Book of the dead re-bake Lighting!!!

Anyone try to re-bake Book of the dead’s scene lighting?

I tried to re-bake the lighting without changing the bake settings.
It take so long time to get final result.it shows about 2h. I still waiting now.:hushed::hushed::hushed::hushed::hushed:

How long it takes you if you re-bake the scene’s lighting?

2 hours is not that long.

Hi AcidArrow how long it takes in your PC?

I did not try it. But I’m baking my own scenes right now and:
3551968--285709--Screen Shot 2018-07-03 at 13.49.20.png

So, 2h hours to bake a scene is fine.

:hushed::hushed:

I am wait for the WORK DONE about 2h,Unity seems always re-bake lighting?I wonder if it is the tree’s problem, the trees always change their shape with wind. Unity will re-bake Lighting when the tree’s “shape” changed?

Now, I think it’s an endless work for waiting.(baking…tell us how long last ,baking… tell us how long will take, baking … tell us how long will take …)

I need to re-import BOOK OF THE DEAD to get Unity3d’s demo final result.:frowning:

3551988--285714--things.png 3551988--285715--test.png 3551988--285716--upload_2018-7-3_19-14-22.png

Here’s some information if it will help: https://blogs.unity3d.com/2018/06/29/book-of-the-dead-quixel-wind-scene-building-and-content-optimization-tricks/

Both the indirect lighting from the sun and direct plus indirect lighting from the sky is baked into lightmaps and light probes. Reflection probes, occlusion probes and other sources of occlusion are baked as well. Direct sun contribution, on the other hand, is real-time lighting. Shading in the HD Render Pipeline looks best when using real-time direct light, and it also gives us some freedom to animate the rotation, intensity and color temperature of the directional light at runtime.

Gif link: https://blogs.unity3d.com/wp-content/uploads/2018/06/image9.gif

Since the indirect lighting is baked, we cannot change too much the intensity and color of the directional light, or it won’t match anymore with the baked lighting. We wouldn’t be able to get away with a full day/night cycle in this setup, even though a forest is a quite forgiving environment in terms of obscuring mismatched indirect lighting.

From what I know they kind of ignore moving objects and trees in the baking, and what you are baking is just the bounce lighting on static stuff like rocks and dirt. Then they use Occlusion Probes, a custom thing which is baked together with the lightmaps and light probes to fill in the shadows the moving trees might create.

That’s my understanding, anyway. Not sure if it’s right. I’m not sure if 2 hours is considered long or short for a scene of that size, but rest assured that it wouldn’t bake every time a tree changes.

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Thanks IgnisIncendio. I should deep more into the scene build of book of the dead.:):wink:

after tweak light settings. get 45 minutes to get final result.

origin settings:

reduce samples, resolution and light bounces.

compare to origin Scene,the final result not very impressive I can see some “fake” lighting result in the scene.

Next. bake the real “Final” result for “Book of the dead”.

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About 3h. I get the final bake result.

To avoid it’s an endless work for waiting.(baking…tell us how long last ,baking… tell us how long will take, baking … tell us how long will take …)I don’t know why.

I close my scene and game view when make baking. Finally get the final bake result(nearly 3h later)

i7-6700K CPU 4.00GHz
32GB
GTX 1070

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There are two fixes that are needed to improve the speed of baking in this environment that are on their way. I’ll post here once I know the exact build they will land in.

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Thanks kubacupisz :)!

Is this part of the “Large scale optimizations” that was advertised in the 2018.1 features video?

Sorry to hijack, but is there any news regarding GPU mapper? I know that I am putting you in a difficult position by asking, but I am dying to know. Any information would be really appreciated :smile:

Hi there - anyone know if/how it is possible to add a simple spotlight/pointlight - with shadows to this scene?
I tried but it seems to act bit strange = lights up everything - including trees far away etc.

Another question - is there maybe a way to “fade” between OcclusionProbesData? and AmbientProbeData? - that would be really usefull - for the situaions - (like mine) where I try to do the night/day cycle - even though we are told not to :slight_smile:

Also - is the AmbientProbeData the one that you control strength of in the Post process - Ambient Occlusion settings?

Thanks to all that have any input.

Best regards
Karsten

Have you ever baked a commercial quality and sized environment in a commercial dev environment? Our bakes are done overnight, 2h really is not that long at all for such a detailed scene.

The GPU lightmapper will relieve this, but I do think a lot of this is you having too high expectations.