#Struggling trying to understand why my lightmaps are baking so poorly

1 messages · Page 1 of 1 (latest)

dense palm
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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

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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)

vagrant pumice
dense palm
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any other tips of advice/sources, i've looked at a lot of videos before

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baking lighting has always been an issue for me

iron tangle
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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

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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

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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

vagrant pumice
dense palm
dense palm
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I guess I would need to find those documents somewhere

dense palm
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i'm actually reading into the documents now and gonna try out the "one step at a time process"

vagrant pumice
dense palm
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sorry that took a hot min

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they are on the lower end which ik doesn't give great results

vagrant pumice
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Is this for a game or just like a little project you have?

dense palm
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a little project

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i want to be able to walk in the room i made in blender in VR

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i use to use vrchat to achieve that but that went.. ehhh well enough

vagrant pumice
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Ahh on Quest or PCVR?

dense palm
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i've been trying to acomplish this for quite some time now-

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many ups and downs 😅

vagrant pumice
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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?

dense palm
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aw man no gifs yet

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my fault

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yeah sure i gotchu

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oh yeah that's looking better from the jump

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time to render

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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

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when you look at it from any other angle it looks great

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also yes i got the goat here, reflection probe

vagrant pumice
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Nice I was about to say that

dense palm
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believe me i've watched a lot of tutorials im growing desperate to leanr how to bake lights

vagrant pumice
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But make sure there’s one in every room!

dense palm
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so like even the closet and bathroom?

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(rn it's just one room)

vagrant pumice
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yes, are you in URP?

dense palm
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yes

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i am no longer bound by VRchat 🤣

vagrant pumice
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Okay, yeah put a probe in every room otherwise the objects in that room will reflect the wrong thing

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Also ensure you have reflection probe blending in the URP settings

dense palm
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where could i find that-

vagrant pumice
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where the shadow settings are

dense palm
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oki

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i gotta be real with you i can't find it 🥺

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i tried googling and everything

vagrant pumice
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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.

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It should be a little check mark called “reflection probe blending”

dense palm
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ohhhhhh

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i would have never found it 😭

vagrant pumice
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You might have it on already. Also ensure box projection is enabled too

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Both on the URP settings and the individual reflection probe settings

dense palm
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it's on already 😭

vagrant pumice
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Nice, and make sure the reflection probe box fills the designated room

dense palm
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No one can deflect 20 meter radius Emerald Splash

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i get the whole lightmapper being fine, still doesn't explain this abomination 😭

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something tells me using bloom to light stuff aint the same as it is in blender-

vagrant pumice
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Not really sure what’s happening there, is there a light?

dense palm
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yes, well there isn't suppost to be light reflecting there

vagrant pumice
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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

dense palm
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ahh i see

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so this is what im trying to recreate

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this was a blender cycles render

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this was the netflix adaptation

vagrant pumice
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Haha it’s getting there, I don’t see the carpet though? What happened with that?

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Also did you apply a tonemapper?

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in the post processing

dense palm
dense palm
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that would explain why things look... dusty? and not bright ansd saturrated

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i threw it in the camera

vagrant pumice
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I believe that’s the built-in render pipeline post processing

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try the URP one

dense palm
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ah-

vagrant pumice
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Does that one work with URP?

dense palm
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well it should

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i just dont know how-

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how would i go about doing so

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i dont see anything about tonemapping in the settings

vagrant pumice
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The post processing stack v2 which is the one you are using should work with URP and has tone mapping. Set it to ACES

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Should be in the color grading effect

dense palm
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so here

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and set it to ACES

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also tried removing the emissions and somewhat fixed the issue albeit not by much

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how is that fair 😭

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k the next best idea would be to redo the model in blender and maybe that might fix things

dense palm
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and finixing the model didn't do sht 😭

dense palm
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well i sorta fixed it

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welp that's as good as it's going to get without cranking the settings

vagrant pumice
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You could also use APV/Light probes for that specific mesh.

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APV is one of my favorite things, it’s so powerful.

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APV is useful for things that are dynamic, tiny, or just don’t work well with the lightmapper

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APV is essentially just automatic placement for light probes

dense palm
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APV?

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I actually did add light probes. I heard it's good practice

vagrant pumice
dense palm
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😭

vagrant pumice
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Nice you should just ensure your dynamic objects are set to not static

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And perhaps that wall too

dense palm
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Yeah I did that

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Also I'm using unity 2022

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Idk if that unity 6 or not

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It's like the legacy build

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Cause it's close to the one VR chat hub uses

vagrant pumice
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That’s fine you can just light probes

dense palm
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Alright bet

vagrant pumice
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Make sure there’s a fair bit of them in each room

dense palm
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Oop-

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Oh wait nvm

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Cause I low key kinda spammed them 🤣

vagrant pumice
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That’s good, you want a fair amount of them

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Now try setting that wall to non static

dense palm
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the whole mesh is set to non static

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oh wait does that mean check or unchecked-

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cause rn the walls seem to be doing a fine job minus a few dots

vagrant pumice
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if that one isstill having issues

dense palm
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oh pfffff 🤣

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nah you good

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while not aiming for perfection i guess i can try it with non static

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let me cook

vagrant pumice
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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

dense palm
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oh yeah i remember a video talking about that

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i think despite the bleeding baking is better-

iron tangle
iron tangle
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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

dense palm
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ohh i see

dense palm
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or is this a unreal engine thing/ my skillset is just not there yet

iron tangle
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It really depends what features you can use

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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"

dense palm
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i guess the other tradeoff would be needing an RTX 6090 graphics card to run it-

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i think especially what i'm trying to do, i'm aiming for performance while also having it look good

iron tangle
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Doesn't everyone?

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Those terms don't really mean much

dense palm
iron tangle
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Trying but failing

dense palm
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i guess i want that somewhat realism effect but i need to know if im being realistic or not

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and i was mostly inspired by all the cool VR chat worlds that i see

iron tangle
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The scene has a lot of reflections and specular bounce lighting in general that cannot easily be recreated in realtime graphics

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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

dense palm
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yeah

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so i need to be grounded in a sense, you catch my drift? Wanna be ambitious but realistic

iron tangle
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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

iron tangle
dense palm
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Interesting, this is very good information

iron tangle
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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

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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

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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

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Reflection probes are great at capturing reflections, but really crap at projecting them with spatial accuracy

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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

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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

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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

dense palm
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this is all amazing information (i promise im paying attention)

iron tangle
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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

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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

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So, I would read the lighting part of the documentation and practice each feature in a much smaller test scene

dense palm
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i see

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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
iron tangle
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Yes

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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

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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

dense palm
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i see