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Unity 2018.4 LTS: Not so accurate reflections and white wall

Discussion in 'Global Illumination' started by arcitek, Feb 27, 2020.

  1. arcitek

    arcitek

    Joined:
    Nov 5, 2019
    Posts:
    18
    I am not the most experienced user of Unity so I would really appreciate some help. I am creating this scene to test out some of some of Unity's tools in light baking without using any of the HDRP, LWRP or Shader Graph material setup. Basically, I just want to use the default tools in Unity.

    My issue is twofold in this scene at the moment. The walls are supposed to be white and they keep coming out as grey. For the Albedo color in the materiel, there is no texture and I have the color set to white. There is a slight normal map and I have smoothness dialed back a good bit. How can I fix this?

    My other issue is the reflections. My problem with these are they are not very accurate. If you look under the table, the overhead emissive lights I created appear to reflect through the table top. Should there not be a shadow here? Lights cast shadow and the table cast shadow. How can I fix this?

    I am using deferred render, all lights are static and baked, and the materials are all standard except on the table and chairs. I think this asset (which I purchased) is using Autodesk Interactive material shader.

    I would really appreciate the help as I am trying o pull a project together. I have not had a lot of success getting input on things from the Unity Community here.
     

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  2. arcitek

    arcitek

    Joined:
    Nov 5, 2019
    Posts:
    18
  3. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    989
    shadow will never be great unless baked, but this cause other issue. are u setting chairs and table to static?

    Play with material for wall, maybe increase specular. Or increase light. Reflection will be limited by cubemap and real time or baked
     
    arcitek likes this.
  4. arcitek

    arcitek

    Joined:
    Nov 5, 2019
    Posts:
    18
    Thank you for the response. The wall I was able to get a bit whiter by eliminating the roughness map, minimizing the normal map. The reflections are just not right. As I move through the scene, the reflections on the floor move in a way that does not make sense. There should not be reflections of the overhead light on the floor under the table at any time. The table would be occluding these and there would be a shadow of sorts.

    I should post a gif of this as it does not make any sense.
     
  5. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    989
    post gif, if too big for forum use maybe imgur