#I mean i want to set the lights so i can

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thin blaze
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hmmm so the grass is painted as a terrain object or placed as regular objects?

lyric wadi
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the grass is set up as details on the terrain

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(the actual models look fine)

thin blaze
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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

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so the lighting is more detailed where you care and need it to be so.

lyric wadi
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isnt light probes used to capture light data to be used on moving objects? everything in the scene will be static, except the player

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i will of course try it, just asking

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oh wait

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i might have found something

thin blaze
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not just moving objects, anything that is not baked.

lyric wadi
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the prefabs of the grass are set to receive GI from light probes

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ill try setting this to lighmap

thin blaze
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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.

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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.

lyric wadi
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i tried nothing happened ๐Ÿ˜„

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look at this

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its clear that the ground receives light but the grass models do not

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let me try probes

thin blaze
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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.

lyric wadi
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but i dont want the grass to move.. is this just how terrains work?

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also i tried probes, nothing changes on the grass

thin blaze
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Hmm weird.

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Is the grass set to generate 2sided GO?

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GI

lyric wadi
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and i really cant understand why everything looks normal when my lights are set to realtime

thin blaze
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I assume you also tried mixed?

lyric wadi
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ughh... no..

thin blaze
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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.

lyric wadi
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Mixed is better but not quite there yet

thin blaze
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do you have a skymap or is it just black?

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you need a skymap to generate better GI

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so you get a softer look in your scene.

lyric wadi
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im using an HDRI

thin blaze
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Cool.
Also if you are not aiming this for mobile or low end devices, use HDRP.

lyric wadi
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but this occured even before i imported the HDRI

thin blaze
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I see. How is the environment setting in your Lightmap tab?

lyric wadi
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like this

thin blaze
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looks fine. I usually put the intensity to 2

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But I do not think it would make a huge difference in your case.

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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.

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It has MUCH better lighting.

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More detailed.

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it may take you a couple of hours max to convert. but it is worth it.

lyric wadi
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i know but its a team project and we started like this so i guess we're married now ๐Ÿ˜„ it wont be big, just 20 closed rooms and a maze

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btw im getting a new error now

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Assertion failed on expression: 'compositorCoreSettings.m_DirectEnabled == rrBakeTechnique->IsDirectLightingEnabled()'

thin blaze
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sweet. the cool thing about it is that no you are not married ๐Ÿ˜„

I have converted very complex levels super fast. 10 minutes max.

Discuss it with your team.

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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 ๐Ÿ˜„

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But Unity shows error messages even when there really is nothing seriously wrong ๐Ÿ˜„

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.

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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.

lyric wadi
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yeah ive got the uv overlap error quite a lot, ive learned to ignore that one ๐Ÿ˜„

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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

thin blaze
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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.