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I have a direct light above and this emission material
I've had this issue with point lights aswell
I'll test a point light
Point light fixed
in the end its a very dark place with a small light source.
Its possible that this cause problems.
You could increase the bounces and samples of the light.
Hm okay
Best way would be to fake the light in your room there i guess
Thanks do you have any clue why only the corners get light with the emission?
which corners
The rest of the strip is bloom and the corners are getting a shit ton of light
Let me disable bloom
It doesn't seem like any light is actually coming from the rest of the strip
It does, but the light has nothing to shine on.
In the corner it shines directly on the other wall.
if you place a plane with 90ยฐ angle there in the middle of the line, it would look the same
Think I could circumvent that a little by rounding corners?
Damn thats so weird I added a cube and the other side of the cube even has issues
I would try to use a nice amount of emission on this line so it does LOOK LIKE its birhgt enough to light up the room and add bloom to it.
But to light up the room i would add some area lights i guess to just make it look like that your strips are lighting it up.
Gamedesign or Lighting is often just the art of faking things ๐
Just want to check I'm not shitting myself with these settings
Is the texels, bounces, samples all okay?
are you using bakery?
Indeed I am
thats why you cant see UV Overlap. lol
Sorry thought you knew, I mentioned that prior to when you joined in it**
unity is not supporting the debug views for bakery lightmaps
Ohh
which unity version are you using?
i used bakery a while ago, too.
I just switched back to the unity lightmapper, since it can handle GPU Lightbaking.
i think the unity light baking workflow is way easier than bakery
Isn't bakery based on gpu
it is
but back in the day, unity was CPU based, thats why bakery was so good, because it used the GPU ^^
But today, unity is using GPU too
maybe give the unity lightmapper a try and see how it works
here are some quite good settings i use, if you want to try it
Unity lightmapper seems SOOO much more slower especially since I'm doing vrchat world development I have a lot of stuff to keep checking
I'll give it a shot I guess
(if you use CPU, its slow, yeah)
With your settings
and this is just one third of the resolution you used with bakery
30 seconds?
sure, but do you want to have dozens of 4k lightmaps in your VR-Chat Map? ^^
thats like hundreds of MB just for Lightmaps
true
you should try to get away with maybe a few 2k lightmaps maximum
is this amount of uv overlaps ok?
I'm not sure what's causing them
Gonna try fixing it by adding some island margining
you can see whats overlapping here
in my case, i have overlapping too, but its not visible, so i dont care for it
I fixed the overlapping
if you dont want this dark edges, try to uncheck AO
increase texel resolution
and i guess it will look good
What texel res should I go for
Start with maybe 50 and go down as low as possible as long as you can live with the quality ^^
the lower it is the lower will be the size of your lightmaps later on ๐
Oh shit bakery lighting is fixed
im doing VR Development for Quest 3 and i alway try to get away with one 1024x1024 lightmap for an indoor scene.
How many bounces / samples for global illumination are normally used?
that what i send you
Oh right the picture
you can increase it, but it will make the baking process longer
Oh sweet I'm looking to upgrade to a quest 3 eventually, isn't the resolution on it crazy?
its great yeah ๐
I might OC my quest in the meantime because I PCVR