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Skybox ambient intensity bug

Discussion in 'Editor & General Support' started by Hohel, May 6, 2015.

  1. Hohel

    Hohel

    Joined:
    May 6, 2015
    Posts:
    6
    Hi there!

    I'm new to unity, and decided to create simply game/scene. I've got more or less scripts and now i'm struggling with lights and baking them...
    Now I've got issue/bug which i can't overcome alone and i didn't find answer at google.
    The point is that firstly skybox worked like it should and it really affected my terrain/objects, but after restarting unity skybox is not respoding anymore. Ambient intensity doesn't do anything, and exposure in skybox material settings changes intensity of skybox but nothing in my objects. Screens at attached files. However if I change skybox to color or gradient then it's actually affecting my objects.


    Second thing I want to ask about is what I mentioned before - baking lights/lightmapping.
    I've done this mostly because it triple or more my triangles.
    Let's say I set lights not realtime but bake, set my terrain(or what is exposed to light) static, and clicked this bake. What should I do now... destroy/hide(btw. how to hide lights for build?) lights? Because for now after baking triangles are the same.


    Sorry if questions are really simple to answer and fix... but I really searched google, and couldn't find what I wanted :).
     

    Attached Files:

  2. Hohel

    Hohel

    Joined:
    May 6, 2015
    Posts:
    6
    I somehow menaged the first problem. After clicking build everything with ambient intensity is working again. With second too. Like i said, i build(the same as bake?), and then switched off lights, and it's ok.
    One problem which I have again. Everytime someone on youtube clicking lighting tab the small lightmap display subwindows is showing up. I don't have it no matter how much i try to reopen lighting tab etc. In new projects this subwindows is not working as well. Can someone help me?
     
  3. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    Well, for the problem you fixed, I found this occurs also with light probes, where having continuous baking turned on caused the light probe groups in my scenes to lose their lighting info after exiting play mode... :mad: And your fix did the trick. (I also had the "no ambient light" issue, of which hasn't plagued me for a while now)

    As for your second issue, I haven't had this happen to me. What system are you on? OS X? Windows?
     
  4. Hohel

    Hohel

    Joined:
    May 6, 2015
    Posts:
    6
    I didn't experiment with light probes yet, but I'm glad to hear it helped You :).
    By the way are light probes working in this way, that they emmit light which makes non-static objects more realistic and having shadows? Or am I wrong? Are light probes multiplies triangles like lights do?

    The second issue, like I said in last answer, I have lighting tab on, but subwindow, which should(according to the tutorials) appear in right bottom of scene window, isn't showing up, so I can turn off my lightmap:/. Screenshot which shows that in attachment.
     

    Attached Files:

  5. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,871
    Oh yea, I have that issue too! :D All I can guess is that it's either not implemented, or it's a pro feature... :(
    Believe it or not, the ambient lighting in your scene is actually just a giant light probe! ;) (Well, at least since Unity 5 came out, not sure about 4.x)

    And no, lightprobes don't emit light, what they do is take a snapshot of the lighting information around them from the lightmap, so likewise, to make a spot look like shadow to renderers with light probes turned on (and the scene baked of course. :D) you simply place light probes around the edges of the shadow (not too many, the less the better!) and place a couple in the center to complete the shadow approximation. I myself am still experimenting with them for my mobile racing game. :)

    The docs show a good layout used in an example scene, so take a look at that, and try using some of the placement techniques in your own scenes. ;)