I've been trying to import my "Dream Room" Into blender for quite some time yet i find that the lighting always ends up being poor, i've tried many solutions from generated UV's to trying to fix the mesh in blender, i was wondering if there was something i'm missing as i was able to bake lighting fine in the past. i'm not sure where im going wrong whether it be im not setting up things correctly or the mesh is to complex
#Struggling trying to understand why my lightmaps are baking so poorly
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i want to try and recreate this render to the best of my extent ( don't think it's possible in unity but i'd like to get close)
Perhaps try some tonemapping?
hmm i can look into that
any other tips of advice/sources, i've looked at a lot of videos before
baking lighting has always been an issue for me
Your best tool would be familiarity, which you get with practice
So start simple, bake some cubes, then the room alone, then add a couple of objects
Read the docs about every system you are using
Baked lighting is more than one system working in tandem, and there's many different ways to use them because each has specific advantages and disadvantages
For example small and complex objects are the worst for lightmapping, and work much better with APVs instead if you cannot use light probe groups with them
Baked lighting is intrinsically connected to lighting, which in turn is linked to post processing so it's important to understand and practice them too
How does your lightmap settings look like?
Not great all things considered
Ahhh. This is really great advice actually
I guess I would need to find those documents somewhere
i'm actually reading into the documents now and gonna try out the "one step at a time process"
Could you send a screenshot?
one second please
sorry that took a hot min
they are on the lower end which ik doesn't give great results
Is this for a game or just like a little project you have?
a little project
i want to be able to walk in the room i made in blender in VR
i use to use vrchat to achieve that but that went.. ehhh well enough
Ahh on Quest or PCVR?
PCVR
i've been trying to acomplish this for quite some time now-
many ups and downs 😅
Ah okay, well you can first bump up to 2k resolution, maybe even 4k. Set lightmap resolution to like 60-80. And padding maybe around 40?
aw man no gifs yet
my fault
yeah sure i gotchu
oh yeah that's looking better from the jump
time to render
it's better but i seem to be running into the same issues the last time i tried this where the door frames would be block for some reason and my panels would be doing... whatever this is
when you look at it from any other angle it looks great
also yes i got the goat here, reflection probe
Nice I was about to say that
believe me i've watched a lot of tutorials im growing desperate to leanr how to bake lights
But make sure there’s one in every room!
yes, are you in URP?
Okay, yeah put a probe in every room otherwise the objects in that room will reflect the wrong thing
Also ensure you have reflection probe blending in the URP settings
where could i find that-
where the shadow settings are
I will say, I believe your lightmapper is as good as it can get. So you should focus more on the actual lighting of your scene: placement of lights, intensity of lights, etc.
It should be a little check mark called “reflection probe blending”
You might have it on already. Also ensure box projection is enabled too
Both on the URP settings and the individual reflection probe settings
Nice, and make sure the reflection probe box fills the designated room
No one can deflect 20 meter radius Emerald Splash
i get the whole lightmapper being fine, still doesn't explain this abomination 😭
something tells me using bloom to light stuff aint the same as it is in blender-
Not really sure what’s happening there, is there a light?
yes, well there isn't suppost to be light reflecting there
Also a little way I make sure that the reflection probes are working is I grab a shiny metallic ball, and drag it around the room and make sure the reflections look right
ahh i see
so this is what im trying to recreate
this was a blender cycles render
this was the netflix adaptation
Haha it’s getting there, I don’t see the carpet though? What happened with that?
Also did you apply a tonemapper?
in the post processing
i did not-
i'm pretty sure particle physics works differently in unity than blender
that would explain why things look... dusty? and not bright ansd saturrated
i threw it in the camera
ah-
Does that one work with URP?
well it should
i just dont know how-
how would i go about doing so
i dont see anything about tonemapping in the settings
The post processing stack v2 which is the one you are using should work with URP and has tone mapping. Set it to ACES
Should be in the color grading effect
so here
and set it to ACES
also tried removing the emissions and somewhat fixed the issue albeit not by much
how is that fair 😭
k the next best idea would be to redo the model in blender and maybe that might fix things
well i sorta fixed it
welp that's as good as it's going to get without cranking the settings
You could also use APV/Light probes for that specific mesh.
APV is one of my favorite things, it’s so powerful.
APV is useful for things that are dynamic, tiny, or just don’t work well with the lightmapper
APV is essentially just automatic placement for light probes
Yes it’s a new feature part of Unity 6
https://docs.unity3d.com/6000.0/Documentation/Manual/urp/probevolumes-concept.html
😭
Nice you should just ensure your dynamic objects are set to not static
And perhaps that wall too
Yeah I did that
Also I'm using unity 2022
Idk if that unity 6 or not
It's like the legacy build
Cause it's close to the one VR chat hub uses
That’s fine you can just light probes
Alright bet
Make sure there’s a fair bit of them in each room
That’s good, you want a fair amount of them
Now try setting that wall to non static
the whole mesh is set to non static
oh wait does that mean check or unchecked-
cause rn the walls seem to be doing a fine job minus a few dots
oh pfffff 🤣
nah you good
while not aiming for perfection i guess i can try it with non static
let me cook
Anything you want to be lit through baked lighting, set it to static, anything else, set to non static which will then be lit by light probes
oh yeah i remember a video talking about that
i think despite the bleeding baking is better-
PPSv2 package does not support URP or HDRP
Both of them only use their Volume framework for post process overrides
More precisely than "good practice" they're the only way any non-lightmapped mesh ("Contribute GI static" or not) can receive baked diffuse lighting
If everything is receiving GI with lightmaps in your scene, probes will not serve any purpose
APVs are similar to light probe groups, but the big difference is that objects can only be lit by the average of nearest light probes
Whereas APVs can light objects with multiple probes positionally so they're more like voxel lightmaps
ohh i see
Given that you seem to know quite a bit, am i delusional to think that recreating lighting like this in unity is possible?
or is this a unreal engine thing/ my skillset is just not there yet
It really depends what features you can use
With HDRP's Path Tracing you'd get a result that can match the Cycles render quite precisely
But like Cycles it won't be quite "realtime"
i guess the other tradeoff would be needing an RTX 6090 graphics card to run it-
i think especially what i'm trying to do, i'm aiming for performance while also having it look good
Not to AAA studios 🤡
Trying but failing
i guess i want that somewhat realism effect but i need to know if im being realistic or not
and i was mostly inspired by all the cool VR chat worlds that i see
The scene has a lot of reflections and specular bounce lighting in general that cannot easily be recreated in realtime graphics
I think you mentioned wanting the room in VR so that would be a pretty significant requirement to consider when choosing the tech to use
yeah
so i need to be grounded in a sense, you catch my drift? Wanna be ambitious but realistic
HDRP's ray tracing features would get you the closest result after path tracing, with realtime performance (or as realtime as RTX can be)
But ray tracing and HDRP entirely are likely out of the question if you need it to run in VR
Realism on a performance and resource budget practically means limiting your scope to objects that are easy to make "realistic"
So ambition is rarely an option, unless you have a bunch of experience already
Interesting, this is very good information
The only way graphics can reach realism or photorealism is by limiting them to what you know plays to its strengths and hides the flaws, regardless of resources really
The first Toy Story was far ahead the competition in visual realism when it came out, and that's likely in no small part thanks to the choice to make the characters toys
Their material and lighting tech were impressive, but had a hard time with anything that wasn't plastic or similar enough
In your situation if you want to make a scene you won't struggle with, learn what lighting features are available to you and what they can do
Reflection probes are great at capturing reflections, but really crap at projecting them with spatial accuracy
So the neon strip bordering the ceiling is a nightmare
Because the area is concave, it can't be represented by a reflection probe's box volume
And because the ceiling is relatively polished, the reflecting light can't be baked because baked lighting is purely diffuse/matte
Screen space reflections (which URP doesn't support officially) could handle complex reflection sources like that, but it can only do sharp reflections which is again a problem because the ceiling is not polished enough for that
Not the biggest deal if you have to change the ceiling or the neon to circument those issues, but an example of issues you may face
this is all amazing information (i promise im paying attention)
Bathroom floor could have the same issues, but if the room is boxy enough, a box projected reflection probe may be able to deal with it
The more you use the various lighting features, the more you also learn to design the environment around the tools you have to avoid running into their limitations
So, I would read the lighting part of the documentation and practice each feature in a much smaller test scene
i see
Alright i think my key takeaways are
- I can look into HDRP To make my room look like how it did in blender at the cost of performance and no VR
- Increase the Lightmapping to fix some of the bleeding
- Read Documentations
- Know the limits
Yes
Because Cycles is a path tracing renderer, it can always surpass the limits of all types of realtime lighting out there
So it's not a fair comparison or a realistic goal
Some scenes can look exactly the same as path tracing with only realtime rendering techniques, but that'll be only because the scene is designed to not go beyond the limits of realtime rendering
For lightmapping in particular you'll need this: https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
i see