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no more ambient light. only skylight for baking.

Discussion in 'Global Illumination' started by fredericomachuca, Apr 14, 2015.

  1. fredericomachuca

    fredericomachuca

    Joined:
    Nov 14, 2013
    Posts:
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    i just realised this while working on an interior scene of mine.
    in unity5 you dont have ambient light anymore! WTF

    dont be confused by "ambient source" from the lighting tab. when in realtime you can call it a simple ambient light, but when you bake lightmaps it actually becomes a skylight.

    SO

    if you have a closed interior space, it will not receive any "ambient light".

    attached a simple demo scene.
     

    Attached Files:

  2. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Aug 13, 2013
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    1,366
    Yeah, Global Illumination does give you occlusion of the ambient source. You can add your own fake ambient color at runtime in a shader if you need that for closed spaces.
     
  3. fredericomachuca

    fredericomachuca

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    Nov 14, 2013
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    nonono. ;) i'll just wait for unity to give us the ambient light option again.
    not having it hurts the light baking workflow sooooo much.

    it amazes me how something as simple as this went off the radar.
     
  4. hippocoder

    hippocoder

    Digital Ape Moderator

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    You can put the emission up on a couple of objects, that'd suffice easily enough I'd imagine?
     
  5. fredericomachuca

    fredericomachuca

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    baking lightmaps is already a slow pain in unity 5. and the workaround you suggest is making more stuff emisive so it takes even more time to bake and gives room for more GI artifacts!?! and how about visually? ambient light and emissive materials give totally different results.

    unity 4 beast used to have it. i wont expect anything different from unity 5.
     
  6. hippocoder

    hippocoder

    Digital Ape Moderator

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    You can get ambient light by adjust light probes. Ambient light is merely a hack because we didn't have gi back then. If you're regressing for artistic purposes, it should be done correctly, ie in the shader.
     
  7. fredericomachuca

    fredericomachuca

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    ambient source already works like a true ambient light (in realtime). whats up with just giving this control in baked lightmaps also?

    controlling on a material basis is absurd. the number of materials on my project would exponentially grow based on the different ambient light on different scenes.
     
  8. Findus

    Findus

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    Jun 23, 2012
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    This is really nothing that should be argued about. There should be a working oldschool ambient setting.

    @fredericomachuc: This is a poor workaround as well, but you could edit your lightmaps.
     
  9. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    999
    Take a look at light probes again if you havent already. Without them you get the sky light. With them you get 'real ambient' light from every object within the volume of the probe. On the mesh renderer you have the option to turn probes off, blend them (default), probes and skybox (probably not what you want) or turn them off. In 4x i turned ambient light to black anyway because I couldn't get a true darkness/shadows.
     
  10. zagmodell

    zagmodell

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    Dec 27, 2012
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    so there is no ambient baking right now ? No more news about it ? Now i will have to place additional lights in every corner to imitate ambient ? Damn. Where else to whine about that ?
     
  11. j-baeza

    j-baeza

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    May 14, 2015
    Posts:
    26
    Exactly same problem here for an interior lighting.... In realtime GI every thing is perfect. In baked GI the ambient intensity is not enough even at a value of 1....
     
  12. SentientSkull

    SentientSkull

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    Apr 26, 2013
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    I would like to see fake ambient light added to the standard shader as well.

    Don't games still use this? Correct me if I'm wrong, but don't games like Fallout 4, the Far Cry series, etc., use fake ambient light? In enclosed areas in Fallout 4 for example, with no noticable light source, you still have even light (no pitch black areas).

    I don't see how to light interiors without using lots of point lights, and that doesn't look good

    If this isn't going to be added to the Standard shader, could we see a tutorial on how to do that with Shader Graph?
     
    Maloke likes this.