Hello everyone.
If anyone knows how to properly reflect light probes baked in Unity on character atoms, please let me know.
I am currently creating a large-scale environment and need to place a large number of lights, so I am considering using the bake function to supplement it.
Considering performance in VAM, I want to avoid using Mix or real-time lights.
(The number of lights in the toilets alone is crazy... hahaha.)
I have attached images of a small room I created and experimented with.
In this simple room, I placed a bake setting on the wall on the left side of the screen, placed only one point light with a shadow, placed a light probe in an appropriate position, and imported the baked object along with the light map into VAM.
The person and the white sphere were placed using VAM.
(The reflecting sphere is a mirrored version of the sphere's material settings to visualize the state of the baked reflection probes.)
In the image, you can see that each sphere has a different light intensity, which is proof that baked lights and Light Probes are working with the VAM.
On the other hand, the person looks almost the same whether they are behind the light or the wall. In fact, the person behind the wall looks brighter.
For reference, here is an image of what it looks like when Lightprobe is unchecked in the CUA tab.
If there is no solution, I'm considering a compromise, such as baking only the parts that require lighting for the production, although this would reduce the appeal by half.
If you have any clues to a solution, please let me know.
regards.
If anyone knows how to properly reflect light probes baked in Unity on character atoms, please let me know.
I am currently creating a large-scale environment and need to place a large number of lights, so I am considering using the bake function to supplement it.
Considering performance in VAM, I want to avoid using Mix or real-time lights.
(The number of lights in the toilets alone is crazy... hahaha.)
I have attached images of a small room I created and experimented with.
In this simple room, I placed a bake setting on the wall on the left side of the screen, placed only one point light with a shadow, placed a light probe in an appropriate position, and imported the baked object along with the light map into VAM.
The person and the white sphere were placed using VAM.
(The reflecting sphere is a mirrored version of the sphere's material settings to visualize the state of the baked reflection probes.)
In the image, you can see that each sphere has a different light intensity, which is proof that baked lights and Light Probes are working with the VAM.
On the other hand, the person looks almost the same whether they are behind the light or the wall. In fact, the person behind the wall looks brighter.
For reference, here is an image of what it looks like when Lightprobe is unchecked in the CUA tab.
If there is no solution, I'm considering a compromise, such as baking only the parts that require lighting for the production, although this would reduce the appeal by half.
If you have any clues to a solution, please let me know.
regards.
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