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a
Incredbile support, great asset
20 days ago
abyssmadeuspart버전 1.97
i was able to quickly implement a solution with my custom shaders with the quick help of the publisher
the lighting quality and iteration time compared to unity’s is much better
overall a great asset
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1
0
This is perhaps the best asset I know for Unity. You will be able to create amazing scenes with high quality lighting in no time. Support is great too, there is ton of people that will help you. I can't recommend enough BAKERY.
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5
0
m
Need help
4 months ago
muhammedboranyildirimm이전 버전 1.96
I had some trouble saving the baked data into a prefab, but they responded to my email really quickly and gave me helpful advice that solved my issue. The asset is amazing, and the developer is super supportive and willing to help in any way they can.
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2
0
j
really a good asset
4 months ago
jasonvisual이전 버전 1.96
it truly help me! save me a lot of baking time! first thing to use it ,You need to read the manual really carefully,after that,it work for you effectively.
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1
0
At first, I was using Unity built-in lightmapper it was fast, simple, and I didnt think I needed anything else. But once I ran into limitations (like baking lightmaps for prefabs, or making an object cast shadows without receiving lighting), I gave Bakery a try.
Initially, it was frustrating much slower than the built-in solution, and my first results looked worse. I kept asking myself things like “Why is everything blue?” and “Why are the shadows pitch black?!”
But here the thing once you understand how it works, how to set up your scene properly, and how to tweak the settings, Bakery becomes a seriously powerful tool.
Now it gives me far better results than Unity lightmapper, and the speed is actually quite reasonable with proper setup. Also, the support is fantastic. The developer replies quickly and actually helps which makes a huge difference. Highly recommend it just be ready for a bit of a learning curve!
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4
0
a
Gave me too many errors
5 months ago
amarillosebas이전 버전 1.96
Cryptic error messages. No idea where the log file is. RTX doesn't work with terrains (didn't see that mentioned in the description). Wants a specific type of cubemapped skybox. Made some obscure changes to my scene's lighting that are not easy to undo. Doesn't seem to be compatible with Adaptive Probe Volumes.
Just too much of a bother. If you've got time and patience for back and forth support emails, go for this.
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1
3
퍼블리셔 답변:
5 months ago에 답변됨
Hi!
- Can you please contact me about the specific error messages you received or obscure changes to your lighting?
- RTX works with terrains, but it doesn't work with the "Terrain optimization" option that was added to reduce terrain memory usage on pre-RTX. That error message only meant you need to disable "Terrain optimization" when enabling RTX. Given modern RTX cards have generally more VRAM than previous generations, the optimization is irrelevant anyway.
- Skylight uses cubemap textures, but Unity can convert most popular HDRI projections to a cubemap (just set Texture Type = Cube on the asset).
If you have a procedural skybox, there's a one-click solution to convert it to a cubemap: https://geom.io/bakery/wiki/index.php?title=How_do_I...#How_do_I_use_Skylight_with_a_procedural_sky_shader.3F
- Initial APV support is in the github branch currently.
J
Must Have for VRChat and Any Light Bakes Really
5 months ago
Jaybird207이전 버전 1.96
Considerably better results than unity's bakers.
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2
0
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