#no idea why it got shinier
1 messages · Page 1 of 1 (latest)
What are the meshes using for lighting and reflections currently?
Path tracing doesn't have to approximate reflections like baked and realtime rasterized lighting have to, so the result will be different
They will have to rely on reflection probes, specular reflections from mixed lights and screen space reflections if available
at this moment I changed from using 2 point lights to 2 spotlights as they didnt have any weird circles that appeared when I turned up the radius or whatever its called
and i have like a bunch of reflection probes scattered around the room
and a probe volume that, if I used it correctly, shouldve been making the particles and such reflect the lighting in the room
What type of lights, and what type of baked lighting are the meshes using, if any?
so is the thing that it is impossible for it to be recreated without path tracing
both spotlights are mixed and pretty much everything is marked as static
i tried setting the lights to baked earlier but all the lights disappeared when I did that
there are very few moving things in the scene
and the camera doesnt either
That's weird and initially suggests that the meshes are not properly lightmap static
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
i guess so?
some of them are default unity shapes
like quads and such
The type of mesh isn't significant, but the "contribute GI" and "receive baked lightmapping" settings are
iirc that was ticked on everything static
Mixed lights are calculated as a baked light + realtime light, but with some extra behaviour depending on shadowmask mode
If mixed lights show up after baking, baked lights should show up as well
from what I could see, shadowmasks looked strcitly worse
so i left it on distance shadowmask
if that means anything
hold on ill open the project again
If both baked-only lights and distance shadowmask seem to fail individually, it suggests there's definitely something amiss
But I'm not sure what, there's two dozen things you have to get right for baked lighting to look right
yeah
which is unfortunate cos baked only lights are definitely important
for furture projects
this one was just for a video
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
does anything here look off
Once you're familiar with all the steps, it stops failing mysteriously
for a static object
Nothing weird here
But also in the images of your gramophone I'm not seeing any signs of baked lightmapping
which is really strange
Have you made sure it has viable lightmap UVs
this is what it looks like right now
sorry what do you mean by this
as in like, if I change the view mode to lightmap UV anything appears
*baked lightmap
Every mesh that receives lighting from baked lightmapping needs a generated or authored lightmap UV
where would I be able to check that
In the mesh import settings
ahh
i did find myself fiddling with import settings not to long ago on some stuff with overlapping UVs
mostly for the models exported out of Paint 3D
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
yeah this is another case of things i have always just winged and learned as i went along
the only issue is like
This is one of the things I recommend not doing that to
right
that is lightly confusing
so just like
i need to make sure things have "generate lightmap UVs" turned on?
Yes
cos that's always on by default no?
yes all of these have it ticked
oh
actually I think i manually ticked it for some of them
yeah the table doesnt have it ticked
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
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
yeah
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
maybe thats just my biased perspective though
To an extent, yes
Rasterized rendering has just many different lighting approximations in a trench coat trying to emulate path tracing
Each with its own process, quirks and limitations
yeah absolutely
i checked and all the meshes except for the table had "generate lightmap UVs" ticked
Then the problem is something else
yeah must be
let me try it again
maybe its working now
nope
everything went black again
I wwould recommend this in addition to doing some lightmapping tutorials in a simple test scene
Honestly the way I learned the process was just baking a scene with cubes with different settings until I no longer ran into problems
Then with custom meshes and more varied lighting setups
that seems to be an effective option
ill pin that page
thanks for bringing it to my attention
ill go through this later and try and figure out what is causing the issue
my video finished rendering so imma go and deal with it before it gets too late
thank you for all the help tho
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..
thats also a fairly logical approach
was this when you first started out or like
later on just going back to iron out your understanding
I tried winging it at first, but I got nothing but problems and quickly realised that wasn't the way
right
thats probably what I need to do i guess
ive definitely not used HDRP nearly as much as I have built-in and universal
HDRP always adds an extra level of complexity as it has so many different types of lighting acting at once
Makes it hard to eyeball it if your meshes are getting lightmapping or not
Especially in non-ideal testing conditions
yeah totally
you really cant get by without knowing what you're doing
i guess that applies generally everywhere tho
Pretty often true in game dev in general, but I think baked lightmapping is especially just due to the sheer number of checkboxes and settings that need to be checked
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...
Or more insidiously "doesn't look as expected"
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
nothing is worse than something working indescribably unexpectedly
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
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
i mean it's the difference between looking like a beginner unreal project or a triple A game besides framerate
well its usually the difference
Most scenes are not so complex that you need to have mastered lights to produce them, just that you know the basics well enough
So that hopefully you can avoid situations where some features seem to fail for some unknown reason
I still don't know why my first bakes failed, but now it doesn't happen anymore
i guess that's all that matters lmao
i mean that is like 90% of game dev, it comes with the territory
thank you for all the help and advice
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 ^^
yeah
i suppose thats why ive waited so long to actually experiemnt with it despite me personally finding good looking scenes important
these tutorials and guides will be next on my to-do list
And prepare for that there will be more pitfalls even after that, as more complex scenes produce more room for error