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Baking ambient occlusion only in unity 5

Discussion in 'General Graphics' started by 4s4, Mar 4, 2015.

  1. 4s4

    4s4

    Joined:
    May 15, 2012
    Posts:
    75
  2. Louis-N-D

    Louis-N-D

    Joined:
    Apr 17, 2013
    Posts:
    224
    I got OK results by settings the ambient colour in the lighting settings to white and the intensity to max with AO on and realtime GI off and no other lights in the scene. Not as good as Beast, but not bad. Thought, there still seems to be a bug in the texture compression for lightmaps that produces garbage artifacts if you use the compress option. Booh for mobile!
     
    theANMATOR2b likes this.
  3. Hjeldnes

    Hjeldnes

    Joined:
    Jul 22, 2012
    Posts:
    116
    Yep, also noticed. You need to bake the Ambient GI to get Ambient occlusion. AO is an effect thats only dependent on geometry, so it should be perfectly fine to combine a baked AO with a dynamic skylight. The assets looks more rooted in the world, and you see the shape much better when it has some AO and it would be nice to combine this with a dynamic skydome. So, please unity, fix this. :)
     
  4. bakanekofr

    bakanekofr

    Joined:
    Feb 28, 2014
    Posts:
    121
    Currently the AO intensity is way too low. Any chance you could unlock that slider to go past the value "1"?
     
  5. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    AO output is a lot softer with Enlighten - in practice this is more realistic (many artists are way too heavy handed with AO).

    I get your frustration though - while Beast was flawed in many respects, it was actually quite good for stylistic game art as you could make it bend to your will. Not so easy with Enlighten. I wonder if some advanced settings are being hidden for the sake of simplicity (i.e. AO cone).
     
    theANMATOR2b likes this.
  6. samuelk

    samuelk

    Joined:
    Feb 7, 2014
    Posts:
    5
    I've been experimenting with the new lightmapping and trying to transfer my lighting setups from the 4.6 version. I found the key to this was using the Lightmap Parameters where you can tweak the details, including AO baking.

    It can be found from General GI tab, under Default Parameters. Create a new one and experiment.

    It's shown on the Inspector on the right:


    I don't know how much control you get out of those regarding AO, but otherwise the precomputed Realtime GI settings were a life saver for me.
     
    theANMATOR2b likes this.
  7. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    You will be able to crank it way up in patch2, due out end of next week :)
     
    theANMATOR2b and the_motionblur like this.
  8. bakanekofr

    bakanekofr

    Joined:
    Feb 28, 2014
    Posts:
    121
    Awesome, thanks!
     
  9. SilverStorm

    SilverStorm

    Joined:
    Aug 25, 2011
    Posts:
    711
    I am getting an issue where I can't get the AO to be seen on the object such as a Cube but it does appear on the floor....I am using the standard shader....is that supposed to happen?
     
  10. Xanthius

    Xanthius

    Joined:
    Aug 20, 2012
    Posts:
    28
    Where is this setting to crank up the AO? I am in 5.1.2f1 and I don't see it.