How to use APV and Sky Occlusion?

Tried to follow this, but nothing happens.
(or takes too long to bake whole scene.. even with minimal settings)
6000.0.73f1 + URP 17.0.4:

Questions:

  • To be able to enable Lighmapper “Progressive GPU”, it requires baking lightmaps also?
  • So, Can i use APV/Sky occlusion without baking whole scene lightmaps?
  • Do i need to have some specific sky / skybox settings?

just would like to test this

APVs can only be baked with the GPU, but does not require that you bake any traditional lightmaps. It’s admittedly a little confusing how some lighting settings that affect APVs live in the “lightmapping” section of the lighting window.

A couple quick things to check if you’re not getting results: are your lights set to mixed or baked (not realtime) mode, and are your static mesh renderers set to “probes” for GI source with “contribute GI” checked? Also the analysis → rendering debugger has a dedicated tab for APVs where you can visualize the probes & lots of info about them.

Ok, looks like Light is required for this to work? I was using just a skybox..

current setup

  • In New Universal Render Pipeline Asset, enable Lighting/Light Probe System/Adaptive Probe Volumes
  • Add Adaptive Probe Volume component to empty gameobject
  • Lighting tab, enable Baked global illumination
  • Lighting tab/Scene, select Lightmapper/Progressive GPU
  • Add or set your light(s) as Baked or Mixed
  • Lighting tab/Scene, disable Baked global illumination
  • Lighting tab/APV/ adjust probe placement (lower is higher quality.. but 0.1 is minimum still blocky?)
  • Press Generate lighting

Issues

  • Sky Occlusion doesnt seem to do any different to image..
  • Lights display this warning, if lightmap gi baking is disabled..?

but testing with simple box scene, getting somewhere,
now just need to figure out how to improve quality..

See this section in the article you posted (which is a good reference)

i have static skybox.

still stuck on these kind of results, does anyone know tutorials for APV?