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Baked light and metal

Discussion in 'General Graphics' started by Siccity, Feb 20, 2018.

  1. Siccity

    Siccity

    Joined:
    Dec 7, 2013
    Posts:
    255
    How do you make metal look good using baked lights?
    This is a very simple scene with 2 lights and 2 reflection probes.
    As you can see, the realtime example has interesting highlights and reflections, while the baked example looks dark and boring.

    bakedvsrealtime.png
     
  2. FiveFingerStudios

    FiveFingerStudios

    Joined:
    Apr 22, 2016
    Posts:
    508
    DId you ever find the answer to this?

    I know that baked lighting cannot show specular and that's the reason for the baked lighting looking flat. I currently have a scene which is made up of a lot of metal and need to light it properly.
     
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,001
    You could add some fake cubemaps with a bunch of fake highlights in them and force these meshes to use them.
     
    KarolisO likes this.
  4. tcmeric

    tcmeric

    Joined:
    Dec 21, 2016
    Posts:
    190
    Try the asset "Bakery" on the asset store. Its a light baking asset and allows specular in baked lights. I recently went through this same issue and it was worth the change.
     
    KarolisO likes this.
  5. FiveFingerStudios

    FiveFingerStudios

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    Apr 22, 2016
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    Interesting about the fake cubemaps. I was thinking about something similar in that I was going to use a reflection probe located in a different area of the scene that is setup differently and have the offending meshes use that one instead.

    I own the Bakery asset. I didn't know it did that with specular baked lights..

    The only thing that I found off putting with that asset is that the lightmaps done the same way as the normal lightmaps. Not sure if it can be setup exactly the same.
     
  6. Siccity

    Siccity

    Joined:
    Dec 7, 2013
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    255
    Yes I found the answer! I completely ditched point lights and relied on emissive materials instead, along with a bloom post processing effect. This way, the emissive highlightshighlight into the cubemap, and that's what makes it shine.
     
  7. FiveFingerStudios

    FiveFingerStudios

    Joined:
    Apr 22, 2016
    Posts:
    508
    Very interesting solution...I will give that a try.

    Thanks a lot for responding!
     
  8. KarolisO

    KarolisO

    Joined:
    Feb 2, 2014
    Posts:
    29
    I use a similar trick quite often for VR projects - increase emissive material strength of lights and bake reflection probes. Specular highlights tend to cause a lot of aliasing and and have a computational overhead so this trick is useful for VR.