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Official Book of the Dead: Environment

Discussion in 'Assets and Asset Store' started by torbjorn, Jun 20, 2018.

  1. robert

    robert

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    There were a few reasons, but the main one was that Enlighten focuses on delivering real-time GI in scenes, which have fairly clean geometry. Progressive lightmapper allowed us to bake lightmaps while taking all of the complex geometry of all the trees into account, light transmitting through branches, etc.

    The trees are generally not lightmapped, due to their large surface area and complex geometry - but they still influenced the lightmap, light probe and occlusion probe bakes. Enlighten would have to treat all these surfaces as if they were going to be lightmapped, which would blow up pre-computation times.

    Additionally, since we have full control over the source code, we were able to quickly fix issues and add new features like Occlusion Probe baking.
     
  2. Migueljb

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    So when do we get to understand more how these occlusion and light probes work together. The reason I don't like using PLM is because it's to slow on these complicated scenes. At least Enlighten caches the GI so it's alot quicker for more complex scenes then use light probes to help out for the bigger stuff like trees.

    To really help us understand this new workflow we need a breakdown of how it all works and why so we can incorporate that into our complicated outdoor scenes as well.

    Unity 2018 is already 6 months into the pipeline but doesn't feel like it will be production ready until 2019. Hopefully I'm wrong but I really want to start producing these types of results soon with unity.
     
  3. Nuredini

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    platform windows 10 64 bit with device Direct3D 11 is not supported no rendering will occur. This is the message I get as soon I enter the editor with this assets . Any solution?
     
  4. JamesArndt

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    Is there anywhere I can download the source already exported out from the package or just the package file itself. I ask so that I can store the source art assets vs. the entire project. I have no interest in the rest of the project other than the 3D models, texture maps and the materials. I would bring these art assets into 2018.1.3f and I have no desire to install yet another beta of 2018.
     
    Last edited: Jun 21, 2018
  5. neoshaman

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    I tried it on a Nvidia geforce GT 705 and I can't see fps, but the still are beautiful :D

    I'm trying to mine the shader for stuff I can use elsewhere, I'm interested in the PreIntegratedFGD, I guess it's reading a texture, but that texture is recompute in real time every time (just not every frame)?
    It's hard to track all the dependency, 'im looking for IntegrateGGXAndDisneyFGD right now. It's all screen space lighting? That damn shader code is a huge maze...
     
  6. unity_ZzsvtKZE0KfShQ

    unity_ZzsvtKZE0KfShQ

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    I dont have any of these settings in the main menu. Take a look to the screenshot.

    Alt+Enter restart the demo at the beginning point. I can only maximize on play but sadly fullscreen doesn't work for me. Where i'm going wrong?
     

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  7. torbjorn

    torbjorn

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    This is unexpected indeed. Could you post an editor log here? (https://docs.unity3d.com/Manual/LogFiles.html)
     
  8. torbjorn

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    It's fairly complicated indeed, happy learning! Friendly advise, though: if your "elsewhere" is not also a Unity project you should probably take a look at the licensing terms for CoreRP and HDRP to make sure such use is permitted.
     
  9. torbjorn

    torbjorn

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    You have to build and run a standalone player to be able to run proper fullscreen; as you already know, the closest the editor gets is maximizing the game view. Have a look in the Tools->Build Player menu for some convenience utils.
     
  10. KidKutta98

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    I’m still confused on how to fix this can you explain step by step that would be wonderful
     
  11. antey3064

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    Is AtmosphericScattering from Book of the Dead Environment compatible with github Branch: Master. HDScriptableRenderPipeline?
     
    Last edited: Jun 21, 2018
  12. robert

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    As I mentioned, more is coming on that front. In the meantime feel free to poke around in the code, this feature is really straightforward.
     
  13. neoshaman

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    Nah, still using unity, but just because it's a hdrp doesn't mean that some optimization can't be imported inside a current shader template. Especially if I can find that texture LUT, if it exist.
     
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  14. torbjorn

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    Not out of the box, no; it depends on a custom callback from HDRP. It's fairly easy to make it work with a tiny bit of coding, though, if that's an option.
     
  15. torbjorn

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    It exists, but only ever in memory. Have a look in
    PreIntegratedFGD.cs
    . You could throw something like
    AssetDatabase.CreateAsset(m_PreIntegratedFGD, "Assets/pifgd.asset")
    into
    RenderInit
    to dump a copy to disk.
     
  16. torbjorn

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    Have a look here https://docs.unity3d.com/Manual/terrain-OtherSettings.html. You'll notice that the default material in a new terrain is "Builtin Standard", which isn't compatible with HDRP. If you take a look at the same settings in the provided terrain, you'll see that there's a custom material assigned there. Make of copy of that material and assign it to your new terrain. Be warned that the workflow is currently officially unsupported, though, and has some gotcha's; e.g. we only use the terrain texture layers to specify UV tiling, everything else is configured in that material. (please look through the existing terrain and material for an example of how things are set up there)
     
  17. neoshaman

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    Thanks, I hadn't thought about looking into the *.cs file, was stucked on *.shader lol :rolleyes:
     
  18. KidKutta98

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    thank you and another thing can you not jst only import the the environment prefabs like the trees, rocks etc to a project that’s all I really needed
     
  19. ekergraphics

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    How come there appears to be a time of day cycle running in the editor, without needing to press Play on the project?

    Also, I read that this uses the progressive lightmapper, but in several other threads on this forum people are saying that the progressive is for static lightmap baking only, and enlighten is for the mixed gi that you can use a time of day cycle with. Can anyone clarify this (again)?
     
    Last edited: Jun 22, 2018
  20. julienh_unity

    julienh_unity

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    Hi!
    So, I am not a lighting specialist, but I can tell you this:
    This project is using baked indirect GI with real-time direct lighting.
    So, all the indirect lighting is indeed baked in lightmaps, light probes and occlusion probes. But all the direct lighting, coming from the directional light is in real time.

    That gives us some freedom to animate the directional light's rotation, intensity and color. But not complete freedom, if it gets too far from what the indirect lighting was baked with, then they won't match anymore.
    So, you could not use that for a day/night cycle.
     
  21. TwiiK

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    Is the real-time light baked in the lightmaps in any way? Wouldn't that be counter-intuitive?

    I'm currently fiddling with a day/night cycle in this project as we speak and I haven't noticed anything sticking out as looking odd with the sun in different positions, and I feel the position changes in the original demo are fairly drastic to begin with.

    I thought this approach just baked the sky occlusion into lightmaps and thus you were free to put any real-time lights you wanted into the scene after the fact. Seemed like a really clever approach to me, but I may be misunderstanding how it works or how it needs to work to actually work. :p

    I will look at this more thoroughly with what you just wrote in mind the next time I work on this project.
     
  22. NatureManufacture

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    We are not able to import shader graph there? (Cant find option) is it blocked?
     
  23. julienh_unity

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    Hm, I am not a programmer, so I will let someone else from our team give a more proper answer :)
    But as far as I know:
    The real-time light is not baked in any way in the lightmaps or light probes.
    But, the lightmaps and light probes were baked using the HDRI Sky texture map with its exposure and multiplier. So if you set the directional light to have an intensity of zero, the scene would still have the baked lighting of the sky with this current brightness.
    So I think a day/night cycle is not doable with the project out of the box, but it does not look like it would need that much extra work to modulate the brightness/color of the baked lighting. (I am saying that while not being a coder, so take it with a grain of salt :D)
     
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  24. mosahalharere

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    How can I run the asset
     
  25. jexmatex

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    Wonderfull package, thanks for that. i was wondering how do you achieve the auto-focus when close to object, as i can't find the camera, well i'm a bit lost with this function.
     
  26. rz_0lento

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  27. mosahalharere

    mosahalharere

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    It's bad I do not know how to ranning it
     
  28. Nuredini

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    Hi inside the .rar file u'll have Editor.text.
    Tip: Search for "Platform Windows 10..." to find for my message error :)
     

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  29. torbjorn

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    Hi. Could you please provide a bit more information? What do you mean by 'running the asset'?
     
  30. torbjorn

    torbjorn

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  31. torbjorn

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    It's a custom feature that mostly runs on the GPU. The controlling behaviour is called
    DepthOfFieldAutoFocus
    and sits on
    MainCamera
    . The implementation lives in
    Assets/Features/DepthOfFieldAutoFocus
    with the exception of a tiny hook into post processing dof.
     
  32. torbjorn

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    Sure you could. If the project is running HDRP most things will just work out of the box (but not look quite the same), with the primary exception being the procedural bark peel detail mode which would just not be peeled at all.
     
  33. torbjorn

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    Hi. Unfortunately your GPU isn't supported by HDRP, which requires DX11 feature level 11 (whereas your GPU only reports feature level 10).
     
  34. Mauri

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    +1
    Would love to know this as well...
     
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  35. xrooshka

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    As I saw in this project, directional light is realtime and SkyBox is set. So the lightmap baking result is actually just the sky occlusion map. And this technique not allows us to get some light bounces Enlighten can give. But you can get the dynamic day/night cycle with darkness in occluded areas and bright ambient in some clear places.
     
    Last edited: Jun 22, 2018
  36. TwiiK

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    Yep, seems like it. There may be some directionality to the lightmap based on the skybox used to bake it etc., but I can't tell, especially when post process ambient occlusion is enabled as well.

    You can easily make it full night by tweaking the other settings of the scene. Most of the brightness in the scene comes from the auto exposure post processing.

    It's actually really clever. It works really well for a forrest scene like this, but you'd probably want the bounced light if it was an indoor scene or a scene with more vibrant colors.

    This is easily one of the most fun and flexible projects Unity has released. Everything is so straight forward and easy to tweak.
     
  37. TimNick151297

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    One question that came to my mind while discovering your amazing assets was how you rendered the tree billboards properly. I haven't found a simple efficient solution to this yet.
     
  38. NatureManufacture

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    I talk at unite with hd srp dev. Seams that its almost ready. Does the wind inside pack is this final idea (close to it) or not? I hear there was changes planed and I see you have really extended wind shader here.

    Not cool is that the trees are baked into unity assets. No chance to dig what happend and why it was made and how it affect the setup.
     
  39. Davood_Kharmanzar

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    how can i using these components that exists inside this awesome package?
    1- baking of Grass occlusion
    2- using and baking Occlusion Probes
    3- Baking Sky
    4- lightmap occlusion doesn't affect to anything??

    and why did not you use an better ao method like as HBAO+ for exterior lighting??
     
  40. torbjorn

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    2018.2b9 is available on the devnet downloads page. if you run into any PS4 specific issues, you should post them on on the devnet forum.
     
  41. robert

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    That's not quite correct.

    Direct contribution from the Sun and direct shadows are real-time. (That's what allows us to move it somewhat, change the temperature, etc. Check Light Properties on the game object with AV in the name)

    Everything else is baked:
    • Lightmaps (on the terrain, some rocks, fallen trees, etc.), storing indirect Sun contribution and direct+indirect sky contribution.
    • Light probes, storing indirect Sun contribution and indirect sky contribution.
    • Ambient probe, storing direct sky contribution.
    • Occlusion Probes, storing sky visibility.
    • Various other occlusion types.
    If this was an architectural visualisation with white walls and a red sofa, we wouldn't have been able to move the Sun even a little bit without it being apparent, than the indirect light doesn't match any more. But it's a forest with dark albedos killing the bounce and complex shapes making it hard to tell how lighting should look like. That's why we're able to get away with moving the Sun, even though the bake is completely static.
     
  42. mosahalharere

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    I have downloaded the version but all I have to do is script how can I show the models and scene
     
  43. neoshaman

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    I was wondering, given that the sky is englobing the whole scene, assumed the scene is mostly static, wand we are baking it's contribution in various way, I mean it's globally "unchanging" if it's a single color. For example, if the light is white, we could just multiply it by a color and get the proper contribution, even with indirect light.

    Now what if we color code the sky so that each direction has a different color, we would have encoded directionality in the contribution of direct and indirect. Maybe we could use that color to retrieve the direction and project any "sky" into the baked lightmap, indirect too.

    Of course that wouldn't work for dynamic contribution.
     
  44. KidKutta98

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    How do you check to see if it has HDRP exactly because I’ve just tried importing the Art folder into my project and it says I have everything but when I drag it into my terrain it’s invisible
     
  45. TwiiK

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    What's the reason this approach was chosen when the indirect sun contribution is so hard to spot in this scene anyway? At least I feel it is. I can't really tell if it looks wrong if I rotate the sun 180 degrees away from the baked position. Couldn't you just set the sun to be realtime and not have it contribute any indirect lighting to the baked results, and thus freely be able to move the sun afterwards?

    I assume this would be accomplished by just changing the sun from "Mixed" to "Realtime" in the inspector?

    I'm not even getting a progress indicator when I try to rebake this scene so I'm not sure if it was baked on a render farm or not, which is stopping me from attempting this myself. Whenever I mess up the lighting I've found it to be much faster to reimport a fresh copy of the project rather than try to bake the lighting. :D

    Btw, I love how this scene looks if you just disable the sun. The overcast look, along with everything else of course, has such a realistic feel to it.

    Edit: Apparently after a fairly hefty wait the progress indicator appears and it's claiming it "only" takes 2 hours to bake the lighting so I guess I'll try baking it with the sun set to "Realtime" and maybe find the answer to my question. :p

    Edit 2: Okay, so I experimented a bit and it seems to work the way I expected it to, but I honestly can't tell any difference in the baked lightmaps or the scene itself whether or not I bake it with the sun included or not. I almost can't tell a difference if I clear all the baked data.The only major difference I see when baking is the occlusion probes which make the foliage look a lot better, but the ground, props etc. don't seem to change at all.

    Which is really cool in my opinion because I hate baking stuff. It's the reason I switched from offline 3D to realtime 3D... and the reason I hate baking. :p
     
    Last edited: Jun 23, 2018
  46. torbjorn

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    https://github.com/Unity-Technologies/ScriptableRenderPipeline#using-hdrp

    If you only copied the Art folder, that would assume you already have some kind of HDRP version set up in your project. The materials assigned to the art content all use HDRP shaders which aren't compatible with legacy rendering paths or other render pipelines.
     
  47. torbjorn

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    Have you taken a look at the included ReadMe?
     
  48. RohitWasTaken

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    I was thinking for publishing it on android / iOS ?
     
  49. torbjorn

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    HDRP currently doesn't support iOS. Android/Vulkan is a configuration that might theoretically work, but it's not a configuration in which the project has ever been tested.
     
  50. Abd92

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    what about the first of the scene in the trailer video why it is not included in the package?