Lighting In Unity - HDRP lights, Baked GI, Emissive Materials, Volumetric Lighting, and More!

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  • เผยแพร่เมื่อ 24 ม.ค. 2025

ความคิดเห็น • 6

  • @leativeYT
    @leativeYT 11 หลายเดือนก่อน +1

    I realize you started the channel not too long ago, keep it up, good work! I like your clear pronunciation and nice timbre. Perfect for me as I tend to speed up to at least 1.5x when viewing tutorials and only slow down when I need to think twice. Your voice totally supports that. Finally, a short comment to the emissive material. I am currently following the Unity Learn Creative Pathway and the demo project there contains an Ellen model which uses Emission Maps for some glowing parts of her equipment. However, in contrast to your example (and explanation) it reacts in real time to changes of color and intensity (even though its global illumination is set to baked). I wonder, why yours need to be baked..

    • @Ayres3D
      @Ayres3D  10 หลายเดือนก่อน

      Thank you very much for the feedback! Emissive materials set up the way I have will only directly affect static geometry in the scene. In the example of Ellen, my assumption would be that the character is dynamic geometry which require light probes to pick up light from emissive materials. So, my immediate thought is that there are likely light probes in your scene, but that I've not covered light probes in this tutorial to keep the content to 20 minutes or less.
      Here is a great article covering the topic high level - docs.unity3d.com/Manual/lighting-emissive-materials.html
      I think a lighting video 2.0 going a bit deeper into concepts light light probes and reflection probes is a good one for me to put on the backlog!

    • @leativeYT
      @leativeYT 10 หลายเดือนก่อน +1

      Actually, Ellen is static but I realized what the difference might be. The emissive material in the tutorial uses an HDR color and bloom is activated as a post-processing effect. So what I saw in the scene view was no emission but merely a bloom effect on a very intense HDR color. Still being more or less at the beginning of my journey, the near endless possibilities to reach similar effects are somewhat overwhelming.

    • @Ayres3D
      @Ayres3D  10 หลายเดือนก่อน

      @@leativeYT Ah that makes a lot of sense! Absolutely. Another interesting piece of your journey would be taking 2 different techniques and comparing the processing power required for each in the Profiler to get the most efficient result. Would be happy to do a video on that soon. In case it was helpful, I did go ahead and make a video on baked lighting and dynamic objects (though I understand that wasn't the case with Ellen). If interested, please check it out! th-cam.com/video/4kEC6i_hSz4/w-d-xo.html

  • @garyhaus
    @garyhaus ปีที่แล้ว +2

    CRUSHING it Cam!

    • @Ayres3D
      @Ayres3D  ปีที่แล้ว

      Thanks Gary! Having a lot of fun with it!