#Thanks for your help! I used to use on

1 messages · Page 1 of 1 (latest)

cosmic jacinth
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Mixed lights are less performant than just realtime lights
They're the option for highest quality but least flexibility

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Your lightmap resolution is also quite low, and your GPU should be plenty powerful

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Just how many of those meshes are actually lightmap static

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If the grasses and bushes are included in the bake, it'd be no wonder it's taking ages

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I feel you might've skimmed over my advice about light probes
Is there something confusing about them?

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You will need light probes anyway, even if your static objects were all using lightmaps

cosmic gyro
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Again I appreciate so much your in-depth replies! I didn’t really skim over the advice I have no clue what light probes are but planning to do research to see

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You’re saying that mixed lights are less performant than overall realtime? The weird thing is that I had everything on bake except the directional light and it looked great

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I have like hundreds of grass objects and trees in the scene which is why I am trying to find the best way to render lighting

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Every single tree and grass entity is static in the scene 💀

cosmic jacinth
cosmic jacinth
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Which isn't practical at all

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It helps to think of light probes as points in space where lighting is stored during baking, as opposed to storing it onto pixels on the lightmap texture

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That lighting can then be interpolated to nearby objects so they can be lit by baked lighting without requiring lightmaps

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That's the only way to allow baked lighting to light up dynamic objects
But it's also very useful to let objects be lit with baked light without requiring lightmaps for them

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My remedy here would be to place probes and set the trees to receive GI from probes, as their great surface area and curvy geometry makes them ineffecient for lightmapping
Then also to exclude all the plants and other small objects from lightmap staticness entirely

rapid parcel
# cosmic jacinth Mixed lights are less performant than just realtime lights They're the option fo...

Are you sure about that? I'm still relatively new to Unity, but this runs counter to a lot of the reading and experimenting I've done so far - mind you all in HDRP.

My understanding of mixed lights was that they're somewhere between realtime and baked for performance as they use lightmaps for static objects and then real-time light/shadow for dynamic objects. Only the real-time part updates every frame.

What am I missing?

cosmic jacinth
cosmic jacinth
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All three mixed lighting modes light static objects with realtime direct lighting and baked indirect, incurring the cost and limitations of both
But the interaction with shadows differs

rapid parcel
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Ok. Looks like I have some learning to do as I'm still missing something.

cosmic jacinth
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Shadowmask and distance shadowmask modes are more expensive than realtime and baked combined, which is what the baked indirect would do

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Although baked lighting alone is usually a cheap part of the calculation

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The way the features are listed for them doesn't really give you an idea what they do

cosmic gyro
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Oh boy I know a lot less about lighting than I thought I did

rapid parcel
cosmic gyro
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I’m using URP for this proj but I don’t think that changes anything

cosmic jacinth
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Not for our purposes

rapid parcel
cosmic gyro
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So use Gi and light probes for the trees and disable the grass static option to reduce bake times

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Does baking lights really improve performance that much compared to real time lighting if I only have one directional light?

It seems like a lot of work for the baking process as opposed to just ticking real time

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this is how long it took yesterday with a resolution of 15

cosmic jacinth
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It is a lot of work to set up to work right, and whether it helps performance really depends on how big of a drain realtime lights are for your target device

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It's also the only way to get bounce lighting or areas that are occluded from ambient light

cosmic jacinth
cosmic gyro
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dark spots are where the lighting failed im assuming from what you said is where we need the light probes

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also seems to have some kind of fog, when i get closer to the object i see its lighting but further away its black

cosmic jacinth
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Light probes are kind of terrible for large objects, since they're per object (which Adaptive Probe Volumes aim to fix)

cosmic gyro
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yeah it said online to use the volume ones over probes if ur saying a render pipeline

cosmic jacinth
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APVs are in nearly all ways better than Light Probe Groups
But are newer and less stable, have more device limitations and more complicated to set up (but also less work due to their automatic nature)

cosmic gyro
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to avoid them being baked

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or a setting here perhaps?

cosmic jacinth
cosmic gyro
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ill tick the first option only as its easier to make them all have that

cosmic jacinth
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They should be 100% the same setting, just in two places for some reason

cosmic gyro
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if i disable GI, does it make them all dark when baking?

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since they wont be included in the baking?

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(sorry for the stupid qs im just tryin learn 💀 )

cosmic jacinth
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That means they are lit by realtime and mixed lights as well as light probes

cosmic gyro
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but if it was only on baked would that mean that no real time would contribute

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i have this setting off here for real time

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even though i have my light on mixed, is that ok 💀

cosmic jacinth
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Realtime GI is 100% different system

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it bakes a whole another set of lightmaps, which are also exclusive for static geometry

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Confusing isn't it

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Dynamic (non GI static) objects are lit by realtime lights, realtime part of mixed lights and light probes

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So if you've only got Baked lights, they can light dynamic objects only via light probes

cosmic gyro
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im acc gonna pass out

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so real time GI is a no no here

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so if i dont include it in the bake, unity will do some dynamic magic?

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💀

cosmic jacinth
cosmic gyro
# cosmic jacinth No magic, light probes

i dont have any light probes in my scene yet AND the confusing part is when i had my directional light on real time i had real time global illumination on OFF but it was still lighting it up without baking

cosmic jacinth
cosmic gyro
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interesting

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well yeah that makes sense

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no clue with that realtime global illumination thing is but i wont touch it 💀

cosmic jacinth
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Smart, I'd say

cosmic gyro
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if i dont put light probes my grass will be dark? 😭

cosmic jacinth
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Unaffected by any baked light, yes

cosmic gyro
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ahhhhhhhhhhhhhhhhhhhhhhhhhhhh

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so i NEED probes ok i will look into that lel

cosmic jacinth
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Yes

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That's why I've been hammering about them all this time

cosmic gyro
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yeahhhhh thanks for your help again, i shall dive deep in this lighting bs

cosmic jacinth
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Even though those aren't explicitly related to Light Probe Groups or APVs

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Either one of which you'll need going forward

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Note that LPGs are designed to supplement lightmaps, while APVs can even replace them in many scenes

cosmic gyro
cosmic jacinth
cosmic gyro
cosmic jacinth
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Not really
Cheaper than having probe groups I expect

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But it ignores occlusion and kind of defeats the purpose of baking lights anyway

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Have you considered not baking lights at all and using a simple lit shader for your materials with your one realtime light

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It seems like there's no practical difference between you using one realtime light vs mixed light + baking while sidestepping all the potential visual benefits of baking

cosmic gyro
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im a total bozo but these assets are from synty so im just using the material they come with 😭

cosmic jacinth
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Which is probably URP Lit

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Simple Lit works the same, just cheaper and uglier when that fits the need

cosmic gyro
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yeah i just want to have simple lighting but when i have real time vs mixed i dont see performance improvements ngl

cosmic jacinth
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I certainly wouldn't expect any

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You would rather compare realtime vs baked

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And consider the Simple Lit shader

cosmic gyro
# cosmic jacinth I certainly wouldn't expect any

playing around with light probes as volumes are only unity 6> and it seems to be ok? idk. I disabled all trees and grass from global illuminator (only let the big meshes like huge rocks and terrain)

am i placing those orbs correctly? im not getting any shadows on the trees but that might be becaused im using baked indirect

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shud i place probs that way across the whole path?

cosmic jacinth
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If the light and shadow do not change between the two points, the probes would be identical

cosmic gyro
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so in the space can i get away with only 4 probes?

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for some reason it seems that those probes are affecting the whole world not just the trees next to them

cosmic gyro
cosmic jacinth
cosmic jacinth
cosmic gyro
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and left lightmaps for the bigger stuff

cosmic gyro
cosmic jacinth
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Mixed lights are a level more complex than the two

cosmic gyro
cosmic jacinth
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Could advise whether it's an "expected" awful, or "problem" awful

cosmic gyro
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I’ll send some pics once home, thanks

cosmic jacinth
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It'll at least prevent from the realtime part of the light from covering up problems there might be

cosmic gyro
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I made all trees and grass get light from the probes instead of a light map

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Only issue with light probes is I did so much research and everyone explains how you’re supposed to put them when the light changes while each tree has a shadow that would take 10 years of placing

cosmic jacinth
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The trees themselves can only utilize one average of nearby probes, so they don't that much care for accuracy
I assume your ground is lightmapped so probes don't matter for it
And if your game is a driving one characters won't get to wade among the trees anyway?

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So in your case you should be able to have a probe every 20 meters or so to begin with, then create tighter clusters where they're needed

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Many probes can be selected and duplicated at once

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In scenes where precise placement is critical and the distances are both huge and complex, a script for probe placement will be very useful
(which is what APVs aim to fix by their nature)

cosmic gyro
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Ahh I see so I can get away with less probe accuracy. I have my probes every 5 or so meters now

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My ground is indeed light mapped the mesh is at least

cosmic gyro
cosmic gyro
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for instance, this is realtime

cosmic jacinth
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Could be worse, considering

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Baked shadows will always be of much lower resolution than realtime, but especially in soft lighting conditions can be adequate

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The main problems seen there are because the ground's mesh topology is really not clean

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And there's a lot of lightmap area on the ground that has no shadows at all, so it's not doing anything other than hogging up resolution space
If you were really leaning into baked shadows, you could cut the ground into regions that have different lightmap resolutions, so the resolution is much higher where there's shadow

cosmic gyro
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yeahhhhh the ground was a mess to model

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i think im juwst gonna take the performance hit 💀

cosmic jacinth
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But you probably won't be leaning into purely baked lights so it's not the first choice

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Another thing this test tells me is that baked lightmaps are barely doing anything for your scene

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The light comes down from fairly directly up, so almost everything is evenly lit

cosmic gyro
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yeahhhh

cosmic jacinth
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That means you're not seeing much any of baked lighting's advantages

cosmic gyro
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so if my light is on real time, do i need to bake? because if i dont bake the scene is all dark (since i deleted the baking data)

cosmic jacinth
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Which means you might as well go just realtime if you were planning to go with mixed
Since mixed just adds complexity and expense for no visual gains here

cosmic gyro
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yeah it makes sense im gonna go real time like before but should i be ch eckng the realtime global illumination

cosmic jacinth
cosmic gyro
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so we are still baking

cosmic jacinth
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Well, the definitions get fuzzy at this point ^^

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Baking usually refers to a raytracing process

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Generating with no either type of GI doesn't do that, it just renders the skybox into one global reflection probe and "ambient" light probe

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The scene gets dark because without that one probe there's no environmental light at all

cosmic jacinth
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The difference is that lightmaps from it react to realtime lights

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It can be pretty great since it's capable of simulating dynamic bounce lighting from a sun that rotates in a day night cycle

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But it's technically precomputed so the light applies only to static surfaces as well as light probes (thus dynamic objects too as much as probes allow)

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More expensive to run though, and just as complex as baked GI to set up