#Scene became unusually dark after baking

1 messages · Page 1 of 1 (latest)

steady cosmos
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Originally, there was only directional light and the indoor was quite bright.

Then I added an Area light and baked it but after that, I could see baked light but overall room got very dark.

I disabled Area Light but it's still dark. Not sure what changed.

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Maybe something got baked incorrectly and maybe I need to fix it or remove it but I'm not sure how.

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Maybe it's related to cache?

stone valley
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GI cache is only used by the editor internally

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Darkness seems unlikely to be related to the area light
More likely you changed something else in environment lighting settings, the scene objects or in light baking settings

steady cosmos
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How can I clear baked data?

stone valley
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Is my picture not showing where the "clear baked data" option is?

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If you never generated lighting before, then you'd only be seeing the results of your current settings and setup now

steady cosmos
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I have an idea. I think I have a backup. I'd repeat same again to see if same happens again.

stone valley
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Before baking all lights are rendered as realtime so you get some preview of their lighting
And before baking the scene uses global environmental lighting and reflections that are not occluded by any walls but illuminate everything evenly

steady cosmos
stone valley
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The ambient light probes are also handled by the same button that does light baking

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So it's possible you had temporary (outdated) environmental light probes before shining some light into the scene, and deleting baked light cache reset them to pure black

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Or actually not outdated, considering your sky has some lighting

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You can generate just the ambient light by unchecking Baked Global Illumination (as well as Realtime Global Illumination) and then Generating

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That gives you the correct "realtime" scene lighting

steady cosmos
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I'll show you soon

steady cosmos
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After first baking, I seem to get sunlight only through window and lights only a few walls in window/rectangle shape (shown in older screenshots).

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Now I don't understand it's normal or there's some glitch by default.

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When there's no light inside, room should be quite dark?

stone valley
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This is expected

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The ambient light and reflections are coming from temporary probes

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Generated from the sky by the editor

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If you clear baked lighting now, it resets those probes to black

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The scene lighting is applied evenly because there is no occlusion information to use in any form
The floor has no way to know it's occluded from the sky's light by walls

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That's what Global Illumination systems are for

steady cosmos
stone valley
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I don't know what result you are expecting

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If you disable baked (and realtime) GI as mentioned and then Generate, the ambient and reflection probes update to get correct lighting from your current sky material

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But the light from the sky won't be occluded indoors

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Maybe you don't mind that because now you can see indoors

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But if you want realistic occlusion you will have to bake lightmaps or other type of GI

steady cosmos
steady cosmos
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I want natural behavior. Like light should only make some bright spots on walls in window shape like in real life.

stone valley
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This includes light probes and reflection probes in the scene where applicable

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As well as your directional light to be Baked or Mixed for its light to softly bounce in the room

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Also important to follow every step required for baked lightmapping
meshes need to be set as GI contributors/receivers, and they need lightmap UV generation enabled if they're GI receivers

steady cosmos
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But the light from the sky won't be occluded indoors

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So it's not occluded now?

stone valley
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And you can see the sky reflected on the metal lampshade rather than the room, because of no reflection probes
You can use reflection probes without baked GI though, so reflections can be occluded

steady cosmos
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I guess I understood it correctly. To test, I added a shiny/smooth sphere in corner of room and upper half seems bright. Maybe that's sky that's being reflected. Although I don't see the sun in the reflection. Sun is visible when sphere is near window (so it's directly in front of sun).

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And that looks fake.

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So I guess I'd go with GI option checked.

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Also URP doesn't support realtime GI so baked GI is needed.

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I dont' know why realtime GI option is given here when URP doesn't support it. It makes the room a little darker but reflection problem is still there.

stone valley
stone valley
steady cosmos
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URP allows realistic lighting, but has URP-specific controls, a Universal Additional Light Data component, and does not support Realtime Global Illumination.

stone valley
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Some?

steady cosmos
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I'll show you

stone valley
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Works in 6.0 at least

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But you need to be aware of what kind of system it is
"Realtime" GI is not quite "realtime"

steady cosmos
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The Realtime Global Illumination system includes:

Lightmapping: This global illumination system uses a deprecated lightmapper called the Enlighten Lightmapper.
Light Probes: Light Probes have some additional functionality in this global illumination system.
The Universal Render Pipeline (URP), which the Creative Core pathway uses, does not support the Realtime Global Illumination system.

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You can search those words in that page to jump to that section

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After that I'm assuming it only supports baking.

stone valley
steady cosmos
stone valley
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(6.0 is what you really should be using anyway because newer versions are so buggy)

steady cosmos
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I'm using 6.0 LTS

stone valley
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Enlighten likely will be replaced by some APV probe based realtime GI system in the future, but we don't yet have any information on that

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Both baked and realtime GI do need light probes and reflection probes to work correctly though

steady cosmos
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I know only the "light probe group", which helps to light up non-static objects even in baked lights. I'm not sure this is the same light probe they're talking about.

stone valley
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It is

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Also for lighting static non-lightmapped objects (aka GI contributors) to save lightmap space and to avoid geometry that's problematic for lightmapping

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Important to note that Realtime GI is also a "baked lightmap" system
Or "precomputed" as they choose to call it to lessen the confusion a bit

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It has to generate a different set of lightmaps for all GI receiver mesh renderers, representing how they "could be" lit rather than how they are lit like ordinary lightmaps would

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Which is why it's a "static" lighting system
Light sources can be dynamic though

steady cosmos
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It must be something new

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Or maybe enhanced

stone valley
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Well, fingers crossed they are sure at this point

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They weren't ready to reveal any details like a year or two ago when they announced the deprecation of Enlighten realtime GI, and still haven't

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So I think there's a real chance removal of Enlighten will be delayed still

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But do you need realtime GI in this case?

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Whichever GI system you go with they have their own learning curve

steady cosmos
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Instead Baked GI. But yeah the sky is still reflected in that sphere. So to fix it, I need reflection probes right?

stone valley
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Yes

steady cosmos
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Okay. Cool thank you so much.

stone valley
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And meshes need to be Reflection Probe static

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And lights too

steady cosmos
stone valley
steady cosmos
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Ah

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I just checked it's already checked

stone valley
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Light static flags I don't think has any effect
But the Mode being baked/realtime/mixed

steady cosmos
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Yeah likely