Hey I have a question: at 1:46 how are you able to debug the object's boundaries with Debug.DrawLine? I've seen multiple videos of game developers using this same technique, however they've never really explained how it's done. Other than that great video!
how do you bake just parts of a large scene? for example, i have a huge scene and i don't want to re bake the parts that already look good and for testing purposes i want to see the intensity of the light on objects and then may make further adjustments. is there a way to bake say just a building and then move on the next bulging i want to bake and unity would save the maps for the entire scene?
Yo homie where can I hit you up to get you in touch with my friend about the world commission I told you about? I left a comment here with my discord but I think it got deleted automatically. And the link to your discord is invalid.
Sorry, noob question. When I bake my lighting it makes a complete mess. Everything is covered in some kind of cubist art, like it's completely lost track of where it is in the lightmap. Do you have any pointers about where to start looking for the cause? I've tried clearing the cache and starting from scratch. I've wondered whether something in import is corrupt in some way. Any pointers gratefully received.
Could have something to do with your meshes. What i do when that happens is find what mesh is doing that and export it as an fbx and bring it back in and click generate lightmaps in the settings of the mesh
@@iconoclass I credited you for your tutorials in my new world that I released recently. It's called Sunset Shores Suite, currently on Community Labs as of typing this. Thanks again for your tutorials and I hope to see more new content soon! 🧡
Title is misleading. He questions should you bake or not. These is not a single little information for "Baking Lighting for Large Unity Scenes". Thanks for stealing my time. I disliked and reported the video. Ones who saw my message. Please do that too
definitly, he is an ass. But he is true, indeed you are not telling how to proper bake lights on large scenes/terrains but only if we should do or not. He may be like me, who have been for days searching how to impr0ve performance trough baking terrain light instead of using realtime....@@iconoclass
Hey I have a question: at 1:46 how are you able to debug the object's boundaries with Debug.DrawLine? I've seen multiple videos of game developers using this same technique, however they've never really explained how it's done. Other than that great video!
idk what you are talking about. the lines are the light probes
@@iconoclass Oh okay thank you, I thought it was some collision debugger. When you selected the object I thought that it was the capsule's boundaries.
When I hit bake I get the lights but no shadows. Any ideas?
Got over half way through before I realized he was talking about great worlds
how do you bake just parts of a large scene? for example, i have a huge scene and i don't want to re bake the parts that already look good and for testing purposes i want to see the intensity of the light on objects and then may make further adjustments. is there a way to bake say just a building and then move on the next bulging i want to bake and unity would save the maps for the entire scene?
The Bakery add on has light sectors which do that. You'd have to buy the asset and then look at it's documentation.
Are the assets and scenes from the video included in Tutorial Tier?
no they are from a unity asset pack assetstore.unity.com/packages/3d/environments/fantasy/eternal-temple-65780
Yo homie where can I hit you up to get you in touch with my friend about the world commission I told you about? I left a comment here with my discord but I think it got deleted automatically. And the link to your discord is invalid.
Iconoclass#0567
Sorry, noob question. When I bake my lighting it makes a complete mess. Everything is covered in some kind of cubist art, like it's completely lost track of where it is in the lightmap. Do you have any pointers about where to start looking for the cause? I've tried clearing the cache and starting from scratch. I've wondered whether something in import is corrupt in some way. Any pointers gratefully received.
Could have something to do with your meshes. What i do when that happens is find what mesh is doing that and export it as an fbx and bring it back in and click generate lightmaps in the settings of the mesh
@@inkedalien Thanks. It was something to do with faces having textures on both sides. These engines are inscrutable...
@@Aaron628318 If you select the mesh you imported and go to the model settings, make sure you have 'Generate Lightmap UV's' selected.
@@Jessel3189 Thanks for your reply but I gave up with Unity months ago!
"My Discord" is not working for me. Invalid invitation on Discord.
I pasted the link in a community post you can join thru there
Can you do a ladder tutorial pls
no
@@iconoclass bros based
Do you have a new link to your Discord server? The one in the description doesn't work.
No I don't
@@iconoclass I credited you for your tutorials in my new world that I released recently. It's called Sunset Shores Suite, currently on Community Labs as of typing this. Thanks again for your tutorials and I hope to see more new content soon! 🧡
Very helpful
Title is misleading. He questions should you bake or not. These is not a single little information for "Baking Lighting for Large Unity Scenes". Thanks for stealing my time. I disliked and reported the video. Ones who saw my message. Please do that too
what is wrong with you
Bro got no chill💀💀
おいおい。気に入らない動画を通報するとはヒドイな。
definitly, he is an ass. But he is true, indeed you are not telling how to proper bake lights on large scenes/terrains but only if we should do or not. He may be like me, who have been for days searching how to impr0ve performance trough baking terrain light instead of using realtime....@@iconoclass
@@miquelsunyerroda9638 j'aurais aussi voulu lire des conseils pour de grandes scènes.
first