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Bakery unity forum9/5/2023 ![]() ![]() So again, anyone way to point me in the right direction here? Could it be to do with any light data that the regular unity made and isn't cleared or something? Just sitting like an inexplicable patch of dark. Another weird example is a whole patch of floor in this fairly lit up area was totally black and unlit. It had a whole area lit up that was totally dark for example. Looking around in the editor and play in the editor looked a certain way, but then when I did an actual build the same scene looks different. If you don't want the light to realtime, do you still need to use a unity light (set to baked) + bakery light component? Or just bakery light component?ģ) I have regular unity light objects in the scene, and I did Render in bakery. Are they real time? Am I not meant to see what they do in the editor? Please point me in the right direction for this. Right?Ģ) I clicked create spot and also point and positioned them on the scene but nothing happened. So the unity lights are real time, but you piggy back on the Bakery light components so get baked static lighting. So it's like an extension, not a whole light in itself?Įdit2: I think I get it now. So is this an optional alternative to unity? If so, what reasons would I choose the option? OR, is it what I have to use if I'm to use Bakery?ĮDIT: OK looking at the manual again, I see right up the top it says to add the direct light script to the default unity directional light in the scene. ![]() Similar approach can be sometimes used for trees, when you also have a combination of huge object count and huge complexity of every object.Sorry but I have to ask some very noob questions and I hope you can help ġ) What is the actual reason for Bakery including the light objects, such as point, spot, etc? I mean, unity has them already. Getting good reflections is super important for cars. However, I think it's also a valid approach in your case as well. In my case most cars can also move, so it's obvious I can't just bake them like static objects. Decals are baked in the same pass where I bake Skylight and they look like this: You can also use a regular Unity "projector". Use a deferred "AO decal" underneath the car. Use Volumes for their lighting (light probes can be used too, but will give less precision). Or you can just bake regular texture lightmaps and put them to AO slot of the material. Bake Skylight to vertices once for every car type. In my game (where I have many cars, some up to 80k) what I do is: Personally I think that baking a ton of highpoly cars is not the best idea. Unity's default CPU Progressive light mapper is able to bake light probes in Shadowmask mode, why can Bakery not? I can't use Bakery if I cannot bake light probes in Shadowmask modeĬlick to expand.Yeah, this one is covered here: But I need to bake with Shadowmask mode, and still have properly baked light probes. On further testing, it seems that baking in Full Lighting mode will properly bake light probes. ![]() Is there something I have to do to get light probe baking working correctly with Bakery? I'm currently just pressing the "Render" button to render the lightmap + bake light probes.Īnd when I instead try the "Render Light Probes" button, I get this error:Įven if I had just did the full bake via the main "Render" button. How can I fix light probes when baking via Bakery? Here is the same light probe when baked via the built-in CPU progressive light mapper:Īs you can see, the light probe in the shadow has the correct lighting here. ![]() Here is a light probe in the shadow when baked with Bakery:Īs you can see, the light probe in the shadow incorrectly has full lighting. Hello, I'm having trouble baking correct light probes with Bakery. ![]()
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