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ArchViz tips - Let's make Unity better than ever! (Photorealism)

Discussion in 'General Discussion' started by iamthwee, May 19, 2018.

  1. IgnisIncendio

    IgnisIncendio

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    You think it can be baked faster if we used something like OTOY (or the upcoming GPU lightmapper?)
     
  2. Grainlondon

    Grainlondon

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    Nov 10, 2015
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    Damn im loving this thread! Any exterior shots? I work in arch viz but work on exteriors! Mainly in PLM focusing on iPad builds. Its very challenging, but fun to achieve great results
     
  3. deltamish

    deltamish

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    Nov 1, 2012
    Posts:
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    Was trying out some ArchViz in Unity HDRP.
    The GPU lightmapping results looked decent.But there are some really strange issues
    2018-12-23 19_14_27-Window.png
    All the drawers are using same material and same mesh(duplicated for each drawer).



    2018-12-23 19_10_33-Window.png
    Its a standard Cube. Not sure why the light leak is happening.


    and finally this strange issue
    drawer.gif


    Lighting Settings: PLM
    Indirect Resolution: 2
    Lightmap Resolution:100
    Direct Samples:64
    Indirect Samples:1000

    If you figure out why this is happening please do let me know :)
     

    Attached Files:

  4. deltamish

    deltamish

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    Material Question:

    Any pointers to simulate cloth like material in HDRP.
    Like the one in this picture.
    Notice the subtle highlight and wider rim effects on the blankets.
    And the subtle effects on the carpet.

    FYI: Could any of you achieve achieve results similar to this in Unity HDRP/Standard (This was done using 3ds max and V ray)

    portfolio-13.jpg
     
  5. IgnisIncendio

    IgnisIncendio

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    Didn't HDRP recently include cloth in the standard shader?
     
  6. Stardog

    Stardog

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    1,244
    Resizing a cube will stretch the UV's. It's better to model it properly. The fastest way is just import the Probuilder package and redo the uv's that way.
     
    deltamish likes this.
  7. iamthwee

    iamthwee

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    Hello, I am unable to currently test HDRP or GPU baking as I'm on a mac mini so my internal graphics card is the limitation, however I see no reason why you can't achieve rim lighting using the standard shader. I did so here.

    I will put together some more examples if you wish.

    int.jpg

    int2.jpg
     
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  8. iamthwee

    iamthwee

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    I will put together some exterior shots if I have some time. At the moment, I focus on interiors. Good luck!
     
  9. deltamish

    deltamish

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    Woah Looks Amazing. How were you able to achieve such amazing quality ?
    Any special tonenapping technique you are using ?

    I would love to see more works of yours
    Thanks
     
  10. iamthwee

    iamthwee

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    Oops sorry for the late reply, been busy. So tone mapping I'm just using ACEs my settings are on the first page. I'm not using eye adaption etc as I'm on a mac, I think that might push up the quality a tad. All meshes are properly uv-unwrapped and have standard unity shaders.

    I would really like to test out the GPU light mapping but sadly I got shot of my windows box. If I get time I may throw together a few more scenes.
     
  11. deltamish

    deltamish

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    Thanks a ton man. Any possibility that I can get a copy of the sample scene so I can experiment and learn a little more .
     
  12. iamthwee

    iamthwee

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    Hello, thank you for your kind words, unfortunately I've been mega busy, and I don't expect to be doing much stuff with unity, I will put up a simple scene on GH, with simplified models for learning purposes. When I don't know.

    I hope you've resolved some issues you were having and have learned a bunch in the process. Good luck.
     
  13. deltamish

    deltamish

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    badunity.png properGI.png properGI2.png Can anyone spot why Unity's Indirect is diffusing more than usual ?
    and seems to be capture wrong reflection even with reflection probe setup

    Here is a difference between Unity and Unreal on same scene
     
  14. iamthwee

    iamthwee

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    More updates to follow. . .

    testig2.jpg
     
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  15. iamthwee

    iamthwee

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    Living quarters . . .

    testig2.jpg
     
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  16. iamthwee

    iamthwee

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    Another angle different mats . . .

    testig3.jpg
     
  17. AndersMalmgren

    AndersMalmgren

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  18. Martin_H

    Martin_H

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    Maybe try setting them both to "baked" instead of "mixed" and see if that changes anything
     
    Last edited: May 11, 2019
  19. AndersMalmgren

    AndersMalmgren

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    Same thing, what you see there is baked lightmaps only difference between mixed and baked is that you also get a shadow mask so you can turn on and off the lights. Plus real-time shadows and speculaity