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5.3.1 yellow ambient?

Discussion in 'Global Illumination' started by echo4papa, Jan 11, 2016.

  1. echo4papa

    echo4papa

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    I've been running to a very strange problem recently, I am getting a lot of yellow ambient light in my GI. This is present in the default starting scene, just create a new project, ass a sphere and then look under the sphere.

    colorwhy.PNG

    That is with the default skybox in the lighting setting. If I chance it to a material with Skybox->Procedural shader I get then same result, HOWEVER if I can the sun disk quality from high to simple I get correct ambient lighting. But that only works some of the time, sometimes there is no change(always yellow), and sometimes I get correct lighting when changing sun disk to none.

    The problem even occurs with Skybox-Cubemap materials: colorwhy2.PNG

    Except this time the effects can be much more pronounced as the exposure value is increased. This has an exposure of 1.5 in the material.

    I get this problem if I have Auto checked in the Lighting panel or if I manually bake it.

    I get this in:
    5.3.1f1 -> new project
    5.3.1p1 -> new project
    5.3.1f1 -> upgrade from 5.2.3
    5.3.1p1 -> upgrade from 5.2.3

    I had initially thought it was an error when upgrading a project from 5.2.3 since that's when I encountered it first. But after clearing the GI cache(by deleting the folder) and trying to create a new project it has to be related to 5.3.1 some how.

    What's going on?
     
  2. ArchVizPRO

    ArchVizPRO

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    I have same issue in Unity 5.3 and up....
     
  3. echo4papa

    echo4papa

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  4. bac9-flcl

    bac9-flcl

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    The issue seems to be linked to reflections. Global cubemap captured by lightmapper starts it, and reflection probes make the issue worse.

    As far as I see, the problem seems to be triggered or at least enormously affected by emissive objects. Any emissive object close to a reflection probe adds strange intensity boost to it without visibly affecting the capture you can inspect. It looks like this:

    Without reflection probes:


    With a reflection probe close to a small emissive sphere:


    What you see when you inspect the probe capture:
     
  5. echo4papa

    echo4papa

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    I have not had the same problem with emissives. I have a scene with about 30 emissives objects which I capture a custom reflection probe, then used that cubemap as by skybox into the GI without the growth of bad yellow lighting.

    I'm not exactly sure what it's linked to actually, since some times it goes away, but I can'take it go away reproducibly.
     
  6. bac9-flcl

    bac9-flcl

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    Maybe we can share a scene and see if it's reproduced on different machines and in different Unity 5.3.x releases.

    @Kuba @KEngelstoft @SpiriTx

    For issue 760791, what would be the best way to upload a sample project with a scene consistently showing that issue? I vaguely remember some way to attach and upload projects when you create a crash report from Unity Editor, but can't find it now. I guess something open like an archive with a project hosted on Dropbox or OneDrive works too?
     
  7. echo4papa

    echo4papa

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    I submitted that bug with a demo project. I can upload that here, or a link to it at least.
     
  8. echo4papa

    echo4papa

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  9. echo4papa

    echo4papa

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    The demo scene, change out the scene's skybox with any of the other skybox materials in project, and you'll see the issue.
     
  10. Jonas_Sid

    Jonas_Sid

    Mobile Graphics Developer Unity Technologies

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    Hey, this issue was fixed in the our recent 5.3.2 releases, which you can download https://unity3d.com/unity/qa/patch-releases here. I must note, that you might have to clean your GI cache in the preferences for it to take effect
     
    bac9-flcl and mimminito like this.
  11. Tinovdk

    Tinovdk

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    Just downloaded 5.3.2p1 including the corresponding Xbox module and rebaked a scene as a test. Sadly it didn't help much. It's really frustrating as we need to get a launch trailer out and are getting closer to our planned release date. Sadly cert doesn't allow us to downgrade. Any idea what can be done about this?

    5.3.1p2
    Unity_2016-02-02_13-21-18.png

    5.3.2p1 (during bake procedure)
    Unity_2016-02-02_13-24-28.png

    5.3.2p1 (after bake is done)
    Unity_2016-02-02_13-45-59.png


    p.s. there is no blue light in the same room that is even remotely close to the lightprobes.
    p.p.s I just realised that I didn't clear my GI cache yet. I'll report back with my findings once I get the results in.
     
    Last edited: Feb 2, 2016
  12. echo4papa

    echo4papa

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    5.3.2p1 has seemed to fix my demo scene after clearing the GI cache. I'm going to try out on an actual project.

    Thanks!
     
  13. Tinovdk

    Tinovdk

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    After clearing my GI cache, hitting 'Clear Baked Data', and rebaking the scene twice I can say that this patch seemingly had no effect on how lightprobes are displayed and affect the surroundings.

    5.3.2p1 (Rebaked after clearing GI cache and Baked Data)
    Unity_2016-02-02_14-52-25.png
     
  14. echo4papa

    echo4papa

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    I tested it in a few other scenes, and it seems to fine for me. I am, however, not using lightprobes. That issue may be unrelated.
     
  15. Tinovdk

    Tinovdk

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    I feared as much. Thanks for the reply.
     
  16. Jonas_Sid

    Jonas_Sid

    Mobile Graphics Developer Unity Technologies

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    @Tinovdk it seems Light probes might be unrelated to this fix, but I would like to investigate it. could you file a bug report? Would be awesome if you attached a project for me to repro it :) Thanks
     
  17. Tinovdk

    Tinovdk

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    Hi @jonassid

    The bug is filed under: (Case 768020) 5.3.2p1 - Lightprobes show unexpected results

    For more information, consult the discussion in this forum thread for more information and problem cases that are seemingly related to this issue. http://forum.unity3d.com/threads/need-help-light-probes-appear-way-too-bright.137680/#post-2477803
     
  18. Jonas_Sid

    Jonas_Sid

    Mobile Graphics Developer Unity Technologies

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