Bug tracker for Bakery
Issue list: https://github.com/guycalledfrank/bakery-issues/issues
Please only create issues for what you think are bugs. Discord ( https://discord.gg/dP3SkdM ) can be used for other discussions.
Bug tracker for Bakery
Bug tracker for Bakery
Issue list: https://github.com/guycalledfrank/bakery-issues/issues
Please only create issues for what you think are bugs. Discord ( https://discord.gg/dP3SkdM ) can be used for other discussions.
after a bake the log still open by bakery
Once docked the only way to shrink the height of the Bakery window is to switch to another tab and resize there.
The window restricts itself to a thin column regardless of the space available.
Unity 2020.1.16
Denoise error
![](https://cdn.discordapp.com/attachments/648434699785601027/713282581826764801/unknown.png
RTX error: I have just installed OptiX SDK 7.0 and have already reset my PC. My video card is Geforce 2070.
the environment does well at 5tpu but some objects would do better at 10 tpu, like lightmap scale in progressive lightmapper
lightmap group option to set a select tpu would be good for that
RT shadows are too expensive on Switch so they are off
Full lighting bakes shadow in lightprobes so you can do a scene without RT shadows but you lose highlights
Subtractive gives those RT highlights back but the shadows are no longer baked into the lightprobes so objects look too brights
I'm proposing the best of both world: full lighting that lets highlights on
this is subtractive, notice the light probes have zero shadow and the grass is too bright - it needs RT shadows to look proper
full lighting has shadows baked in probes so the grass looks proper
but you lose highlights
I'm still learning shaders/lighting/etc. Apologies if this is something obvious or rehashing old ground.
For context: I'm building a 2.5D game that's using Sprites & Spine entities (trees, characters), looks like this:
The trees are Sprites, ground is a Plane with Bakery baked shadows on it, the character is made in Spine (a mesh renderer).
I'm trying to find a more performant way to light everything ... light probes & Bakery were causing headaches so I'm trying out Bakery Volumes instead. With the shader set to BakeryURPVolumeGraph (but ... surface changed to transparent, alpha clip set to 0.01, two-sided enabled in PBR master node) the scene looks like this:
So ... lighting from the Volume is working (cool!) but Sprites are opaque and seem to ignore the shader alpha clip. The Spine character works a little better in that some of the images from the atlas are being drawn as expected ... the blue/green blocks are from overlaid 'glows', this is the atlas:
So ... just to confirm what's happening here ... https://geom.io/bakery/wiki/index.php?title=Manual#Opacity does mention that Bakery only uses cutout (right?) so ... am I completely out of luck here? There's just no support for transparency?
Unity 2019.2.21f1, bakery 1.7.1
i5 8400, 16gb ram, gtx 1070ti 8gb, win10 1809
Как так вышло.
Для начала я показывал экран в Zoom , дабы настроить свет с дизайнером.
Я открыл большую уличную сцену, после чего перешел в интерьер. В нем попытался запустить RTPeview для настройки света, он попросил перезагрузить сцену, что я сделал, после чего написал что превью активно, но в окне сцены превью небыло. После чего я закрыл rtpreviev и попытался сделать рендер света в Bakery, нажав кнопку рендера получил 2 ошибки ниже.
Hi:
When the "Directional Mode" is set to "Dominant Direction" and this scene is loaded as an additive scene, while active scene's "Directional Mode" is set to other mode except "Dominant Direction", it will cause the lightmap effect to be different between the Unity Editor and the Windows build. In the Unity Editor, the light map is correct, but in the Windows build version, the light map is wrong! If this is a known issue, is there any plans to resolve this issue? When is expected to be resolved?
Bakery version:1.71, Unity version:2018.4.22f1
Sometimes (recently basically all the time) Bakery fails with the following error when baking a lightmap, the progress gets stuck, and closing the progress window also doesn't work. When I click on "Cancel" it instantly re-opens, and the only way to get rid of the error is to restart Unity.
Also just as a note, I don't think this is related only to my project, since there was another person reporting the same exact thing in Discord yesterday.
The error stacktrace
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <fb001e01371b4adca20013e0ac763896>:0)
ftUniqueIDRegistry.GetUID (System.Int32 instanceId) (at Assets/Plugins/Bakery/ftUniqueIDRegistry.cs:42)
ftRenderLightmap.GetID (UnityEngine.Object obj) (at Assets/Plugins/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:6376)
ftRenderLightmap.GetLightName (UnityEngine.GameObject obj, System.Int32 lmid) (at Assets/Plugins/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:6381)
ftRenderLightmap+<RenderLMDirect>d__271.MoveNext () (at Assets/Plugins/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:7352)
ftRenderLightmap+<RenderLightmapFunc>d__252.MoveNext () (at Assets/Plugins/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:4848)
ftRenderLightmap.RenderLightmapUpdate () (at Assets/Plugins/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:3743)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <d1bec46880064709a5e713ad543e6d96>:0)
progress
console
Bakery settings
NullReferenceException: Object reference not set to an instance of an object ftRenderLightmap+<RenderLightmapFunc>d__252.MoveNext () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:5614) ftRenderLightmap.RenderLightmapUpdate () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:3743)
This is on Unity 2019.3.7f1 + HDRP 7.1.8. Bakery v.1.71, bake had following settings:
Disabling "Terrain optimization" seems to solve the problem.
Albedo is not captured correctly. Camera.Render() on HDRP produces black texture (?!)
Hi there,
I'm trying to use Bakery to get a nice indirect ambient bake to blend with my realtime directional sunlight.
Artistically I want to achieve a lot of colour bleed between surfaces, so e.g. an orange wall should spill a lot of orange on to the floor below it. For this I'm using no direct bakery lights, and just a single skybox light with a flat light grey-blue colour, no texture, intensity set to 3 and indirect intensity set to 2 (side question - I can't actually tell what the difference is between these two, they both just seem to make the lightmap brighter?).
This produces the colour bleed effect I am after, but there are very undesirable white spots around close edges. Take a look at the attached screenshot around where the pavement joins the road surface.
How can I achieve the quantity of colour bleed I am after (or more!) without getting these bright dots? I notice even with the skybox intensity settings set to 1 I still see the bright spots, they just aren't as prominent.
I am using Unity 2019.3.13f1, Bakery 1.71, Universal Render Pipeline 7.3.1, with a GeForce RTX 2070. I don't think it should affect anything but I am also using EnviroSky for my skybox.
Thanks
Graham
It would be great for RT preview to show static game objects that have "cast shadow" disabled.
My commits are in the hundreds of megabytes these days, sucking up all my internet data cap so I looked into it and found out that the lightmaps that Bakery creates are TGA and they are humongous.
So I ran a little compression to png and saw this
they're 2.5x smaller
now an option to output jpg would make it even more friendly, which only works if alpha isn't used
WOW!
16x smaller
when i updated the URP shadergraphs from the new shader I get these errors in the console
`Shader error in 'hidden/preview/Add_54DC0F2B': undeclared identifier '_MainLightWorldToShadow' at Assets/Bakery/shader/ShaderGraph/URP/BakeryDecodeLightmap.hlsl(340) (on d3d11)
Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING
`
scene export takes up a lot of time so I have export off by default but it doesn't work automatically.
also what is the mechanism that Bakery uses to detect that its internal data doesn't match the scene? it looks like even a simple change like moving a light or a camera causes a mismatch (and it shouldn't since neither are geometry data)
Hi There
I tried using Bakery again as the preview GPU lightmapper in Unity is still too flaky, possibly for similar reasons.
The bake fails straight away, even on very low settings (see screenshot). I suspect that the CUDA library used is older than the RTX 3070 but obviously that's little more than an educated guess.
Thanks
before the save prompt it should do this check
This happens even with 'unload scenes before render' unchecked - The scene closes and a temp one is loaded before switching back to the scene to render.
This is annoying as Unity collapses the scene hierarchy on load.
I'm having an issue where my dynamic player object is receiving light from a Bakery Volume (successfully) but it is receiving the light through a solid wall. Is there something I set up incorrectly?
In this screenshot you can see:
Shared projects currently have people constantly changing the bake output path, as not everyone has the same drive/folder structure.
Also, if the temporary output folder doesn't exist but can be created, Bakery should try to do so (e.g. if you clean out your folder by just deleting it)
(AppData possibly isn't the best default location anyway, bearing in mind how common a small system drive & larger data drive is these days with SSDs being so prevalent)
repro: add scenes to the array, keep all the checkboxes, Batch Bake
result: scenes have no baked lightmaps
expected: scenes are baked
I have a simple 'lights manager' component with a bunch of bakery directional lights as children that I want to be able to update/preview all at once. Looks like this:
Updating color or intensity doesn't get reflected in RTP even though the Bakery component values are getting updated. The only way to make this work is to hop in/out of preview which defeats the purpose of it.
Discovered I could hack this to work by including BakeryDirectLight.lightsChanged = 1;
in my manager every time I change a light ... would be good not to have to do that though.
For a cleaner setup maybe change Update() in Bakery Lights to check if values had updated?
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