Thank you so much! This was the perfect introduction to baked lighting. Before watching this I had literally zero knowledge on the subject but with your help I was able to not only implement baked lighting in my game but, more importantly, solve many of the problems I encountered (artifacts, long bake times etc.). Thanks Jennifer, look forward to watching more of your talks in the future.
@@jennifernordwall5065 Why does light map bleeding happens in the first place? I don't see why when rendering the lighting of one particular face onto a texture the affected area can't be restricted to a corresponding rect.
Yeah I actually chuckled from that line (read a few tiny physics books myself)! You did an excellent talk too! You worked out those initial nerves. I am really excited about the Progressive Lightmapper too. I came from starting on 2.xxx or so with Unity and I remember using the Beast lightmapper. It might not have been physically accurate, but it was easy to use and fast! We groaned a long time in the forums after Enlighten came to be. The Progressive Lightmapper seems to be giving a nice alternative (it's working well so far).
Jennifer Nordwall Yep. a Always a skill distilling complex subjects down to more understandable terms. Ian Undore gave a talk on optimizations too...I believe about UI canvases. That dude has some serious confidence on stage, very charismatic.
23:28 You're telling us about the export to Unreal function at Unity Unite lol... Good talk! I was there actually, but at the time I didn't fully understand the sheer importance of this concept. Thanks for uploading it!
I found this to be very helpful as I've been struggling trying to find cohesive information on light baking from various online tutorials (most being either out of date or silent w/ no narration). I don't understand why Unity doesn't offer better information and up to date tutorials on this involved process.
Your information helped me w/ a current project but I was having difficulty determining which Lightmap settings would eliminate black pixel edged streaks that were on some objects. I increased the settings to 4/240/8 which helped- increasing Lightmap res seemed to have no effect. For illuminating a room scene I used the standard Directional for shadows and an Area in the front windows for decent results. Its too bad Unity doesn't offer a Maya-like photon emitter display to show how the area light is illuminating. When I switched to Linear color space, half of my Materials became black- any idea why? I kept it Gamma but could not use Tonemapping, etc
Great presentation. I went from randomly clicking things and guessing to knowing (hopefully) what I'm doing. I particularly like the tables you provided that show what settings to use depending on what type of lighting you want. Pretty idiot proof!
Can anyone explain to me the deal with mixed lights and baked ambient occlusion? Do I need to use "Subtractive" lighting mode to get AO on static objects from mixed lights?
Subtractive mode is not working for me in 2018.1.3f1. I lose the real time lighting for my dynamic objects after I bake and the lighting from the light still affects the "baked" static objects. My lights are set to mixed and I'm not using any probes. It's just working right.
When the Directional Light in the demo is set to Realtime, the shadows look very sharp. When set to Baked, the shadows are much, much softer. When changed to Mixed, the shadows are again very sharp. How can I get soft shadows with Mixed? (Changing Baked Shadow Angle doesn't produce anything similar to the Baked setting.)
So if you have a huge scene with terrains (only one sun) its better to use mixed mode and check Lightmap static on the houses / fences and other big objects, but if you have rocks or small things its better to not make them static right? Also what if I have NPCs walking around (not set to static) and I want to use other realtime lights in that scene, which are enabled only when you talk to the NPC, will that work with mixed mode or I need to replace the realtime lights with baked and set up some light probes, keep in mind my NPCS are not set to static.
I clicked Generate Lighting and it still says 0 lightmaps. I probably did something wrong. Baking lighting has always been the bane of my existence. I figured I had the wrong window because it looks so different than it did from what I remember. That tells you right there how long it has been since I baked anything, lol. I usually just use real-time shadows, but now I have to do a mobile game with over 150k tris. Man, on the Samsung S8, though, it still ran like a dream. Phone technology is rivaling gaming comps from four years ago. Thanks for the vid :)
I'm an idiot. I just had to click on lightmap static for each model and generate lightmap UVs. The only problem with that is that there's hundreds of models in my scene, lol. Yay. Why does this have to be so tedious?
Another update: So, the lightmaps were created successfully, but appear black in project view until I turn mipmaps off and change the quality to either normal or high. Still, when I shut lights off in the scene, shadows disappear. In the past, I was able to shut all lights off, however, if I change the lights to baked, the shadows are there, BUT they're the directional light's shadows. Blah. It seems like they were just not applied to the scene, but were created successfully.
Oh, so another thing I completely forgot about is to turn up the light intensity to about 10 when baking. That's why it seemed like my lights weren't baking. I wrote a question on Answers and then fixed it like, "Durrr, I completely forgot about that." So, yeah, it worked out beautifully, so this should cut tris down by a third or more when all is said and done. Great presentation and thanks for the help.
Great talk, Jennifer.All these numbers and it is so hard to actually understand what each one does, and why your scene bake for 2h and it looks like crap at the end :)Are there plans to make a comprehensive tutorial series for the lighting (interior and exterior) and baking, since Unity changed so much between 5 and 2018?
No problems; I just want to say that while you do your best to "simplify" certain actions and process, there is always confusion because there are some people that understand better on the practical aspect, compared to read the manual and figure out what each option does. Even after years working with materials and Vray, I still have hard time to wrap my head around parameters and how they affect a final render; compared to a video that show me what do I get, when I do specific actions, or how to achieve a certain outcome. Then from there, you can experiment. Looking forward to more material on the subject; keep up the good work :)
This was a great talk. As someone who constantly using Enlighten for baking my levels, this is a great refresher. I am surprised that reflection probes didn't get a mention, since those are another thing I often use with IBL. A week ago I was trying to do a bake of an interior scene with them, and was trying to figure out why my scene was so washed out. And a little option for shadow distance, helped immensely. Speaking on Skyboxes, will Unity 2017 and on support 32BitFP EXR files? I was doing a bake this morning and I set my sun luminance too high and my scene turned into a 70s neon nightmare... But definitely a great talk.
Jennifer Nordwall Sadly a lot of people I speak to don't use GI. My background is CG so the use of GI is expected. I wish I could post an image of one level I created with Unity, with nothing but an HDR.
nice ui designer hired. is it the same person who change basically EVERYTHING with each new version? :) it really is a pain to watch older videos when having up to date versions of unity
I am new to Unity and have developed a really great looking scene but the frame rate started to suffer a little (I am running it on the Android based Oculus Quest) so I decided to bake most of the lighting as almost nothing moves. To my surprise the baked result was an utter mess and totally unusable. So I went looking for answers and found this video and played around with all the settings suggested and each is just as bad in slightly different ways. I even tried huge values for parameters like 50 for Lightmap Padding and 5,000 for Direct Samples, Indirect Samples, and Environment Samples just to see what would happen and the result was pretty much the same. I am using low poly assets that have great reviews in the Asset Store with no mention of light baking issues. I am running 2019.3.9f1. Any suggestions outside of the ones made here? Surely I am just missing something as I cannot believe Unity would be this bad at baking in 2020.
@@jennifernordwall5065 Thanks. I found my issue. It was overlapping UVs that needed to be fixed out of engine. I really wonder why realtime looks fine on the same assets and baked does not. I get that they handle it differently, but perhaps there is a way to just bake the real time and save all the UV messing around? I posted this also over in the forums but perhaps this will reach you better as you sound like a person that has some influence in the development of the light engine. I would say that by far my biggest issue with Unity is light baking and while I have learned how to get it looking great, the effort is also the largest in my projects which distracts me from the real value add of making a great experience. I hope Unity us working on new tech to make this all much better. Thanks for your videos. You are fun to listen too and educational.
Hi Jennifer, sorry for hijacking the RUclips video. But is it normal (no pun intended) that normal maps and lighting is extremely low detail when baking the light? Currently we are close to abandoning Unity due to the crappy quality we have, and we are still not sure if the problem lies with ourselves.
There's a ton of settings which could cause what you say, even more than the ones that Jennifer had the time to mention in her talk. Always also check the scaling of the scene, if objects are too big then the parameters in the Lighting panel have to be changed quite considerably. I don't know your level of expertise, but as a very general advice I'd say work your way from the ground up, trying to have a single model look GREAT, get some general good settings (and import settings from your 3D package), and then composing a scene using those as guidelines.
It has evolved into the Scriptable Render Pipeline. Check out Brackeys channel for some good intro tutorials on the subject. The core concepts are the same, with static geometry getting baked into the light map and dynamic objects relying on real-time shadows.
Is Enlighten being abandoned? Which light baker will Unity3D be maintaining and recommending in the future? Is there a reason for no longer using Enlighten as the one and only baking/GI system? Or do I misunderstand and you've only replaced the baking system and will always use Enlighten for the runtime part?
Progressive is tons better in almost every regard IMHO. It is faster, looks better and more correct (seemingly, so far, haven't tested it in all situations yet). I think they just kept Enlighten in because of dependencies, to make it easier to switch versions mid-project and not having to redo all the lighting.
Progressive lightmapper is strictly for "baking" the regular old lightmaps. If you need the "realtime GI" part (the one where you can move lights or animate emissive materials at runtime, and have GI follow that), then you still need to use Enlighten for that.
Unity should have a way to show a 2d window frame with the final light map result... This makes development a lot faster, because you will not wait for every bake to finish to see if result is desired...
This is just the same as progressive light mapper does, but only bakes the current camera view not the whole scene... baking only the view will take 1 minute, that will allow developer to see the final result in just 1 minute else than waiting 1 hour.. Progressive light mapper has a checkbox called "Prioritize view" right?...well, what i say is the same, but with another checkbox saying "Bake Only View".
Well the idea that you can't have fully real-time non-baked global illumination isn't entirely accurate. It's just so taxing on most engines that its often not worth it. But it is possible and has been done in games. And Sonicether even has a real-time GI solution made specifically for unity.
Actually I have almost got my light working :) Watched your video twice now, it slowly gets clearer :) One thing I cannot work out is if "mixed lights" actually speed anything up? (I think they speed up indirect light, but what if I dont want any, do they speed anything else up?)
Thanks, actually I ditched shadows a long time ago for performance so I am thinking baking indirect is pointless for me. Main issue is I have a lot of lights that change colour, and when I bake them they stop working, and everything becomes too bright and no variable colours (so I moved them all to mixed but FPS is almost the same). Anyway I will watch this again and keep trying, I am hoping I dont have a case where I cannot benfit from baked light :( Real time lights look so perfect, but too expensive, my FPS can drop to 5!.. I have actually been trying this for around 12 months (works better now but unity5 was more hellish), every day I work before bed then hit bake, as you suggested in the talk :) My level is also HUGE and messy which is a nightmare to do this for :-/
last nights bake was wonderful, I turned off realtime lighting, ticked baked global illumination and used subtractive and directional in lightmapping settings, looks good! But I expected save by batch to be higher I have 14,000 batches with 3000 saved by batching, does that seem ok, I had hoped it would be higher. But I have a lot of plants to LOD too, maybe thats it :)
Also after I run my game, why does unity need to load all the light stuff from cache again? I have auto generate on, but if I dont then it loses all my data after running.
Thanks Jennifer, I'm almost happy apart from very few saved by batching :) (my FPS really hasnt gone up more than 5fps) and there is definitely a bug in auto generate, 3 bugs I would say, 1) it regenerates when theres no need, after a build ( I literally see unityprocess.exe for no reason, all already done, it redoes for no reason) . 2) Having to reload all from cache is also a problem, I wonder why it cannot just load the lightmap files and not everything about gi (and it actually goes through gi build, much quicker but still why does it need to?) , 3) bake data is LOST if you untick auto generate play it and then go back to editor. This sort of workflow slows unity down to snails pace, for almost every operation if you really care about light (and who doesnt by now). I am confident this will all be fixed in time (you could pass this to your team, I am happy to create repros for you), but it kind of strikes me as weird that these things are still occuring when such genius has already been performed. As mad as it is to say I have listened to your talk every night before bed for the last week to really get to grips with it it, sometimes I laugh, you cant just ship a game with a light bulb in it, gets me everytime. I appreciate the talk much more after 6 listens.
I guess they call it baking because the result is like a pie you can't wait to come out of the oven... Sometimes it comes out burnt... at other times if the oven isnot too hot you can reach in and pull it out for reshaping before its ready. If it IS too hot you just terminate the oven in the kitchen manager and get a new one... Connections, they're all around us
Scrolling down to see any updated information in here and find this :) Lightened my day actually. AndréSage you made me chuckle in that it's worded in a way that sounds like you're asking yourself do I really want to do this?
Not gonna lie, I was thinking the same thing. I know zero women that work with Unity and then once I see one, I'm like, 'Well, hello.' Now I feel all ashamed, lol.
Edvader You can do it. Look at it as a challenge if you feel like you're not hitting that visual target. Take a look at some of the high end interior visuals folks have already done in Unity.
Lol mate... I'm working on unity lighting 24/7 and you think I don't know what Post P is :DDDDD BIggest thing I hate in unity is baking, it takes soooo much if you want great result. :D I usually put indirect resolution to 8 and lightmap to 200
puu.sh/ruvgH.jpg I made this a while ago in Unity just using basic Blender skills and downloading free models. There's a lot wrong with the scene e.g. some incorrect light bleeding, wrong normal maps and broken uv maps. There's also a lot of image effects being used which is what Unreal does, they default their new scenes with all the best image effects enabled. If you go on my channel there's some videos of what I've done, I've made better since but haven't got any screenshots to show. Don't blame the engine just spend the time learning it.
Thank you so much! This was the perfect introduction to baked lighting. Before watching this I had literally zero knowledge on the subject but with your help I was able to not only implement baked lighting in my game but, more importantly, solve many of the problems I encountered (artifacts, long bake times etc.). Thanks Jennifer, look forward to watching more of your talks in the future.
This is the best talk about lighting in unity. I've always come back to it. 5th or 6th time already. Which means I am a slow learner apparently...
@@jennifernordwall5065 Why does light map bleeding happens in the first place?
I don't see why when rendering the lighting of one particular face onto a texture the affected area can't be restricted to a corresponding rect.
This is a very good and complete explanation of how lighting works in unity and how to work with it. Thanks!
Just watched the first 2 minutes and love the way the speaker rolls up to introducing herself and the topic after the pre stuff.
Thanks for the talk! I needed this. Baking in Unity has been quite puzzling for me.
getting baked waiting for scene baking. Am not baking that much anymore because bake times got much quicker lately. Double thx, you wizards
thAnk you Jennifer!! I've been struggling with lights ever since I started using Unity, i really needed this info!
Ha, ha "It's not quantum physics...can't have a black pixel and a white pixel in the same space."
Yeah I actually chuckled from that line (read a few tiny physics books myself)! You did an excellent talk too! You worked out those initial nerves. I am really excited about the Progressive Lightmapper too. I came from starting on 2.xxx or so with Unity and I remember using the Beast lightmapper. It might not have been physically accurate, but it was easy to use and fast! We groaned a long time in the forums after Enlighten came to be. The Progressive Lightmapper seems to be giving a nice alternative (it's working well so far).
Jennifer Nordwall Yep. a
Always a skill distilling complex subjects down to more understandable terms. Ian Undore gave a talk on optimizations too...I believe about UI canvases. That dude has some serious confidence on stage, very charismatic.
Quantum computers will enable you to create Matrix like simulations.
i need you inside my bios folder..
lol :-P
23:28 You're telling us about the export to Unreal function at Unity Unite lol... Good talk! I was there actually, but at the time I didn't fully understand the sheer importance of this concept. Thanks for uploading it!
Haha nice! I hope you don't remember how... tired I was just before the talk. The unity party was great! :D
I found this to be very helpful as I've been struggling trying to find cohesive information on light baking from various online tutorials (most being either out of date or silent w/ no narration). I don't understand why Unity doesn't offer better information and up to date tutorials on this involved process.
Your information helped me w/ a current project but I was having difficulty determining which Lightmap settings would eliminate black pixel edged streaks that were on some objects. I increased the settings to 4/240/8 which helped- increasing Lightmap res seemed to have no effect. For illuminating a room scene I used the standard Directional for shadows and an Area in the front windows for decent results. Its too bad Unity doesn't offer a Maya-like photon emitter display to show how the area light is illuminating. When I switched to Linear color space, half of my Materials became black- any idea why? I kept it Gamma but could not use Tonemapping, etc
the way she swears is so sweet :) great presentation btw
Wish I had seen this tutorial sooner. Very good walkthrough. :)
Great presentation. I went from randomly clicking things and guessing to knowing (hopefully) what I'm doing. I particularly like the tables you provided that show what settings to use depending on what type of lighting you want. Pretty idiot proof!
Can anyone explain to me the deal with mixed lights and baked ambient occlusion? Do I need to use "Subtractive" lighting mode to get AO on static objects from mixed lights?
Thank you so much for your presentation Jennifer!
6 years and Progressive lightmapper is still in preview
If real time raytracing becomes a thing lightmaps will be history, cant wait.
Subtractive mode is not working for me in 2018.1.3f1. I lose the real time lighting for my dynamic objects after I bake and the lighting from the light still affects the "baked" static objects. My lights are set to mixed and I'm not using any probes. It's just working right.
When the Directional Light in the demo is set to Realtime, the shadows look very sharp. When set to Baked, the shadows are much, much softer. When changed to Mixed, the shadows are again very sharp. How can I get soft shadows with Mixed? (Changing Baked Shadow Angle doesn't produce anything similar to the Baked setting.)
So if you have a huge scene with terrains (only one sun) its better to use mixed mode and check Lightmap static on the houses / fences and other big objects, but if you have rocks or small things its better to not make them static right?
Also what if I have NPCs walking around (not set to static) and I want to use other realtime lights in that scene, which are enabled only when you talk to the NPC, will that work with mixed mode or I need to replace the realtime lights with baked and set up some light probes, keep in mind my NPCS are not set to static.
Awesome talk Jennifer.Thanks :)
I clicked Generate Lighting and it still says 0 lightmaps. I probably did something wrong. Baking lighting has always been the bane of my existence. I figured I had the wrong window because it looks so different than it did from what I remember. That tells you right there how long it has been since I baked anything, lol. I usually just use real-time shadows, but now I have to do a mobile game with over 150k tris. Man, on the Samsung S8, though, it still ran like a dream. Phone technology is rivaling gaming comps from four years ago.
Thanks for the vid :)
I'm an idiot. I just had to click on lightmap static for each model and generate lightmap UVs. The only problem with that is that there's hundreds of models in my scene, lol. Yay. Why does this have to be so tedious?
Another update: So, the lightmaps were created successfully, but appear black in project view until I turn mipmaps off and change the quality to either normal or high. Still, when I shut lights off in the scene, shadows disappear. In the past, I was able to shut all lights off, however, if I change the lights to baked, the shadows are there, BUT they're the directional light's shadows. Blah. It seems like they were just not applied to the scene, but were created successfully.
Oh, so another thing I completely forgot about is to turn up the light intensity to about 10 when baking. That's why it seemed like my lights weren't baking. I wrote a question on Answers and then fixed it like, "Durrr, I completely forgot about that."
So, yeah, it worked out beautifully, so this should cut tris down by a third or more when all is said and done. Great presentation and thanks for the help.
is this still relevant if you are using LWRP? Im going to listen to it otmorrow on my run and then watch it when i get home.
Great talk, Jennifer.All these numbers and it is so hard to actually understand what each one does, and why your scene bake for 2h and it looks like crap at the end :)Are there plans to make a comprehensive tutorial series for the lighting (interior and exterior) and baking, since Unity changed so much between 5 and 2018?
No problems; I just want to say that while you do your best to "simplify" certain actions and process, there is always confusion because there are some people that understand better on the practical aspect, compared to read the manual and figure out what each option does.
Even after years working with materials and Vray, I still have hard time to wrap my head around parameters and how they affect a final render; compared to a video that show me what do I get, when I do specific actions, or how to achieve a certain outcome. Then from there, you can experiment.
Looking forward to more material on the subject; keep up the good work :)
This was a great talk. As someone who constantly using Enlighten for baking my levels, this is a great refresher. I am surprised that reflection probes didn't get a mention, since those are another thing I often use with IBL. A week ago I was trying to do a bake of an interior scene with them, and was trying to figure out why my scene was so washed out. And a little option for shadow distance, helped immensely.
Speaking on Skyboxes, will Unity 2017 and on support 32BitFP EXR files? I was doing a bake this morning and I set my sun luminance too high and my scene turned into a 70s neon nightmare...
But definitely a great talk.
Jennifer Nordwall Sadly a lot of people I speak to don't use GI. My background is CG so the use of GI is expected. I wish I could post an image of one level I created with Unity, with nothing but an HDR.
nice ui designer hired. is it the same person who change basically EVERYTHING with each new version? :) it really is a pain to watch older videos when having up to date versions of unity
I have one question.
Is Progressive Lightmapper pathtracer/raytracer like Octane ?
HELP : Unity got stuck at "Preparing Bake..." for 3 days, how to fix it ? T^T
Why it is impossible to tile lightmaps using primitives like circles triangles and squares?
Very good talk Jennifer, i am praying to see Progressive Lightmapper soon :D
I am new to Unity and have developed a really great looking scene but the frame rate started to suffer a little (I am running it on the Android based Oculus Quest) so I decided to bake most of the lighting as almost nothing moves. To my surprise the baked result was an utter mess and totally unusable. So I went looking for answers and found this video and played around with all the settings suggested and each is just as bad in slightly different ways. I even tried huge values for parameters like 50 for Lightmap Padding and 5,000 for Direct Samples, Indirect Samples, and Environment Samples just to see what would happen and the result was pretty much the same. I am using low poly assets that have great reviews in the Asset Store with no mention of light baking issues. I am running 2019.3.9f1. Any suggestions outside of the ones made here? Surely I am just missing something as I cannot believe Unity would be this bad at baking in 2020.
@@jennifernordwall5065 Thanks. I found my issue. It was overlapping UVs that needed to be fixed out of engine. I really wonder why realtime looks fine on the same assets and baked does not. I get that they handle it differently, but perhaps there is a way to just bake the real time and save all the UV messing around? I posted this also over in the forums but perhaps this will reach you better as you sound like a person that has some influence in the development of the light engine. I would say that by far my biggest issue with Unity is light baking and while I have learned how to get it looking great, the effort is also the largest in my projects which distracts me from the real value add of making a great experience. I hope Unity us working on new tech to make this all much better. Thanks for your videos. You are fun to listen too and educational.
@@jennifernordwall5065 Feel free to link here in the comments as I will go look at. Thank you again!
Hi Jennifer, sorry for hijacking the RUclips video. But is it normal (no pun intended) that normal maps and lighting is extremely low detail when baking the light? Currently we are close to abandoning Unity due to the crappy quality we have, and we are still not sure if the problem lies with ourselves.
There's a ton of settings which could cause what you say, even more than the ones that Jennifer had the time to mention in her talk. Always also check the scaling of the scene, if objects are too big then the parameters in the Lighting panel have to be changed quite considerably.
I don't know your level of expertise, but as a very general advice I'd say work your way from the ground up, trying to have a single model look GREAT, get some general good settings (and import settings from your 3D package), and then composing a scene using those as guidelines.
Yeah good video, but how do you do this in Unity 2019? I don't have any of the options mentioned, everything is renamed, moved and even deprecated.
It has evolved into the Scriptable Render Pipeline. Check out Brackeys channel for some good intro tutorials on the subject. The core concepts are the same, with static geometry getting baked into the light map and dynamic objects relying on real-time shadows.
Neat, thanks for the informative presentation!
Is Enlighten being abandoned? Which light baker will Unity3D be maintaining and recommending in the future? Is there a reason for no longer using Enlighten as the one and only baking/GI system?
Or do I misunderstand and you've only replaced the baking system and will always use Enlighten for the runtime part?
Progressive is tons better in almost every regard IMHO. It is faster, looks better and more correct (seemingly, so far, haven't tested it in all situations yet). I think they just kept Enlighten in because of dependencies, to make it easier to switch versions mid-project and not having to redo all the lighting.
Progressive lightmapper is strictly for "baking" the regular old lightmaps. If you need the "realtime GI" part (the one where you can move lights or animate emissive materials at runtime, and have GI follow that), then you still need to use Enlighten for that.
I am loving the Progressive Lightmapper...it's the closest thing we get to the robustness and speed of the old Beast lightmapper.
I love this!! thank you.
Great tutorial! Thank you!
the problem is, when i do look tutorials, the baking of those guys is blazing fast, but when you do it by your self, its takes few days
Great video! love it... thx Jennifer
That's a good topic. Many have no clue on baking...me included.
Thank you so much Jennifer
Unity should have a way to show a 2d window frame with the final light map result... This makes development a lot faster, because you will not wait for every bake to finish to see if result is desired...
a preview window showing you the final result of bake process (something similar to Progressive preview) but in a 2d window.
This is just the same as progressive light mapper does, but only bakes the current camera view not the whole scene... baking only the view will take 1 minute, that will allow developer to see the final result in just 1 minute else than waiting 1 hour..
Progressive light mapper has a checkbox called "Prioritize view" right?...well, what i say is the same, but with another checkbox saying "Bake Only View".
Yes, Progressive is nearest what i mean... Thanks J.
Well the idea that you can't have fully real-time non-baked global illumination isn't entirely accurate. It's just so taxing on most engines that its often not worth it. But it is possible and has been done in games. And Sonicether even has a real-time GI solution made specifically for unity.
Great talk thanks so much!!
now that's clear as mud, this whole light baking thing in unity needs to be forgotten until its commercially ready.
Actually I have almost got my light working :) Watched your video twice now, it slowly gets clearer :) One thing I cannot work out is if "mixed lights" actually speed anything up? (I think they speed up indirect light, but what if I dont want any, do they speed anything else up?)
Thanks, actually I ditched shadows a long time ago for performance so I am thinking baking indirect is pointless for me. Main issue is I have a lot of lights that change colour, and when I bake them they stop working, and everything becomes too bright and no variable colours (so I moved them all to mixed but FPS is almost the same). Anyway I will watch this again and keep trying, I am hoping I dont have a case where I cannot benfit from baked light :( Real time lights look so perfect, but too expensive, my FPS can drop to 5!.. I have actually been trying this for around 12 months (works better now but unity5 was more hellish), every day I work before bed then hit bake, as you suggested in the talk :) My level is also HUGE and messy which is a nightmare to do this for :-/
last nights bake was wonderful, I turned off realtime lighting, ticked baked global illumination and used subtractive and directional in lightmapping settings, looks good! But I expected save by batch to be higher I have 14,000 batches with 3000 saved by batching, does that seem ok, I had hoped it would be higher. But I have a lot of plants to LOD too, maybe thats it :)
Also after I run my game, why does unity need to load all the light stuff from cache again? I have auto generate on, but if I dont then it loses all my data after running.
Thanks Jennifer, I'm almost happy apart from very few saved by batching :) (my FPS really hasnt gone up more than 5fps) and there is definitely a bug in auto generate, 3 bugs I would say, 1) it regenerates when theres no need, after a build ( I literally see unityprocess.exe for no reason, all already done, it redoes for no reason) . 2) Having to reload all from cache is also a problem, I wonder why it cannot just load the lightmap files and not everything about gi (and it actually goes through gi build, much quicker but still why does it need to?) , 3) bake data is LOST if you untick auto generate play it and then go back to editor. This sort of workflow slows unity down to snails pace, for almost every operation if you really care about light (and who doesnt by now). I am confident this will all be fixed in time (you could pass this to your team, I am happy to create repros for you), but it kind of strikes me as weird that these things are still occuring when such genius has already been performed. As mad as it is to say I have listened to your talk every night before bed for the last week to really get to grips with it it, sometimes I laugh, you cant just ship a game with a light bulb in it, gets me everytime. I appreciate the talk much more after 6 listens.
Thanks
Great talk - I learned a lot! Thanks! :D
Thanks very helpful
came because i wanted to learn about baked lighting, stayed because i find her cute
Great talk
Wonder how many actual bakers came to see this video thinking it has to do with pastry. 😆
"There is no realtime GI", Lumen says hi
Thanks.
I guess they call it baking because the result is like a pie you can't wait to come out of the oven...
Sometimes it comes out burnt... at other times if the oven isnot too hot you can reach in and pull it out for reshaping before its ready. If it IS too hot you just terminate the oven in the kitchen manager and get a new one...
Connections, they're all around us
Camera focus at the end.....
Hi
very helpful to me
thanks
Every time I use progressive mode, Unity crashes and closes.
i came purely to say nice title
She looks so beautiful and intellegent😍😍😍 i love thats kind of girl
That insta name tho :D
Jennifer, forget about the lighting in Unity...what are ya doing Saturday night?
I want to marry Jennifer?
Scrolling down to see any updated information in here and find this :) Lightened my day actually. AndréSage you made me chuckle in that it's worded in a way that sounds like you're asking yourself do I really want to do this?
I'd take it as : He's a fan.
Sorry for all of you buddy. Jennifer and I are gonna married this year.
Jack Isn't Daniel's...If you're a chick you might have a chance...
Bro, what do you see in her lmao, look closer, she's meh.
I want to develop games with her, mmmm
she scute
You're like every male engineer's dream (trying not to sound too creepy)
Not gonna lie, I was thinking the same thing. I know zero women that work with Unity and then once I see one, I'm like, 'Well, hello.'
Now I feel all ashamed, lol.
Wow shes really nervous even though she knows a lot and explains very well
When it becomes like Unreal Engine 4, then I will make realistic interiors, but now... Nah.
Edvader You can do it. Look at it as a challenge if you feel like you're not hitting that visual target. Take a look at some of the high end interior visuals folks have already done in Unity.
I have one problem. No money :)
Have you tried using the new Post Processing Stack for all of the nice post FX stuff? It's free on the Asset Store.
Lol mate... I'm working on unity lighting 24/7 and you think I don't know what Post P is :DDDDD
BIggest thing I hate in unity is baking, it takes soooo much if you want great result. :D
I usually put indirect resolution to 8 and lightmap to 200
puu.sh/ruvgH.jpg I made this a while ago in Unity just using basic Blender skills and downloading free models. There's a lot wrong with the scene e.g. some incorrect light bleeding, wrong normal maps and broken uv maps. There's also a lot of image effects being used which is what Unreal does, they default their new scenes with all the best image effects enabled. If you go on my channel there's some videos of what I've done, I've made better since but haven't got any screenshots to show. Don't blame the engine just spend the time learning it.
unity 2017 + women = Global wimination :)
I tip my hat to you, fellow gentleman
She sounds little nervous, maybe I am wrong.
All public speakers experience nervousness from time to time. By the way, what do you think about using raytracing for lighting?
Can raytracing be used in realtime for games?
Photrealistic lighting. I don't knw muc about reAL TIME LIGHTING SO i AM JUST ASKING.o
nVIDIA HAS THEIR oPTIX LIGHTING ENGINE FOR REAL TIME RENDERING.
What about using machine learning to automate lighting?
>Unite Europe
What an unfortunate name choice.
This is so disgraceful it's indescribable. Absolutely pathetic yet pretending to be something of value.