#archived-lighting

1 messages · Page 67 of 1

olive iris
#

It has a lot to do with helping you and how to help you.

olive iris
#

How long have you been using Unity?

olive iris
supple kelp
olive iris
#

It should answer some and future questions you are going to ask.

supple kelp
#

Ok, I'll check them out

olive iris
# supple kelp Ok, I'll check them out

This video is made for Nukeeee in Unity Community to help guide him with this school project and lighting. As usual, I focus on the process, thought process and approach rather than a step by step tutorial. If all you do is copy a tutorial you will not really learn a lot for the long term.

Discord Community: https://discord.gg/DwRhSrBtKe

Unrea...

▶ Play video
#

You should find other videos to your older questions that went unanswered too.

#

These should teach you a few tricks, troubleshooting and various methods to light. And perhaps improve your lighting.

supple kelp
#

Ok, thanks!

deft fiber
olive iris
deft fiber
olive iris
#

No, implying them to learn a bit on their own. Enough resources out there that answers things. Unless you want to be 24/7 support. 😛

deft fiber
#

It can be quite the headache when someone who sorta-understands the lighting system starts switching render pipelines
usually with partial success

olive iris
#

We would want to avoid that. That would just lead to more questions.

olive iris
deft fiber
olive iris
#

Use Unity at work?

deft fiber
olive iris
deft fiber
olive iris
deft fiber
# olive iris What is your specialty as instructor?

Everything besides like, music, but mostly I specialize in the art asset pipeline as well as the graphical implementation and optimization side of it
My instructees' experience is around entry level in their disciplines so I'm able to fork out pretty effectively

olive iris
#

Cool stuff 🙂

fast pendant
#

I'm having an issue with Auto Generate Lighting, just flying around in a scene I'm getting massive slowdown. Profiler shows Global Illumination as the culprit. When I turn off Auto Generate Lighting and generate manually, the generation is nearly instant, and there is no more slowdown with auto-generate disabled.

Hovering over Auto Generate Lighting tells me that it recomputes the lighting whenever I make changes to the scene. I'm just flying around in editor, not changing anything, so why is it endlessly recomputing the lighting?

#

"If Auto Generate is enabled, Unity precomputes lighting data automatically when you make changes to the Scene.

This data includes lightmaps for the Baked Global Illumination system, lightmaps for the Realtime Global Illumination system, Light Probes, and Reflection Probes.

Unity usually begins the bake a few seconds after you make a change to the Scene. If Auto Generate is disabled, you must manually invoke a bake yourself, using the Generate Lighting button in the Lighting window, or the Lightmapping.Bake or Lightmapping.BakeAsync APIs.

Note that when you precompute lighting data using Auto Generate, the precomputed lighting data is not stored as Assets in your Project. It is instead stored in memory, and serialized as part of the Scene.

This property is stored in a Lighting Settings Asset. It is visible in the Lighting window only if the Scene tab is selected, and the active Scene has a Lighting Settings Asset assigned to it."

#

Okay so it's not actually recomputing the lighting

#

It has something to do with this object in memory?

fast pendant
#

This is what the profiler looks like when Auto Generate is enabled

#

"Global Illumination" utterly chokes the CPU but only after the generation is complete, not during

#

Based on this:

Note that when you precompute lighting data using Auto Generate, the precomputed lighting data is not stored as Assets in your Project. It is instead stored in memory, and serialized as part of the Scene.

#

I'm surmising that the editor visualization needs to access the "precomputed lighting data" to render, and it's somehow choking when trying to access it from memory

deft fiber
fast pendant
#

Is there some kind of editorscript-fu I can do to have the convenience of auto-generate with the regular method of storing the data?

olive iris
fast pendant
#

If it was doing a partial bake of some kind, and the GI needed stuff that wasn't getting precomputed, then it has to compute on the fly

tropic harness
#

Hey I am not used to lighting with a lot of area lights, but how do I have more than like 3 lights?

#

only 2 -3 render and flicker when I get close

#

thx

olive iris
ember meteor
#

what are those bright spots? light bounces, or light going through mesh?

ember meteor
deft fiber
ember meteor
#

are the reflection probes baked when lightmaps are baked?

#

yes, so it comes from reflections, but the normals are unity-calculated for this mesh.....

deft fiber
olive iris
ember meteor
mild glen
#

Hey! Does someone knows if Light Layers work with a webgl build? it works well inside unity but when running the webgl the layers just dont appear to work (as if they were not present at all)

supple kelp
#

The first picture is what I want, the second picture is the best lighting I am able to get (made in photoshop but point still stands)

#

Is it because my textures absorb all the light for some reason?

#

Can't get my light to look like tutorial even if I copy the settings

#

Ok setting my texture to a completely white texture gives the first result

#

But only with a baked light, not mixed

#

But light doesn't bounce if I use darker textures and the result is the 2nd image

daring dragon
#

Hey, I need some help, my lightmaps are very broken...

#

Here are my settings

#

The result is full of weird artifacts

shut rune
#

how do i make lights? 3d

#

helloooo

daring dragon
#

oh, cool, thanks!

supple kelp
shut rune
#

how to bake lights?

supple kelp
# shut rune how to bake lights?

https://www.youtube.com/watch?v=VnG2gOKV9dw watch this, it explains the basics of lighting

In this video we’ll learn a bunch about lighting and use it to light a simple scene using the Progressive Lightmapper.
● Get a discount on The Complete Unity 3D Game Development Course: https://www.udemy.com/unity-developer-course/?couponCode=YTBRACKEYS999

● Download Room + Monkey: https://goo.gl/6EZjQL
● LMHPoly's youtube channel: https://goo....

▶ Play video
shut rune
#

i tried it and it didnt work

deft fiber
# shut rune i tried it and it didnt work

Try more until you find one that does
https://youtu.be/okYhs6kQ0xw
like this

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.

☑️Old House 3D model : https://bit.ly/2xQSeU4

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

☑️Quick Links :☑️
Introduction - 00:00
Part 1. How to bake lights ...

▶ Play video
shut rune
#

ok i will try, thank you

deft fiber
daring dragon
unborn lotus
#

bake time : 10 seconds
HOLD ON : 5 min...

rain swan
#

Hey ,there, i have some strange artifacts in my shadows (after my bake), especialy a gap between my mesh and the shadow even if both objects are stick to the other. Any idea ?

#

Its very strange, but if i disable the "Cast shadow" option and don't rebake, the problem is gone :

rain swan
#

Please guys, i don't understand 😭

olive iris
neat lily
#

Is it possible to Bake a lightmap, but still use mixed lighting to have "realtime" shadows and save half the processing power since the lightsource might not move, but want the shadows to go over dynamic objects ?

rain swan
#

You can also check different lighting mode (backed indirect, shadownmask, substractive), I'm not sure which one is corresponding to what you want, but if my memory is good you can have realtime shadow with 1 or 2 of them

neat lily
# rain swan Yes, you can use lightprobes

unfortunately lightprobes dont give precise shadows (meaning you won't see the shape of the shadow when it passes over another body) it will change the color of the whole body at once

neat lily
rain swan
rain swan
# rain swan Please guys, i don't understand 😭

I noticed that if I disable the shadows completly un QUality settings , the correct shadows are shown (like in screenshot 2) if i didn't clear bake data. So it seems like the baked shadows are correct, but the realtime shadows above that are incorrect. So my problem (gap in shadows) come from realtime shadows, Any idea ?

rain swan
carmine flare
#

anyone know why this is happening?

#

gi baking

rain swan
carmine flare
rain swan
#

maybe it's an uv problem, make sure there is no overlapping uv especialy in the UV2 channel used for lightmapping

carmine flare
rain swan
carmine flare
#

well for each walls im trying to use one material

#

which means one textures

mild glen
#

Hi! I'm using light layers which works perfectly well on unity but not on built version (windows and webgl). Have you already encounter this situation?

#

Is there any setting to embark light layers on a build or something?

rain swan
#

Is this normal that i have these shadows when using baked lighting instead of realtime ?
Shouldn't they be more smooth and completly invisible because of the amount of lights (8) on my chandelier ? Thanks a lot in advance !

supple kelp
upper fable
rain swan
olive iris
olive iris
olive iris
olive iris
rain swan
olive iris
rain swan
rain swan
#

The problem comes from realtime shadows (i use mixed lights), but i can't figure exactly why it's doing this

olive iris
#

Something is off with your mesh or combination with lighting. Your shelf is dark on the side but not in the back.

#

Did you turn on UV on the mesh itself?

rain swan
#

I have made UVs for lightmapping in UV2 channel

olive iris
#

Show them?

#

You might want to "generate UV lightmap" to see if there is issue with yours.

olive iris
rain swan
# olive iris Show them?

I suppose i can't do that immediatly in Unity. I have unwrapped all my mesh parts and strectch them to fill the UV space

#

The generate UV lightmap is horrible according to me, i have always ugly results

olive iris
rain swan
olive iris
#

I sent you my resources it will improve you.

olive iris
outer monolith
#

Wondering if anyone has any advice on lightmapping? I've been wondering why the color of the light seems to be off when baking with a mixed directional light. On the left is a non-static mesh and on the right is the same mesh but static, why don't they look the same?

rain swan
carmine flare
#

nothing in the scene is even green

deft fiber
# carmine flare nothing in the scene is even green

Most of the debug views like texel validity are stored only temporarily when you make a bake, and it almost seems that sometimes they don't get stored at all if you bake before using the debug views
It should work if you bake again
Be sure that the bake has finished uninterrupted

carmine flare
#

seriously

#

this is going to take hours

#

to bake

carmine flare
#

heres what i got

#

uv overlap:

deft fiber
#

<@&502884371011731486>

deft fiber
# carmine flare this is going to take hours

You should reduce texel density and sample counts when not doing a final bake
And bake with the GPU if you've got one that's capable.
Blotches of texel invalidity is caused by surfaces being exposed to geometry backfaces. Alter the geometry so that is not happening or use a material that renders both sides of the mesh. The thin strips of invalidity around the seams aren't usually a problem, though they can be avoided by using steamless meshes.
The red seams in UV overlap can be problematic, there are a few different ways to fix them
https://docs.unity3d.com/Manual/ProgressiveLightmapper-UVOverlap.html

neat lily
thick pendant
#

how do I fix this absurdly bright light

upper fable
thick pendant
#

yeah my bloom was too high

upper fable
mossy kiln
#

Are there any straight forward ways to do GI with procedural sky, vol. clouds, etc, in HDRP? overriding indirect lighting multiplier lightens the shadows but they don't receive the color of sky / clouds so it looks unrealistic

timber lichen
#

Use invector

deft fiber
mossy kiln
#

Ye, I just want ambient light from the sky

deft fiber
# mossy kiln Ye, I just want ambient light from the sky

In my experience the Visual Environment override applies the dynamic sky as reflections and indirect lighting to objects out of the box
Can't say exactly why it doesn't work for you
It's possible that you've baked static lighting for the terrain so it can't react to changes you make to the sky

#

I don't think you need to do anything particular to make indirect lighting work

mossy kiln
#

Strange, all my lighting is set to dynamic

#

Also worth noting that I need to tick off and on again the override for vol. cloud shadow resolution, otherwise the entire landscape is shadowed

exotic pivot
#

im having some problems with artifacts after baking my lightmaps in hdrp. all meshes have light map uvs in the 1 to 1 uv space and are set to static. no matter how much i increase the lightmap resolution and size, im still getting artifacts. would appreciate any help. first screenshot is before baking lightmaps and second screenshot is after

slender light
deft fiber
#

@slender light Hard to tell from the picture but my guess is that it's working as intended
If smoothness approaches 100%, light sources in the reflection will shrink relatively
Which means it'll reflect the black background clearly, and the light as a small bright spot only from the correct angle

slender light
deft fiber
#

What does it look with 100% smoothness without a mask?

#

Preferably from the same angle

deft fiber
#

I still believe the "pinhole" is a region of the same blackness we see here

#

Only it stands out because the rougher area around it scatters light much more and appears grayer

slender light
deft fiber
#

You have strong reflections
Only there is nothing much to reflect

slender light
#

Not sure what you mean. It's reflecting light. As far as I can tell it should work the same as high smoothness without a mask

#

but limited to that area

deft fiber
#

It does

#

I can demonstrate the same effect in blender

#

The black spot is a spot of high smoothness on a texture map like yours

#

It is black because it reflects the black surroundings clearly

#

But the point light reflection is there as well, which appears as a tiny dot

#

If I add an environment it will be visible on the smooth spots

#

The spot below looks now white because it's directly reflecting the bright sky

#

Blender and Unity use the same material standard so it works both ways

#

The main thing is that you need something meaningful for the surface to reflect

slender light
#

I think the problem is still the mask

#

or rather, small differences

#

if I use a white mask, the dark areas are "elsewhere" I'm sure

#

but I need to know how to stop it from happening

#

what specifically is it reflecting?, exactly? As in, is there something I can replace with white

deft fiber
#

If the areas on the mask are in the wrong place, that's a separate issue

slender light
#

No, what I mean is that small patches of white seem to cause the hole in very specific circumstances. Even though they are almost the same as others on the same model, they do not have the issue

#

blurring it and enlarging the area of white makes the issue less obvious, but then the smoothness appears less localized

#

And on lips, for example, they need to be in a very specific spot.

deft fiber
#

It's the surrounding darkness, and some of the dim horizon as you can see

#

This is not a technical issue for sure

#

Usually harsh smoothness ramps like that are not used because they look weird and don't really occur in nature

#

Nonmetallic surfaces also reflect the surroundings, but if the material is very dark it'll be harder to see

#

Unity uses PBR material standard which helps you if you try to emulate real life materials, but hinders you if you don't

slender light
#

is there a way I can trick it into only reflecting white?

deft fiber
#

I'm not perfectly sure what kind of look you have in mind

slender light
#

Well, I guess I'm just doing something that isn't possible

#

I will try making it brighter white

#

but adding more transition

#

Or I may just be trying to do something that isn't possible

#

clear coat would work if it were smoother, but it's pretty much always sharp

deft fiber
#

Most things are possible if you understand what the systems are doing for you

#

If you want 'clear' reflections then your reflective area should have full metallic, high smoothness and white color

#

like this perhaps

#

You need to store all three in textures

#

but still without an environment properly reflective surfaces don't look much like anything

slender light
#

Or as mentioned before, things like lips which often have a slight gloss to them.

deft fiber
slender light
#

clear coat is too sharp, unfortunately. It would work for the lips, but not other areas

#

I tried a mask for it as well

deft fiber
#

Wet parts would have sharp reflections, no?

slender light
deft fiber
#

For lips you want a precise smoothness value and kinda paint it on like you did
Not crazy high smoothness or it can get a bit weird

slender light
#

I want some of the smooth transition like you get with smoothness

slender light
#

It's sort of just off or on. It looks similar to smoothness at 100.

deft fiber
#

Right, that makes sense

#

I don't know what the issue is at this point

slender light
#

Don't worry about it lol. You've been helpful.

#

Knowing I'm not using it as it's normally used is still enough information

#

I can still get the effect I want, just not as perfect, as long as I blur the mask a bit

deft fiber
#

I guess the most important part is to have well lit surroundings, either a sky or lights so you can see the effect of your tests properly

slender light
#

Yes and no. In this case the model will appear in dynamic lighting

deft fiber
#

The PBR material standard is used basically everywhere, so I'm sure there are resources and guides for how to make wet skin and lips within its rules

deft fiber
slender light
#

It's like a little surprise every time when things go wrong

quartz monolith
#

I sometimes have this weird bug in unity. i have 3 scenes. one UI Only and 2 gameplay scenes. sometimes one of the gameplay scenes has weird lighting when building or entering playmode. it sometimes is both of them and rarely it is "normal"

#

any idea what i can do to fix it and whats causing it?

#

this is what it looks in the editor and sometimes after building

tropic harness
#

can I use some help with lighting...

#

why is it being so weird after generating the global illumination?

#

it should look like this skip about 40seconds into vid

deft fiber
deft fiber
robust fossil
#

Is there a way to do real time lighting on an object like a carried torch?

I cant seem to find a way to approach it.

deft fiber
robust fossil
deft fiber
#

It should if it has shadows enabled

robust fossil
#

It is enabled, but sadly I just cant get this spotlight to cast a shadow in URP

#

Its even more strange because the directional light casts a shadow, but the spotlight will not

deft fiber
robust fossil
#

Mmm, I believe I removed it from the project like I usually do as a tidying sort of thing.

#

even more strange its like the light is clipping right through ALL objects... Even with the near plane adjusted

#

Solution found, thanks though, apparently at higher inner outter spot angles it just begins to completely ignore objects and shines through them

raven cape
#

How do I bake lighting to make it as if objects are casting shadows but the shadows and lighting are actually on the textures?

serene urchin
#

when i switch scenes my scenes become realy dark, how can i fix this?

upper fable
serene urchin
upper fable
#

could have told that

#

so people don't waste time trying to fix solved issues

serene urchin
#

sorry, forgot. im speedrunning my game right now.

deadline is to night

topaz blaze
#

Hi, I have a scene with only a spotlight and it breaks dynamic batching because some objects are lit and some not. So, is there any way to force all objects to use this spotlight?
Or, is it possible for the spotlight to be only used for shadow casting but not lighting?

upper fable
#

Having *lights that casts shadows but doesn’t light up objects doesn’t make any sense…

topaz blaze
#

If you can't understand, please don't answer and please don't be condescending. Thank you.

deft fiber
# topaz blaze If you can't understand, please don't answer and please don't be condescending. ...

Sounds like you're the one being condescending
https://docs.unity3d.com/2021.2/Documentation/Manual/dynamic-batching.html if I'm reading the limitations section correctly here, dynamic batching should be supported with one light, but there are a lot of other ways it can break to be mindful of
I don't believe there's any straightforward way to force objects to use a light besides increasing the light range, but that'd increase the light's render cost massively and at that point you need to consider if it's worth it
No idea how you would get only shadows from a light considering the shadows' only job is to mask out the light
You could use unlit materials combined with separate shadow caster meshes but that certainly wouldn't save any drawcalls

topaz blaze
#

Thanks for your answer. The batching is broken explicitely because of the light (as stated in the frame profiler). I have some custom lightings to circumvent the multiple drawcalls in forward rendering but can't find a way around the batch breaking from just one light. Shadowcasting and lighting are two totally different steps and it should be possible to have shadows without lighting. But how with unity, and if it's possible, that I don't know.

vivid pasture
#

I have a statue thats static and has generated lightmap but its showing as unlit. The scene is baked

#

what could be causing this?

#

in realtime it shows perfectly fine:

#

nvm I have found a workaround by setting the metallic property in the material to less then1

tidal musk
#

can anyone explain to me what is up , or maybe a pointer into what may cause this...

there's about 3 of these walls around the scene ... solid black , clearly they are all the same, static, yet, over and over, a couple just stay solid black after a bake. There's a light with 10yrd range literally right beside it...

dark knoll
#

Anyone know what is best way to produce multiple fake Godrays in unity?

hoary fossil
#

testing out some DXR in Unity using Quixel megascans.

olive iris
warm scroll
#

anyone know the best way to remove banding?

#

my pointlight shows these circles around the character

deft fiber
light bay
#

Hello, im "new" to unity and I need some help with how my character looks when I import it from blender, i figured it was a lightning problem or a material problem.
Why does the model looks good in the armature action preview but it looks so bad in the scene (no matter the angle i choose in the directional light). Also when i select the no shadows option it looks good and shadowed in itself, but it doesnt cast a shadow.

fallow pendant
#

Hey! so im new to visuals on Unity and I've been having a problem with my lighting. I've searched for hours for a solution but nothing works. When I load into scene 1 from my menu the lighting in the scene goes darker. I've checked to make sure I don't have anything automatic updating in my light settings and when I click "Generate Lighting" it works for a bit but then makes the lighting even darker. If anyone knows a fix please let me know its killing me!

#

Normal:

#

Messed up:

lofty hill
vivid pasture
sturdy dagger
upper fable
raven cape
#

Is it easier to bake lighting if the map is smaller in the editor? it's not like it's going to affect the gameplay right?

inland mantle
#

Quick question. I have a 3d scene that is mainly an exterior with sunny ambient lighting... all lighting is currently realtime. I would like to go from this sunny environment into a cave area that has very little ambient light. Could someone point me in the right direction for how to achieve this? Pretty new to realtime lighting in Unity so any links to useful tutorials etc would be appreciated. There doesnt seem to be much in the manual regarding this.

deft fiber
strong python
#

Hi! why my baked normal map (right side of the stone texture) appears less intence in comparsion with realtime light (left)?

deft fiber
#

You can get directional shadows and specular reflections by using shadowmask lighting mode, but that incurs an extra cost of everything being rendered again using realtime lighting

#

And it only helps with punctual light sources rather than indirect
But you can use both directional lightmaps and shadowmask lighting mode together

strong python
deft fiber
#

In lighting settings

strong python
shadow horizon
#

im baking a lightmap on a scene with a fair few object. does this look normal? I dont know what i hould be expecting

#

im unsure what i should be doing, to make it not a massive map, not take ages, but look "good enough" if you feel me?

deft fiber
shadow horizon
#

i canceled the current bake, 245mb on that one, 1/3rd finished

#

i would of been close to 1gb

#

Seems far too excessive

deft fiber
#

Anything that doesn't visually benefit a lot from lightmaps can be set to recieve baked lighting from light probes

#

Or anything that's too small, which also saves baking time

#

I believe directional lightmaps need twice as much space as non-directional ones, and shadowmask maps take some space as well

shadow horizon
#

im trying these currently, i think every mesh is set to be lightmapped

#

if i didnt want that, would i turn off Contibute to global illumination on them?

deft fiber
#

Correction to earlier: you would set small objects to not contribute GI at all if they're too insignifact to contribute to it; objects with tighter polygon density take more time to bake

#

But if you want them to be calculated but not store lightmap data, such as furniture which cast shadows but might not need accurate shadows you would keep them contribute GI static but with light probes instead of lightmaps

#

Samples and bounces only affect the accuracy of the bake, not filesize

#

It's also worth experimenting with different compression methods and levels for the lightmap and try to find a good balance

#

Though in my experience compressing much causes crunchy and colorful artifacts really easily, so I settle for lower resolutions instead

deft fiber
shadow horizon
#

this bake still looks pretty perfect to me, so i think i can decrease the settings even further, but tomorrow. i dont have the time to sit around and wait each time i test

deft fiber
#

You can also look at the lightmap textures themselves to gauge by eye how much of it is important

shadow horizon
#

thank you for the info! I'll get on this

#

Long road ahead

strong python
deft fiber
strong python
deft fiber
strong python
strong python
limber delta
#

Hey guys.

  • I'm wondering if anyone knows why reflective surfaces like metals look very dark for me?
  • Why are there no cast shadows? I understand dynamic objects do not cast shadows, but in the example up top, shouldn't there be a cast shadow in the baked example? (left one). That wall part is a static object.

I'm on Unity 2021.2.4f1, URP, and use mixed lighting (baked indirect) with point lights set to "Baked." There is no sun source (inside an apartment) and there is a skybox material applied to the scene. I have both a reflection probe (baked) and light probes in the scene.

Appreciate any help, thanks!

#

Shouldn't dynamic objects still reflect when using baked lights + reflection probes?

deft fiber
#

Metals are rarely colored black in real world / PBR standard

limber delta
#

When I remove the metallic map it looks better. Though no reflections

deft fiber
#

It also kinda looks like there is nothing reflecting besides the light so you could check that the probes do have useful data in them

limber delta
#

Yeah, the reflection probe bakes fine it seems.

#

Do you know why there are no cast shadows when I change the light to baked? I mean even on static obejcts.

#

They might be there but really blurry. Not sure

deft fiber
#

That could be a low resolution lightmap without a shadowmask
Hard to guess what's happening over there

limber delta
#

Yeah haha

deft fiber
#

I'd try to isolate the problem to either the metal material or the light bake

limber delta
#

Right

#

Actually, the cast shadow things seems to be because of "Baked Shadow Radius" was set to 1. At least that one I think is solved.

deft fiber
#

Compare the metal material to a new metal material on some random primitive side by side or move the door to a new scene and see if it reflects there, see if baking works with the test sphere by tweaking some settings

limber delta
limber delta
#

One thing though, I have brought the intensity multiplier for the Environment reflections down to 0.2. When that is at 1 the scene looks really bad. I mean, metallic surfaces look better but everything is is way too light

limber delta
#

Ok, I seem to have narrowed it down. Everything is OK until I apply the metallic/smoothness map from Substance.

#

it makes everything flat, even though the metallic parts are white and the rest is black. Not sure what is happening there

#

this is the mesh with a material without textures and metallic + smoothness on 1

#

same with metallic texture applied. there is a reflection but it's really weak

#

Ok, sorry for "spamming", but it seems like I've gotten to the bottom of this. I applied a 100% white material in substance, metallic 1 and no roughness and it looks all seems to work as expected now. I need to look into my textures it seems.

deft fiber
limber delta
#

I don't understand how to work with the intensity multiplier at 1 though. It makes everything light up way too much.

limber delta
#

I guess by using a very dark skybox. I'm working on an indoor scene.

deft fiber
limber delta
#

Thanks, again, appreciate the help. I scaled back. Reset everything basically and added just one light. Started with the environment lighting and took it from there. I think I understand better now what is happening. Your suggestion to be careful with tuning intensity multipliers before anything else really helped. I didn't understand the effect that had on the reflections.

limber delta
#

For some reason the metallic smoothness map from Substance turns almost black inside of unity. My reflective surfaces all turn mat.

#

Only a problem when I have the light on baked.

river parrot
#

I have trouble to make my space scene Dark

#

how i can turn off Ambient Lighting in build in renderpipeline? 🙂

primal kayak
#

why does baking lights take so long for me it took an hour for it to bake the lights and now it says 3 hours for some reason, i asked another person if it takes a long time for them to bake lights and they said it doesnt take long at all

limber delta
primal kayak
#

i dont know i think CPU

limber delta
#

Ah, try GPU. Also lower you're settings until the final bake.

primal kayak
#

how do i change to GPU?

#

where is that

limber delta
#

In the Lighting tab.

#

I recommend you watch some tutorials on YouTube to get going

primal kayak
#

yeah i just dont want to use tutorials for everything because i want to learn on my own sometimes but ill try

limber delta
#

Right. Not my method of learning, but I hear you 🙂
I recommend this one if you're using the URP. https://youtu.be/hMnetI4-dNY

In this video, you'll gain an understanding of how lights and shadows work in the Universal Render Pipeline, as well as how to set up a scenario with a mix of real-time shadows, Light Probes, and baked GI.

Speaker:
Ciro Continisio

Ask your questions here: https://on.unity.com/2UmP9TE
Did you find this video useful? Room for improvement? Let us...

▶ Play video
primal kayak
#

yeah thanks ill watch this and ill do it next time i use baked lights which probably wont take long because i just waited like 2 hours for the baked lights to load

limber delta
#

damn

#

depends on your setup of course

primal kayak
#

true

#

my pc can run vr so its ok

limber delta
#

right

limber delta
#

@river parrot For you I recommend this tut https://youtu.be/f6zUot73-gg 🙂

This tutorial is an explanation about dynamic lighting in Unity, and should help you make better looking scenes ! It will go over Skybox, Ambient, Reflection probes and post process.

NOTE : This tutorial is made with Unity 2019.x in mind, and the Built in render pipeline

this is NOT a tutorial for unity 2020.x or HDRP or URP. The theory is e...

▶ Play video
primal kayak
limber delta
#

Under window > rendering > lighting

primal kayak
#

thanks

#

holy wow that made a difference

deft fiber
# primal kayak wheres the lighting tab?

For learning it's much better to stop following tutorials only once you've got the basics down
In my professional opinion tutorials are not training wheels, you don't get smarter (or make much progress) by doing things without instructions

limber delta
#

Well said, totally agree with above.

kindred harness
#

Is it possible to have a spotlight in HDRP have an increasing intensity with distance ? I don't want it to be so bright when it hits objects close to it

shadow horizon
#

Spazi! hello! i got the bake down to 200mb, i can still go lower! But now, all my objects have a stark reflection of my skybox (blue)

#

Do you know how to tone that down?

#

I dont see it in the scene view, but when i play, its obvious

#

Ah, its probably there in scene view, but my post processing is probably making it much much more obvious

deft fiber
#

Right now the weird part is how the surfaces are reflecting a sky from below

waxen kayak
#

is there a way for having a held object (that can move) be affected by emission coming from a texture that's used to create lightmaps with?

deft fiber
trim dust
#

hi all - absolute beginner here, hoping i can get some help with an issue i'm having. I have some giant light-up billboards in my game that use baked lighting. when i play the scene in unity, the lightmap loads correctly, but when i do a standalone build, the light doesn't load at all (see screenshot - unity scene on left, standalone build on right)

i assume this is some type of draw distance issue (i made the "arena" the gameplay takes place in stupidly huge because idk what im doing). assuming that is the case, is there any way to increase the draw distance the lightmap loads? or maybe its something else entirely? any help is appreciated, i've been screwing with settings for hours to no avail

finite hill
#

Hi, my lights are not working(except for directional light) and i dont know why. even if i turn up the intesity to 100 or higher there is no light. i am using urp.

past merlin
#

Anyone know why there are these weird shadow lines on some floors / walls? and how i can get rid of them?

I generate the level in 10 x 10 chunks, but that shouldnt mess with the lighting right?

upper fable
finite hill
past merlin
#

im in urp btw

finite hill
upper fable
# past merlin im in urp btw

Unless forward+ is released, 8 is the max on urp. What happens if you decrease that to smth like 4? Does it just make more of those unwanted seams? On unity versions after 2021.2 deferred rendering path is supported which can have unlimited amount of lights (and it would perform better in this case, since you have a lot of lights in the scene). Just out of curiocity, are you following some tutorial or why I have recently seen many people having the same problem with almost identical looking scene?

past merlin
#

hahahaha, no im not following a tutorial!
Its a game about the backrooms, a concept that pretty much exploded the last couple of months again

If you look it up on google you will find many pictures that look very similar to what you mean!

Also yes, 4 makes more of em

Will deffinetly look into the deferred rendering thing, thx!

timid wasp
#

Hey there!

I am trying to learn how to deal with lighting and I came across this problem where the 2 light sources don't blend well with one and an other.

I can't find documentation about that.

deft fiber
timid wasp
#

Ho wait

deft fiber
#

They seem to be mixing

timid wasp
#

Got it, I didn't place them the way I wanted

timid wasp
sonic mason
#

when i try bake my lightings , i get weird artifacts like these

deft fiber
#

@sonic mason Check texel validity and UV overlap debug views

viral panther
#

Anyone has an idea whats the issue with the 2D lights here? Every Sprite looks like this, with OR without an Normal Map

wise ferry
#

hey, can someone help me please, I have a problem with my shadow

#

(it lights it up and doesn't do a shadow..

orchid ivy
#

This question is probrably asked many times here, but how to remove shadows...?
Im talking about the shadows that the directional light makes:

orchid ivy
#

nvm fixed it by my self as always....

odd void
#

Fellas, how do you make sprites glow / use emission maps in SRP?
For the purposes of not being able to recreate an effect in URP, I need to use SRP, but I have not found much on using emission maps with sprites in SRP.

Any help?

odd void
orchid ivy
#

this should help you

#

it's pretty simple

#

i use Post processing too

#

but if your PC isn't that good, then i recommend turning it off while you test your game

#

@odd void

wise ferry
odd void
# orchid ivy <@!161096949334802433>

Okay thanks! Gonna try it out soon but I’m wondering if what’s shown in the video applies to all sprites or only selective ones?

My purpose is to use it on 2d sprites within a 3d space to give particle effects that 2.5d glow look. Which is why I was wondering if an emission map kind of thing could work

orchid ivy
upper fable
odd void
odd void
upper fable
#

Other than using multiple cameras, i dont know any easy solutions

orchid ivy
#

yeah i had trouble with the multiple cameras... i made a second camera for the gun to not clip through walls, but then some of the objects didn't render

orchid ivy
#

checkmark the "Emission"

upper fable
#

Oh yeah im dum

orchid ivy
#

on the material

upper fable
#

You can just increase the threshold of bloom and increase the emission of certain objects

orchid ivy
#

yep

upper fable
#

Then only objects with emission/color intensity more than threshold will get the glow effect

odd void
#

Okay cool! I'll be trying these out!

odd gull
#

Hi, im making a day-night cycle. In my current state I have two directional lights rotating and beign set active or inactive based on the day time, but while the sun is visible during the day, there is no trace of the moon and I have no idea of how to add it (even tho the moon still casts shadows in the right direction and the light color is right)

wise ferry
runic quarry
#

I'm having an issue with my lights flickering like this

#

setting the render mode of the point lights from "auto" to "important" seems to fix it, but then it breaks the other lights in the scene

#

I also can't set every light to "important", otherwise these lights will remain off again

charred nimbus
#

im making a 3d rhythm game and all my notes are dark, i want to have them all glow as if they were made of light, how? (also im not sure if this is the right channel but it sounds like it)
edit: actually im not sure if this is lighting or post processing but i have no idea what im doing so im keeping my question here

olive python
deft fiber
runic quarry
#

would you mind elaborating or linking the relevant documentation?

deft fiber
# runic quarry would you mind elaborating or linking the relevant documentation?

In forward rendering every mesh within the range of a light is rendered again per light, which is why there's a limit
The limit can be increased in quality settings, but it gets really expensive
It's better to decrease light ranges and slice meshes into smaller parts
Another option is to check if your project can use deferred rendering, that removes this per-mesh limit and cost but comes with its own limitations

runic quarry
#

thanks, I've heard about deferred rendering, but I can't seem to find that option anywhere
I'm unsure if the UI is different from the tutorials I'm watching or if it's because I'm using URP

#

thanks nonetheless, I'll look into it

deft fiber
runic quarry
#

ah, it appears deferred rendering for URP is available in version 12.0+, which is pretty recent
my project uses ver 10.8.1

tepid kettle
#

Hello there!
I’m trying to export the lightmap atlases generated by Unity with the secondary UV set. The official FBX exporter of Unity doesn’t do it 😭
I found this guy who in theory does it (according to the forum thread) https://assetstore.unity.com/packages/tools/modeling/fbx-exporter-for-unity-69997#description
Do you guys know another way to do so?

Get the Fbx Exporter for Unity package from UnLogick Factory Aps and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

fringe topaz
#

hi sorry if this is in the wrong channel!
i was wondering if its possible to change the "atomsphere thickness" attribute on my skybox material through a script

keen elbow
#

like have fog?

open crystal
#

I'm trying to add lighting into my 2D scene using the Universal RP. I created an URP Asset and 2D renderer, changed my RP settings to the render asset. Nothing changes and adding a light does nothing. Can someone please help.

fringe topaz
#

i have my skybox_mat

#

and i want to be able to access all these components in my script and change them

#

specifically the atmosphere thickness one

keen elbow
#

im nnot surre of the float name atm

#

but with the name you should be able to freely set the atomsphere thickness through code

deft fiber
keen elbow
#

how can i fix objects that are invisible inn scene and game view?

#

they both got put on new layers

#

but the layers can be rendered by the camerra

#

and they are marked as visible in the layerrs window

#

and also why would lighting vary wildly in intesity between projects usingn the samevalues?

deft fiber
keen elbow
#

i have no idea how

#

theyrre visible onn the default layer

#

but there shouldnt be anything making them invisible

timber lichen
#

After baking the light, the scene is extremely dark and my performance is not very good. Does anyone have an idea how I can optimize this or what it is ?

foggy forge
#

why are my shadows so weird? i enabled two sided lighting on the roof

#

its fixed when i move away a bit, the directional lighting near plane is 0.1

karmic wing
#

can someone help me solve this issue?
on the left is a 2D sprite that is rotated 0 on the y axis
and on the right is a 2D sprite that is rotated 180 on the y axis
they both use lwrp simple lit shader, but the rotated one doesn't seem to light up, there is another light in the scene facing it too

timber lichen
#

any ideas on how to fix this seam in the skybox?

upper fable
timber lichen
upper fable
#

Do you have the cubemap textures somewhere in your project window?

upper fable
# timber lichen any ideas on how to fix this seam in the skybox?

Actually nevermind. It’s because of mipmaps. On those corners the uv coordinates of the texture are non continuous and therefore uses wrong mipmap level (because partial derivatives gets messed up). You can just select the textures(/single texture/whatever you use for the skybox) and disable mip map generating from inspector

keen elbow
#

is the urp broken with layers?

#

Ive got two new layers Ive added and the urp will not render them at all

#

ive tried every debugging method I can think of

upper fable
timber lichen
upper fable
# timber lichen

Did you just disable the generate mip map setting (and applied changes) or was it like that all the time?

timber lichen
#

I got it! I changed the wrap to clamp.

upper fable
vague nexus
#

does anyone know why my lighting changes (gets darker with harsh shadows) when i load a scene at runtime?

#

the lighting is normal when i view it in the editor, and its also normal when i start the game with the scene

#

it only gets messed up when i transition to the scene at runtime

upper fable
vague nexus
#

nope i already tried googling and i seem to have a different problem than the ones others are having

#

because i use realtime lighting in my game and the solution is apparently saying i need to enable auto-generate lighting

upper fable
vague nexus
#

great now my light baking is getting stuck

#

49% every time

upper fable
#

Weird, editor is doing that baking all the time no matter those lighting settings

vague nexus
#

i dont understand why my problem only happens when i switch to the scene at runtime

#

i feel like i shouldnt have to be baking anything at all

upper fable
# vague nexus i feel like i shouldnt have to be baking anything at all

But that’s how the thing is. I’m not aware of the technical details but as mentioned editor is baking the ambient probe all the time (ig every time you do something with directional light). It seems the baked ambient probe doesn’t get saved anywhere and when you load scene (even if you load the current scene again), the old one gets discarded

vague nexus
#

theres an ambient probe even though i use realtime lighting?

upper fable
vague nexus
#

okay but when i open my scene in the editor it seems like it takes .25 seconds for the lighting to look right

#

but this bake is taking like 5 mins

upper fable
#

try to cancel it at try again

vague nexus
#

done that

upper fable
#

did you untick the baked global illumination checkbox?

vague nexus
#

yeah its unticked

#

again it seems like i shouldnt have to bake anything. after all, im literally staring at my scene with the correct lighting while im doing this bake

#

in the scene view

upper fable
#

ik. I can't really help more than that. In editor it's baked automatically but it's relatively heavy process so it can't be baked every frame when running the game

vague nexus
#

alright ill wait for this bake to finish and ill go from there

#

thanks

upper fable
#

it absolutely shouldn't take more than few seconds. I can bake it in game mode by calling DynamicGI.UpdateEnvironment() and it takes about 0.01 seconds (using my crappy laptop).

#

I don't really know what's wrong with it

vague nexus
#

well thanks anyway though

karmic wing
#

anyone has an idea why my diffuse material is doing this?

karmic wing
#

fixed by removing the renderer from the collision tiles

upper fable
karmic wing
rotund sparrow
#

Anyone got any tips for making lightmaps bake faster? I'm really new to them but I find it ridiculous that a 90 poly mesh with a point light in it and directional light shining on it takes 11 minutes to bake

#

I am definitely not going to bake lighting if I have to deal with that lmfao

#

Also I tend to get this weird issue sometimes where my entire lightmap is just this greyish colour

#

And the baked object looks like this

#

Ok I fixed the time now it's just the weird lighting thing here

#

Ok I just fixed that too but there's no shadows

#

Nevermind! All good now

tepid comet
#

How do I make it extremly dark?

odd void
#

Does anyone know anything about why lighting in Unity’s editor would look different than lighting when you build to web version? My Ludum Dare submission’s lighting looks odd compared to the one we have in the editor

odd void
#

But the passing lights, which are just point lights, end up flickering

hollow skiff
#

Does anyone have any idea how to make a proxy shadow not cast shadows over the original mesh? I have a complex mesh that doesn't cast shadow and a simpler mesh overlapping set to cast shadows only.

#

Basically, I want the mesh to receive shadows from everything except the shadow caster

gaunt bloom
#

Is there baked lighting in the standard render pipeline?

deft fiber
sonic mason
#

when i try bake my lightings , i get weird artifacts like these

deft fiber
# sonic mason

Looks like texel invalidity and the alien probably doesn't have lightmap UVs, but hard to guess

timber lichen
#

Stone has the same Problem

#

Why do the sails become blue instead of white. What could be the reason ? Is something wrong in post processing ? I dont find out what it is

vague nexus
#

do you have a skybox?

timber lichen
#

yes but if i change the skybox the color didnt change

steel crescent
#

Hello,
What am I wrong about shadows? The light shines through the object. When I switch the shadow resolution to Ultra, it does less, but it still does.

upper fable
steel crescent
upper fable
steel crescent
grizzled warren
#

Anyone have an idea for this kind of shadow artifact? It simply doesn't want to go away here.

deft fiber
#

They would normally synchronize the ambient lighting with the baked geometry

#

And light probes too preferably for the sake of any dynamic objects

left shard
grand basin
#

any tips on how to transition better from high exposure environment to darker places using indirect baking?

#

my settings

steel crescent
crisp topaz
#

I copy pasted the wooden window frame before the light back, then baked the light and now after the back they both looking so different. Any one got any idea why and how to fix it? Thank in advanced!!

grizzled warren
royal bridge
grand basin
#

Can you recommend some kind of tutorial to lightmapping?

royal bridge
#

and I am sorry. There is no tutorial I can recommend. 🤷

grand basin
#

i think bounce count does the trick

royal bridge
timber lichen
atomic summit
#

nvm I fixed it

#

it was the fog

sterile iron
#

Hello,

I would like to learn how to use lights in Unity. Do you have any tips/tutorials?
Indeed I would like to do Level Design. So make a nice scene.
So it's not just placing GameObjects randomly in the scene but also making it beautiful. And suddenly, you also have to know how to use the lights. The VFX, it's not complicated that, we place it in the scene like a GameObject but the lights must know how to place them correctly to have a beautiful light effect and make the good settings.

fickle wind
#

weird lighting issue that I'm at a loss on.
If I play my scene in editor, directly from the scene itself, the scene looks normal.

But, if I play from scene index 0, then go to scene index 1, then this scene is loaded at index 2, it looks like the bottom image. They are for sure the exact same scenes.

topaz robin
#

does anyone know how to create the sun light

#

I deleted it to test something and now I see that there's no sun light option in the light creation

undone urchin
#

So my problem is the lighting, someone knows how to fix it ... If you have to show something, let's do it.

#

The problem is the shadows cast by the lamps
you can somehow turn them off or fix the shadow they cast

olive python
bright rune
#

hi
how do i make it so that there is a drop shadow by the bigger planet since the smaller one is blocking the way
Edit: turns out you have to be in 2021+ unity version

tiny ore
#

when phasmophobia wasn't a thing yet

bright rune
storm hatch
crisp topaz
#

Does anyone know why the wooden window frame turns so dark after the light bake? It's hard to tell, but the wood is actually white and also meant to be white after the light bake 😄

deft fiber
crisp topaz
#

the lightmap itself like this. But if u look on the first pic on the right. "Tilling X infinity, Tillinng Y infinity, Offset nan..."

#

I assume I got some setting wrong. But I don't know which one

chilly kettle
#

i mean, when you change the setting in the viewport to "baked lightmap"

#

and does the lightmap look the same in every LOD?

undone urchin
#

Unfortunately, I still can't fix these shadows, if someone is ready to help me, I can even send them my project, please help.

deft fiber
#

@undone urchin Did you try swapping them out for spotlights as suggested?
You probably should exclude objects as small as those from the light bake either way

timber lichen
#

Hi all, so im a bit stuck on something and not sure how to proceed, im making a 3d game and I only want the player to see a certain distance around them and past that distance to be completely dark, like phasmophobia or among us, any suggestions would be really appreciated, im quite new at this so sorry if I don't understand something :)

deft fiber
#

Among Us uses a 2D "fog of war" system and I believe Phasmophobia is just a dimly lit game

timber lichen
#

ill have a look into the fog of war thing then and see if that helps, thank you

deft fiber
remote wind
#

Why not just use a light?

timber lichen
# remote wind Why not just use a light?

I removed all light from the scene however I can still see the entire map just completely black,, I dont want to be able to see the map from a certain distance, my first idea was to remove all lights fromt the scene then put a light onto the player object so I only light up the area around my player however the problem is I can still see the rest of the map but just black, if you can tell me how to fix this issue it would work perfectly

remote wind
#

If it's black, then how come you can see it? 😅 black = nothing

timber lichen
#

Im an idiot

#

To stop that I just need to put a roof on my map

#

thanks for your help

#

Made me realise that hehehe

remote wind
#

😄

deft fiber
#

@timber lichen In Phasmophobia from what I've seen it appears that things "fade to black" over a distance because the only light source is usually a carried light

#

The light of which fades over distance by virtue of physics

timber lichen
#

So if the only light source on the scene is from an object the player has and I set it up right it should work :) thanks for all the help

deft fiber
#

I believe so!

undone urchin
deft fiber
deft fiber
#

You're going to have to find guides to study if you don't know how to change light type

undone urchin
bright rune
#

Hi!
I'm in 2021 URP and trying to get realtime shadows to work. However, the shadows don't show. What possible setting could I have wrong?

bright rune
#

Where do I change the shadow resolution?

chilly kettle
bright rune
deft fiber
# bright rune

URP requires a Render Pipeline Asset assigned for each quality level

#

The shadow settings are in that asset

bright rune
#

ah okay

vapid oar
#

I have multiple scenes that need to run concurrently, for a space sim. One is interior, one is the exterior with the space ships. The interior has well lit spaces and the exterior has a single sun light, so the lighting requirements are very different, and I don't know what best practices are. I would like the interior to be lightmapped but that doesn't seem a workable option when it is not the main scene. What should I do

deft fiber
pseudo ember
#

Is there a good way to make sense of Unity's lighting settings?
Or is everyone just guessing and trying until it looks right?

  • What are direct samples? How do I know how many I should set for my scene?
  • What are indirect samples? How do I know how many I should set for my scene?
  • What does lightmap resolution do? How do I know what setting I should use for my scene?

There is usually a short explanation, but it never tells one how the setting relates to the size of a scene etc.

What triggered this rant: I left 'Indirect Samples' at default 512. Then in some forum post, someone
always sets it to 50k or more? How am I supposed come up with a number for my scene?

deft fiber
#

50k samples sounds insane to me

#

Finding the right amount of samples and resolution is always a balancing act though

#

In my experience the default settings have worked perfectly fine for every situation so far, been able to halve the lightmap resolution as well without visible issue

pseudo ember
deft fiber
#

Takes less time than testing from top to bottom anyhow

#

Manual says about Indirect Samples: "For some Scenes, especially outdoor Scenes, 100 samples should be enough. For indoor Scenes with emissive geometry, increase the value until you see the result you want."

exotic sundial
#

Does any one knows any good tutorial on explanation of lightmapping settings that goes beyond documentation?
TIA.

chilly kettle
# exotic sundial Does any one knows any good tutorial on explanation of lightmapping settings tha...

https://www.youtube.com/watch?v=hMnetI4-dNY&t=2894s this is a great one to understand the process.
Most cases in the settings should be self explaning. If you have some questions what they mean, you can PM me, if you like.

In this video, you'll gain an understanding of how lights and shadows work in the Universal Render Pipeline, as well as how to set up a scenario with a mix of real-time shadows, Light Probes, and baked GI.

Speaker:
Ciro Continisio

Ask your questions here: https://on.unity.com/2UmP9TE
Did you find this video useful? Room for improvement? Let us...

▶ Play video
drowsy elbow
#

What kind of tips do you guys have for making the view on the left look less flat and blurry?

tepid hill
#

I added a Shader Graph for light/shadows for my 2D sprites in a 3D world, but the sprites are affected by lightning too much, like this:
https://i.imgur.com/JZf1gxg.png
I want to keep them Lit, but affected by light with less intensity, while still keep the light intensity on the terrain as it is, is there a way to do this?

chilly kettle
#

You could add a second light and let this only effect the tree. You can use layers for this.

chilly kettle
tepid hill
#

ah ok I'll give it a try!

#

and is there any way to change that metallic shine to something else, or lower its intensity in Shader Graph? 🤔 that's the main distracting thing

#

(if I put it to Specular, it just got worse)

chilly kettle
#

Set metallic to 0/black

rotund sparrow
#

Why are my lightmaps so screwed? I auto adjusted the Lightmap UVs with ProBuilder but it just looks like this:

#

I just kind of copied them from an old project that I did

#

It seems to be messed up on normal cubes too

#

Okay uh I'm not entirely sure why but I tuned a setting then reverted it and boom it works now lol

#

Nevermind it's back :/

#

Blargh I don't get it

#

I change a setting and it works for a few bakes and then just stops working again

#

What is this?

chilly kettle
glossy garnet
#

Hey there,
i sometimes look into Unity for personal use. Mostly VR stuff. Made a proposal game for my fiance and now its a VR enviroment for our soon to be house. But i get some weird stuff with my lighting.
Made the kitchen from plans in blender. used lightmaps autogenerate in unity. The rear faces and the front faces are designed exactly the same... whats up here?
A Second question. why are the faces in the lightmap file so small?
i tried creating the lightmap UVs on my own in blender in a second channel. but unity ignores the size of the UVs. this looks like a waste of space.

btw: unity 2020.3.23f1 is the version currently in use. URP

chilly kettle
#

looks like your fronts are lit by lightprobes.
Do they have a lightmap assigned when you click on them?

glossy garnet
#

at this point i do not have lightprobes. Only reflexion probes. Does this matter?

chilly kettle
#

No, they dont cause this look

glossy garnet
chilly kettle
#

i PM you, so we dont spam here ^^

glossy garnet
#

That would be best. Unfortunately i have to go in a few minutes. But will come back ^^

rotund sparrow
#

I'm just referring to the weird pattern on the front of it and the top

chilly kettle
#

Oh, you want them so dark? ^^

deft fiber
rotund sparrow
#

Oh alright. I'll try that now

#

Yep! That definitely fixed it. Thanks!

atomic herald
#

how can i fix this?

chilly kettle
#

Are this Realtime lights? @atomic herald
If yes, you propably have to many lights per Mesh. URP only allows a low amount of Realtime lights per Mesh.

atomic herald
#

im not even sure what urp is

#

I have been handling the scripting, but project mates dropped out of the face of the earth xd

chilly kettle
#

In Edit > Render Pipeline, you can see if you are using URP

atomic herald
#

from looking it up now i guess this project is using the default?
how time consuming would it be to switch?

chilly kettle
#

you choose the render pipeline depending on what kind of game you want to create.
If you want to create a mobile or VR game, URP is the way to go.
If not, you choose built in or HD render pipeline

chilly kettle
#

look if you have URP Asset in your Settings folder

atomic herald
chilly kettle
#

Hm. I never installed URP into a existing Unity System.

atomic herald
#

i was just starting to read through that

chilly kettle
#

You can avoid this by splitting the model into smaller parts or bake lights

atomic herald
#

how do you bake them?

#

and what is the difference?

chilly kettle
#

i think you need the basics ^^
https://youtu.be/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.

☑️Old House 3D model : https://bit.ly/2xQSeU4

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

☑️Quick Links :☑️
Introduction - 00:00
Part 1. How to bake lights ...

▶ Play video
atomic herald
#

thanks!

atomic herald
chilly kettle
#

the start is overwhelming, i know ^^

atomic herald
#

this isnt a proper game, we're making little experiments to test immersion in virtual reality

#

but it was kind of ulgy and it was really bugging me

chilly kettle
#

Yeah, im doing gamedesign for VR ^^ i know the problems

atomic herald
#

i really appreciate the help thanks a lot

chilly kettle
#

youre welcome 🙂

atomic herald
#

nvm xd

chilly kettle
#

lol

atomic herald
#

i love dyslexia

atomic herald
#

ehm

#

converting shaders to urp broke the textures

chilly kettle
#

Show me the materials of the lamps

atomic herald
chilly kettle
#

change shader tu URP/Lit

atomic herald
#

it makes them gray xd

chilly kettle
#

assign the textures now

atomic herald
#

i dont think these barrels were transparent on the inside before

short steeple
#

make sure the barrel has a two sided shader applied.

atomic herald
chilly kettle
atomic herald
#

looks like the base asset was always like that

atomic herald
proud pendant
#

Hello, I am trying to achieve this effect but I can't seem to find how to do it in the up to date documentation and all tutorials I've found so far do it with particle effects. Could someone point me in the right direction? (Assuming this is the correct channel to ask, apologies if not)

fresh oracle
#

Sun shafts (BiRP) is part of the standard asset

#

If I'm not mistaken, it's a modified / updated version of the sun shafts made by unity. That's what I use. I think the results are good

#

Some examples

proud pendant
#

Brilliant, thanks. Is it heavy on performance?

fresh oracle
#

Not much, you can lower the quality and add in the graphics settings of the game the possibility to deactivate

proud pendant
#

Okay, thanks for the help, much appreciated

fresh oracle
#

With pleasure. By the way, thanks to you I found out that Unity in the past (version 5.x) had this effect xD. I thought it was first introduced in 2018, with HDRP (Volumetric light)

#

however, Volumetri Light is MUCH more advanced ... but at the same time it needs better hardware (CPU,GPU)

upbeat spruce
#

Added URP to a project I was working on and started getting weird artifacting with lightmapping, can't find anyway to get rid of it

topaz hill
#

do light probes and light baking have any effect if I have a dynamic time of day with the sun position changing over time?

chilly kettle
chilly kettle
deft fiber
chilly kettle
chilly kettle
#

Thats great to know

rocky cipher
#

help
why is it a bit pinkish on mobiles(tried 2) vs desktop?

grizzled crag
#

hey, anyone know why my lights go through the walls ?

chilly kettle
grizzled crag
#

or the model does not throw shadows.
how can i check that ?

chilly kettle
#

In the Mesh Renderer of the Model is a Lighting Tab and there is a "Cast Shadows" dropdown.

grizzled crag
#

is it on 😦

#

light shadow too

chilly kettle
#

Show me the spotlight settings

grizzled crag
chilly kettle
#

Near Plane is to big. Adjust it to 0.1

grizzled crag
#

that's inside and outside

chilly kettle
#

When you place a Unity generated Cube. Does this cube cast a shadow?

grizzled crag
#

like that ?

chilly kettle
#

Are you using a toon shader or something?

grizzled crag
#

yes, but the cube is with the defaut urp shader, and with or withour cast shadows on or off it look same

chilly kettle
#

so the cube does not throw a shadow also? And if you place an additional plane there? Does the cube throw a shadow on this plane?
Just want to check, where the problem is

grizzled crag
#

i tried different positions but seems no shadows

chilly kettle
#

Ok. Then go to Edit > Project Settings > Graphics. There is "Scriptable Render Pipleline Settings". Klick on the Settings

#

And in the Settings there is also a Tab "Lighting" - there is a Cast Shadows Checkbox

grizzled crag
#

oh

#

first strange thing

chilly kettle
#

what is in the URP Global Settings? You use a much newer version as i do 😄 i dont know this.

chilly kettle
#

ah. There are the Settings now

grizzled crag
#

thats the same sthings as the ui of project settings

chilly kettle
#

😵‍💫

grizzled crag
#

aahah

#

also is theses settings are good ?

chilly kettle
#

Cast Shadows

#

check

grizzled crag
#

checked but notghinf change

chilly kettle
#

Ok.. maybe restard unity.. 😄 i dont know what this could be.

#

Maybe create a new Scene and see, if you have shadows there.

#

And check different light types. In older Versions Point Lights do not support shadows

#

Maybe its still not supporting

grizzled crag
#

even with spotlight it go through 😦

chilly kettle
#

i wrote you a PM, so we dont spam here 😄

crisp topaz
#

Can someone tell me how to fix this?

chilly kettle
crisp topaz
#

No. It's window frame I wanna copy past multiply times. I copied it 6 times and none of them have a proper lightbake

chilly kettle
#

And other Models in your scene? Beside the Frame?

crisp topaz
#

actually another window frame aswell. But it's a completely different model / objects

chilly kettle
#

Maybe @deft fiber knows it? ^^

deft fiber
#

@crisp topaz Does the mesh have "generate lightmap UVs" or turned on in import settings?

#

That's the only idea I have based on this info

chilly kettle
#

Yeah, i think its caused by the model

crisp topaz
#

ah god dang

#

thank you very much. This was the problem. I'm new to Unity and the whole light baking thing. Can be quite confusing

chilly kettle
#

😄 lol i didnt thought is was that easy ^^

hoary fossil
#

Messing around with DXR and DLSS. So much improvements are being made. I'm really excited to see what people create

#

Also, the scene is capped at 60 due to Unitys in engine recorder. I get an average of 120-144 frames.

smoky pilot
#

Hey guys, I have a small problem in my project. When I am playing by editor the lightmap is the same as it was in time pf baking. But when I am build my application and running by exe, Light is so much brighter. I've checked an Enviromental settings and nothing works. Please help me. The most anoying difference is on First image

deft fiber
smoky pilot
#

On the first picture?

deft fiber
#

All of them

smoky pilot
#

Fire is much stronger on build then edit in edit mode

deft fiber
#

Doesn't look to me that way

#

Though if you go from a darker floor to a brighter floor the brighter floor will reflect much more of the fire's light

chilly kettle
#

You have different ground Materials? White ground reflects more light than your checkerboard mat does there

smoky pilot
#

Oww... Fu..

smoky pilot
#

I dont have any other ground material

#

Its the same as in edit

chilly kettle
#

But why is one checkered? ^^

smoky pilot
#

I dont know

#

It same material as on empty terrain

#

Once that you've created on the begining

#

Okey guys

#

I've checked on different terrain layer

#

U have right

#

Thx

eternal horizon
#

Im working on school project and was wondering how would i be able to fake this atmosphere in unity? The render is from Blender Eeve and i couldnt get the same result in unity. I just used emission and bloom in blender + the coloring of world surface that changes the atmosphere alot. But i didnt find any setting close this in unity. Can someone suggest me something how to get similar result? Maybe some shader? Render pipeline?

summer aspen
deft fiber
upper fable
#

What comes to render pipeline, it think urp would work well

gilded gulch
#

I messed my project up heavily and the backup i tried making didn't work. I managed to somewhat fix it, however my lights are still messed up. This is a spotlight that works normal, however it is ALSO acting as a point light, the lighting you see in the picture is not intended at all, and should only be a small circle of lighting, the problem is, the real light is in there still. When I disable the spotlight, it also removes the unintended light. I have no idea what settings have made this happen, the exact effect is happening to the rest of the project, but it isn't just that. All lights in the world cannot be selected in the scene, but only from the hierarchy. Idk what to do from here, what settings to fix and such. This all happened because I installed High Definition Render Pipeline

#

when I search for it on the hiera, it appears, otherwise this is how it is permanently, even selected. I cannot edit the size of it using the scene anymore. I have now uninstalled HDRP

humble frigate
#

Are 2D light cookies (URP) not available in 2021 LTS? I was able use to use 2D light cookies in 2020 LTS, but I can't find them anywhere in 2021 LTS.

slim steppe
#

i imported these planets from blender i made

#

its 2d

#

but the obj is 3d

#

will i have to add suns(light source) and then decrease it?

#

wait nvm i fixed it

smoky crow
#

Hey this is what my scene looks like after baking, what did i do wrong?

exotic sundial
#

In 2020.3.31f1 i am trying to bake my scene in Progressive GPU but it is falling back to Progressive CPU which is taking too much time to bake. You can check my lightmap settings(Check the screenshot) and getting a error called OpenCL Error. Falling back to CPU lightmapper. Error callback from context: Not enough GPU memory to fit lightmap in memory, even in tiled baking mode. Available GPU memory: 5.79 GB

My system specs
Processor - Intel Xeon(R) Cpu E5-2667
GPU - Nvidia Gefore GTX 1070
Ram - 64 GB

I have got some solutions like try installing latest nvidia studio drivers and having extra GPU. I have latest drivers, but still it is falling back to CPU for Baking saying lack of memory

Please let me know if this is not the right channel to pose this question. TIA

idle schooner
deft fiber
idle schooner
deft fiber
idle schooner
#

I wonder if enabling double sided GI in the material's option can fix this as well. But I assume it solves different issues altogether.

river swallow
#

question!

#

this is an indoor scene and has no lights on presently

#

but the enviornment light from the skybox is leaking through and lighting the scene from below

chilly kettle
#

Is this a baked light?

river swallow
#

yep

#

well, mixed, but baked in this scenario

chilly kettle
#

And the walls are just flat 2D Meshes i assume?

river swallow
#

the walls and floor are one singular mesh with different materials

#

(please ignore the ugly door aa)

chilly kettle
#

Sometimes you need something like a Shadowcaster.
Like a box outside of the room with its normals faced outside.

river swallow
#

already have one

#

it's the only way the dynamic shadows don't leave seams through the edges

chilly kettle
#

but the normals are the wrong direction i think?
because you can look through it from the outside

river swallow
#

nah that's cause i have it set to shadows only

#

would that not work as intended with built lighting?

chilly kettle
#

Hm. it should work like you did it

#

What happens if you change the Environment Light to black and bake again?

river swallow
#

similar glow from underneath

#

must be bouncing off this

chilly kettle
#

i think you have to turn off piece by piece to check whats causing your weird lighting there

river swallow
#

mmm i'll give it a go

chilly kettle
#

looks like its bleeding through the edge from the outside

#

MAYBE it would help to set the Material of the Bookshops walls to doublesided

#

but maybe it makes it worse 😄

river swallow
#

it already was doublesided

#

🥴

chilly kettle
#

And if you turn it off? ^^

river swallow
#

exactly the same, i tried it when you mentioned it haha

deft fiber
#

@river swallow Absolutely sure all the floors are contribute GI static?
Also, you'll need separate reflection probes for inside and outside areas

river swallow
#

its just like. coming through the seams of the floor and wall

#

it's not bleed either, since its consistent, and viewing the lightmaps shows there's no overlap

deft fiber
drowsy plinth
#

hey I asked this question in particles but no one answers so:
does anyone know how to attach 2d light to particles?

river swallow
#

but it does work

deft fiber
river swallow
#

yeah i was able to figure out that alright, it's just that it was something i couldn't control

#

or at least if i could it was going to be awkward as hell

#

it should in theory have worked fine

#

and i mean it did on the roof seam, between the wall and ceiling

#

same mesh, same welded verts, going from one material to the next

deft fiber
drowsy plinth
deft fiber
drowsy plinth
#

i even tested it out with max intensity:

deft fiber
#

iirc the 2D lights can be finicky about which depth they are at, and instantiating them this way puts them at the same depth as the particles themselves

drowsy plinth
#

both zero

#

the lights are even created but don't show

timber lichen
#

Is there a way to make sprites get 3D lights?

#

I'd like sprites to have they default color + any light influence

#

Pretty much like the 2D renderer works, but in 3d

chilly kettle
timber lichen
#

That means i need to have a different material for any sprite i have in the world right?

chilly kettle
#

If you want to use a standard shader, yes.

#

but maybe there is a other way how Sprites receive 3D lighting

timber lichen
#

Almost

#

Unfortunately it messes up the color of the sprite

#

Before / after

#

With this shader the color look dead even with a neutral light

chilly kettle
#

looks more like the smoothness

#

with smoothness 0 it should look better i think

timber lichen
#

Unfortunately it alredy is

#

I love the effect that 2D light give

#

It's a shame they don't work in 3D

chilly kettle
#

show me your shader pls

timber lichen
chilly kettle
#

can you also send the tree? 😄
Want to try something ^^

#

@timber lichen

timber lichen
#

Sure thing ^^

chilly kettle
#

i mean the Tree png ^^

timber lichen
#

Sorry haha

runic quarry
#

I'd like to have the hair cast shadows on the face (URP)

#

I'm wondering if this is a render settings issue, lighting, shader, model, etc

deft fiber
runic quarry
#

shadows are indeed enabled for the mesh -- the shader is opaque, but it does have alpha clipping (alpha not enabled)

#

well I used alpha clipping for a fence post object, and shadows work fine on that

#

does it help at all that the hair and face mesh are part of the same FBX file (still separate objects)

deft fiber
runic quarry
#

so everything seems to be correct

#

tried messing with the directional light, still nothing

deft fiber
runic quarry
#

it's using the URP shader graph, does that count as "custom"?

#

and yes

#

even casts shadows on the environment

deft fiber
#

Hmm, what if you grab the hair and drag it away towards the light source?

#

If surfaces are really close to each other I guess that could influence shadows

runic quarry
#

I can't seem to move the hair object since it's part of the same fbx file

deft fiber
#

I think separate objects within the same FBX should be movable?

runic quarry
#

or the position changes, but the model in the viewport doesn't move

deft fiber
runic quarry
#

yes

deft fiber
#

Huh

runic quarry
#

that's how I know that shadows are still being cast

#

but just not on the face

deft fiber
#

I guess the hair's position could be overridden by physics or animation somehow
To test if the shadow problem is because of distance, I would try to bring in another hairpiece directly from the inside the mesh asset
Or tweak the light's Bias settings temporarily

#

Like in this example the fingers are not shadowing each other because they are too close for shadow bias, but the thumb is shadowed by the palm because there's enough distance

#

But this all to rule out just one possible cause

runic quarry
#

I see

deft fiber
#

Also you could swap the face's and hair's materials to default lit material to confirm it's not the shader graph

runic quarry
#

ah, I think you may be right
I just duplicated the character and disabled the other parts to isolate the hair, and the shadows only appear at a certain distance

#

ideally I don't want to bake the shadows into the texture, so if there's another way I'll greatly appreciate it
otherwise it's not a big deal

deft fiber
#

May also be necessary to increase shadow resolution to get it working with such fine details

winter pollen
#

Why is the baking light always making troubles in non LTS versions?

sudden steppe
#

Hello Community quick question:

Is it normal to have the Light Parameters aka. Intensity cranked up so much?
Or am I missing something? Just feels so unusual to have such high numbers

crisp topaz
#

Is it necessary for ur scene to be lit properly?

idle schooner
idle schooner
sudden steppe
#

@crisp topaz @idle schooner I'm using the URP
-Project will be built for Android
-Unity 2020.3

tough flower
lethal quiver
#

I am making glowing light but for some reason my game camera is not producing the same result as my scene camera. I want my cube to glow exactly like it does in my scene camera. Can someone help me with it please? Or is there a better channel where I can ask this question?

winter pollen
# deft fiber This seems to be caused by ProBuilder <https://forum.unity.com/threads/mesh-err...

It was one single object in my hierarchy with hundreds of probuilder made meshes.
One single mesh made me the entire day troubleshoot, why my baked lighting was not able to generate!
After I tried to export everything as a .obj with the hope that reimporting it as a existing asset object would fix it, did I found this special Error on one single mesh that ended up always like this, if I tried to export it:

OverflowException: Value was either too large or too small for an Int32.
System.Convert.ToInt32 (System.Double value) (at <695d1cc93cca45069c528c15c9fdd749>:0)
deft fiber
#

iirc there were some editor scripts for fixing the problem meshes in the thread

#

I don't know any of the details but the scripts worked for someone who had the same problem some time ago

winter pollen
deft fiber