use

wet shore
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I'm just confused, should I send you the file?

deft fiber
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Try looking at some tutorial or guide for setting up realtime or baked lights first

wet shore
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AHHH what's happening

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I looked at tutorials, I set everything up the way they had it

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I've never had shadows

deft fiber
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Prefarably in an empty scene/project to make sure you get everything right

wet shore
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Alright, I guess if I gotta do it I gotta do it

deft fiber
wet shore
deft fiber
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It's not finished so it won't look right

wet shore
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It shouldn't be that dark from the getgo, there's a ceiling light :(

deft fiber
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The point is to familiarize yourself with the lighting system
You can return to your scene then

deft fiber
wet shore
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I had this problem before URP though too

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The light in the center of the room isn't illuminating anything

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When it does, there are no shadows

deft fiber
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It's not a "problem" if it's because the generation is unfinished

wet shore
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The generation has finished multiple times and I still didn't get shadows

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This was before URP tho

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It says it has 1 and a half minutes left and I think it's going to remain mostly the same

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Perhaps I should cheat and just bake every texture in Blender πŸ˜†

deft fiber
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The baking doesn't look progressively better as it goes
It looks messed up right up until the second it's finished

timber lichen
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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)

deft fiber
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Practice more with the lighting system, you're clearly missing something

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In your editor version URP doesn't support realtime shadows for point lights, so that won't help you there

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What you want to do is doable without URP whether realtime or baked

wet shore
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Still wacky :0

timber lichen
wet shore
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Unironically considering just baking the whole thing

deft fiber
wet shore
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Can I fake a shadow texture if every material in the map is Emissive?

timber lichen
wet shore
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That could be the solution. The lights would look perfect

deft fiber
timber lichen
wet shore
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Right now my big problem is that the light in the center of the room just isn't doing anything

deft fiber
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Shadow casters are for 2D lights

wet shore
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Also, when I make some changes it makes me wait 3 minutes to continue working

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Buster works a lot in 2D I guess :P

deft fiber
wet shore
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Alright, I'll do some experimenting

deft fiber
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<@&502884371011731486>

deft fiber
wet shore
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Hasn't lol

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And also no clue what the heck this is lol

deft fiber
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Tutorials, tests and practice until you do have a clue

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I wasn't doing everything right the first or the second time either

wet shore
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Alright, so I decided to start with a new project

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Already I'm getting a better result by using URP

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But the volumetrics are way too high so there's a lot of fog

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I fixed it by scaling it down lmao

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Nvm scaling it was a bad idea

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@timber lichen How do I lower the volume?

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Also, how do I move my view to the camera's view without pressing the play button?

timber lichen
timber lichen
wet shore
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The thick fog

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This is when I move closer

timber lichen
wet shore
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Oh. So you don't know how I lower it lol

timber lichen
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noot really

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sorry

wet shore
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oof oki lol

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thx tho :)

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@deft fiber How do I move into the camera view :0

iron crow
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How do y'all do Interior Lighting without creating "Bright Spots"

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I need to use Real-time lighting

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and a spot light doesn't reach the roof

modest flower
# wet shore The thick fog

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

wet shore
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I still can't get my scene to work

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After trying what people said it looks worse lol

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There are shadows now, but it's only coming from outside

modest flower
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you had something that didn't look half bad earlier πŸ€”

modest flower
deft fiber
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One unit corresponding to one metre

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Lighting among other things isn't going to work right if the character is scyscraper-sized, for example

deft fiber
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this program isn't something you learn by fumbling around

wet shore
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I fumbled around and figured it out lol

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I come from 3DS, Maya, and Blender. So this whole thing is different for me

deft fiber
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That explains why you're getting stuck all the time and having to ask here
It's not worth it

wet shore
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I'm used to lights not sucking lmao

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Game engine lights are going to change as Ray Tracing picks up

deft fiber
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You can use ray tracing in Unity

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The realtime sort

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But I guarantee you aren't going to find that option or get it working without a step by step guide

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There's very few things in this engine that are self explanatory

brazen pecan
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how do I make light interact with only certain sprite?

deft fiber
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I think by default 2D lights only illuminate sprites that are under them in sorting order

olive iris
brazen pecan
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how can I improve lighting ?(this is so bad )

deft fiber
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@brazen pecan Please do not crosspost

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Examine your goals, how do you want it to be better
Find references and imitate them

iron crow
olive iris
deft fiber
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Another thing you can do is to use a spotlight combined with a smaller radius point light, to get the best of both

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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

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Right now there's no lamp or fixture so it's hard to guess

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Also, using a linear color space and tonemapping is very useful for evening out overly bright and dark areas

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Though I think linear color space is enabled by default

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There's post processing effects besides tonemapping that can help that also

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I would pursue all three approaches

modest flower
brazen pecan
deft fiber
modest flower
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ah, i see i see

deft fiber
brazen pecan
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i think its much better now

ionic ore
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Hi everyone, i need some suggestion about a problem with lightmaps: what could case those error on lightmaps? Uvs are good, no ovelapping.. thanks!

mortal cosmos
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this is what the game looks like normal

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and this is when i switch to it from another scene

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way too dark

deft fiber
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Seems that visual artifacts on the lightmap are often because of nearby backfaces

ionic ore
whole wedge
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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

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how do 2d lights and sorting layers interact?

timber lichen
whole wedge
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but I've found it to function the exact opposite

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I will send screenshots when I'm at computer

whole wedge
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target sorting layers, none

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but when disabled

whole wedge
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why does this light up all sorting layers even when targeted is set to none?

whole wedge
timber lichen
whole wedge
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okk

wet shore
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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!

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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

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@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? :(

timber lichen
wet shore
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Global volume?

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I got it using Post-Processing Volume?

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I honestly don't know what any of this means. In Blender you tick a box and bloom just appears automatically

timber lichen
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use global volume

wet shore
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Where's that?

timber lichen
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in the hierarchy

wet shore
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:(

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I'm an idiot, I have no idea which one

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Okay, so I did that

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And it's still not working

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I have no idea what I'm doing wrong :(

timber lichen
whole wedge
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how would i make a sprite that only lights up by a certain light?

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but doesnt by global lighting

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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

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and how to have that light source only apply to that sprite

deft fiber
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I can't guess which step is missing

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Speaking of blender, did you ever try to activate bloom in cycles, without instructions?

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<@&502884371011731486>

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✨

deft fiber
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Aside from that I think they affect sprites that are below them in sorting order

gleaming surge
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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.

floral parcel
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Using HDRP (and saw the same with URP) I am getting light bleeding through the edges of walls:

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any way of fixing this?

deft fiber
tame cipher
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Helllo guys, i have a litle problem with spot lights, the spot is small, like a flashlight, but it is illuminating the entire wall

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this is the normal behaviour

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but i got this depending on distance and other lights

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is like it's lighting up the whole wall and is only a spot light

slim flame
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Why do I get these weird bands with soft shadows? There is nothing between this object and the light source.

slim flame
keen compass
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Hrm. Well, I have a dumb idea

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Since my game uses a sorta β€˜swapping between two worlds’ mechanic that enables and disables certain gameobjects in the scene, I’m wondering

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Should I use real-time lighting for this or baking?

gleaming surge
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What's the best way to shine a light from inside an object?

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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.

fervent tapir
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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

deft fiber
# keen compass Should I use real-time lighting for this or baking?

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

deft fiber
deft fiber
fervent tapir
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Oh! Perfect! Thank you! ❀️You are Pre(tty)fab!

hasty nest
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Hey uh, I've got a problem with loading scenes

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I have a scene for the main menu, that loads another scene, the main game

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Everything's fine when I'm playing the main game directly

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But when I play the main menu first, then load the game scene, the light is completely broken :l

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And I have no idea of why would it do that. The lights don't change at all they have the same setting

deft fiber
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Then generate lighting from the lighting window

bright escarp
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how to fix this weird shadows

floral parcel
bright escarp
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thanks

terse burrow
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Guys why spotlights cant cast shadows on URP
i have enable cast shadows at mesh renderers

summer aspen
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make sure material used is of Lit type as well

terse burrow
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yeah let me post screen shots of them

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this is my characters material

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spotlight

terse burrow
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urp settings

bright escarp
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weird shadow

bright escarp
terse burrow
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just made by myself

deft fiber
# bright escarp weird shadow

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

terse burrow
deft fiber
bright escarp
deft fiber
#

Yes

bright escarp
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how do i fix

deft fiber
#

"UV overlap" is the problem, look into that

terse burrow
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patchi do u have any idea about my problem

deft fiber
#

Always easier to troubleshoot on a clean canvas

terse burrow
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yeah i have think about it and try with directional light

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i can get shadows with that

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only the spotlights are poblem

deft fiber
#

Do they work in an empty scene with all default settings?

terse burrow
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with spot light ?

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let me try

deft fiber
#

That would at least confirm if the problem is in the scene or project

terse burrow
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oh no its not casting shadows on new scenes too

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sorry i have enabled the shadow settings on this scene of spotlight and it works

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so what is the problem of my main scene

summer aspen
#

@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.

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Was typing too long...

terse burrow
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im gonna try something on my main scene too if i cant find anything ill try ur suggestion

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yeah same things works on my main scene too

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i guess problem is floor and other things casting shadows but not receive that

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but all the materials i have enable receive shadows

deft fiber
#

Progress, nonetheless!

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Another troubleshooting trick I use is to move objects between scenes, as prefabs for example

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So you can test the floor in the new scene, or test the light in the main scene

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Or any such permutation

terse burrow
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yeah did the same thing everything works except inside house πŸ˜„

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guess problem is the lights i ll compare them

terse burrow
# terse burrow spotlight

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 πŸ˜„ i have reduce that to 120 its casting shadows rn

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thanks everyone

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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 ?

deft fiber
terse burrow
#

UV overlap

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baked lightmap

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and shaded

terse burrow
#

ligth settings

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whats wrong with lightbaking

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btw its cool on when i use my lights are mixed mode

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but the baked mode is terrible

deft fiber
#

@terse burrow Oof that didn't go so well!
Look into how to fix UV overlap, and check texel validity too

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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

terse burrow
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my native language is not english so sometimes i cant get too theoricaly documents

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i ll take a look tomorrow i gtg rn thanks

terse burrow
# terse burrow UV overlap

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

deft fiber
#

There's probably multiple problems, so it's hard to tell

terse burrow
#

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.

β˜‘οΈOld House 3D model : https://bit.ly/2xQSeU4

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Introduction - 00:00
Part 1. How to bake lights ...

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terse burrow
deft fiber
#

A lot of the errors are because of the meshes, not the lightmap settings

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But it can be improved

terse burrow
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actualy i dont know should improve it for a mobile game

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cause this game gonna be a hypercasual game so player can skip this hose in 20 min maybe

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in small areas should i need to bake light mapping

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i mean is that really worth for performance

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maybe there is a graph or stats about it

deft fiber
#

You'll probably have to test it yourself
Monitor the performance and compare

terse burrow
#

i look at the call post or something in stats

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its 260 while runtime lights

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and 60 for the baked lights

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but u know how baked lights look like πŸ˜„

deft fiber
#

It's worth learning how to get them working either way

terse burrow
#

yeah ure right

#

lets see tomorrow i'll ping u if i found a solution

deft fiber
#

Sure πŸ‘

terse burrow
#

thanks again see u

stark orbit
#

how do i make the same object glow the same color it material is? and this method should work on prefabs

mellow sierra
#

You need to use bloom post processing to give something a glowy look.

velvet pulsar
#

Guys, why do I have problem like this when baking lights?

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is it because the generated UVs?

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the geometry is completed closed

stark orbit
hazy plume
slim flame
#

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?

drifting vale
stone gull
#

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?

deft fiber
deft fiber
#

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

velvet pulsar
#

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

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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

deft fiber
velvet pulsar
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@deft fiber No UV overlaps

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maybe that texel resolution is too small. I put the filtering to 1 texel but still bleeds

deft fiber
#

The geometry looks to be intersecting rather than connected
That's not wrong, but it's challenging for the lightmapper

velvet pulsar
#

yeah, is intersecting

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I imagine that would be the case

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so in cases light this needs more resolution to handle it better, right?

deft fiber
#

That'll help
I don't know of any more elegant solutions

velvet pulsar
#

is there a guide or something for good geometry for lightmaps?

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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

deft fiber
#

I don't know of such guides

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The problem is that pixels on the lightmap will fall directly on the intersection, so they'll be both in light and shadow

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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

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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

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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

terse burrow
velvet pulsar
#

@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

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but I guess I can create a fake cealing inside the house and place the roof on top

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the final model will be a cealing like this

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goint out like this

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that is why I choose intersecting geometry

deft fiber
terse burrow
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i found somethig interesting

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this is any spotlight

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this is baked

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this is on runtime

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if i decrease indirect multiplier (wait im bakin)

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this is how baked looks like

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i guess indirect multipler means how many times that light can bounce or something like that

outer glen
#

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.

terse burrow
#

u sure soucre is come from thing in the hand πŸ˜„

outer glen
terse burrow
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can u post a scene view from top point with the gizmos

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its interesting

outer glen
deft fiber
deft fiber
# outer glen

The first video looks strange, but I don't see anything wrong with these images

terse burrow
#

guess its about the camera position

outer glen
terse burrow
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as a player u can see lightsource just front of the camera but the shadows says lightsource comes from under the camera

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do u get what i mean

outer glen
deft fiber
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It did look like that

terse burrow
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no its correct everything its correct but players eyes just manipulating

deft fiber
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But otherwise you will see "floaty" shadows if you hold a flashlight between you and the object
This will happen in real life too

outer glen
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okay, I have to do the test in real life

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but I have never noticed

terse burrow
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look at this

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thisis what happend

outer glen
#

would it change if I switch to Real Time GI instead of baked?

terse burrow
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players sees lightsource just front of him but actually lightsource is below the camera view

deft fiber
#

this makes no sense to me

terse burrow
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thats why u see shadows are weird u may fix it

terse burrow
terse burrow
deft fiber
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And even if it could, it doesn't fix any existing light positioning issues

terse burrow
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wait isnt he using realitme ?

outer glen
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I'm using baked GI

deft fiber
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The flashlight is realtime

terse burrow
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u should use realtime at dynamic lights

deft fiber
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Even if the level has baked lighting

outer glen
#

the flashlight is in realtime mode

terse burrow
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baked lights must used at static props like buildings etc.

deft fiber
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All's fine regarding that

terse burrow
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oh okay sorry

outer glen
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but the point lights work good with the shadows

terse burrow
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yeah i just experience same thing on my project too

outer glen
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not perfect, but at least the projection is more accurate

deft fiber
#

also called "peter panning"

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Yep shadow terminology is like that

terse burrow
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patchi do u know whats the green ares on baked lightmap culling draw mode ?

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i have solve the UV overlap btw

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but still i got this

deft fiber
#

Do you get the same artifacting if you have another room made of just default cubes, with a default light next to that room?

terse burrow
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i ll try, tryin another solution rn

deft fiber
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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

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Meshes and more complex light setups can break a lot of things, or cause artifacts that look like errors but technically aren't

terse burrow
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with default cubes

deft fiber
terse burrow
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same light with scene prefabs

terse burrow
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unbaked

deft fiber
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The intensity should not change like that

terse burrow
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i make intensity multiplier 0 then

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its default 1 on environment settings

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but still its increasing

terse burrow
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maybe mines broken

deft fiber
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You really need clean settings certainly

terse burrow
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i do actualy

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resetted all lighthinn settings and profiles

deft fiber
#

The sample scene URP comes with has correct settings

terse burrow
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how can i import samples

outer glen
deft fiber
outer glen
deft fiber
terse burrow
#

checked already

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im using deafults

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i just changed shadow resolutions

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im gonna create one new procjet for test it

deft fiber
#

Hope that works!

terse burrow
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yeah works 😦

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im a stuipd i guess its all about URP settings

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baked and unbaked are same at new project

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ofc with same light and props

terse burrow
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im moving the stuffs to new project

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on the new projcet i got this with baked

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but when i add other props too result change like this 😦

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i dont understand

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i found the problem

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i have using one way walls like this

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only can view by inside

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and if i add those behind the one face walls

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i mean 2 different one face wall looks opposite direction

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baking light is messing up

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look at this walls are invisible on the camera but they got faces on other side and lights are not works properly

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i may try to use culling masks but i need those walls any other idea ?

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@deft fiber i hope im not distrubting u if u have a time maybe u have an idea

deft fiber
#

This is how meshes can break lightmapping, which is why blank scene for testing is good!

terse burrow
#

yeah ure right ill try to decrease backlight tolerance

deft fiber
#

Ideally the backfaces should be contained behind the front face of the wall

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But looks like they're totally exposed to the interior, so tolerance might not be enough

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Making the walls two-sided should always work

terse burrow
#

actually i decrease the tolerance to 0

terse burrow
terse burrow
terse burrow
deft fiber
#

Try marking the wall material as two-sided first

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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

terse burrow
deft fiber
#

Or meshes

#

I don't recall where to option is

terse burrow
#

the guy flips the faces when its building the prop on blender or something else

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its not an option i mention to say that πŸ˜„

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i need to recreate all of walls for that

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and i will try

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i ll let u know about result

deft fiber
#

That should take care of it

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if not, then this probably needs to be two sided as well

terse burrow
#

oh let me try

terse burrow
#

both render face instead of front

deft fiber
#

No improvement it seems

terse burrow
#

i ll try one more thing

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we figure it out

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i just seperate wall material with both rendering face

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and other props are front rendering face

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works like a charm

deft fiber
#

πŸ‘ ✨

terse burrow
#

thanks a lot patchi πŸ™‚

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if u need anything i can help u

deft fiber
#

nice ^^

slim flame
#

@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

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At 89 degrees it works as expected

deft fiber
#

πŸ‘

slim flame
#

Thanks for the help. Got me where I needed to be to actually fix it.

deft fiber
#

I don't think there is any one typical vertex normal behaviour, it's kind of situational every time

slim flame
#

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.

terse burrow
#

but i realize setpass calls at avr 50 at baked and 40 at realtime πŸ˜„

deft fiber
stark orbit
terse burrow
#

i heard about that on some light baking tutorial that guys said how much lower is that much better performance

terse burrow
#

@stark orbit acutally i need same answers u know

#

let me check internet

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okay look at this

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i got this when i do emission color white

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but if u made emission map same as texture

deft fiber
#

That's the way πŸ‘

terse burrow
#

if u want give emission particularly area just open ur texture map and black out whatever u dont want to be shiny

near turtle
#

If SRP batcher is enabled, the "batches" count is defferent (this numbers on the stats will not be precise in this case)

terse burrow
#

acutally idk what is that i guess i need to lookup a real performance guide for mobile games

near turtle
#

Take a look at the Adaptive Performance package

terse burrow
#

noted πŸ™‚ thanks

stark orbit
#

nvm

terse burrow
stark orbit
#

but its not really want i was looking for, besides i can't find your exact ways

#

and also changing colors

near turtle
stark orbit
#

sorta

near turtle
#

Do you have bloom active on a global volume on your scene?

#

If it does, than emission will begin to "spread" from the surface

stark orbit
#

yes

near turtle
#

Enable tonemapping "ACES" and HDR on your camera to improve the effect

stark orbit
#

an old image of what i have, i've changed a bit since

marsh sapphire
#

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??

near turtle
stark orbit
near turtle
#

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...

stark orbit
#

because you will end up with tons of materials

marsh sapphire
#

It should be that texture file

near turtle
#

not necessa

marsh sapphire
#

Thats how it is in the previous version

near turtle
marsh sapphire
#

Omg that worked!

#

Can you explain at all why that was needed

near turtle
# stark orbit because you will end up with tons of materials

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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near turtle
#

So it was "tinting" it pitch black

stark orbit
stark orbit
deft fiber
#

Emissive materials generally do not emit light to nearby surfaces, but there's a lot of workarounds depending on the use case

near turtle
#

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

odd yacht
#

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...

β–Ά Play video
limber delta
#

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!

lucid mesa
#

how I can create a lightsource? If I press rightclick I can create a light (spotlight, pointlight, etc.) but it doesn’t emit any light

deft fiber
lucid mesa
#

no shit

#

thanks for nothing

deft fiber
# lucid mesa no shit

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

fluid bolt
#

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

forest swallow
#

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

gentle sky
#

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?

deft fiber
gentle sky
#

It worked! Thanks a bunch!

neat drum
#

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

outer glen
#

any opinion on the lights/Lighting?

#

it doesn't look too real imo, but it's better to read an opinion from the outside

deft fiber
neat drum
#

so a culling mask then?

#

i'll try the layers

fathom furnace
#

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.

fathom furnace
fathom furnace
lucid mesa
fathom furnace
#

Fifty layers of wax.

outer glen
fathom furnace
#

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.

neat drum
#

it still traps the light inside

fathom furnace
#

Ok nvm it's still there. tragedy

#

My "fix" made it way less noticeable but it isn't gone.

deft fiber
#

The reflection was uniform across the surface, this looks more like mipmapping

fathom furnace
#

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.

deft fiber
#

Do render textures even have mipmaps

fathom furnace
#

🀷

deft fiber
#

@fathom furnace anyway I think what you're looking at is reflections from the skybox, like this

fathom furnace
#

Hmm

deft fiber
#

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

fathom furnace
deft fiber
#

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

fathom furnace
#

I forgot there were even materials, I thought it was just using the images.

fathom furnace
neat drum
outer glen
#

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?

haughty plume
#

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

outer glen
haughty plume
#

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?

outer glen
outer glen
haughty plume
#

you can have realtime or mixed area cant you? or is that only on hdrp

outer glen
#

But built-in has only baked as an option for area lights

haughty plume
#

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

outer glen
#

Yeah 😦

haughty plume
#

baked lights look naff almost all the time

outer glen
#

Can’t really switch to hdrp

#

Some pf my assets are not supported

haughty plume
#

yeah its still a problem

#

some can be converted with shadergraph, some just cant

outer glen
#

I can’t also baked them as they turn off/on

#

Damn

haughty plume
#

you using deferred lighting tho right?

outer glen
#

Yes

haughty plume
#

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

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was just about to post here myself about something else

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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

outer glen
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Yeah lighting is a big pain

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Couldn’t tell you on hdrp

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Just know that there is an asset on the asset store called volumetric lighting maybe it could help you

haughty plume
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might be similar to the tut i followed, i made some volumatric street lights and they look great

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but they have a real light doing the lightwork

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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

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fun and games πŸ˜›

mental pulsar
#

Hi! Any idea why light map disappear when i click on play in Unity?

severe wigeon
#

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?

harsh raptor
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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?

mellow sierra
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Why not just leave it. Working in a completely black scene is going to be impossible to do anything.

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Otherwise, you can delete the lights in your scene for starters.

harsh raptor
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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

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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

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Okay never mind fixed the issue that it is completely black, now I only have the problem that it is too dark

deft fiber
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Or remove lights and only leave ambient light on in lighting settings, but PBR materials might to look weird

harsh raptor
#

How exactly do I use unlit shaders on objects?

mellow sierra
#

Change the shader on the material. Unity has a built in unlit.

hazy talon
#

how can i make a point light from URP not affect a certain sprite

stone gull
#

I want to enable this option, but I can't find it in my objs. Where can I find this settings in my object?

jaunty briar
sterile iron
deft fiber
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There's a part down there that says ragdolls can cause this too

sterile iron
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sad what can i do

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@deft fiber

deft fiber
sterile iron
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enable update offscreen

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@deft fiber

velvet ermine
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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?

deft fiber
velvet ermine
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I cleared "baked lightmaps" but not sure how to check ambient

deft fiber
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Lighting window > Environment tab > Environment lighting

velvet ermine
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All tabs in Lighting Window set to None.

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now i see this

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looks like the Sky is my light source. No idea how to disable it

deft fiber
velvet ermine
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I cant find any source of the light @deft fiber

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I turned off all objects. So its not part of the scene. But someehere in global project settings

wind socket
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anyone can recommend me a lighting course or videos or blogs from unity to read

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to set different post processing and light settings for different moods?

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like i want the village to be happy vibrant but the dungeon is not happy at all

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its tense environment and kind of dark

warm geyser
stark temple
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It honestly just looks like their normals are wrong, not that you want to light them together

warm geyser
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idk what that means

stark temple
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In the model importer switch from Import to Calculate and see if it fixes your issue

warm geyser
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o it did

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tysm

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i was pulling my hair out over this

stark temple
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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.

warm geyser
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i know shift + n in blender and stuff

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i tried that

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didnt work

stark temple
warm geyser
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o

deft fiber
floral parcel
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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

marble coral
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Hi i want to use deferred rendering but i am getting these circle but when i change to forward it work fine?

deft fiber
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By dithering I mean the camera effect that reduces banding by adding some dithered noise
I might check that first actually

marble coral
warm geyser
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see if that does anything

patent relic
placid cosmos
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thoughts

wheat bloom
forest swallow
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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

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oh and it's HDRP

deft fiber
deft fiber
forest swallow
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great

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I really wonder how people feel generally about HDRP

deft fiber
# forest swallow great

Did you check if post processing is enabled when that grainyness happens? Could be some smoothing step there

placid cosmos
placid cosmos
forest swallow
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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

deft fiber
spice bloom
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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

deft fiber
spice bloom
lucid mesa
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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?

deft fiber
lucid mesa
#

I read this

Try upping the pixel light count:
Edit > Project Settings > Quality

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but I can’t find pixel light count in the settings

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what exactly is it called?

deft fiber
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@lucid mesaPer Object Limit in URP

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In the quality setting asset, not quality setting window

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In built-in RP it's in the quality setting window

lucid mesa
deft fiber
lucid mesa
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URP

deft fiber
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URP stores quality settings as assets

lucid mesa
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how can I access them?

deft fiber
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clicking the asset slot reveals its location in project window

lucid mesa
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ahh thank you

deft fiber
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@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

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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

lucid mesa
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oh so if I bake the lights, the Per Object Limit doesn’t matter right?

deft fiber
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It won't, but baked lights can't move and only affect static, unmoving geometry

lucid mesa
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yeah I know that

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I already tried baking once

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but once it was done

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the mesh turned completely black and there was no light

deft fiber
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Worth giving it another go sometime

lucid mesa
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yeah I’ll figure it out

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thank you

deft fiber
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Good luck πŸ‘

stark marsh
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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...

jaunty briar
hard heart
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does lighting get stuck sometimes? and is there anyway to nuke a stuck bake and reset to default or whatever?

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it's just a shit learning project.

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I've been at 93% / 3 min for over an hour now

hard heart
#

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.

olive python
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Anyone know why my light bleeds through rooms? :\ using URP with probuilder. @ me if you have any help , thanks!

jaunty briar
olive python
jaunty briar
olive python
jaunty briar
# olive python 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.

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Of course, baking your lights whenever possible is the recommended route regardless. Better quality and less taxing than using realtime pixel lights

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Setting your lights to "not important" also should get rid of that flickering issue. But won't result in as high precision lighting

olive python
jaunty briar
olive python
jaunty briar
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Hmm.. that's strange. Guess not then πŸ˜…

olive python
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it's like half of it is there and pops up when it feels like it

jaunty briar
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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.

jaunty briar
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It all depends on what your target platform is

olive python
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wanted to keep it webgl mainly, but want the lights at least to work correctly lol

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@jaunty briar can this be related? i only opened the project in 2021 and this came up

jaunty briar
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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.

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Idk about that one. I don't think that's related to your flickering

deft fiber
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@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

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Or you can look into deferred rendering which is designed to support a huge number of dynamic lights, if you really need them

spice bloom
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if yes please tag me

deft fiber
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@spice bloom You could have a duplicate of the character mesh that's set to cast shadows only
If I understood it correctly

spice bloom
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i got it and thats seems more logical but how can i get that @deft fiber

deft fiber
spice bloom
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@deft fiber ooh thanks you saved my life

mild tangle
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yall how do i bake lightmap for individual scene

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wen i bake one it overide all the scene

deft fiber
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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

mild tangle
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well i think yes its my scene's lightmaps are resetting somehow

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my another scene lightmap is gone when u bake something in other scene

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maybe imma try again

deft fiber
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There's a Lighting Settings asset created when you configure lighting for a scene the first time

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Make sure different scenes aren't using the same Lighting Settings asset

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Not sure if that's the issue, but might help

mild tangle
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wait its this thing?

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ok i think i fuc up

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i use it in all scene

lucid mesa
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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?

olive python
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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

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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

deft fiber
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So you can get a preview of how they appear before baking

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Note that the geometry needs to be static so light can be baked onto it

olive python
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and everything is set to Static