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The most Insane AAA Game made in Unity has arrived in Closed Alpha

Discussion in 'General Discussion' started by WalkingDead, Dec 29, 2016.

  1. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    On visual matters, your opinion is one I absolutely respect. You have a specialists eye for these things.

    What I was trying to look at with the threshold shots was simply where brightness was coming from. Is brightness coming from Light or Color? My theory being that often too much brightness in general is coming from tonemapping or contrast enhancement, not from light - so effectively the color of something will determine its brightness more than how much lights hitting it.

    I think the witcher shot is so impressive, because the treatment is so even. Nothing is blown out, and the ratio between dark and light is soooo good. Lighting is what's creating brightness, almost entirely.

    You're right though, even in histogram, there was a lot of subjectivity on where exactly I was selecting threshold.

    Again, I absolutely respect your sense of color, you clearly have a deep understanding. If I'm wrong or whatnot, any more detailed suggestions on how to better understand brightness is welcome.
     
    Last edited: May 21, 2017
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  2. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,790
    @frosted I was going to write a response to your post detailing my thoughts, but it snow-balled into a giant thread which I've posted here: https://forum.unity3d.com/threads/chingwas-guide-to-lighting-and-post-effects.472265/

    It gives my basic ideas on lighting and what I consider a guideline for best practices at least to start. It also goes into some art theory just a smidge. I go through each point and addition step by step. I hope you find it helpful (or at the very least interesting).

    Cheers! :)

     
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