#and when I turn the light

1 messages · Page 1 of 1 (latest)

steady bay
#

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

unkempt marsh
#

same result

#

if I change intensity multiplayer in environment, I get a change, but my car is still visible....

#

oh wait

steady bay
#

You shouldn't be changing environment lighting intensity multiplier

unkempt marsh
#

yeh

steady bay
#

Nor the reflection intensity multiplier

#

They should 1:1 match the skybox

unkempt marsh
#

hum

steady bay
#

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

unkempt marsh
steady bay
#

Which will be used for nonspecific enviornmental lighting for matte and glossy materials respectively

unkempt marsh
#

real time not working

steady bay
#

Sure it's baked with Realtime GI enabled?

#

Baked aka "Generate Lighting"

unkempt marsh
#

yes, I pressed the “Generate Lighting” button, is there an option to activate it as well?

#

may be an interferance with URP `?

steady bay
steady bay
unkempt marsh
#

yeah, is enabled

steady bay
# unkempt marsh 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

unkempt marsh
#

after Light probe group

#

and reflection probe

#

all its red :0

unkempt marsh
#

@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.

steady bay
unkempt marsh
#

no change

steady bay
#

That doesn't sound right

unkempt marsh
#

if I want consistent lighting, however, I'm obliged to unsubscribe the multiplayer via script.

steady bay
#

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

unkempt marsh
#

in theory

#

@steady bay Chat gpt, tells you to update the environment with DynamicGI.UpdateEnvironment()

#

but performance-wise I'm not sure xD

steady bay
#

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