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ArchVis - Interior

Discussion in 'Made With Unity' started by ImtiazEvan, Aug 3, 2015.

  1. ImtiazEvan

    ImtiazEvan

    Joined:
    Jun 4, 2013
    Posts:
    11
    Hellooo!
    This is my first interior lighting test in Unity 5. This is not fully polished work (avoided boring UV maps correction, hence artifacts, bleh.). May be someday, when I'll have time and patience, i'll do it properly.

    Anyway, I used a fixed reflection probe.
    Most of the shaders are Unity's standard shader and others are created using Shader forge.
    Post effects are:

    Screenshot 1:


    Screenshot 2:
     
    SAOTA and mholub like this.
  2. Deleted User

    Deleted User

    Guest

    Claps my damn hands..

    This looks great, can you take us through some of your workflow? Lighting setup (Enlighten / lights) and what shaders?

    Probably could do with some screen space reflections, apart from that looks great.
     
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,021
    That looks great. Are you using realtime GI, or baked (final gather?).

    What things did you use custom shaders on? (the leather-y materials?).

    I like the strategically placed carpet that hides the places that would give away the lack of better reflections ;)
     
  4. ImtiazEvan

    ImtiazEvan

    Joined:
    Jun 4, 2013
    Posts:
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    Obviously Enlighten because of Unity 5. Most of the shaders are Unity 5 standard shader.
    Also, I did try SSRR but there was some irregularity in reflections.


    fully baked. No final gather.
    Ceiling shader is custom. also, lamps. That leather is plain material. :p
     
  5. Deleted User

    Deleted User

    Guest

    Well I didn't think you'd built your own lighting system :p, I was wondering whether baked (how many texels?) and settings in lighting panel. Are you using directional specular? What's the IBL etc.?
     
  6. ImtiazEvan

    ImtiazEvan

    Joined:
    Jun 4, 2013
    Posts:
    11
    sorry, my bad.
    No IBL. No directional specular, because Shader Forge doesn't support it yet. Only directional.
    I put 8 spot lights behind the doors and two white planes with unlit shader. I assigned a grey diffused shader before adjusting light intensity. after that, assigned textures and other materials. Then, baked at high quality. Texel counts not mentioning because depending on model scale it'll vary.
     
    Deleted User likes this.
  7. caldepen

    caldepen

    Joined:
    Nov 6, 2014
    Posts:
    26
    Looks fantastic. On an aside, how did you account for scale? The couch looks small to me, in a very minor and respectful way! :)
     
  8. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,605
    Could you show the placement of the lights inside the scene view? It'd help! :) Looks great!
     
  9. pKallv

    pKallv

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    Mar 2, 2014
    Posts:
    1,131
    really looks like a photo
     
  10. ImtiazEvan

    ImtiazEvan

    Joined:
    Jun 4, 2013
    Posts:
    11
    Thanks and true. I'll adjust it.
     
  11. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    936
    Very nice work!
     
  12. rebit

    rebit

    Joined:
    Nov 13, 2014
    Posts:
    133
    Greate work !

    Did u try use "Planar Reflection" for the floor, from Blacksmith demo ?
     
  13. Udit_N

    Udit_N

    Joined:
    Mar 9, 2015
    Posts:
    17
    Looks amazing!! even I'm trying to bake and interior scene with realistic effect but not getting output like you. Can you help please
     
  14. Deleted User

    Deleted User

    Guest

    Great work. Have you used area lights here? Could you please help in understanding the lighting setup for this kind of an effect?