#yes
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can you go here and select "baked lightmap"
aha so the lightmap is there
ok
so maybe it's something to do with your material?
I'm also seeing this and I'm not completely sure how you can fix it
can you disable the ref probe for now
I will delete is :)-
I deleted it and cleared baked data and i am re baking now
hold up
wait i think i've found something
I've deleted the global illumination override from the fog and clouds volume. And now its doing something different.
okay maybe that's gonna fix it
hdrp is a bit easy to bungle up with all the different settings and overrides ๐
yes!!!
you can fix the jagged shadows from the windows by increasing the "scale in lightmap" or your general lightmap resolution
SOOOO solution was to get rid of the ovveride of ssglobal illuminiation.
ow nice
i will ty
try
where do i find it?
unless that's realtime light ๐
ah then that's prob realtime shadow
How do i improve ๐
i made this hallway in blender and i am experimenting with HDRP light and materials. So this is all a test ๐
shadow settings of the light and the hdrp settings are the place to look for that
yeah im always wondering what to change here:
maybe bring the slider for the last cascade to the right
?
by the way, if you turn off or reduce the ambient occlusion those weird shadows around the edges will go away
the green one?
O nice ๐
maybe it's better to do shadowmasks https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/Shadows-in-HDRP.html
will look into this
how do i get rid of this?
its not like... "sharp" or i don't know what to call is haha ๐
I would suggest using shadowmasks -- in the lighting settings where it says "baked indirect" choose "shadowmask" then increase the lightmap resolution
and rebake
ow will do that ๐ i will share the result with you
thanks for helping me btw your a good person!
if that doesn't work, increase the "scale in lightmap" in the mesh renderer inspectors for the objects
you're welcome!!
What would you set the lightmap resolution to you think?
the 25 you have may be enough, try it first
then just increase until you get sharper results
well in the game preview view its still the same but when I play its not there ๐ so thats good
Im baking a second reflection probe
You know what I've never understood ? Those light probe groups? How should i use them in this scene for example? And what do they do?
light probes are samples of indirect lighting in "open space"
you would use them to light moving objects or smaller, intricate objects that are not appropriate for lightmaps
ow okay coowl
is there any way you see in this scene where to use them? Or don't I have to?
you don't need them for this setup but if you have any more complex objects like plants or people or perfect spheres in the future you may need them
nice!