Lighting is a crucial feature in games, APV is clearly a good step into this direction. The Sky Occlusion is such a powerful thing to enable beautiful day and night cycles in our games but I bet many people will be afraid of use it because it seems too difficult. It would be a good idea to provide prefabs, packages and examples making it easier to integrate in our games. Congratulations guys, excellent work.
I would love to get this exact project as a sample. My experience with APV so far is that they are incredibly finicky and seeing all the elements working together here would be incredibly helpful
Seconding this - especially interested in how to actually "store the sun intensity" to map out the direct lighting intensity curve and calculate desired indirect blend %
So for the rendering layers the tent is 2 different meshes? So that’s how you can determine two different layers? But if your tent was just one mesh( inside and out) can you just shrink the tent apv volume to be inside the tent? And then you won’t have the light leasing also?
Why can't you finally provide ready-made solutions, but each of your sample scenes is composed of custom shaders and solutions?! IT looks like you realize that you can't do anything interesting with the built-in tools, so you keep writing your own tools. In absolutely every project you do not use the built-in fog, only custom scripts. Terrain? I really wanted to see how it was made in the OASIS scene, but there is nothing there except meshes made outside of Unity, SkyBox? - custom.... each new project in Unity takes a lot of time to setup, because nothing is immediately available in the engine. Everything has to be collected from your sample scenes and put together, in the hope that it will compile in another version. You continue to show people how to do the same things over and over, but in a different way, when the competition is way ahead
Who else loves how unity announces the same feature over and over again across different major releases like it's something brand new despite us using it for over a year now
i have to admit that i still struggle with it. because they keep announcing it but it seems to never really work that well. maybe i am the problem but i cant tell because the documentation isnt complete either
@@BakinKoljac No you are not the problem, when something is overly complicated it will crumble beneath itself and that's what happens to a lot of features in Unity. It's a sign that we need something new and better. Developers should never have to go through tedious processes for what should be simple - this can really be roadblock.
Nice. Let's hope in the future maybe a some AI can be added to determine/estimate inside and outside, and make layers by itself, or at least give a first modifiable version. Because a lot of us indies are not primarly technical artists. So if you can prompt / describe and it adapts the settings accordingly this could be a big helper.
If i was an investor I wouldn't be sold on having to watch an hour long presentation on what should be a very simple thing. In my head why can't we just have good shaders, lighting and shadows that are all interconnected so they just work out of the box without the need to tweak a hundred settings or do extra steps. Why do I need probes at all? It's a very simple concept where the time a developer takes to get a playable demo going then the more profit for Unity. Maybe one day. That said it's good to see how much light probes have improved since their insanely time consuming process. I just never found a need to use them if you understood good shading, lighting and shadows.
@@robertvalentic4939 The same way nature would do it? I know unreal engine had a single bounce real time in the kite demo and that was AGES ago. I myself will note the added workload from Unity light baking processes is just too excessive that real time with good light placement, level design, post effects and good shaders is always the go to in the end anyway. You can see the video in my channel it's all real time and plenty of room for improvement.
This is exactly what I've had trouble with Unity since forever. Every time they provide a sample scene it is a combination of their own custom solution because their own engine cannot provide it. Instead of finally integrating it into a logical whole, they write new scripts, shaders and frameworks from scratch every time for each new presentation scene. Unity is total chaos and I will skip a apart from the fact that the guy uses purchased packages from the asset store..
@@Foor1o86 I purchased thousands of dollars worth of assets from the store to overcome the problems Unity faces but in the end I have little more than tech demo's to show for it because I just get so burned out I need long breaks which by then Ive lost motivation. Yes most of the time is lost on the visual problems and wrestling Unity graphics.
@@CollapseDev well, it sounds very familiar ;) I am exactly at this stage, some time ago I started the project but I am not able to continue it and keep fighting with this engine. I downloaded these new demos hoping that they would help and give me some inspiration, but when I see that I have to make a completely new custom solution for each project, I've had enough.
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Lighting is a crucial feature in games, APV is clearly a good step into this direction.
The Sky Occlusion is such a powerful thing to enable beautiful day and night cycles in our games but I bet many people will be afraid of use it because it seems too difficult. It would be a good idea to provide prefabs, packages and examples making it easier to integrate in our games.
Congratulations guys, excellent work.
moving to PLU is huge. We can actually import lights from blender in a meaningful way, thank you!
I would love to get this exact project as a sample. My experience with APV so far is that they are incredibly finicky and seeing all the elements working together here would be incredibly helpful
the "fantasy kingdom" URP sample scene uses APVs extensively and is a good reference setup
This is an awesome demo. Nice work guys.
There is a constant high pitch noise on the audio. It can be fixed by applying a noise reduction filter. Hope that helps.
Great talk, any chance we can get a example project or the script example that was used to blend the lightning scenarios?
I believe there's one on the documentation. I used it for my setup.
@@sacb0y Thanks, i'll take a look
@@sacb0ycan you provide the documentation link?
Seconding this - especially interested in how to actually "store the sun intensity" to map out the direct lighting intensity curve and calculate desired indirect blend %
This is great for diffuse global illumination. Is there a similar solution for reflections though?
So for the rendering layers the tent is 2 different meshes? So that’s how you can determine two different layers? But if your tent was just one mesh( inside and out) can you just shrink the tent apv volume to be inside the tent? And then you won’t have the light leasing also?
Taking a look in HDRP to the Rendering Debugger > Lighting Debug Mode, I can't find Lighting With Normal Maps. Where is it?
i mean, yeah it,s cool but the latest part with the blending scenarios, looks kind of complex
Sky Occlusion Setup and Time of Day Manager script I can't find pls help me :)
I think it's a custom script for demonstration
Resume @20:30
Regarding Light Probe history - wasn't Unity 4 or 5 when they became production ready?
Very Nice 👍
Great talk!
Why can't you finally provide ready-made solutions, but each of your sample scenes is composed of custom shaders and solutions?! IT looks like you realize that you can't do anything interesting with the built-in tools, so you keep writing your own tools. In absolutely every project you do not use the built-in fog, only custom scripts. Terrain? I really wanted to see how it was made in the OASIS scene, but there is nothing there except meshes made outside of Unity, SkyBox? - custom.... each new project in Unity takes a lot of time to setup, because nothing is immediately available in the engine. Everything has to be collected from your sample scenes and put together, in the hope that it will compile in another version. You continue to show people how to do the same things over and over, but in a different way, when the competition is way ahead
Who else loves how unity announces the same feature over and over again across different major releases like it's something brand new despite us using it for over a year now
Uhmm idk
That sure is a weird thing to love
It's call updates and improvements - in the new version.
i have to admit that i still struggle with it. because they keep announcing it but it seems to never really work that well. maybe i am the problem but i cant tell because the documentation isnt complete either
@@BakinKoljac No you are not the problem, when something is overly complicated it will crumble beneath itself and that's what happens to a lot of features in Unity.
It's a sign that we need something new and better. Developers should never have to go through tedious processes for what should be simple - this can really be roadblock.
Nice. Let's hope in the future maybe a some AI can be added to determine/estimate inside and outside, and make layers by itself, or at least give a first modifiable version. Because a lot of us indies are not primarly technical artists. So if you can prompt / describe and it adapts the settings accordingly this could be a big helper.
It's called muse.
@@bonkerzd6980 muse has not yet this functionality
If i was an investor I wouldn't be sold on having to watch an hour long presentation on what should be a very simple thing. In my head why can't we just have good shaders, lighting and shadows that are all interconnected so they just work out of the box without the need to tweak a hundred settings or do extra steps. Why do I need probes at all?
It's a very simple concept where the time a developer takes to get a playable demo going then the more profit for Unity. Maybe one day.
That said it's good to see how much light probes have improved since their insanely time consuming process. I just never found a need to use them if you understood good shading, lighting and shadows.
How did you get indirect light onto dynamic objects without light probes?
@@robertvalentic4939 The same way nature would do it? I know unreal engine had a single bounce real time in the kite demo and that was AGES ago. I myself will note the added workload from Unity light baking processes is just too excessive that real time with good light placement, level design, post effects and good shaders is always the go to in the end anyway. You can see the video in my channel it's all real time and plenty of room for improvement.
This is exactly what I've had trouble with Unity since forever. Every time they provide a sample scene it is a combination of their own custom solution because their own engine cannot provide it. Instead of finally integrating it into a logical whole, they write new scripts, shaders and frameworks from scratch every time for each new presentation scene. Unity is total chaos and I will skip a apart from the fact that the guy uses purchased packages from the asset store..
@@Foor1o86 I purchased thousands of dollars worth of assets from the store to overcome the problems Unity faces but in the end I have little more than tech demo's to show for it because I just get so burned out I need long breaks which by then Ive lost motivation. Yes most of the time is lost on the visual problems and wrestling Unity graphics.
@@CollapseDev well, it sounds very familiar ;) I am exactly at this stage, some time ago I started the project but I am not able to continue it and keep fighting with this engine. I downloaded these new demos hoping that they would help and give me some inspiration, but when I see that I have to make a completely new custom solution for each project, I've had enough.
Это похоже на костыль, а не на технологию. Люди ждут реалтаймового GI, а не этого. А что там с отражениями... Как всегда всё в общем
Great content, as always! Could you help me with something unrelated: I have a SafePal wallet with USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). Could you explain how to move them to Binance?