#no idea why it got shinier

1 messages · Page 1 of 1 (latest)

open zodiac
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What are the meshes using for lighting and reflections currently?

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Path tracing doesn't have to approximate reflections like baked and realtime rasterized lighting have to, so the result will be different

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They will have to rely on reflection probes, specular reflections from mixed lights and screen space reflections if available

scarlet salmon
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and i have like a bunch of reflection probes scattered around the room

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and a probe volume that, if I used it correctly, shouldve been making the particles and such reflect the lighting in the room

open zodiac
scarlet salmon
scarlet salmon
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i tried setting the lights to baked earlier but all the lights disappeared when I did that

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there are very few moving things in the scene

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and the camera doesnt either

open zodiac
scarlet salmon
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for the record ive already gone and used the recorder to capture the thing I needed so now its just about me learning how to use HDRP

scarlet salmon
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some of them are default unity shapes

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like quads and such

open zodiac
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The type of mesh isn't significant, but the "contribute GI" and "receive baked lightmapping" settings are

scarlet salmon
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iirc that was ticked on everything static

open zodiac
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Mixed lights are calculated as a baked light + realtime light, but with some extra behaviour depending on shadowmask mode

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If mixed lights show up after baking, baked lights should show up as well

scarlet salmon
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from what I could see, shadowmasks looked strcitly worse

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so i left it on distance shadowmask

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if that means anything

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hold on ill open the project again

open zodiac
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If both baked-only lights and distance shadowmask seem to fail individually, it suggests there's definitely something amiss

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But I'm not sure what, there's two dozen things you have to get right for baked lighting to look right

scarlet salmon
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yeah

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which is unfortunate cos baked only lights are definitely important

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for furture projects

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this one was just for a video

open zodiac
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My best advice is to do simple test bakes and just experiment to find out the process to make each feature work as described in the manual

scarlet salmon
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does anything here look off

open zodiac
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Once you're familiar with all the steps, it stops failing mysteriously

scarlet salmon
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for a static object

open zodiac
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Nothing weird here

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But also in the images of your gramophone I'm not seeing any signs of baked lightmapping

scarlet salmon
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which is really strange

open zodiac
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Have you made sure it has viable lightmap UVs

scarlet salmon
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this is what it looks like right now

scarlet salmon
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as in like, if I change the view mode to lightmap UV anything appears

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*baked lightmap

open zodiac
scarlet salmon
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where would I be able to check that

open zodiac
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In the mesh import settings

scarlet salmon
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ahh

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i did find myself fiddling with import settings not to long ago on some stuff with overlapping UVs

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mostly for the models exported out of Paint 3D

open zodiac
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That's one of the most basic steps of this process so I really suggest looking up more guides and familiarizing yourself with the whole thing

scarlet salmon
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yeah this is another case of things i have always just winged and learned as i went along

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the only issue is like

open zodiac
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This is one of the things I recommend not doing that to

scarlet salmon
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some of the meshes here are just default cubes and quads

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so why aren't they fine

open zodiac
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They do come with lightmap UVs so they should be fine

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In that regard

scarlet salmon
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right

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that is lightly confusing

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so just like

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i need to make sure things have "generate lightmap UVs" turned on?

open zodiac
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Yes

scarlet salmon
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cos that's always on by default no?

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yes all of these have it ticked

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oh

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actually I think i manually ticked it for some of them

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yeah the table doesnt have it ticked

open zodiac
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It's a complicated process
When someone presents with lightmapping problems I have to assume they've gone through all the basics in order, because they're too much to go through one by one for every case

scarlet salmon
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idk i guess I assumed the software the models were made in might do a better job and that lightmap UVs were included with models

scarlet salmon
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if theres one thing ive realised in the course of working with 3d game dev software is that lights and lighting are so much of the work

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maybe thats just my biased perspective though

open zodiac
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Each with its own process, quirks and limitations

scarlet salmon
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yeah absolutely

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i checked and all the meshes except for the table had "generate lightmap UVs" ticked

open zodiac
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Then the problem is something else

scarlet salmon
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yeah must be

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let me try it again

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maybe its working now

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nope

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everything went black again

open zodiac
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I wwould recommend this in addition to doing some lightmapping tutorials in a simple test scene

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Honestly the way I learned the process was just baking a scene with cubes with different settings until I no longer ran into problems

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Then with custom meshes and more varied lighting setups

scarlet salmon
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that seems to be an effective option

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ill pin that page

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thanks for bringing it to my attention

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ill go through this later and try and figure out what is causing the issue

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my video finished rendering so imma go and deal with it before it gets too late

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thank you for all the help tho

open zodiac
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After I could do it without errors in the simple scene, I went through the features as the manual describes them
Basically learning and testing how everything works from mixed lights, shadowmasks, light probes, emissive materials..

scarlet salmon
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thats also a fairly logical approach

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was this when you first started out or like

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later on just going back to iron out your understanding

open zodiac
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I tried winging it at first, but I got nothing but problems and quickly realised that wasn't the way

scarlet salmon
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right

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thats probably what I need to do i guess

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ive definitely not used HDRP nearly as much as I have built-in and universal

open zodiac
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HDRP always adds an extra level of complexity as it has so many different types of lighting acting at once

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Makes it hard to eyeball it if your meshes are getting lightmapping or not

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Especially in non-ideal testing conditions

scarlet salmon
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yeah totally

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you really cant get by without knowing what you're doing

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i guess that applies generally everywhere tho

open zodiac
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The problem often manifests as 'it just doesn't work' and the cause could be that they're not lightmap static, not receiving lightmapped lighting, don't have correct UVs, don't have correct type of lights shining on them, don't have correct lightmapping settings, have wrong kind of UV settings...

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Or more insidiously "doesn't look as expected"

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Which is something you can get past only really by understanding what kind of results you can get and how to work around the limitations to get them

scarlet salmon
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nothing is worse than something working indescribably unexpectedly

open zodiac
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I don't think you have to go through all the features like I did, unless lighting is something you really want to master for its own sake

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But doing a couple of beginner tutorials and test scenes just so you iron out a path that works for you, and learn to identify what the baked lights should look like when they function correctly I think is really important

scarlet salmon
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well its usually the difference

open zodiac
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Most scenes are not so complex that you need to have mastered lights to produce them, just that you know the basics well enough

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So that hopefully you can avoid situations where some features seem to fail for some unknown reason

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I still don't know why my first bakes failed, but now it doesn't happen anymore

scarlet salmon
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i guess that's all that matters lmao

scarlet salmon
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thank you for all the help and advice

open zodiac
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Sure, but I do stress that other parts of unity, or even other parts of lighting aren't so much a "path of pitfalls" as baking ^^

scarlet salmon
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yeah

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i suppose thats why ive waited so long to actually experiemnt with it despite me personally finding good looking scenes important

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these tutorials and guides will be next on my to-do list

open zodiac
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And prepare for that there will be more pitfalls even after that, as more complex scenes produce more room for error