Unity: Progressive Lightmapper, Probes and Post Effects
ฝัง
- เผยแพร่เมื่อ 26 ส.ค. 2024
- In this Unity video tutorial we take a look at the Progressive Lightmapper. We look at its settings and what they do and go through the steps necessary to achieve a clean lightmap bake. We also look at lighting, Reflections, and how we can give dynamic objects secondary lighting. We also look at settings which can solve lightmap errors and Post Effects using the Post Processing Stack.
digitalmeat.uk/
If you would like to support Digital Meat, or follow me on social media, see the below links.
Patreon: / digitalmeat3d
Merchandise: rdbl.co/2BvfaVD
Support: digitalmeat.uk...
Facebook: / digitalmeat3d
Twitter: / digitalmeat3d
Google+: plus.google.co...
BEEF DOCTOR: / @beefdoctor
Sir, this is a tutorial that every single developer should watch when they start learning about lights and working with them.
Yeah, I've been hearing that a lot recently, I should have sold this on my website 😅😅
Absolutely sick tutorial! The swearing really elevated it, too.
clean, clear, factual, logical -> professionnal. thanks a lot
The best light map tutorial and more! Thank you!!!
Wow I just keep watching watching , without getting overwhelming ,nice tutorial
Currently at 1:11:45, very well done. You speak clearly and the address almost all of the options in the inspector. I'm a programmer trying my hand at lighting and 3D environments, thank you for this wonderful guide.
Glad it's helping Jeremy, it's funny because i'm a 3D artist trying to code my website, it's like walking through treacle and I want to die.
@@DIGITALMEAT Keep your chin up pal I promise it gets easier! Hahahaah
@@sebastiangraves7479 - I don't want to be doing it at all :(
Absolutely the best baking tutorial I've ever seen. Very detailed - Thank you so much!!!
Thank you very much :)
Amazing, you've solved 5 problems I had for two years in one video. Thanks mate!
Nice!
Just brilliant. I was worried about the 2 hour length initially but it was time well spent. Thank you for making such a detailed tutorial. I feel armed and ready to start baking (and troubleshooting baking) now.
Glad to hear it, 2hrs is a bit too long but i wanted to make sure I covered any issues you might come across
i could have used the knowledge a couple years ago
Wish i had found you back then
it would have saved me around 2 years of learning stuff myself
Well I'm glad you're here now :)
Great job, nice and clear. Thanks for doing this, much appreciated.
Thanks
One of the best videos on TH-cam. Thanks!
this is a master class, totally useful video
Bloody good tutorial mate, top job, even with all my experience, I still learned a couple bits. Ace.
Nice! I'm glad you got something out of it 😉
Amazing tutorial! Thanks!
What an amazing explanation! Thank you so much
Thank you . This was just what I needed.
Excellent video. I've actually found that using an emissive material instead of area light works better and looks better. Just my opinion.
Nice, thanks for that! Very usefull!
You can duplicate objects with "Ctrl + D" (even light-probes).
You can get better post processing version using the package manager, "Window -> Package Manager", choose the tab "All", click on Post-processing, select version and install.
Really great material mate! thank you very much.
Thank you, this is really really helpful!
wow, 2 hours... BUT I feel so much better informed!! i learnt ALLOT. THANK YOU
Agree!
good work!
Your description for Directional lightmapping is wrong. It just tells normal maps the direction of light so they can be displayed properly, showing darker and lighter crevices depending on the direction of bounced/direct light. It does not consider the direction of normal map details and use that for bounces.
All of the lighting information for your normal maps is absent when you switch that off so they appear flat (as was visible in the video).
Nice tutorial though, learned a lot!
This is probably the most complete tutorial on interior lighting and baking right now. You've covered almost every issue of that topic. You truly deserve a tenderloin :-)
Still, if you guys want to undestand how to set up light probes more efficiently, watch this one: th-cam.com/video/pzbebc0Ryv8/w-d-xo.html
Cheers, I really appreciate it :)
I was wondering of the 2 hrs length but every secound was informative !!
Really good 👍
I was a bit worried about the length but i wanted to make sure it was concise, glad you liked it :D
DIGITAL MEAT
One question !!
Can we achive this type of lighting in realtime (not baked) ??
Kind of, Instead of doing a full light bake, you can do a precomputed light bake.
DIGITAL MEAT
Oh i was wondering if we can get something like this with less time consumption
What, a tutorial on precomputed light baking?
Epic tutorial, thank you very much!
Awesome tutorial! It's always bugged me how interiors with windows appear so dark in Unity. Compensating with area lights does fix how it looks, but it leaves me wondering if there's something fundamentally missing in Unity's lighting system. I'd expect a real room with an open window in the middle of the day to not look as dark.
If you are using Built in Pipeline or URP, there is really no "physical setting", so it's a very "artistic" approach and fun to work with. Make sure you use ACES tonemapper, well redacted PBR materials and then push sun intensity. With proper setup you should be able to set your sun to values like 5 or 7 with helps a lot with bounce lights to create more realistic interactions. JFYI, the directional in the video looks way low on intensity. On top of that, every light has a "indirect multiplier" slider which helps to pump bounce lighting even more. Use it carefully as too much indirect lighting can give you a totally flat scene, but used carefully does all the difference. EDIT: don't forget that theorically you should compensate your exposure setting on a location basis.
Very informative. Thanks!
Cheers
Amazing! Thank you so much for this!
No problem :D
Very grateful
Awesome walkthrough! Thanks a ton! :-)
Thanks, I hope you found it useful
About the UV overlap. Does it matter if I increase the amount of lightmap padding or does it depend on the model UVs?
BTW that was by far the best tutorial about lighting I have seen. Thx
Thanks, glad you like it. To answer your question, yes, if you are allowing unity to generate lightmap UVs, you control the space between islands via the lightmap padding value.
love the accent, my guy
Thanks lolol
Thanks for all your efforts. :-)
cheers
thank you!
nice man , great video
Thanks for this wonderful tutorial! You explain so many question marks for me as beginner in Unity :)
Btw, me as user of traditional rendering (Kraytracing/Lightwave) I do not agree with bounce light limits. 4 bounce light is nothing ...the minimum amount for real Global Illumination is at least 30-50 bounce lights. This is necessary to prevent continuum of Light Map. Only one software can do that without any problems: Kraytracing. We use pure 40 bounce lights (no tricks like multiply photos, fakes, etc). We can use maximum 1000 bounce lights but this is not necessary.
I agree, for raytracing in a 3D program it makes sense to have much higher bounces, but in a game engine it doesn't make sense to go much beyond 4 because the results are diminishing returns.
Usually nobody until very recent times used more than 5 bounces. If you need them you need to rethink the way you are lighting your scenes
@@MarcoStillSeasonsCattaneo I use 40 bounces in CPU off line rendering (Kray Render Engine for Lightwave 3D...we can do 1000 real bounces in our engine, not fake)
@@Yanus3D I'm sure you can use them (with all the patience of the world, I might say XD ) but in my experience in almost every industry (VFX, illustration ecc) that's no option (probably you are more arch viz oriented). Every lighting artist doing tests can agree that after 10 bounces the differences are so minute to see that the huge rendertimes aren't even a smart thing to bother with (law of diminishing returns). with 10 bounces (if you want to "push it"), ACES colorspace with no caps in the indirect filtering and good artistic skills and taste you can get amazing lighting without having to render for days. Don't forget that you can even tweak indirect contribution per light, in unity. In this particular tutorial, it's not a matter of 15, 30, 40 bounces, lighting ratio is a bit off so no number of bounces can give you natural results. By experience, by using ACES tonemapping, PBR calibrated materials, touch of bloom and no initial color correction, in URP the Directional light intensity can be pushed to 5, 7 for a high, vibrant sun in the sky (arbitrary values, for correct physical values you need HDRP). That's a good start to get the right feeling and have believable indirect lighting without cracking up bounces and increasing rendertimes by several factors. In the video the "Sun" has 1 of intensity and in fact, looks a bit odd!
EDIT: I digressed XD What I mean is that if you can use 40 bounces, it's totally good, my point is to try not to pass the message that "with less than 40 bounces" renders aren't good enough, that's really not the case ;)
@@MarcoStillSeasonsCattaneo And here I am after 3 years of developing pipe-line in Unity DXR with my Postprocess system, Surfaces Nodes system and experience for Architecture: step back to very little (not physical based) amount of bounce lights in Unity DXR xD. The reason why I start use it (even if is far away from GI/Raytracing quality) is that after over 25 years using CPU Offline rendering I got tired, especially when my Ampere 3090 gives almost the same result of rendering in approximately 30.000+ faster . Details on my channel.
Great video. I'm having a problem when baking, it takes a really long time. I don't know if its a hardware issue or settings I need to change. The very first bake took 7 minutes.
It is hardware dependent, If you have followed along with my settings and it's taking longer, it maybe because you have more objects to bake or it maybe that you have a weaker CPU than mine, I have a Threadripper 1950X
Thanks for this great video, it helped me a lot to understand Unity's lightmapper, so I donated 5£ ;)
Also, do you have a link where I could download the model you use ?
Thank you! I very much appreciate the support. Unfortunately I no longer have that model, it was just something I whipped up quickly at the time of recording.
Something that may interest you, I am currently working on creating a course with a partner that covers a VR setup with lightmapping and post processing, I'll keep you posted :)
hej .. great pro render tutorial you made! regarding this current tutorial i have one question: what is the hint in your cinema 4d room object to ONLY see the wall sides when the camera is looking from inside??? and the greatest thing is ... that it appears in unity in the same way ... whats the way? thx in advance ...
In unity, this is default, unity does not display the backsides of polygons. If you want to achieve this in cinema 4d, use a display tag on your object or group, and turn on backface culling
@@DIGITALMEAT thx 4 your fast reply. i thought this in c4d and will try it. what about your website? seems 2b offline ... sry 4 my poor english ...
@@stephanschmidt66 - Yes I'm making changes to the website, hopefully will be up soon
Thank you for this wonderful tutorial! It's very interesting. I watched it till the end. Btw I have tried only unreal engine and cryengine before but now I feel that unity is kinda easier than both. Have you tried unreal before?
Cheers! I tried UE a long time ago it didn't like bringing in models from c4d so i abandoned it, might take another look.
Thanks!Thanks!Thanks!
no problem buddy, hope it helps
Very help. I am a young 3d specialist in a new russian AR firm. We use the Unity as the main engine. And I adore Cinema4D. I try to make friends with them according to your lessons. Many thanks!
can you make similar tutorial on precomputed realtime GI for day-night switching scene
That something I could think about :)
@@DIGITALMEAT
Realtime GI with modern hardware is the future, in Unity it seem simply ticking a checkbox and press the Generate button which take very long hours, but in reality there is much work with UV2 and lightmap parameters for optimization and fast baking
great video :D
Cheers
me again ... have seen your nice tutorial about the backface culling but what is the right way if i have walls INSIDE the room??? i have tried to set two planes side by side - but i thing i have to decide: visible or not ... would be great to know a posibility to set it 50% opac ... (maybe also via the display tag)
Great video. Very clear and easy to follow. One quick question, as I am new to Unity. When you are navigating your model in scene view, it appears that you are walking inside of the space (Much like a first person controller). How are you doing this?
Figured it out as "Flythrough Mode". Very useful.
@@kenkeez - yeah, Just hold the right mouse button down and use the WASD keys
i still do not understand the dislikes! who would watch this video then press the dislike??!! the world got crazy...
Well, it is internet, and I'm fine with the like to dislike ratio :D
Unity: Progressive Lightmapper, Probes and Post Effects
I have changed every object in my room to static but still can't see the ceiling. (Im using probuilder.)
I honestly don't know what the means. Are you saying that you have set your ceiling to static but it is not being baked?
@@DIGITALMEAT Yup
@@brovideolol3488 - Has a lightmap UV been generated for your pro builder object?
Dude, what spec is your workstation?
Motherboard = Asus Prime X399-A
CPU = Ryzen Threadripper 1950X
GPU = GTX 1080ti
RAM = GSKILL Trident Z 32GB
C: DRIVE = Samsung 970 EVO 1 TB V-NAND M.2
Does this use HDRP or URP or built in render?
This was done back before HDRP even existed, but it should work in both :)
DIGITAL MEAT sick it looks great
DIGITAL MEAT hey do you have any tutorials for doing this in an outdoor scene?
@@championsofodin9868 - I'm afraid not, I'll look into doing an outdoor setting, FYI, you'd typically not lightmap outdoor scenes.
DIGITAL MEAT oh ok got it. I’d still like to see your outdoor lighting setup ill keep an eye out for more vids
Excellent video. I've paid a lot more for a lot less.
"You know... making videos for game dev is harder than you think. You should head on over to Udemy and earn some money for your hard work."
I thought I'd go for a different approach, I put up the content for free and hoped my users would be good enough to join my Patreon or make a donation at my website . . . . . . . . . . . . I have 15 Patrons generating $23 a month 😂
@@DIGITALMEAT Patrean is a tough sell because of the subscription model. I don't know what the profit is on Udemy, but at $11 a student, it has to be worth something. I have personally purchased 50+ tutorials on udemy but no patreons. IMO there is a real need for intermediate lessons such as this one.
@@smatthews1999 - The problem with places like Udemy is that if I sign up as a creator with them, my work becomes their intellectual property, I don't retain the rights to my own work.
@@DIGITALMEAT I didn't know that!
It annoys mw that the ony way to se normal maps from fully baked lighting, is by making surfaces smooth and reflective
You sound like sargon of akkad
Lololol cheers
voice is a bit deeper, was just coming off of one of his interviews haha.
Anyone, how can I give more likes?
this video shows how unity is bad at lightning, u must make 50 steps to get no problems , this never happened to me in ue3 or 4
Use Unreal then?