Texel Density and Resolution Control
Texel density is one of the fastest ways to improve or destroy a Bakery bake. In VRChat world production, it directly affects lightmap quality, atlas count, runtime memory, and how believable the world looks at player height.
Bakery calls the main control Texels Per Unit. This is the approximate number of lightmap texels per world unit, and it affects both the amount and resolution of generated lightmaps. The Bakery manual assumes the scene is roughly scaled so that 1 Unity unit = 1 meter.
- Raising global Texels Per Unit too early
- Ignoring atlas count while chasing sharper bakes
- Spending too much resolution on distant roofs, backsides, or filler geometry
The Main Controls
Global Texels Per Unit
This is the base resolution target for the whole bake. Higher values increase detail, but also push up atlas count, lightmap size, and VRAM use.
Bakery's manual gives these example starting ranges:
- Large outdoor area:
1to5 - Medium outdoor area:
10to20 - High quality interior:
100
For VRChat, treat those as starting references, not hard rules. The right choice depends on how much of the world players actually inspect at close range, how many surfaces are player-facing, and how aggressive your memory budget needs to be.
Unity Scale in Lightmap
Scale in Lightmap on the renderer adjusts an object's contribution relative to the global texel target.
This is one of the most important tools for VRChat optimization because it lets you spend resolution where players actually look without globally inflating the whole world.
Bakery also notes an important behavior: if Scale in Lightmap = 0, the object is not baked, but it still casts shadows and affects GI.
Scale per Map Type
Bakery can scale the resolution of color, shadowmask, and direction maps differently. This is useful when one part of the baked data deserves more detail than another.
This setting changes the final texture scale after rendering, so it is mainly a runtime and storage tradeoff tool, not a bake-time shortcut.
Max Resolution
Max resolution sets the upper lightmap size limit. If objects cannot fit in one map at the current texel density, Bakery allocates additional lightmaps.
For VRChat, this means texel density and atlas count must be judged together. A bake can look sharp but still be a bad fit if it explodes into too many atlases.
How VRChat Creators Should Think About Texel Density
World-scale surfaces can eat memory very quickly. In a VRChat world, player-facing surfaces deserve density first.
Prioritize these before distant or low-value surfaces:
- floors players stand on
- eye-level walls
- counters, bars, tables, and hand-height fixtures
- props near mirrors
- signage and important emissive features
- social focal points like stages, booths, lounges, and club floors
Lower priority surfaces often include:
- distant rooftops
- inaccessible backsides of buildings
- high-up trim no one inspects
- broad low-detail filler geometry
Atlas count is often the better warning signal than raw texel ambition alone. If your chosen texel density creates too many atlases, the problem is already visible before you even evaluate final beauty.
Practical VRChat Starting Tendencies
| Scenario | Global TPU Tendency | Mesh-Level Adjustment Strategy |
|---|---|---|
| Large outdoor world | Low | Raise only key paths, signs, entrances, and player-facing landmarks |
| Medium neighborhood, alley, or street world | Moderate | Keep broad surfaces modest, then push social areas and close-range props |
| Small high-quality interior or club room | High | Start higher globally, then trim ceilings, hidden backsides, and low-value filler |
| Mixed world with one hero zone | Low to moderate | Keep the world conservative and push only the hero zone with per-object scale or a manual group |
How to Tune Without Blowing Up Memory
- Start from a reasonable global Texels Per Unit value.
- Turn on Checker preview to see lightmap texel size before baking.
- Use Atlas preview to inspect how many atlases the scene is about to create.
- Raise density only where players actually inspect surfaces.
- Lower
Scale in Lightmapon low-value meshes before raising global density. - Re-check close-range materials, avatar lighting, and scene readability in the VRChat client.
Bakery's checker preview is especially useful here because it shows both texel size and how objects are split into different future lightmaps. The manual also notes one caveat: terrain texel sizes are not shown correctly in checker preview, so terrains need extra scrutiny.
Use checker preview and atlas preview before committing to a rebake. They are one of the fastest ways to catch an over-ambitious density setup early.
Best Practices for VRChat Worlds
- Prefer local per-object tuning over globally raising density.
- Treat texel density as a visibility budget, not a prestige number.
- Match density to gameplay and social use, not just screenshot composition.
- Re-check avatar lighting and close-range materials after big density changes.
- Watch atlas count as closely as you watch visual sharpness.
- Be especially careful with terrains and very large meshes.
Common Symptoms
| Symptom | Likely Cause | Better Fix |
|---|---|---|
| Too many lightmap atlases | Global TPU is too high | Lower TPU first, then restore detail with local scale |
| One room looks soft but the rest is fine | Local surfaces are under-scaled | Raise Scale in Lightmap only for that room's important meshes |
| Distant roofs are consuming too much space | Large low-value meshes are scaled too high | Reduce per-object scale on low-priority geometry |
| Bake quality improved but VRAM became unreasonable | Density was raised globally instead of locally | Rebalance with per-object scale and atlas review |
| Terrain still feels unclear in preview | Checker preview is misleading for terrain | Inspect terrain settings separately and validate after baking |
| Avatar area looks disconnected from nearby detail | Close-range surfaces got more density but avatar lighting workflow did not keep up | Re-check probes, nearby materials, and in-client presentation |
When to Use Texel Tuning vs Lightmap Groups
If the problem is surface detail, start with texel density and per-object scale.
If the problem is zone-level control, predictable atlases, directional separation, or rebake scope, use Lightmap Groups.
In practice, most VRChat worlds need both:
- texel tuning to allocate detail
- manual groups only where workflow or memory boundaries justify them
Raising global Texels Per Unit is usually the fastest way to overspend VRAM in a VRChat world.