#well these are the effects, when i turn
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i forgot xd
hold on lemme snap somethin rq
oh yeah, this is how i want it to look
but yk when i generate lighting it looks ugly
BUT generating fixes the build light problem i think
ok. Show me the same view.
One screenshot with normal lighting
and one after hitting generate lighting.
Need to have an overview ^^
yessir
im a little confused right now ^^
should i show the lighting gizmos?
you can
ok so this is before i generated lighting, aka after i build these will become pitch black with only emmisions remaining. THIS is how i want it to look
and THIS is after i generate lighting, these maintain the lights after build but look ugly
and this is gizmos for lighting (before and after picture for generate)
1: It looks like you have no uv-lightmap generated for this piece. That can be found in the import settings of your model.
2, 3, 4: I think they are not set to static. That means they wont receive light from baked lightsources. If you want them to be lit, set them static. If they need to be dynamic, you need light probes.
Overall the scene is brighter when baking, because the light is bouncing. Thats why baked light looks more realistic than realtime light.
You could lower the intensity of the lights or deactivate bounces of the light.
oh wow that is correct
i just checked the black models and they're all not static
niceeee thanks jit, Ill make all non statics statics, and change everuythig so it looks like original
everything that will never move, can be set to static.
but how should i deal with the cashier cuz he will move
but moving parts, like the person behind the table there (if it moves) should not be static.
"If they need to be dynamic, you need light probes."
OHHHH so thats what light probes are for xd
light probes are like small objects in the scene, that receive the baked lighting information.
They will store the information and give it to dynamic objects, like your cashier.
no problem ๐
You can try to fix those problems now and come back with new problems.
If you like: we have a small gamedev community on our discord, where we handle problems like this.
I can invite you via PM
yea sure why not
for the outside part:
You already have this bad gradients before baking
i need to figure out what that could be.
But the completly bright top part of your building could also because by no "generate uv lightmap" ticked in the import settings.
#archived-lighting message this particular issue looks like a symptom of custom post processing, rather than lighting
But it's hard to tell just from that
Best preview the build without any custom post processing, or even without post processing at all