Lighting tutorial: 4 techniques to light environments in Unity | Unite 2022

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  • เผยแพร่เมื่อ 30 ก.ย. 2024

ความคิดเห็น • 130

  • @MadpolygonDEV
    @MadpolygonDEV 6 หลายเดือนก่อน +28

    Unity needs more videos like these. Pleasent structure, no unnecessary group chat talk, just 30 minutes of full knowledge and reference for future projects…

  • @ian_snyder
    @ian_snyder ปีที่แล้ว +105

    Pierre is so insanely knowledgable and presents information so clearly -- we need more from Pierre on here, Unity! 💪

  • @MatheusLB2009
    @MatheusLB2009 ปีที่แล้ว +3

    1:27 Casually mentions he worked in the Crysis trilogy, GTA V and RDR2. I'm speechless

  • @myelinsheathxd
    @myelinsheathxd ปีที่แล้ว +16

    mixing baked lighitng, automatic probes and RTX is awesome! This is what I have been waiting for!

  • @ZiFX
    @ZiFX ปีที่แล้ว +14

    Pierre is my favorite person in the Unity dev team.

  • @Jake-hn8hl
    @Jake-hn8hl ปีที่แล้ว +8

    This is an incredible tutorial, thank you Pierre! Is there any possibility you wuold consider doing the same tutorial with URP? There are so many layers to unpack here, and even after watching multiple other URP lighting tutorials I still have so many questions.

  • @unitydeveloper8703
    @unitydeveloper8703 ปีที่แล้ว +3

    It's great when all this functionality can be used in unity. However, I would like to hear a solution to all lighting problems for large worlds, and not a separate location.

  • @GameDev1
    @GameDev1 ปีที่แล้ว +5

    Excellent tutorial, thank you very much!

  • @peterquill726
    @peterquill726 ปีที่แล้ว +10

    I always love content from Pierre 👌👌👌

  • @KRGraphicsCG
    @KRGraphicsCG ปีที่แล้ว +25

    It would be nice to have crisp shadows on directional lights, but yes, we need more quality videos from you guys more often

    • @pierre-unity
      @pierre-unity ปีที่แล้ว +5

      You can get crisp shadows in HDRP if you wish to, by reducing the angular diameter on the sunlight, and increasing the shadow resolution (while using either high quality filtering, or ray traced shadows). However, "crisp" shadows are usually not realistic at all. Shadow blurriness increases with the distance to the shadow caster, so be careful what you wish for...

    • @KRGraphicsCG
      @KRGraphicsCG ปีที่แล้ว

      @@pierre-unity after thinking it over, I think the shadow map is fine. I currently keep the resolution at about 2k just for performance

    • @igorthelight
      @igorthelight ปีที่แล้ว +1

      @@KRGraphicsCG Look at "PCSS" technique from Nvidia ;-)

  • @sherazAsghar
    @sherazAsghar ปีที่แล้ว +10

    I am a TA working at Unity ... I never miss Pierre's presentation ... keep up the good work!!!!

  • @KarlooAudi
    @KarlooAudi ปีที่แล้ว +8

    Nice tutorial, learned few things after using unity for more than 5 years.

  • @white_cloth
    @white_cloth ปีที่แล้ว +3

    1:40 Volume system: Post-processing volumes
    3:00 Volume system: Sky
    4:48 Volume system: Shadows
    6:03 Volume system: Indirect lighting control
    6:38 Global illumination: baked lightmaps and reflection probes
    8:31 Reflection probes
    10:40 Camera exposure

  • @marct9221
    @marct9221 4 หลายเดือนก่อน +2

    Thanks Pierre, great intro to unity lighting for me

  • @JonelKingas
    @JonelKingas 11 หลายเดือนก่อน +2

    I was actually wondering for while how to make rooms dark while outside bright basically how real life or games work, now i know, thanks.

  • @SeedMesh
    @SeedMesh ปีที่แล้ว +6

    Amazing content! Really thanks 👍

  • @jonathanbisher
    @jonathanbisher ปีที่แล้ว +40

    Your presentations are the best Pierre, please keep doing them.

  • @The96th
    @The96th ปีที่แล้ว +3

    fantastic presentation, thank you

  • @eaglenebula2172
    @eaglenebula2172 ปีที่แล้ว +15

    Great stuff. The way this guy presented all this stuff is the definition of professionalism.

  • @siavashaliyari8567
    @siavashaliyari8567 ปีที่แล้ว +4

    the probe volume is such a leap !!!!

  • @slick3d392
    @slick3d392 ปีที่แล้ว +4

    Excellent presentation. Thank you.

  • @KaanErayAKAY
    @KaanErayAKAY ปีที่แล้ว +4

    Great presentation. Thank you!

  • @TReXxYT
    @TReXxYT ปีที่แล้ว +11

    i could watch this man talk lighting for days. what a fantastic presenter!

  • @erz3030
    @erz3030 ปีที่แล้ว +4

    This was excellent!! We need much more presentations like this, very well done

  • @LtdJorge
    @LtdJorge ปีที่แล้ว +3

    Another Lighting banger from Pierre. Nice!

  • @gakebagiannama4401
    @gakebagiannama4401 ปีที่แล้ว +10

    its so clear to follow the presentation. even I am not a lighting artist. great tutor!

  • @bitmammothOG
    @bitmammothOG ปีที่แล้ว +15

    Can we please get one on a fully enclosed indoor env?

    • @pierre-unity
      @pierre-unity ปีที่แล้ว +2

      You can use the HDRP Scene Sample that you will find in the Unity Hub. It's an environment that contains multiple rooms, from fully affected by the sun to fully enclosed. The concepts are exactly the same though.

  • @vokardarangerl9840
    @vokardarangerl9840 ปีที่แล้ว +2

    Noice !

  • @jumpjumpdiegaming
    @jumpjumpdiegaming ปีที่แล้ว +3

    Great video. make more walkthroughs like this.

  • @MrBurnss1
    @MrBurnss1 ปีที่แล้ว +3

    Amazing tutorial, concise and clear.

  • @oguzkaancomoglu
    @oguzkaancomoglu ปีที่แล้ว +9

    It was really nice and descriptive, I hope you will make videos like this again. By the way, will the next nexgen be "path tracing"?

    • @igorthelight
      @igorthelight ปีที่แล้ว

      "By the way, will the next nexgen be "path tracing"?" - absolutely!

  • @thFaust
    @thFaust ปีที่แล้ว +9

    Great presentation. Even though I knew most of those things, it is nice to see them presented in such a clear and elegant manner!

  • @kamranzaheer8026
    @kamranzaheer8026 ปีที่แล้ว +1

    Its Really Good We need More Videos So Kindly Make Playlist On Photorealisam We Will be very Thanks Full to You

  • @AlqueMeteor
    @AlqueMeteor 4 หลายเดือนก่อน +1

    Thank you Master Pierre!

  • @krishnansubramoni7801
    @krishnansubramoni7801 ปีที่แล้ว +3

    This is one of the best Unity tutorial videos I've seen ❤

  • @AmitGinniPatpatia
    @AmitGinniPatpatia ปีที่แล้ว +2

    Great video. Thanks for sharing.

  • @bearPig9195
    @bearPig9195 ปีที่แล้ว +2

    Good job and nice presentation, thanks you

  • @erikals
    @erikals ปีที่แล้ว +1

    Mighty Nice ❤️

  • @BackBufferGaming
    @BackBufferGaming 2 หลายเดือนก่อน +1

    Hello, thanks for tutorial, but where can I find the model of Atrium from the tutorial to practice with?

  • @Tymon0000
    @Tymon0000 ปีที่แล้ว +2

    Great presentation. :)

  • @mohamedhamed3572
    @mohamedhamed3572 ปีที่แล้ว +1

    thank you

  • @spacekusa
    @spacekusa 4 หลายเดือนก่อน +1

    More videos like these!

  • @jazunmunro8106
    @jazunmunro8106 ปีที่แล้ว +1

    Thank you for the education

  • @N0nManfiold99
    @N0nManfiold99 ปีที่แล้ว +3

    Even though Pierre is so concise with teaching me this, it's still a lot to take in with all the terminology. Great tutorial! Will have to rewatch a few times and refer back to this.

  • @R4v3nB14ck
    @R4v3nB14ck 10 หลายเดือนก่อน +1

    I'm in love with this guy

  • @antonkobziev405
    @antonkobziev405 ปีที่แล้ว +2

    Thanks for this video!

  • @Jsfilmz
    @Jsfilmz ปีที่แล้ว +2

    LMK if you need content creator for Unity. I want to explore unity for filmmaking

  • @Mu_Ojii
    @Mu_Ojii ปีที่แล้ว +1

    Good Tutorial 👍

  • @asntech4014
    @asntech4014 ปีที่แล้ว +1

    great presentation!

  • @mikhailreshetnikov3236
    @mikhailreshetnikov3236 10 หลายเดือนก่อน

    How can someone deliver such vast ammounts of useful information while looking exactly like a movie villain who was behind the scenes all along and now you've walked right into his trap

  • @Hazen_Muhammad
    @Hazen_Muhammad ปีที่แล้ว

    I try to do this but find out my scene always baking the lightmpat, even when i press the bake button in the probe volume menu.. that's why mine took very long time to bake, didn't find the tutorial how to bake with probe volume only. And after the bake complete, i try to add sphere mesh with hdrp/lit material, then try to moving it around to try if the APV working, but the sphere still look flat all over the room not affected with all the probes, or simply it's just my wrong step.

  • @TanukiDigital
    @TanukiDigital ปีที่แล้ว +4

    That path-tracing is such a tease. :D I can't wait for it to be actual realtime.

  • @forasago
    @forasago ปีที่แล้ว +5

    "Probe volumes; HDRP (URP soon)"
    Will URP probe volumes come to Unity 2021 (LTS)?

    • @igorthelight
      @igorthelight ปีที่แล้ว

      LTS releases DO NOT get any new features. That's the while point of being an LTS version - only bugfixes...

  • @zORg_alex
    @zORg_alex ปีที่แล้ว

    He'll yeah. Rendering in Unity.

  • @Thomason1005
    @Thomason1005 ปีที่แล้ว +4

    very nice roundup of the different options! weve currently used lightmaps, but the automatic light probes seem to be a viable alternative, with the better reflections. will be interesting to see them in urp

  • @Hazen_Muhammad
    @Hazen_Muhammad ปีที่แล้ว

    How to tag the corresponden meshes to be lit by lightmaps or with adaptive probe volume? 18:46

  • @divyansh2890
    @divyansh2890 ปีที่แล้ว +1

    So for 3D mobile games, Would Baked lightmaps be a good choice?

    • @Inferryu
      @Inferryu ปีที่แล้ว

      Since they are pre-computed, backed lightmaps are less resource intensive than any other option, except for maybe vertex colors, but if you don't need something more complex, lightmaps would be the better choice, regardless of the platform your game is gonna be on.

    • @igorthelight
      @igorthelight ปีที่แล้ว

      @@Inferryu Yep!
      Just don't change your lights during the gameplay ;-)

  • @arravolleyball
    @arravolleyball ปีที่แล้ว

    Does anyone know why my bakes look flat with no specularity?

  • @kirillaguren4312
    @kirillaguren4312 ปีที่แล้ว

    Hello. Who can explain why a probe has a round shape?

    • @pierre-unity
      @pierre-unity ปีที่แล้ว +3

      You're probably referring to the gizmo itself (the probe itself has no concept of shape, except for its area of influence, such as "box" or "sphere"). You can test it for yourself in any game engine: it's much easier to have an idea of a surface's indirect diffuse and specular lighting with a sphere, because each point on the sphere points in a different direction, in theory, an infinite amount; whereas with a 6-faces cube, you only get 6 directions. Therefore, a well-tesselated sphere is a perfect object to visualize indirect lighting.

    • @kirillaguren4312
      @kirillaguren4312 ปีที่แล้ว

      @@pierre-unity thank you very much. It was very important for me =)

  • @containedhurricane
    @containedhurricane ปีที่แล้ว

    Could you please share the project files, so we can follow the tutorial from scratch?

  • @mone9366
    @mone9366 ปีที่แล้ว +1

    Thank you for the tutorial. I read many of your posts on the Unity forum, giving useful tips and explanations. I tried many of them, unfortunately I could not achieve an acceptable transition between a bright exterior with dynamic directional light and a very dark interior lit with a dynamic point light. There is always an issue, either with the blending of indirect lighting, or that of the exposure, if the exposure blending is fixed, then interior light is too weak... Also the interior that look bright for the outside... I would love to see a tutorial on the subject in Unity, but I could not find any. Strangely, exterior/interior transition with dynamic lighting is a common use case in video games and achieved using other game engines. Is it something that can be achieved in Unity? Thanks

  • @UTFapollomarine7409
    @UTFapollomarine7409 ปีที่แล้ว

    thanks boss

  • @ak-gi3eu
    @ak-gi3eu ปีที่แล้ว +3

    come on unity u can do it

  • @vokardarangerl9840
    @vokardarangerl9840 ปีที่แล้ว

    Now I can create my water yayyy

  • @rafarodriguez4765
    @rafarodriguez4765 ปีที่แล้ว +1

    High level Master Class. This guy could also be the next Terminator

    • @chimeng-q9j
      @chimeng-q9j ปีที่แล้ว

      Maybe Agent Smith in Matrix

    • @igorthelight
      @igorthelight ปีที่แล้ว

      @@chimeng-q9j True! xD

  • @DaManLebbi
    @DaManLebbi ปีที่แล้ว

    Do I have to bake a scene before adding the adaptive probes or does it render realtime?

    • @pierre-unity
      @pierre-unity ปีที่แล้ว

      The irradiance is captured in editor, not at runtime. First you place a Probe Volume object in the scene around your objects, and then bake it. See 18:19.

    • @DaManLebbi
      @DaManLebbi ปีที่แล้ว

      @@pierre-unity Alright, Thanks. I followed your instructions for the probe volumes, but every time I bake my scene I get an error message saying; "Assertion failed on expression: 'm_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()'". How do I fix this?

  • @leftyfourguns
    @leftyfourguns ปีที่แล้ว

    Is any of this applicable to URP?

    • @igorthelight
      @igorthelight ปีที่แล้ว

      Most of that - no.

    • @shikhermyv
      @shikhermyv ปีที่แล้ว

      URP will get probe volume in 2023.1

  • @MrDanko90
    @MrDanko90 ปีที่แล้ว

    Спасибо

  • @SkyIsTumbling
    @SkyIsTumbling ปีที่แล้ว

    now we just need real-time reflections that use the lighting probes, we've spent too long with dealing with reflection probes

  • @huajieyu9678
    @huajieyu9678 ปีที่แล้ว +2

    Hi If you would attach the model resources for downloading could be really really appreciated😍 I've tried the other resouces of Sponza but they are so diffrent from yours. Pls help

    • @pierre-unity
      @pierre-unity ปีที่แล้ว

      Hey, the Sponza assets are available on the last slide of the presentation.

  • @Joooooooooooosh
    @Joooooooooooosh ปีที่แล้ว

    I really wish VR could handle HDRP.

  • @Grumbledookvid
    @Grumbledookvid ปีที่แล้ว

    OK... but how do I have a cave and an outdoor region operating at the same time with different lighting? The cave gets messed up with ambient light

    • @pierre-unity
      @pierre-unity ปีที่แล้ว

      The process is exactly the same as shown in the video. A cave simply requires its own reflection probes, and the lightmap or lightprobes will work fine as long as the caves are shadowed properly.

  • @irtezarahman5370
    @irtezarahman5370 ปีที่แล้ว

    However you have to bake lightmap then place adaptive probe volume. Not a fully dynamic system

    • @pierre-unity
      @pierre-unity ปีที่แล้ว +1

      That's not correct, you do not require lightmaps to use the Probe Volume system.

  • @the_3rdKind
    @the_3rdKind ปีที่แล้ว

    I shouldve just skipped to the Pathtracing.

  • @fabioxperuggia
    @fabioxperuggia 10 หลายเดือนก่อน

    "leak reduction mode" is not showing for me. any help?

  • @daydreamer7571
    @daydreamer7571 ปีที่แล้ว

    Please make more videos for hdrp lighting

  • @nobody_there_
    @nobody_there_ 6 หลายเดือนก่อน

    You even dont explain how you put the "scene settings" in the scene. There's no in mine, because i'm under URP ?

  • @nobody_there_
    @nobody_there_ 6 หลายเดือนก่อน

    Generate Lightmap UV's takes lot of time and no time bar is there:: feeling irritated here...

  • @vast634
    @vast634 5 หลายเดือนก่อน

    Using this building is fine for simulating interior levels, but not covering the different requirements for large open spaces that can appear in the same game world.

  • @anytorp
    @anytorp ปีที่แล้ว +4

    You look like the guy from matrix

    • @forasago
      @forasago ปีที่แล้ว +3

      Agent Smith / Huge Weaving, yes.

    • @stephenkentperez7705
      @stephenkentperez7705 ปีที่แล้ว

      Omg thought I was the only one who noticed

  • @НиколайСухарев-э5б
    @НиколайСухарев-э5б 6 หลายเดือนก่อน

    Интересно, как это получается так, что на видео у них у всех выходит красивая картинка, а как сам открываешь проект и делаешь абсолютно тоже самое, копируя буквально каждый параметр, получается лютое говно?

  • @leonardoraele
    @leonardoraele ปีที่แล้ว

    I hate dealing with light in Unity, it's so complicated

    • @SnakeEngine
      @SnakeEngine ปีที่แล้ว

      Then switch to UE5 and have fun burning your pc :)

  • @mikegoesnike
    @mikegoesnike ปีที่แล้ว

    is there somewhere to get the project?

  • @TheUncutAngel
    @TheUncutAngel ปีที่แล้ว

    meanwhile in unreal they use a light. I understand the importance of control, but this is....... beyond.

  • @novagames5719
    @novagames5719 ปีที่แล้ว +1

    Sigh 😓 don't think normal PC can take this

    • @igorthelight
      @igorthelight ปีที่แล้ว +1

      Lightmaps - easily! xD

  • @dee_sgusting
    @dee_sgusting ปีที่แล้ว

    alright

  • @xxAsad
    @xxAsad ปีที่แล้ว +12

    Still unity is far behind Unreal in terms of Realistic lightings

    • @altongames1787
      @altongames1787 ปีที่แล้ว +17

      ok...

    • @Andrew-tl9gk
      @Andrew-tl9gk ปีที่แล้ว +5

      What features does Unreal have that Unity doesnt? IMO the baked lighting looks fantastic. If you talk about Lumen: This is only available on highend machines with Raytracing cards, not available on Macs or any mobile and no one will ever release a game with that in the next 5-10 years due to hardware limitations.

    • @Azrael_Bathory
      @Azrael_Bathory ปีที่แล้ว +4

      It doesn't matter if unreal has better light rendering as of now.. Unreal doesn't make better games.. Competent game devs do. Doesn't need to be made in unreal to be good. I think most people that blow hot air up unreals ass, in most cases, don't have any real knowledge of game developing and just jump on the band wagon of an over-hyped system.

  • @impheris
    @impheris ปีที่แล้ว

    i have the feeling that you wanted to use Sponza inspired by my recent attempt! jajaja Thanks Pierre, you are very helpful as always

  • @makulVR
    @makulVR ปีที่แล้ว

    Since the release of Unity 5, it appears that little has changed in terms of lighting.
    Whether you have a Geforce 1070 or an RTX 4090, the best quality is still lightmapping.

  • @MinhNguyen-vl7jj
    @MinhNguyen-vl7jj ปีที่แล้ว

    Can some how Unity use ray traycing on APV and we got some Lumen alternative?

  • @Inferryu
    @Inferryu ปีที่แล้ว

    To think I would be getting tips for lithing a virtual environment from Agent Smith.

  • @irtezamasud1079
    @irtezamasud1079 ปีที่แล้ว

    you are using unity 2023 alpha. hope for the few upcoming feature

  • @maya_gameworks
    @maya_gameworks ปีที่แล้ว

    Where can I find the other 3 tutorials?

  • @trolledyou7032
    @trolledyou7032 ปีที่แล้ว

    Raytracing works only on NVidia, I assume.

    • @pierre-unity
      @pierre-unity ปีที่แล้ว +1

      No, it works with any GPU that supports ray tracing and DXR. This includes the latest AMD GPUs too.

  • @raymk
    @raymk ปีที่แล้ว

    He starts with 0 in his presentation. Such a programmer move

  • @hamidzamiri938
    @hamidzamiri938 ปีที่แล้ว +1

    i don't know! unreal engine 5 is open source but why unity isn't taking a look at the code of lumen and nanite? maybe they can come up with ideas and make some of there own systems.

    • @igorthelight
      @igorthelight ปีที่แล้ว

      That's a lot of code rewriting ;-)

  • @windwalkerrangerdm
    @windwalkerrangerdm 9 หลายเดือนก่อน

    You know what would be great?
    Artists using all real-time path-traced lights to achieve whatever visuals they want, and then an AI takes over and creates all the reflection probes so that the results are almost identical in terms of lighting, and game performance is rasterization level.

  • @henriquekuchiki9187
    @henriquekuchiki9187 ปีที่แล้ว +2

    Unity....evolve HDRP rendering...for PBR textures to use/max Real Time...they are still The Herct Human Digital quality...evolve to Archiviz Level

  • @henriquekuchiki9187
    @henriquekuchiki9187 ปีที่แล้ว +1

    Unit support... hand-stomped XYZ skin textures... not everyone can afford... Fotogramteria... how you go about doing photogrammetry from an Ultra Realistic ORC

  • @XRelabs
    @XRelabs ปีที่แล้ว +3

    This video is amazingly informative, right to the point and precise, thank you Pierre, thank you UNITY 🥰🫡