poiyomi
poiyomi.com
poiyomi
@poiyomi.com
Good idea
October 4, 2025 at 5:16 PM
On the world side you can have baked lighting and light volumes so the world has a basic amount of light and light volumes are just additive to that. You can provide avatar lighting sliders in world to brighten the dark people up. You can potentially have a toggle for dynamic light volumes as well.
June 30, 2025 at 1:42 AM
You can adjust your min brightness with a slider to make sure your avatar isn't dark. in the post processing section of poiyomi you can also adjust the overall lighting and emission of your avatar. Both of these require editing the avatar in which case it may be easier to update to light volumes.
June 30, 2025 at 1:42 AM
I'm just explaining how it works. You're not the first person to express these concerns, and it's essential to ensure that people understand the issue when reading posts like this.
June 30, 2025 at 1:31 AM
This is 100% a world issue. A world chooses whether or not to support new features. I decided to have support for the new world lighting tech that red_sim created. I haven't pushed this on anyone to implement, especially not in a way that leaves everyone completely broken, not using it.
June 30, 2025 at 1:27 AM
I'm not sure what you're doing to not lock your materials, but I did try uploading with unlocked materials to check if it worked, and on the latest build, everything seems to work perfectly. The d4rk optimizer community also tests this a lot, and I haven't heard any complaints from them.
June 30, 2025 at 1:24 AM
It's also up to worlds to make sure the non light volume avatars have lighting. Poiyomi provides all the tools a user needs to have complete control over their lighting, but ultimately, it is up to the user to use them effectively.
June 30, 2025 at 1:21 AM
poiyomi matches world lighting by default. If you want to change it so that it doesn't match, that's up to you. If the world you're in uses new lighting features and your avatar doesn't support them, think about updating.

I don't make light volumes, I just added support for them.
June 30, 2025 at 1:19 AM
It's not something I've seen reported.

I'll look into it. I have tested in unity with it unlocked and it worked fine I don't upload to the game unlocked because performance is 10x worse.

Please report bugs in the discord if you run into them otherwise it's hard for me to know they exist
June 29, 2025 at 11:10 PM
It's a cool feature for sure. When used well it can add a lot to a world. A great new tool to add to any world creators tool belt.

Looking good here too;)
June 21, 2025 at 3:49 AM
It increases compile times by a lot because of the include file for some reason. LTCGI can also really change how you're rendered and some people may not like how it looks.

Light volumes maintain your style better and therefore can be left on.
May 26, 2025 at 2:26 PM
My bad
May 22, 2025 at 12:56 PM
Happy to help
May 19, 2025 at 1:58 AM
There's a section called environmental rim lighting that does similar if I'm understanding this correctly
February 14, 2025 at 10:47 PM
That's the point I'm trying to get across. Not that the current system is bad but if they provided a little more leeway people may feel like they could actually hit those targets and not blow their models out of proportion.
February 10, 2025 at 2:41 PM