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For those in U5 beta: Is PBR *REALLY* that good?

Discussion in 'General Discussion' started by darkhog, Dec 4, 2014.

  1. thxfoo

    thxfoo

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    Is it right that Unity 5 PBR is one shader that you tune the parameters? Can I adapt it if I need custom stuff or do I lose PBR if I need custom adaption of the shader?

    Does it support POM (parallax occlusion mapping) out of the box?

    Note:
    Funny thing is you get more detailed info about Unity 5 over at the UE4 forums. People here care about the NDA but not over there. So if you want to know e.g. about Enlighten integration, e.g. its bake speed (over 5 hours for some very simple examples), or what features are missing that the UE4 version has, you get more infos there.
     
  2. hippocoder

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    Wonder if you get much info about lightmass speeds over there?
     
  3. carking1996

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    Only thing found for Unity5 over there. And the info is not really info at all.
    https://forums.unrealengine.com/showthread.php?40310-General-Unity-5-and-UE4-questions
     
  4. thxfoo

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    Your google skills are lacking. E.g. try: UE4 enlighten unity site:forums.unrealengine.com

    One of the first hits is this thread: https://forums.unrealengine.com/showthread.php?50658-Geomerics-Enlighten-Finally-supports-UE4

    With posts like this and more:
     
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  5. thxfoo

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    Of course. May google be with you...
     
  6. Thiago-Crawford

    Thiago-Crawford

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    I'm sure they are, and I am also sure that other competing products are not producing results that run at 1fps...
    And I don't think anyone here is expecting Unity 5 to match a 1fps quality render.


    Here is a U4 video, yeah it's a simple interior, but the lighting and everything looks awesome.

    This one is cool too


    @ShadowK Thanks for that list of things and sharing a little bit about what you guys have to do to get awesome results, what do you currently use as your main development software right now? U4 or Unity4/5

    @thxfoo Wow, 80GB because of the use of Lightmass, that is pretty harsh..
     
    Last edited: Dec 14, 2014
  7. Deleted User

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    @Thiago Crawford

    UE4 for large projects and high visual quality projects, Unity for performance and smaller projects.
     
  8. superpig

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    There are two that come out-of-the-box - the basic Specular and Metallic shaders.

    No, you can adapt it using the same surface shader system as in Unity 4. You write your shader, specifying that you're using the PBR lighting model, and filling out a structure with the appropriate albedo/normal/specular/emission/etc values. How you compute those values - procedurally, sampling from textures and combining them, etc - is up to you.

    There's a height input which is used for some kind of parallax but I don't remember offhand whether it's POM specifically, sorry.
     
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  9. thxfoo

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    @superpig: thanks for the details

    So I hope for POM with self-shadowing :)
     
    Last edited: Dec 14, 2014
  10. hippocoder

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    I've been looking for the example surface shader where you can just specify the PBR lighting model, do you have an example?
     
  11. superpig

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    Not to hand, but from the release notes for beta 12:

     
  12. hippocoder

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    Great, thanks!
     
  13. Andy-Touch

    Andy-Touch

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    If they haven't already, Epic should probably hire zenGarden as an Evangelist.
     
  14. zenGarden

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    I would say looking good at 60 fps is lot better than looking lot more good at 30 fps.
    There is hard debates on consoles about the 30 fps , and i agree 30 is just too low and above or 60 fps really makes a huge difference and in visual confort also.

    This is true, but why ? beacuse they are producing Fornite or Gears of War 4 , to they are also on pressure to bring the best possible as they are challenging against other games like Uncharted 4 and The Order.

    Today i'm facing some UE4 problematics : the complexity.
    As example i wanted to choose the dynamic shadows with self or not self shadowing and i didn't find it, like the dynamic shadows resolution maps.
    I know i will find with time and perhaps some google , but simple things are as not simple as in Unity in that side.


    UE4 is simply not geared to beginners when it comes to making the best graphics or in the programming side when you make a more complex project than simply using templates.
    And Unity goals are not totally the same , but criticizing Unity is good as i think it can help to ask some improvements, and we can only point these with looking at what is going on around.
     
    Last edited: Dec 15, 2014
  15. zenGarden

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    No it don't have happened, i don't evangelist any 3D engine only some people i like :D

    Another concrete question now :
    Is sub surface scattering planned for UT5 ?
    Also does it has some fast forward rendering for transluent vegetation ?
     
    Last edited: Dec 15, 2014
  16. Deleted User

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    You'd be better off as an Evangelist for Epic :D..
     
  17. Andy-Touch

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    Hehe, their employees have been spying on my LinkedIn profile over the past few months.

    But nope, I only evangelise the best tool for making all different kinds of games, which is Unity. :)
     
    Last edited: Dec 15, 2014
  18. Andy-Touch

    Andy-Touch

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    @zenGarden: Do you have examples of your own games you have made, that you can share?
     
  19. zenGarden

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    Personnal game : no , as i'm amateur like many people trying to finish one, but you should see coming some stylised amateur indie game in unity wip forum soon , and also some hint : I use lot more Zbrush and 3D coat than 3D engines ;)
    If i should evangelise something it would be a 3D sculpting software :p
     
  20. shkar-noori

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    is it ?
     
  21. hippocoder

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    Regarding if this-if-that...

    All of these are supported with Shader Forge, as that uses Unity's PBR in 5, as well as surface shaders - you can just specify the pbs lighting model and off you go, pretty much all variations will work in a brain dead manner.
     
  22. zenGarden

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    It's not as easy to make sub surface scattering and many people won't be able to make them alone, i thaught Unity would propose that out of the box because it's a different shader system.
    And not all people will be able to buy Shader Forge.
     
  23. hippocoder

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    It's not available in 5.0. Beg for it in 5.x after it comes out. No new features will be available for 5.0 unless staff has it already planned.

    Unity 5 doesn't end at 5.0. It begins at 5.0.
     
  24. Ness

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    Since this thread went off topic already, a question to those in beta:
    How buggy is it currently? Like one, two or maybe three months away from release? :D
     
  25. hippocoder

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    It's not that buggy, I'm finding it's screaming toward stability at a cracking pace. There's still problems and optimisations to overcome and I wouldn't presume to be in the know enough to estimate any kind of release date. Let's say 2015 :)
     
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