#yeap
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I think so but maybe some components might not let me restart
set all objects to static now insted of being gray are black
are they also black when you set the reflection probe to realtime?
yeap
is it becuase the material is unlit?
I made a cube to test and its default lit material works
yeah, this could be the problem
unlit dont receive or give information from lgiths, probes, reflections
is there any wizard to convert all unlit materials to lit?
maybe try one first ๐
I am converting one to test to hdrp/lit even after aply the base texture it gets black
thats why I was asking if there was any wizard because I am confused of what I might be doing wrong here
well.. you should do this in a seperate scene maybe.-
Use a reflection Probe, a light and your house and start figuring out, what the problem is.
ah wait I had scene view light activated
and there were no lights in the scene
-.-
โ ๏ธ
ok cool got some reflections already, thanks for the suport man
btw any idea how I can reduce these strong shadows?
Depending on your Render Pipeline in the Lightsource or the Lighting Setting
But, you can google that ๐
ok fixed the problem, the quality in the hdrp in project settings were not performing dont know why
now do you know if there is any wizard to convert all my unlits to lits? instead of me having to set them up one by one?
You can select multiple materials and change their shaders together
If the property names match they won't lose info in the change
This may sound blunt but if you don't know your way around basic lighting, using HDRP will make your life significantly harder
Consider URP or Built-in RP for your next project
They have much less complex features and do not assume you already know what everything means
~its just because when I change it the surface input gets lost and I have to re assign it one by one because evyone is diferent