#I mean i want to set the lights so i can
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I see. Try using light probes. make them more dense around your objects of interest i.e. one for every meter or half meter
so the lighting is more detailed where you care and need it to be so.
isnt light probes used to capture light data to be used on moving objects? everything in the scene will be static, except the player
i will of course try it, just asking
oh wait
i might have found something
not just moving objects, anything that is not baked.
the prefabs of the grass are set to receive GI from light probes
ill try setting this to lighmap
i.e. in a scene that had many details I was baking only the walls of the houses and lighting the windows etc using light probes to reduce the amount and time it took to create the lightmaps.
This is usually set to lightmaps if your object is baked. If not baked you should use probes. regardless of being static or not. But you can try.
i tried nothing happened ๐
look at this
its clear that the ground receives light but the grass models do not
let me try probes
The painted detail grass should not receive light in a baked scenario as it would generate an immense amount of lighting data. And since the grass is often moving as it sways by the wind, the lighting would be wrong.
Probes are a better choice. And in HDRP they have a nicer solution, probe volumes in the newer versions of Unity.
but i dont want the grass to move.. is this just how terrains work?
also i tried probes, nothing changes on the grass
and i really cant understand why everything looks normal when my lights are set to realtime
I assume you also tried mixed?
ughh... no..
with mixed the lighting is baked, but shadows are moving.
typically the go to setup is a mixed direct or other light and probes for the main lighting, and all other lights depending on your needs.
Mixed is better but not quite there yet
do you have a skymap or is it just black?
you need a skymap to generate better GI
so you get a softer look in your scene.
im using an HDRI
Cool.
Also if you are not aiming this for mobile or low end devices, use HDRP.
but this occured even before i imported the HDRI
I see. How is the environment setting in your Lightmap tab?
like this
looks fine. I usually put the intensity to 2
But I do not think it would make a huge difference in your case.
If you are aiming this for PC and if the scale of your project is small (to avoid excessive optimization effort), i.e. not sprawling cities, open world etc. but small finely tuned levels then I strongly suggest HDRP.
It has MUCH better lighting.
More detailed.
it may take you a couple of hours max to convert. but it is worth it.
i know but its a team project and we started like this so i guess we're married now ๐ it wont be big, just 20 closed rooms and a maze
btw im getting a new error now
Assertion failed on expression: 'compositorCoreSettings.m_DirectEnabled == rrBakeTechnique->IsDirectLightingEnabled()'
sweet. the cool thing about it is that no you are not married ๐
I have converted very complex levels super fast. 10 minutes max.
Discuss it with your team.
yeah if you have no direct light then that is why.
many of these can be safely ignored. I used to be very scared every time I saw something like this. And having worked with Unreal that only shows a message if there really is something you should do about it, I was becoming OCD ๐
But Unity shows error messages even when there really is nothing seriously wrong ๐
i.e. no matter what you do, after a certain level of complexity you will probably see a constant warning that your Lighmaps overlap even though everything is perfectly fine.
this is because Unity automatically creates an atlas of the lightmap UVs for its own use, and that is where the "overlap" happens... although it doesn't really happen to your scene.
yeah ive got the uv overlap error quite a lot, ive learned to ignore that one ๐
anyways i think ill leave this to realtime for now. the room is small and is only loaded when it's needed. so i guess theres no big performance hit
Yes, in small areas with not too many objects you can leave it to realtime, although it does compute shadows in every frame as opposed to mixed.
Also if you choose to leave it at realtime you can optimize it at the material level, i.e. on your grass (or other material that repeats a lot) set it to instanced.