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Discussion in 'General Discussion' started by iamthwee, May 19, 2018.
You think it can be baked faster if we used something like OTOY (or the upcoming GPU lightmapper?)
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
Was trying out some ArchViz in Unity HDRP.
The GPU lightmapping results looked decent.But there are some really strange issues
All the drawers are using same material and same mesh(duplicated for each drawer).
Its a standard Cube. Not sure why the light leak is happening.
and finally this strange issue
Lighting Settings: PLM
Indirect Resolution: 2
If you figure out why this is happening please do let me know
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)
Didn't HDRP recently include cloth in the standard shader?
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.
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.
I will put together some exterior shots if I have some time. At the moment, I focus on interiors. Good luck!
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
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.
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 .
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.
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
More updates to follow. . .
Living quarters . . .
Another angle different mats . . .
I'm asking this question here too because I know there is alot of talented people here
At the default resolution of 40 a spotlight looks alot better around the edges than a directional light.
View attachment 419149
View attachment 419152
Why is that?
Maybe try setting them both to "baked" instead of "mixed" and see if that changes anything
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