Unity bakery gpu lightmapper All big sunset city screenshots are auto. Also I’m here to offer advice/fix stuff in a day. That would be great if Bakery support subtractive out of the box, without it this asset is kindly useless for me. Find this & other レベルデザイン options on the Unity Asset Store. from memory, the rest of HDRP look can be done with a good grade. In fact, with the Progressive Lightmapper GPU from Unity Beta, I can’t bake scene that in Bakery I can bake without problem. color. Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. But we have one strange issue with some white flickering edges, this just appears with the bakery Lightmap and MSAA enabled. Here are some new screenshots with publicly available scenes, all using built-in UV generator. 0. Alternatively, you can find it by going to the Asset Store, Not sure how that happened, but try Bakery->Utilities->Clear baked data->Clear and then bake. I’ve tried a number of solutions, such as replacing the ‘emptyLightingData. At least i t think the two options for RT preview would help to further improve Bakery and HDRP Standard PLM setups in a comparable way. Otherwise Bakery has been quite beneficial to our pipeline, being able to bake entire Scenes in I updated to Bakery 1. color = v. Could anyone help with this? Sorry for the delay. (Unbelievable that dozens of Unity-Programmers very not able to reach what a single person achieved. 3 I was testing if baking a all in FULL lighting and having a shadow caster could do the job. However it took my a long time to get rid of noise, not sure if that would be easier in Bakery. Enable this checkbox: Use L1 light probe mode Render the sector It will initialize all light probes in the scene, but only update those in the sector hierarchy. With Unity’s light baking when I had this problem - turning off compression solved the issue. Finally you can just hack it by removing the RT GI disabling line from ftLightmaps. a * 8. It supports all Bakery special modes and it’s more similar to the Lit shader (having previously unexposed tiling/offset, normal map/occlusion intensity and ability to choose 3 Bakery must be manually re-imported through unity package manager to be used (lights in scenes throw errors otherwise and cannot proceed with any work) Issue 2, updating: Bakery updated on Computer 1 manually via menu (with GitHub/invoice details) in Branch A. They can’t be moved in Unity. But lightmaps has cross Tested with Unity 2018. Im not sure why i dont get any depth by the normal map when using SH. Bakery - GPU Lightmapper. if you switch to cook-torrance you’ll get close to HDRP, and if you want a good laugh, switch to ASE > custom lighting > add a GGX node. Since then, the Unity account that I used to purchase it has been suspended. And only in android build (APK), when you switching to another scene by scene load - I get corrupted SH info in materials. tga format for lightmaps (generated by vray ) because anywhen i use 32 bit files - the lightmaps always have strange aura on it I don’t know why is it because GLES 2. It is kinda possible to use Volumes this way right now. When I add a new light or duplicate one of the no longer working lights, it starts working again immediately. Alright, just updated the shaders, it should be fine now (rev 14. Hi Frank I have a question about output file, i did a search and found your cmt about this I’m working on project that being build for iOS, I usually use standard plus shader with 8bit . Doesn't support AMD Now, if I do the inverse, which is keep all the physics props, static props, decals, and the 3d Skybox, but remove the base brushwork, I’m also able to bake successfully, while still comprising of more than one lightmap. 5f1 Android Two Lots of the screenshots I posted use Unity’s auto unwrap, even some of the Sponza ones, because I was trying it with both custom and auto. I have a few questions. Are there known issues with Bakery and the fbx asset import pipeline for unity 2019. I see no also no difference between booth modes. First of all i am using addresable system. Asset Store page; Github access; Bakery is a high-end, production-ready, hassle-free GPU lightmapper, designed as an alternative to Enlighten and Progressive. 71 in that project. is there a way to add additional passes and layer the baked shadows, and then merge them just like how photoshop does? The limitation is not because of the baking, but because: Runtime Unity shaders only support 4 masks. Unity did not tell me to do a API update. Interesting. Was it that denoising is technically always handled by RTX features if your GPU has them since it goes through CUDA, even if you don’t have the RTX mode selected in Bakery? I’m thinking my RTX 2080 Ti has issues, relating to other issues I’ve had with it. HeadClot88 June 6, 2021, 12:30pm 5261 "": Haha, very I think it would be pretty cool to add some sort of scriptable baking to Bakery. What is Bakery and why use it; Bakery for Unity. I have tried to delete all the temp and scene folder, cleared both bakery and unity’s bake Unity Discussions Bakery - GPU Lightmapper (v1. Bakery will never run it automatically. Set Cast Shadows to “Shadows Only”. I can understand way you are working hard implementing directional, because when it’s finished, it will crash by far unity lighting system. You still need to have at least one little valid lightmappable object in the scene, but can mark most of everything with just “Receive GI = Light Probes” or “Scale in lightmap = 0”, so it won’t receive own lightmaps, but will affect GI in Volumes. When baking with Progressive, the Unity now has their GPU Progressive lightmapper which vastly improves bake times. You’ll need some simple scripts I’m having a little issue with Bakery: it imports the lightmap textures 2 times once the render is done, forcing Unity to recompress the textures 2 times. To anyone following Just in case, here’s an article about all the related compression toggles in Unity: Troubleshooting - Bakery GPU Lightmapper: Wiki jinanomaly: Also i always have to set crazy high values to get my scenes to bake. I fixed it personally by re-exporting the OBJ from blender with “separate mesh groups” however there is probably a bug somewhere there So you want something transparent and emitting light? Maybe you can use Light Mesh for that. The two spheres are dynamic (one in shadow, one in light). ( and really is very needed ) I see really great things for you in the future. cs (search for “Lightmapping. 3f1 and the latest Bakery Created a new project and imported bakery imported a simple fbx file and checked Generate Lightmap UVs Create a simple scene with a point light, the model and a plane Baked the scene Select the fbx in Project and clicked “Save UV padding to asset” Which then I got My current GPU is a 5700XT but i still have my old 1050ti laying around, would it be possible to install it alongside my current GPU (i have the extra PCI-E slot required) and use it for Bakery only? Should work. Not even a path tracer. Would it be possible to get an real value here to Mesh looks quite weird. All shaders are Unity standard, and the Skylight has a basic HDRI attached to it. Neural net GPU Denoiser core is also a part of Optix, and so far I’ve never seen better denoising. On one of the pictures you demonstrate that your baked Shadow Mask looks like that: But in v1. same scene, black seams in enlighten&progressive vs clean lightmap in Bakery. It’s a bit of a tricky one to recreate, I have DM’d you here on the forums and on discord a link to an exported package you’ll need to recreate the issue. We only want to bake the shadows cast from clouds: Bake with shadow mask mode. Denoising peaked at 9GB VRAM, also managed to hang my PC at denoising when I had 64 GI samples as well, because why not, had to drop it to 32. It’s a bit tricky to make it work on all Unity versions and render pipelines, so perhaps a few days. I even updated to Unity 2019. For now I just enjoy watching the development process and experimenting but not really able to didn’t know bakery uses those settings! Well it doesn’t - as I said subtractive mode is up to Unity, it just takes standard lightmaps (no matter what lightmapper produced them) and subtracts dynamic shadows from them. shader included in Bakery. For reference this is using Unity 2022. Hello Guys. 2f1 and Bakery v1. They render “GI” by rendering from camera in the scene and they only disable dynamic objects before that. 6. It would be super helpful if you could send me a small test project with these issues and then I can tell you exactly how to configure it properly. Suitable for complex geometry that is impossible to unwrap well. That is certainly a fun scene to test Bakery with automatically generated UVs. 6f1 thinking that might trigger and API update but it did not. guycalledfrank September 27, 2018, 2:55pm 941. I restored my project from backup which was for Unity 2020. Hi there, so i am able to bake my scene accordingly except when it comes to using directional lights. But I noticed that I have Bakery version 1. 4. Unlike Unity, Bakery allows using pre-made combined UV atlases without doing any post-repacking. 2. Full SH maps are not tracked, Unity doesn’t really recognize them I found a bug baking legacy light probes: To check if a light is ON or OFF, Bakery only checks if the whole gameobject where the light component lives is enabled, but it ignores the state of the component itself, so if the gameobject is enabled but the light component is disabled, Bakery will bake the light in the light probes as enabled, ignoring the fact that the light Hi, i don’t know if this is normal but i was trying to bake a terrain 1050 resolution, and is taking a lot of time to bake, i was checking my gpu use while the lightmaps where baking and it looks like this, is that normal? ftraceRTX is also aways under 25% of cpu, and 0% gpu. 0; o. As Bakery calls Unity baking just to prepare the light probe grid, it starts complaining about some textures being Crunch-compressed. 17f1, URP with the latest Bakery code from GitHub with an AMD 3900x CPU and an nVidia 3090 GPU. I baking lights with SH option. 4) - see attached (also called rev 3. Probably Unity changes it based on God knows what behind the scenes. g. I am following this tutorial: Manual - Bakery Unity 2021 seems to have serious issues with shader caching and compilation taking ages. Hey Mr F, Thanks for trying that out for me. 89. Bakery does check for RTX & None RTX and fails at both, I know it’s not RTX so should it not run in none RTX mode. I recently updated my Bakery and the URP shaders, but some of the graphs have an error on the custom lighting function saying: “undeclared same scene, 15mins in enlighten vs 34s in Bakery. Can you check it? I tested with the updated Bakery. I updated Bakery. But if you’ll use BakeryVolumes instead of probes, they have no issues with dynamic movement: Manual - Bakery GPU Lightmapper: Wiki Hi Frank, Great job! Love your responsiveness! Indeed, now that I check the xatlas packer does not have this issue. 6 ) Would u please tell me where is it? Thanksssssssssss! That’s Unity who should do this automatically. I am happy to work with you to investigate and get to the bottom of this. I’ve fixed this by using a different approach to checking for changes to the Spline’s position/rotation/scale. Also I’m not using URP or HDRP so assume I’m on Builtin Pipeline. Make sure you apply all changes to the prefab, then instantiate it in any other scene. 14 and Bakery 1. Branch A pushed from Computer 1. This means, I’d have to recreate every single light after building the lightmaps. cginc contains methods to read RNM and SH (BakeryRNM(), BakerySH()). Ok, so this one scene I’ve baked a lot of times without any issues, but this time I tried baking with L1 Light Probes to see if there would be any difference. That’s it. Other probes will remain unchanged, so rendering each sector will eventually update all probes in the scene. For now I just commented out those sections of code and it works but what is the real fix? Thanks, Hmmm that seems to be coming somewhere from Unity internals. I noticed sometimes people are trying to bake large city scenes with default 20 texels per unit, but that’s a very high resolution - not only export/render is slow, but they also get like 100 4096x4096 lightmaps in the end Maybe try setting it to 1, see if it works and then increase gradually if @guycalledfrank The issue that @CaptainMurphy_1 is having looks very similar to what was happening to me, (the sci-fi internal wall panels) where I have multiple materials on a mesh only one of which has emissive maps on it. The ASE devs are quite happy to help with writing templates and nodes if you wanna ask them to give some pointers Frank ShaderGraph is nowhere near ASE’s level yet so I’d love to see an ASE template that can provide RNM/SH Not yet. And it supports a wide range of Unity versions (including very old ones). cginc you sent and the issue still happens, mostly after Bakery lightmapping completes and the project / scenes reload. For our very complex scene it just takes an hour to render, with the Unity Progressive Lightmapper it takes more than 14 hours. With 10 texels per unit, it still has a chance to have purple glitch. Tried a manual API update but nothing happened. Here´s my baked setup scene: Mobile diffuse shader shouldn’t be a problem. So I started a new project to try to reproduce it. I use the latest Bakery patch in Unity2020. Do you happen to know or anyone here knows why baked mesh re-import times increase exponentially when the Bakery package is in the Hello. Not sure why Unity lightmaps can’t work with it. Screesnhot) and on (2. @guycalledfrank Hello, maybe you can help me with my problem. Try to right-click on the lightmaps folder and press REIMPORT. Shaders taking ages to compile has been an issue for all shader programmers in Unity for a long time, but it was never taken seriously by the Unity team until URP and HDRP came along with their ten million shader compilation derivatives and literally hours of compile I don’t know what is ASE, but you can take a look at ftSimpleVertexLM. Some details: -Unity 2021. same scene, 2048 size lightmap just to look OK vs 1024 size perfect lightmap in Bakery. It’s not progressive. Just make Bakery Volume a part of a prefab and bake it in any scene. The best I could do is to make sure they are not doing anything extra. In scenes it’s invisible and named “!ftraceLightmaps”, and in prefabs you can see it as BakeryPrefabLightmapData. I don’t do anything about Contribute GI option, it’s still pretty new in Unity. All lightmap associations are stored in the scene file itself. Bakery - GPU Lightmapper (v1. I am on Unity 2021. usesRealtimeGI”, set If models are still not okay even with global storage, try reimporting them Ok yeh - that was our workaround for now, thanks! By the way, just to put this in context, it’s only one or two objects that display the errors in the screenshots I posted (albeit ‘randomly’ ). I guess I should add the subtractive checkbox to Bakery UI, so you don’t have to switch between windows. The way I understand it is, bakery is limited to rendering 4 light sources per texel because it uses GPU baking. The plane and cube are baked. Any ideas, as this thread does mentions it sometimes, but I haven’t found a real solution yet. Light probes baking itself is also not very efficient right now as it relies on rendering regular cubemaps in the engine to gather indirect lighting (directional part is Bakery does the same if you set Scale In Lightmap to 0 on a mesh renderer. If I reimport the shader the issue goes away with the Bakery > Standard I know you said run unity as admin, but with the new unity hub crap, running as administrator doesn’t seem to do it. to MR F. In HDRP it still breaks every understandable setups. Sometimes Unity doesn’t recompress textures for android when you switch project build targets from PC to Android. I’ve found a bug that crashed my Unity while doing a bakery lightmap. I ask because I’m trying to import some fbx into my project that were used in a scene that was light baked by Bakery and it seems that some of these fbx are causing a never ending unity hang during import. Hey Frank, im already using the Bakery Specular shader on my Models. This doesn’t seem like a big deal, but when building for mobile, compressing textures to ASTC format can take a long LONG time even on a high-end PC. realtimeGI = storage. Cons: Obviously vertex interpolation is less subtle than texel interpolation. Still some small bugs/issues with multi-scene baking: lightmaps are not By default, Bakery will not change compression settings on existing files (that’s what “Compress but allow overriding asset” for), but “Force compress” will. Jump to navigation Jump to search. I created a fresh new project with Unity 2020. Steps to recreate: Create new HDRP project on 2019. “For anyone interested, I published a tech writeup about GPU lightmap baking” Thanks for the article, was an interesting read! “A simple scene with a fully transparent cube and regular plane and a bakery direct light. Revisited the template again, cried a little more and gave up. Use one-side shader for clouds. Screenshot)with Render in Scene View enabled still needs an 0. Maybe you can post some comparison screenshots? I don’t have a single lightmap in my project, either from default Unity lightmapper, or from Bakery. NOTE: Requires modern Nvidia GPU (6xx or newer) and 64-bit Supports directional baking (bump/specular) with 4 modes: dominant direction (compatible with most shaders), Radiosity Normal Mapping, per-pixel spherical harmonics, as well as simply baking normal maps to Lightmapper tiling prevents the Progressive GPU Lightmapper from using all available GPU memory. Non-standard maps (RNM and SH) are set via MaterialPropertyBlack (named _RNM0, _RNM1, _RNM2). Also i always have to set crazy high values to get my scenes to bake. First scene is by LMHPoly. Contents. Will do it soon. I was looking at getting bakery but because of unity I might not. Set cloud’s color to black. 5f1. But since Bakery doesn’t need any textures from this process, it’s unlikely to cause any problems. 31f) is after every light bake, there’s a chance that the hierarchy window will become a LOT slower. I think this may well be either a custom node or custom template job. 16f1 and imported just latest Bakery. @AcidicVoid OK, hopefully your issue is now solved. 96) + RTPreview [RELEASED] Community Showcases. well kind of stuck right now i replaced whole bakery with the last git bakeryill revert it to the unity asset store for now edit: nvm i reverted easily to the old files from collab, take your time 😄 edit2: i also have a question, how can the texels can be controlled per object? can they? i get lots of texels in planes and in objects that actually need more texels they are very i leave this here as an potential idea for animated precalculated Bakery Lightprobe Texture 3D’s fitting to an animated Skybox day night cycle generated from a real HDR Timelapse or created via skybox creator asset Do you think lerping between lots of Lightprobe Texture 3D s is doable. 4 13f1, GPU Driver Game Ready 460. Can you send it to me to test? I don’t really understand where your probes are positioned or what objects they influence. in a way, Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. Mesh looks quite weird. But it might be not that hard - I’ll take a look now. 200 resolution + some vertex lightmapped cheerios and onions. . Asset Has anyone successfully made a Unity script to bake a bunch of Bakery sectors in sequence? Given the errors above I’m probably doing something wrong so I’d like to see if someone else has already programmed a script to do the same. Texture compression ASTC, lightmap encoding Normal Quality, Bakery settings also same. The double issue is that this is cumulative to the point where after 2 or 3 bakes, the hierarchy is completely unusable. thanks! rob We find the inconsistent result comes from cloud meshes in the sky. Need a gameobject with Unity’s global volume override to affect the scene. Also I remember that name once some person sent me this shader (URP variant) to add Volume support, and I have this patched version somewhere in case you’ll need it. The issue with the provided link is that the shadows when reaching the limi of the camera bounds they cause a very rare glitch, if the shadows could be sofly to MR F. Modified Bakery shaders are not required for regular lightmaps and some things Unity shaders support, read the ‘Bakery Shader’ part in the doc for more information. I think it’s because direct lightning are added to the lightning of light probes, so objects placed in dark zone get lid by direct light instead of only using light probes. The directional light is Mixed. I have no idea what’s triggering it, as the scene hasn’t really changed much. 1f1. 0 on the main page). 96 Feb 01 2024. 0001 value to make some preview possible. Looking forward for more tests and the camparison against Unitys GPU baking implementation in some month. Here is a quick way: Type t:Light into your Hierarchy window search box. I have tried different approach and every time encountered some problem. 5f1 Bakery last update Gpu Nvidia 2070RTX I think Bakery is already an amazing tool, way ahead of what Unity’s own lightmapper can do, and I’m looking forward to continuing to work with it. ok i made a mistake, i didn’t add bakery light script to the It depends a lot on your scene complexity and the resolution you’re trying to bake with. asset’ but none have worked. I’ve got a problem, I import my model to unity from ArchiCad via Blender, I save DAE file in Archicad and then export FBX file from Blender and import to Unity (otherwise I had huge UV mapping errors) and now instead of multiple UV mapping errors and messed up baking output I’m getting: Color: unity_Lightmap Shadowmask: unity_ShadowMask Dominant direction: unity_LightmapInd Any non-Bakery shader that deals with lightmaps, can use them. 1 v1. Bakery stores additional unwrapping info in the . I opened example_volumes_advanced scene and GPU lightmapper very much starting to look like an insta buy for I would guess many many people. Instead, Unity allocates some temporary memory on the CPU, then bakes your Bakery is a high-end, production-ready, hassle-free GPU lightmapper, designed as an alternative to Enlighten and Progressive. Not sure how to fix. Unity 2018. OK, I’ve just added it! The workflow is following: Put LightProbeGroups as children to BakerySector objects. You need Bakery shader to sample SH lighting, standard Unity shaders don’t support that (see feature compatibility table). With lower setting like Yeah, RT GI is disabled to prevent potential conflicts (like same lights being baked by both and added together). 0 ? how So not being able to use decals with Bakery is kind of a massive dealbreaker for me right now and I’ve spent hours trying to Frankenstein together existing Bakery nodes into a decal material that will actually show correctly, but I always get either completely transparent decals or ones that are fully lit and don’t respect any sort of lighting data from Bakery. Find this & other Level Design options on the Unity Asset Store. In one of your [previous]( Bakery - GPU Lightmapper (v1. and the other is from the Blacksmith demo: Sure. The second thing Bakery uses heavily after the GPU is hard drive where the temp folder is located. This is trigged by the Spline having been moved, is this something that Bakery does during baking. Unity 2022. We have 2 (probably connected?) problems concerning Bakery’s Atlas system, unfortunately we can’t share the original project. I bought this as we’ve had constant issues with Unity’s light map baker crashing, giving bad results, etc Bakery seems more stable but I’m not getting accurate results. rgb * v. Looks like loaded SH info from previous scene. You guys can all blame me. Yes, exactly. With Bakery I have a lot of free RAM to use. Hey Frank, The lighting intensity that goes together with bakery lights, on what is this based? Lux, kandela,lumen, ? Cheers! An 51 000 Lux HDRP dir light converts to 16233,8 Bakery direct light intensity. This is a simplest unlit shader using vertex lightmaps, so should be easy to understand how it works. Should work. 96) + RTPreview [RELEASED] page-9#post-3605442) posts, you explained how shadow formula works. Check the example_lights scene, there is some glowing alpha-blended text 🙂 Having “self shadow” checkbox disabled on a Light Mesh will stop it from casting any shadows, but will still emit light. 45. In every scene (or inside any lightmapped prefab) Bakery generates a storage object. So only a split for 2 and 4GPU s. I possibly found a bug. L1 is actually correct in this case. request access first Github access - Bakery GPU Lightmapper: Wiki Use LFS and clone the repos, don’t use the zip or you’ll have problems. 3. Right now we can’t really use Bakery with HDRP as the lighting settings don’t really match up at all - getting support for lux, lumens, etc would be a big help there I imagine. Branch A pulled on Computer 2 Hi yall! I’m considering buying Bakery for the main purpose of baking different layers with different light sources. I did a few small tests with Bakery back in June, after which I deleted all content from “Bakery lightmaps” folder (there were less than 10 MB in total, I think), and didn’t bake anything since then. 17f1 and Bakery 1. This plugin looks awesome, but with the new native GPU Progressive Lightmapper, is there still a need for Bakery? I don’t have much experience with either, just want to understand where to invest my effort (and possibly cash) I have a quick question, can I also use Bakery on individual Modells/Prefabs independently from the Scene (this is a hindrance and limitation with Unity’s own lightmapper solution)? You can bake to prefabs, yes, and you can control which lights will affect which objects. Also pay attention to your VRAM, if you use RT preview for example it’ll eat up a lot of vram so you may need to close some apps that use the GPU a lot, like today I had to Is Bakery GPU lightmapper a tool to generate lightmaps like the Unity’s built-in option do? (sort of its replacement?) Yep. Unity version: 5. color;``` o. E. What is interesting - on Bakery preview it seems to be fine. 2. It doesn’t happen when I use the native Unity lightmapper. Hi frank i have struggle in multi scene baking. “PleaseWork” was the active scene when I did the bake. I don’t have experience of using SpeedTrees Finally design something like a “Bakery Standard Shader” that would give same features as Standard, but also support vertex lightmaps, RNM and SH. NOTE: Requires modern Nvidia GPU (6xx or newer) and 64-bit Windows (7 or higher). In this scene i have directional light and skybox. But currently representing themselves as such: After a long PC uptime denoising a Bakery render will hang It seems that after Bakery bakes, they render without baked lighting on the assets and when I try to render them anyway like: Clicking Render Reflection Probe in the Bakery window or rendering them one by one they trigger FULL Hey. cginc to use an inline sampler instead of samplerunity_lightmap. Made sure to save both scenes after bake. Unity’s buildin lightmapper doesn’t support Culling Mask layers and will just bake every light to every layer. 16f1 and baking works now without errors. 8 and Unity 2020. When i change to “Baked Normal Maps” im getting the depth i like to have. Bakery requires its components to be added to every light, but it does not mean you should select every light and add them one by one. ) Finally lightbaking in Unity becomes acceptable and competetive against professional renderers like VRay. Tried to run the hub as admin - I think it starts up a non-admin unity, and also tried to separately run unity itself as admin - but that also defaults to opening a kind of unity hub on its own, so still doesn’t work. On which object did you add the light? Matching button only appears when Unity/Bakery lights are on the same gameobject. If you use standard Unity directional modes (none/dominant direction) and standard light probes/LPVs, then yes, it’s compatible with all Unity shaders. Unity Discussions Bakery - GPU Lightmapper (v1. meta file of the model and has a model post-processing script. When i bake my 4 scene with split by scene option they are baked. 3 it actually looks like that (Faces opposing light is black): Does bakery perform quality light map clustering and packing too? No It is comparable to Unity’s own packing at best. Problematic project is using Bakery 1. Android : IOS: Note:We An issue I’ve had for a long time (which I suspect is a Unity bug, but I can’t try other versions with this project - I’m using 2019. I’ve talked to Unity support for a very long time and they said there is no way to transfer the asset I remember reading somewhere months ago that you would be willing to send a Github repo to Bakery users that can provide proof of purchase. I am trying to bake a directional light in Unity HDRP. 20f1. Did you enable RTX mode? Is your lightmap resolution comparable between Bakery/Unity? (same texels per unit doesn’t mean identical atlases). I found some issues with RT preview. There is no use case for doing anything with these assets that I’m aware of. Enable “adjust uv padding” just the first time you bake a scene and then set it to “don’t change” the rest of the times. Basically you just read vertex color and decode using this formula: o. Optix is just a library that implements ray-primitive intersection on a GPU, and it does it really fast. I’ll investigate the One weird thing is, my PC with a single 1080 was faster (1h8m) than our dev notebook (1h43m). Static objects (even with 0 scale in LM) are still visible, so probe is probably partially occluded by the receiver itself. color can be now used as final Just imported Bakery, opened example_shadowmask scene, clicked Render in Bakery tab and got such result: After baking there is like no baked light, there is only realtime unity light (when I swtich off unity light, scene becomes dark. 50 or more for day night cycle Hi, I’m really struggling with HDRP (14. (Bakery version :1. When testing default atlas packer (after updating from git) As far as I can tell, Atlases from different scenes are no longer mixed between different scene lightmaps. 0): Bakery_ShaderGraphURP (19). Bakery’s light matching puts intensities at huge values compared to Unity’s built in mapper and the whole scene lights up like a Christmas tree I really don’t know whats going on - Unity will bake fine when I use the built-in, progressive or Progressive GPU it just doesn’t look as good as yours, I have done stress tests, over/underclocked my GPU/CPU, ensured drivers are up to date, closed everything but unity, and a bunch more and my computer only hard crashes/reboots when I try to bake light with Bakery. What script should I be attaching to my Main Directional (Sun)? If it is Bakery Direct Light (script), then when I select Match lightmapped to real-time, it is matching the Surface Color of the Celestial Body instead of the Light Appearance (Filter and Temperature) and Intensity in LUX in the Emission. I would just bake the station normally, but without the global lights (Sun), having these realtime instead. Here’s an example of the issue: Unity does not allow writing custom occlusion probe data, therefore they are processed by Enlighten/Progressive. 5. 9+ patching instructions; 2 Detailed information. This way Bakery will always render it, but it won’t be visible in Unity. (Default Unity takes less than an integer of 1 intensity but bakery can take over 30 or in some instances over 100. Any idea what’s going on here? The first is from Unity’s progressive lightmapper with default settings (changed texels to 2/unit and set directional mode). After many frustrating hours of working on my shader, I discovered the following behavior: After building the light maps, all realtime lights stop working. After I navigate I’m honestly surprised that Bakery hasn’t implemented Radeon’s HIP or possibly add the new HIPRT, though it might be generic CUDA porting from what you’re describing here. You can create some invisible object (Mesh Renderer disabled), but add BakeryAlwaysRender component to it. if you could create your own pass, write a CUDA shader for it (sounds scary, but believe me, they are not that hard, and if you can write shaders, you would be able to do that, and I could add a few built-in examples), define the amount/data type of the outputs, etc Bakery then would "Bakery is a high-end, production-ready, hassle-free GPU lightmapper, designed as an alternative to Enlighten and Progressive. Light components are necessary, and Bakery lights do much more than Unity lights. Thanks that’s quite the compliment seeing you are much more competent than me, but I don’t think I’m actually competent enough, I basically indulging my inner Dunning Kruger to learn and experiment right now lol, if I was competent enough, I would have already made the asset and sold it as an extension of Bakery However, the problem with this approach is that Unity doesn’t bake the new UV layout into the original asset, and the unwrapping process is re-executed every time every machine imports the asset. I’ll update the Spline Mesher asset soon, for @Kleptine update the files from the github private repo. 6 and now get 3 errors. The Bakery preview with HDR off (1. I think there is actually a bug in legacy light probes. The UVs are I’ve updated the URP shader graph package today (worked on 16. Sadly I can’t afford to duplicate so many assets (unity gets super slow and people starts yelling at me ;)). Both of them No wonder it can’t find it. Hey there @guycalledfrank ! New proud owner of Bakery here! Incredibly awesome package! Just to be sure I’m not using it wrong and because I couldn’t find anything about this in the docs I have the followiong question. Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. Hi! I am trying to use Bakery for a project and am having issues related to Subtractive lighting and light probes. hippocoder In Bakery? No, in Unity’s own GPU baker! that is why I am interested in your baker because it does not lack features. Lots of assets have been on the store and selling for years and years ( playmaker ) Thank you for all the hard work you are putting in before release. Does bakery have that option - I don’t see it in the settings? I also tried making sure that the unity scene light baking settings were set to not be compressed in case bakery is also using that setting. From Bakery GPU Lightmapper: Wiki. But we created 2 tests to reproduce those errors. But you can still use Bakery Volumes for that: Manual - Bakery GPU Lightmapper: Wiki. Thank you for developing this very promising tool. Everything else is up to developer. I think the shaders themselves are fine. Andorid and iso texture compression Astc12x12. What is the advantage of this asset compared to the gpu lightmapper unity has in unity 2019? More control, more features, faster final bakes. Even so much as The profile set in Unity Lighting Tab → Environment seem to no longer work. I’m getting these type of results with Bakery: I have a single directional light: I’m using a ‘Physically Based Sky’ and have exposure set to 10 although the sky doesn’t affect the lightmap. I wanted to do it yesterday But decided to finally fix the problem some people have with assets (like sponza or their own when Adjust UV Padding is enabled) reimporting too often. 1. 15 Import Bakery from asset store Assets > Import Package > Custom Package Open scenes/Big Apple 27 - probe Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. 16 -URP -Subtractive lighting mode Here is an example scene. Even though ftServer is designed with extensive validation and crash resistance in mind and it's very unlikely to be targeted, it is not recommended to expose it to Internet for security purposes, if the LAN option is viable. No space wasted - padding and empty spaces in the lightmap are not a problem. If you know what you’re doing, you can bake with the Enlighten checkbox mentioned by HenriSweco. I baked two scenes “PleaseWork” and “PleaseWork2”. The only noticeably ugly things I spotted for now were the ceiling raster edges, The Bakery copy values in from lights and HDR Sky to Bakery ones works in Bakery BuiltIn RP like you expect. Swapping lighting data assets won’t swap lightmaps, if they’re rendered with Bakery. Set cloud’s lightmap scale to 0. The GPU Lightmapper is amazing. Normal texture compression techniques do not apply. According to the link I poste the other dya: " In this mode, both the indirect lighting and the shadow attenuation for mixed lights are stored in lightmaps. And what does increasing the Resolution from the default of 512 do? Also I do have L1 set in Light Probe Mode (was hoping this might make it possible to bake probes data into the area prefab). Right after I finished baking, I could change the active scene between “PleaseWork” and “PleaseWork2” and the lightmaps looked fine. I’m having a sort of “compatibility” issue when using the “Bakery Lightmapped prefab” component from GPU Lightmapper and Bolt (Still Bolt in Unity 2020 LTS, in Unity 2021 is called Visual Scripting). Yeah, global values remain the way they were set the last time until domain reload try entering/exiting playmode, compiling any script or marking any other volume as global to see the difference. What matters the most is that Bakery Direct intensity is set to 1, and Match Real One thing which is not exactly obvious about how Bakery renders probes: the actual lightmapper is only used for invisible things like point and directional lights, while area/sky/materials are assumed to be visible in the scene itself, and so I just render a cubemap in Unity instead and convolve it down to a light probe. Did I mention you can also offload baking to another PC via LAN? What are you expecting to happen? Bakery only stores light probe data in Lighting Data Assets. 96) + RTPreview [RELEASED] I heard Unity are looking for a lighting engineer . My FBX has ‘GenerateLightmapUVs’ and I have had no problem with UVs in previous bakes. While since I last used Bakery. Dou you think it s possible to set compute devices from the ftracers and denoisers to CUDA_0 up to to CUDA_3? We have some old BakeQuenns with 2 to 4 GTX Titan V. Ok, so "occlusionMaskChannel In case of a LightmapBakeType. I checked it out, and it appears that the spline mesh gets rebuild the moment you select it, wiping the UV2 again. I have one main scene and its loaded first and stay loaded. It uses raytracing but in a different way. Just probably don’t use SH lightmaps, as my default shaders assume Well I check player setting they are all same. Finally there is an all-in-one graph called BakeryURPLit. unitypackage - Google Drive If there is no lightmap on the object with BakeryURPLit/MonoSH, it will just sample light probes (there is usually at least one default probe somewhere). UV padding should be readjusted when you change the texel density to get the best fitting, but if you just enable it the first time with a low texel size and then set it to “don’t change” with higher resolution texels, it will still be fine. So I’ve just added support for vertex-baked lightmaps! Pros: No UVs needed. Im using unity 2019. @guycalledfrank is being kind enough to implement a workaround for my problem, which is a bug in another asset, so I can keep working while I wait for them to fix @guycalledfrank , do you plan to integrate Unity 6 lighting scenarios with Bakery plugin? 😄 Unity Discussions Bakery - GPU Lightmapper (v1. Doesn’t support AMD OK FINALLY I found it. Fix a bunch of bugs I received reports about (not sure about ETA yet). ) These are Hey, Having some issues with changing the active scene. Would it be possible to get an real value here to From Bakery GPU Lightmapper: Wiki. Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. For now I can delete the Examples folder, but at some point i’ll likely want it back to explore what bakery can do and it doesn’t resolve the overall issue. Bakery. Attached the file. It is not a show stopper for me as I seem to be able to get around it, but it is taking up a fair amount of time (a day) each time it has occured. 1 RTPreview repository; Unity will send you a PDF file containing the invoice. This honestly sucks. (non directional) For example, even though I’m using a 3090, the standard Unity lightmapper is significantly faster and shadows look much smoother. For serious production I recommend clustering and packing outside of Unity (Maya has great auto-packing). Still in the process of relocating (lots of paperwork) Got sick for a few days (I’m OK now) Also working on the game in parallel Yes there are. This because all RAM was taken from Unity itself. 8) and lightmapping in Unity 2022. But when I build the programin ios or android, if I look at the Shader strip logs, I can’t see BakeryUrplit. That’s a large difference indeed. They are using mixed lighting with the bakery direct light component on it. However it took my a long time to get rid of noise, not sure if As far as I know, APVs can’t be instanced/copied/bound to prefabs. Asset-Store-Assets. it would help to at least expand compatibility for those who do not have an Nvidia GPU laying around or as a secondary GPU. I have Nvidia 750 TI, Win10, Unity 2019. 🙁. I guess no strip operation is being done. Can you use asset bundles for that? If you want to do it manually, you can, yes. this is a shadow casting camera ** How do I render my own shadow map? Prior to 1. Bakery is a high-end, production-ready, hassle-free GPU lightmapper, designed as an alternative to Enlighten and Progressive. In Editor or if dont load other scene - everything looks good. What happens if you try it with them? The only thing I suspect can fail is Light Probes. color *= o. xvuxpts kwp dwnfib xalub oeiy bgqgf arxfec illug kmpt tiyuo