Oh my god, not only is this amazing. The amount of detail being absolutely perfect, but you even flipped between two different versions. Amaaazing!! Thank you so much!!
I knew all of this before I started to watch the video. But I just kept on watching, because you explain it in such a nice and easy way. Was a nice refresher.
Bc i think the explanation between all the different light modes are a bit confusing, here is a short explanation about the differences. But overall, it's a very good tutorial ! - Realtime : no lightmap, the direct shadows and the bounces are calculated in ... realtime. Consumes alot of GPU - Mixed : mix between baked and realtime : calculate the lights and bounces in the lightmap, but not the direct shadows which stay in realtime. - Baked : as in the tutorial. All the light data are in the lightmap, no more light needed.
Amazing video! Even though I'm using Bakery to handle lightmapping in Unity, this video helped me understand lightmap settings much better, which allowed me to improve my lightmaps significantly as well as reduce their file size (super important for mobile games). Thank you!
Amazing walk through of the new baker properties. Thank you so much for the video, it helped me figure out a ton about why my stuff was looking not so great in Unity.
Good tutorial! Unfortunatly I'm missing interaction between static and dynamic objects. Maybe you can add something like this to your To-Do list ;)? What I mean is: how will a dynamic object interact with a static, light-mapped object. For example: the soldier in your video running through the shadow of the house.
Could you explain simple to me, if I have a static house game object, which is suitable to be baked lighted, and a moving object (a car or a character) which is suitable just for real time lighting, which "light mode" should I use? "Mixed"? But am I sure this way, that the "static house" won't be lighted once again by the "realtime" light source ( I mean that real time component of the mixed mode)?
Any chance you can provide a tutorial for baking and using lightmaps for big scenes interior/exterior? How can i use different lighting setups and environment lighting in the same scene? More advanced stuff and real lifr scenarios pls. The basics are fine but its rarely the time that i bake a single house on a single plane with a single direcrional light source you know what i mean? Great turorial tho, thanks!
What a great video!!!!! My scene was already at 919 setPass calls and got it down to 213 with Baked indirect lighting!!! And using my gpu to bake them was a way better choice. My poor ryzen 5 took 4 hours last night 😥
This saved my scene, thank you! I wondered why props and characters models were overlit, and was googling a solution for several days. Switching to linear fixed the issue. So glad I accidentally found your comment. I wonder why Unity sets it to gamma by default...
Hello I have a dude about the light I export my model (house), in unity and when use any light inside ,sample one room the light is on, but this light pass from the edges wall and can see to the next room And the Sun (directional light) this one pass the windows ok but the sun reflection on the floors looks like don't have Walls the house what recommend to fix this thank you
Hi, I did the same steps, but I keep getting the following error when I start baking. Please advice. [PathTracer] Failed to add geometry for mesh 'Cube'; mesh is missing required attribute(s). Please make sure the mesh contains at least positions, normals and texcoord0
Hello, can I ask something? I have a script that allow the player to turn on and off a lamps, but if I use a lightmap when I turn off the lamp, the light from the lamp are still there because of the lightmap. so is it possible to use that script with a lightmaps?
Hi,UGuruz, This is the most helpful lightmapping tutorial i've ever seen. finally I find one tutorial I can follow. and no need to guess what's the parameters mean. only I question: You mentioned in this video, Unity can use 2nd UV set to bake? how to do that? I know Unreal can does that, but I searched on forum,still can not find a way to use my own UVset to bake lightmap. Or is that a silly idea? Thank you for this awsome tutorial. very practical
If you create a second UV map for your object in your 3d software like blender,max maya then Unity will automatically choose that 2nd map for light baking. And you will also need to disable the "Generate Light map Uvs' Option in import settings.
@@UGuruz Oh I see! Didn't expect such fast answer! seems Unity combine all the objects UV together, I didn't realize it use my 2nd UV already! Thank you for saving my whole day!!!! I am learn the Unity Series tutorials,these are gold mine.If I can follow will buy your tutorials for sure :)
This tutorial is incredible, simple and effective, I have only one question, when i made my lightbacking, it looks fine without materials, but when I apply materials to my objects and redo the lightbaking, seems like the material cover the lightmap, it's really flat and nothing changes with or without lightmap, what's the problem with my case?
The first thing i would check is, if it's a shader issue. Did you try it with the standard PBR shader? Lightmaps only work on LIT shaders that sample that lightmap. A few of the shaders you can buy, especially stylized (toon, anime, etc) don't have that implemented.
@@sealsharp Thank yo for your answer, I'll found the problem, i put the materials on the prefab instead of the single objects. I have another question, what is the set pass calls limit for a mobile game for oculus quest 2 standalone? Or there is some documentation on limitations? Thank you
@@AlessandroNardi_DA The answer isn't that simple. Not passes, not batches, not vertex-count and not any other single thing can be given a number. There's much more happening on the GPU than just drawing whats sent to it. GPUs do have an internal queue of processes and steps and so the limiting factor depends on many different aspects. The Quest 2's own GPU is an Ardeno (or something like that) and like many mobile GPUs, it does tile based rendering which has different performance behavior than desktop GPUs.
Perfect! Thx u so much. I need to update my Unity 5 big project 500kmx500km and this video was helpful. I'm lost, slower HDRP 2020 or stay with Unity default in 2019 LTS with lots of assets store assets...
Nice video! Just a question: if I'm making a horror vr videogame, the scenario is only inside a house so, the only illuminations will be some spotlights but the player can handle a torch that with a dynamic light that will affect the scene illumination...which kind of settings should i use?
definitely the best lightmapping tutorial i've ever seen
Wow, thanks!
It is the only best lightmapping tutorial i have ever seen!
@@archcast5550 lol
Oh my god, not only is this amazing. The amount of detail being absolutely perfect, but you even flipped between two different versions.
Amaaazing!! Thank you so much!!
Glad you like it!
this came at the right time. i've been doing a lot of lightmapping recently
Me too..
@@facusandoval4074 Me too..
I knew all of this before I started to watch the video. But I just kept on watching, because you explain it in such a nice and easy way. Was a nice refresher.
Awesome, thank you!
This is one of the most concise, informative, and well presented tutorials, on any subject, I have ever seen.
I wasn't knowing whats directional mode does. Now i understand ! Thank you :)
Glad to hear that!
I never knew Unity has this complicated Lighting Options.
Amazing tutorial, everything is crystal clear. Thanks !
Great to hear!
This really helped me improve my graphics. Thanks!
Glad I could help!
This is the best lightmapping tutorial. So many things that were unclear are clear now. Thanks for making it.
You're very welcome!
The only good lightmapping tutorial
Your tutorial and voice is really awesome my headache is gone ❤❤❤
i followed brackeys tutorial first and it wasnt working because it was outdated, so i checked your tutorial and it works! thanks!
You are welcome!
This was something I needed, perfect explained !
Thank you so much..
@@UGuruz I have never been good with lightning, great video!
The best LM tutorial and you sir are the best presenter of Unity tutorials in general. I feel most others go waay to fast to understand. Well done! +1
Wow, thanks!
Your tutorial is amazin!!! I was confused by the lightmap for so long, and your clear explanation solved my questions, and saved my dayssss!!!
The absolute best Tutorial on Lighting I have ever seen. Man you just saved my butt!
Thanks
Such a good explanation of all of the settings. Really appreciate this.
Awesome video, explain all the window is the best way to understand the possible settings. thanks!
Really nice video... actually the best video about lightmapping for Unity I've seen
Thank you so much.
Very Good Vid! Thanks- I wanted to dig deeper into LightMaps and you were only one that provided every detail - cause - process and effect.
You're welcome!
Fantastic job lad. Cheers.
Previously, I was very confused about light baking, since all my bakes were coming out badly. But this video helped me a lot. Thank you so much.
Glad it was helpful!
Matte. You save my life. Good tutorial.
Glad I could help!
Incredible Tutorial. Thank you for the no bs guide.
Bc i think the explanation between all the different light modes are a bit confusing, here is a short explanation about the differences. But overall, it's a very good tutorial !
- Realtime : no lightmap, the direct shadows and the bounces are calculated in ... realtime. Consumes alot of GPU
- Mixed : mix between baked and realtime : calculate the lights and bounces in the lightmap, but not the direct shadows which stay in realtime.
- Baked : as in the tutorial. All the light data are in the lightmap, no more light needed.
Thanks for the informative and detailed tutorial!
Glad it was helpful!
Great video!!! Love the way you clearly explain and go through everything!
Thanks so much!
Bro i understand between directional and non Directional thanks and please keep making video for us. I love to watch your video 😍.
Ok. Thanks
Fantastic video. Really clearly and logically explained, thanks.
Glad it was helpful!
Thanks a bunch bro, I've been pondering over those fixed shadows
Excellent video, answered lots of questions I had about URP.
Glad it was helpful!
Thank you so much for this lol, I've been needing this video 👍
Glad I could help!
Amazing video! Even though I'm using Bakery to handle lightmapping in Unity, this video helped me understand lightmap settings much better, which allowed me to improve my lightmaps significantly as well as reduce their file size (super important for mobile games). Thank you!
You're welcome!
Thank you for your tutorial!
Nice Tutorial, congrats!
thank you dude! really interesting!
Glad you liked it!
Very helpful, thank you for the awesome tutorial!
You're very welcome!
Amazing walk through of the new baker properties. Thank you so much for the video, it helped me figure out a ton about why my stuff was looking not so great in Unity.
Thank you so much for making this tutorial. I really appreciate this tutorial.
You are so welcome!
good tutorial... I really like your explanations and sticking to the topic at hand!
Glad it was helpful!
VERY helpful. Cleared up a lot of lightmapper stuff, thank you!
You're welcome!
Thank you. Very clearly explained.
You are welcome!
老哥的舌头磨炼我的英语听力,讲的还是很不错的
Very useful, thanks!
You're welcome!
Best tutorial ever. Thanks
You're welcome!
Wonderful tutorial, clear and concise, thank you!
You're very welcome!
this is good for basic URP lighting
Best video ever, why did you stop making videos?
Good tutorial! Unfortunatly I'm missing interaction between static and dynamic objects. Maybe you can add something like this to your To-Do list ;)? What I mean is: how will a dynamic object interact with a static, light-mapped object. For example: the soldier in your video running through the shadow of the house.
Light Probes.
You have the best videos. Thank you! Can you recommend some videos about 3D modeling interior scenes optimized for mobile/cloud VR?
Best video about lightmapping! Thanks a lot! What's the name of the courtyard model at the beginning of the video and where can I get it?
That was an excellent tutorial!!
Glad it was helpful!
Your tutorial helped me a lot. :)
Great 👍
Very good explanation, thanks!
You are welcome!
Could you explain simple to me, if I have a static house game object, which is suitable to be baked lighted, and a moving object (a car or a character) which is suitable just for real time lighting, which "light mode" should I use? "Mixed"? But am I sure this way, that the "static house" won't be lighted once again by the "realtime" light source ( I mean that real time component of the mixed mode)?
Any chance you can provide a tutorial for baking and using lightmaps for big scenes interior/exterior? How can i use different lighting setups and environment lighting in the same scene? More advanced stuff and real lifr scenarios pls. The basics are fine but its rarely the time that i bake a single house on a single plane with a single direcrional light source you know what i mean? Great turorial tho, thanks!
Nice video. Keep up the great work!!!
Thanks!
amazing tutorial man! keep it up and thanks a lot!
Glad you liked it!
Very good toturial
Hey, how are you? A question, in big open map (exterior, can be a terrain) what yu suggest like settings to bake this map and objects?
Outstanding! How to lighting a character, the face for example while walking? The are any tutorial on UA-cam. Thanks!
Hello bro how can I do not allow lighting on a particular place so that directional light dosest put light on that area
This is really useful! Thank you!
You're very welcome!
can you please make tutorial on bakery lightmap plugin?
What a great video!!!!! My scene was already at 919 setPass calls and got it down to 213 with Baked indirect lighting!!! And using my gpu to bake them was a way better choice. My poor ryzen 5 took 4 hours last night 😥
That is awesome!
As always cool video fro Unity Guruz. Best explanation tutorials ever ;-)
Glad it was helpful!
I love ur Videos ! Thanks :)
Thanks for watching!
After baking the light map, the shadow is very black, there is no sense of ventilation, how to solve it?
Thank you this video is very helpful
You're welcome
DON'T FORGET TO CHANGE COLOR SPACE TO LINEAR IF YOU USE URP. THIS WILL PREVENT YOUR SCENE TO BE TOO LIGHT OR DARK.
Great Tip!
Even if you're not using URP, it improves the lighting a lot in the built-in render pipeline as well.
This saved my scene, thank you! I wondered why props and characters models were overlit, and was googling a solution for several days. Switching to linear fixed the issue. So glad I accidentally found your comment. I wonder why Unity sets it to gamma by default...
@@SolidAlloy2 No clue lol. By now you'd think they would have some nicer quality presets
Hello I have a dude about the light I export my model (house), in unity and when use any light inside ,sample one room the light is on, but this light pass from the edges wall and can see to the next room
And the Sun (directional light) this one pass the windows ok but the sun reflection on the floors looks like don't have Walls the house what recommend to fix this thank you
Great video, thank you for that!
Glad it was helpful!
Hi, I did the same steps, but I keep getting the following error when I start baking. Please advice.
[PathTracer] Failed to add geometry for mesh 'Cube'; mesh is missing required attribute(s). Please make sure the mesh contains at least positions, normals and texcoord0
wow, really good tutorial. I will check you other ones and patrion! Keep up the good work :-)
Thanks
awesome video, thanks for posting!
Glad you enjoyed it!
i have multiple objects in my scene ,is there a way to generate UV channel 2 for lightmap while importing or applying to multiple objects at once?
Day Night Cycle would be interesting
Thanks for a tutorial.
You're welcome!
🙏💎Please keeeep keep your amazing videos respect Sir 🙏✨
Hello, can I ask something?
I have a script that allow the player to turn on and off a lamps, but if I use a lightmap when I turn off the lamp, the light from the lamp are still there because of the lightmap.
so is it possible to use that script with a lightmaps?
Hi,UGuruz, This is the most helpful lightmapping tutorial i've ever seen. finally I find one tutorial I can follow. and no need to guess what's the parameters mean.
only I question: You mentioned in this video, Unity can use 2nd UV set to bake? how to do that? I know Unreal can does that, but I searched on forum,still can not find a way to use my own UVset to bake lightmap.
Or is that a silly idea? Thank you for this awsome tutorial. very practical
If you create a second UV map for your object in your 3d software like blender,max maya then Unity will automatically choose that 2nd map for light baking. And you will also need to disable the "Generate Light map Uvs' Option in import settings.
@@UGuruz Oh I see! Didn't expect such fast answer! seems Unity combine all the objects UV together, I didn't realize it use my 2nd UV already!
Thank you for saving my whole day!!!!
I am learn the Unity Series tutorials,these are gold mine.If I can follow will buy your tutorials for sure :)
This tutorial is incredible, simple and effective, I have only one question, when i made my lightbacking, it looks fine without materials, but when I apply materials to my objects and redo the lightbaking, seems like the material cover the lightmap, it's really flat and nothing changes with or without lightmap, what's the problem with my case?
The first thing i would check is, if it's a shader issue. Did you try it with the standard PBR shader?
Lightmaps only work on LIT shaders that sample that lightmap. A few of the shaders you can buy, especially stylized (toon, anime, etc) don't have that implemented.
@@sealsharp Thank yo for your answer, I'll found the problem, i put the materials on the prefab instead of the single objects. I have another question, what is the set pass calls limit for a mobile game for oculus quest 2 standalone? Or there is some documentation on limitations? Thank you
@@AlessandroNardi_DA The answer isn't that simple. Not passes, not batches, not vertex-count and not any other single thing can be given a number. There's much more happening on the GPU than just drawing whats sent to it. GPUs do have an internal queue of processes and steps and so the limiting factor depends on many different aspects.
The Quest 2's own GPU is an Ardeno (or something like that) and like many mobile GPUs, it does tile based rendering which has different performance behavior than desktop GPUs.
Excellent video thank`s
Thank you too!
What about light maps and prefabs for procedural created levels?
Best tutorial
Thanks
@@UGuruzyour welcome
Lately you do not make lighting videos for HDRP? I miss them
Cheers
Perfect! Thx u so much. I need to update my Unity 5 big project 500kmx500km and this video was helpful. I'm lost, slower HDRP 2020 or stay with Unity default in 2019 LTS with lots of assets store assets...
What is the best lighting settings for an mmorpg mobile game?
Thank you so much, keep up the good work bro. Hearts from New Delhi :)
My pleasure 😊
Very helpful thank you
You're welcome!
Tutorial was great understandable but sad part is dude stopped making those.😭
Is it possible to just download an old version of Unity without all the modules?..I have projects that don't work in 2019+ but work on 5.6.1? Thnx
What if I baked light in bake mode, and then I want to add a switch light(point light with on off) will it affect somehow?
Good video. Really helped me out. I was wondering if i could adjust the shading in the mobile lighting settings...like make it a little bit more hd
Yes you can!
@@UGuruz great! thanks.
Nice video! Just a question: if I'm making a horror vr videogame, the scenario is only inside a house so, the only illuminations will be some spotlights but the player can handle a torch that with a dynamic light that will affect the scene illumination...which kind of settings should i use?
I think you should go for Realtime GI.
@@UGuruz what about light probes? May them help?
Nice video. Thanks.
welcome.
Bro plz solve my problem when I make one room with white tiles texture and with white spot light when I bake it the room turns into grey plz solve bro
Great tut mate, subd
Welcome!
Brilliant! Thanks!
You're welcome!