#What is this lightingdata?
1 messages · Page 1 of 1 (latest)
It contains the baked data, including APVs
So you do need it
Seems to make it lighter on bake I just had a increase the density... I did a 0.4 minimum but do you have any typical values you'd use in a dark house?
Depends on how much lighting variance you need relative to objects in the house
If you have no detail objects in it, 0.4 could be even too much
If you do have many, it could be way too little
Can you give some average example of both situations?
I don't really have those
Each probe in the volume is a point of stored lighting
You only need them where the lighting changes in a meaningful way
That can happen in occluded crevices and spots between light and shadow, for example
You only need enough probes that the changes in lighting in space are adequately represented by them
Yeah I got a more expected result at 0.3-06 but now the walls are splotchy in some bits
There's some official videos about APVs on the Unity youtube channel which are good
I watched one with a tent in the desert but a lot still left me confused
Splotchiness is typically due to low sample counts
APVs require pretty big sample multipliers on average
But it can be also be due to resolution if the splotchiness is less random and more inaccurately capturing nearby light sources or light bounces
Ah my sample counts are set really low I guess
What would you set an indoor sample count to on average indoors vs outside then?
Not really "averages"
Start with default sample counts and crank up the multiplier between bakes to see if the noise is affected
Any non-direct light is prone to requiring a lot of samples
So it depends on the lighting conditions
Emissive materials when used as light sources for example
And light that's reflected from surfaces will scatter the rays a lot, also requiring samples
Especially so if the light source is very close to a reflective surface
Like a wall or a lampshade
All light hit by such a surface will be calculated as indirect light
Which are noisy because they scatter
im scared of crashing so ill just bump them up a bit at a time
which one is most important?
are they supposed to go up a tick together
oohhh
It's possible to also bake lightmaps with APVs, so that allows them to use separate sample counts
As lightmaps need much fewer
I went up to 8x, it seems that 5x was probably enough, but that seems to have fixed it now i just wonder why one of the lights has a tendency to go reach where it shouldnt
Hard to see much
You could turn up the camera exposure to reveal the light that's there
and/or use the rendering debugger's APV view which also allows you to adjust the exposure for preview iirc
The last image shows a scenario where you have object geometry so close to a light the probe resolution might not be enough
But because it's only an apparent problem with a single lonely probe, it could also be fixed with probe volume adjustments
Like virtual offset
it seems its lighting up 4 probes there
in this case would i need to raise it or lower it?
With virtual offset you'd offset the affected probes away from the light they're not supposed to be lit by
So that when lighting is calculated, they don't catch the light rays
That said there could be some other issue, as it doesn't really seem to make sense why those probes are lit and so brightly too, so out of place
i moved the APV override box to be isolated to the inside of the house and now the light looks spread more evenly so i guess thats more accurate?
previously the box was extending out quite a bit outside of the cabin, does that make sense as to why the result was off?
I'm guessing its really important to box that in properly?
I just used "fit to selection" previously
Not particularly, unless you changed other settings
Even if you had a scene-wide APV it still uses the same logic to determine placements and high and low resolution bricks
But just moving the volume a bit will cause subtly different generation results despite the same logic used, which may have been enough to fix or at least improve the light distribution error
Not a proper solution though