#and when I turn the light
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Looks like your sun is blasting from below the ground
For that the visual result would be expected
You should reset your environment lighting Intensity Multiplier and environment reflections Intensity Multiplier both to 1
They may skew the results otherwise
Procedural skies get darker when your sun goes below the horizon, which is realistic
But your sun is still fully bright and illuminating objects from below, so you also need to separately dim its intensity when it reaches such angles
Or enable shadows and have some mesh geometry blocking the light from below
same result
if I change intensity multiplayer in environment, I get a change, but my car is still visible....
oh wait
You shouldn't be changing environment lighting intensity multiplier
hum
Iirc you need to be in Play mode for Realtime GI to do its thing
Why the directional light is apparently getting through the ground could be if your ground is one sided, so it's not casting any shadow from below
What's important to understand is that the skybox alone cannot light up anything
So the scene has one ambient light probe and one reflection probe
Realtime GI allows the skybox to be copied in realtime to those two probes
Which will be used for nonspecific enviornmental lighting for matte and glossy materials respectively
real time not working
yes, I pressed the “Generate Lighting” button, is there an option to activate it as well?
may be an interferance with URP `?
I don't recall any such
You had Realtime GI checkbox enabled before in an earlier screenshot
Double check that it's still enabled for this generated lighting
yeah, is enabled
Then I don't really have more ideas off the top of my head
The best way forward might be to do a new test scene with just the default meshes and practice using the Realtime GI system step by step
It might need a reflection probe component (in realtime mode), and maybe a Light Probe Group component separately from the scene's integrated probes
@steady bay, hello 🙂
I've changed some things, I've got some honeyed results with a lighting color environment.
What's weird is the reflection on the skybox materials.
Did you try with a realtime type reflection probe component whose bounds encompass the playable area?
no change
That doesn't sound right
OK, THEN after testing, it's OK. That's better. But if I want a dark environment, I have to reduce intensity multiplayer in environment lighting.
if I want consistent lighting, however, I'm obliged to unsubscribe the multiplayer via script.
You should not have to tweak any ambient intensities if you fade the direcitonal light intensity
Doing otherwise would cause a mismatch between the sky and its lighting
At least in theory
in theory
@steady bay Chat gpt, tells you to update the environment with DynamicGI.UpdateEnvironment()
but performance-wise I'm not sure xD
Partially true
That refers to the other realtime environment lighting that relies on custom scripts rather than the Realtime GI system
And that method alone is not enough
It only updates the ambient probe (even though documentation implies that it updates the reflection probe cubemap)
So you additionally need something to take care of the reflections anyway, like the realtime reflection probe
Realtime probes and UpdateEnvironment both have a noticeable performance cost
It'd be ideal to use the Realtime GI if it didn't require a realtime reflection probe, but I don't recall if there was a way