#What is this lightingdata?

1 messages · Page 1 of 1 (latest)

neon palm
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when I bake with adaptive probe volumes it appears, the scene goes way too dark unless i set that to "none" ...

Do i need that?

smoky gate
neon palm
smoky gate
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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

neon palm
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Can you give some average example of both situations?

smoky gate
# neon palm 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

neon palm
smoky gate
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There's some official videos about APVs on the Unity youtube channel which are good

neon palm
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I watched one with a tent in the desert but a lot still left me confused

smoky gate
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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

neon palm
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Ah my sample counts are set really low I guess

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What would you set an indoor sample count to on average indoors vs outside then?

smoky gate
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Not really "averages"
Start with default sample counts and crank up the multiplier between bakes to see if the noise is affected

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Any non-direct light is prone to requiring a lot of samples

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So it depends on the lighting conditions

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Emissive materials when used as light sources for example

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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

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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

neon palm
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im scared of crashing so ill just bump them up a bit at a time

neon palm
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are they supposed to go up a tick together

smoky gate
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"Light Probe Sample Multiplier"

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You can leave the sample sliders where they are

neon palm
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oohhh

smoky gate
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It's possible to also bake lightmaps with APVs, so that allows them to use separate sample counts
As lightmaps need much fewer

neon palm
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yeah thats

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im seeing it go away more and more for each +1

neon palm
smoky gate
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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

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Like virtual offset

neon palm
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it seems its lighting up 4 probes there

neon palm
smoky gate
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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

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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

neon palm
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I'm guessing its really important to box that in properly?

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I just used "fit to selection" previously

smoky gate
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Not a proper solution though