Best tutorial I've ever seen on Lightmapping. Thank you, Ciro! By the way, you have a great voice and I would love to see and hear more tutorials from you!
I've read and I've watched and I've played around with lighting for a long time... Several concepts finally just "clicked". Thank you! Now I'm off to do some baking!
Fantastic video. I think most people who make tutorial videos don't have a confident grasp on this subject so it always gets ignored or glossed over. It's great to finally get some solid info and explanations.
By far the most coherent and well organized video that your team has ever produced on the topic of lighting in Unity. Nice job! My team made the switch from rendering animations using 3DS Max to real time rendering using Unity about a year ago and I've spent the past several months running down the best tutorials on the topic of lighting and the URP on TH-cam as well as several paid tutorial sites. This video is the clearest and most comprehensive by far and watching it really made me feel as though I've finally reached a cohesive understanding of the process and the underlying logic. Thanks and keep up the good work!
Fantastic talk! Thank you for such fundamental explanations - very well done. Cheers! **Quick note for folks who are getting noisy light bakes even with high settings, go to Project Settings > Player > Other Settings Section > Lightmap Encoding > set to 'High Quality.' I was getting really bad bakes and it took a few minutes to figure that out. Maybe a note to Unity, but having the default of that setting at 'Low' produces very unwanted default behavior. As a artist with so many settings already, a bad default one causes frustration. Turn that sucker up, please. :) :) (Maybe this was mentioned in the talk and I didn't notice it.)
Thanks for this video! Save for understanding the relation between static objects and baked lighting, I have never known what I was doing when it came to the lightmapper. This was a really clear in-depth explanation with a lot of tricks that I'll be sure to apply to that sweet "performance by default" workflow!
Awesome Tutorial, I wish I had come across this when it was first released. Great speaking voice. The organization of topics/presentation flow was also fantastic. Thanks!
Now for an exterior scene with an interior setting (like a house in a forest for example) is subtractive or shadowmask recommended (URP) target platform PC.
Amazing tutorial and thank you very much for this. I have one question for now, because I haven't finished it yet. In 18:54 you start explaining how the lightmapping works and my question is this: You say that texel is shooting rays that try to find the directional light or environment light etc. It should not work the opposite way, where the directional light or the environment or any other light source is casting light rays that our bouncing on the geometry and are captured on the lightmap? This is what I have understand from other tutorials as well, and also, this is what I know from other software as well (Mental Ray, Arnold, Keyshot, Marmoset etc) Looking forward to your answer and thanx again for this great tutorial
I have a outdoor scene with a mixed directoonal light, the shadows from my trees always looks best with baked indirect. When I try shadow mask the tree shadow is darker. What is the proper way to make the shadow show more detail on shadow mask?
Great video. Any hints to when we might expect more dynamic lighting features to replace Enlighten? It's very frustrating wanting to release a future game on many platforms with URP but also have a day and night cycle. Good lighting is pretty non existent for such dynamic lighting currently in URP.
just wondering what is the main difference between a regular 3D template from Unity and its Lightmapper tools/settings are and the URP's Lightmapper/tools/settings. I've noticed a few similarities , is there any difference at all??
This is a very good tutorial! Thank you very much! I have a question also. Do you have any idea why light passes through my meshes? The edges of the mesh has light passing through it. Thanks in advance!
I get the sense that I could use reflection probes, or maybe light probes, to make an unlit, subterranean room very dark. Someone please correct me if I'm wrong. Just to mess around with it though, and get a feel for it, I've created a reflection probe enclosing the central room in the FPS Microgame Learning Template, and can't tell that it is having any effect whatsoever.
Why does the lightmapper cast from the objects in the scene to the light rather than the other way around? Thats how photons work right? It seems like it would be less computationally expensive to do it that way. I am sure that there is some good reason for this, I just don't understand it. I don't have an engineering background.
well, it is the opposite. If you cast a small number of rays from the light source, there are good chances it will not reach the pixel you want to calculate the light on (Unless you use millions of rays which will take ages). Not to mention, a lot of rays will be wasted if it does not reach any geometry at all or reach one that has lower resolution that we don't care about.
@@CiroContinisioUnity Is there any way to use post processing but still get high performance..? I have seen many mobile games using image effects but still getting high performance
Having baked lights and the shadows are cast, what will happen to the shadows when there is wind in the scene and the vegetation moves ? Will the shadows reflect the vegetation movement ? Thank you !
Hi guys, I'm having an issue where all my objects turned white after I baked the lighting, I have a directional light, and couple of point lights (wich ill eventually change for area). My lightning mode is substractive and my directional light is mixed. Any ideas?
@@CiroContinisioUnity Oh hi Ciro didn't expected you answering! Thanks for the reply! Because my object is curved, as for now I use blend distance to have at least little effect. May I ask if there is a way to apply Culling Mask, like we do with Lights - to apply Probe for "Interior" Layer only?
Hilarious to see that even the guys working at Unity do the - - - - - - - - PARENT X - - - - - - - - - - stuff, due to the painful lack of folder elements for visual distinction and organization purposes in the hirarchy. I would say it is less funny than it is tragi-comical.
Very good talk. But your explanation of the light bounces when baking around 20:10 does not make too much sense to me. I think it's the other way around. The rays are not shot from a texel point on the surface to the light source. They are shot from the light source to the surface point. The lightmap texel on that point gets lit. Then, the ray color samples a little bit from the surface color to the ray color, and bounces back, hopefully hitting another surface point. This new texel gets lit with the new color from the ray, samples some surface color to it again, and the game continues till the number of bounces is reached. The more bounces, the more you get rid of those unnatural dark corners, even when the ray with this 4th bounce does not have that much of energy left.
Better solution to bake lights: change to Unreal. Unity is full of bugs in bake management, already reported in the community (which Unity doesn't READ and if it DOES READ, it just ignores).
All other unity tutorials should strive to this standard
This is pure gold! A single video can convey so much more than countless pages of documents
Best tutorial I've ever seen on Lightmapping. Thank you, Ciro! By the way, you have a great voice and I would love to see and hear more tutorials from you!
100% agreed
This is the best video on lighting so far.
I've read and I've watched and I've played around with lighting for a long time...
Several concepts finally just "clicked". Thank you!
Now I'm off to do some baking!
best tutorial 3 years later ❤️🖤
One of the best Unite Now videos, and one of the best video about light mapping.
One of the best Unity tutorials I have ever seen! This will result in less headaches for devs and better looking games for everyone. Thank you!
I wish I would have found this earlier. This clears up so many things for me. Thanks a lot!
Fantastic video. I think most people who make tutorial videos don't have a confident grasp on this subject so it always gets ignored or glossed over. It's great to finally get some solid info and explanations.
By far the most coherent and well organized video that your team has ever produced on the topic of lighting in Unity. Nice job! My team made the switch from rendering animations using 3DS Max to real time rendering using Unity about a year ago and I've spent the past several months running down the best tutorials on the topic of lighting and the URP on TH-cam as well as several paid tutorial sites. This video is the clearest and most comprehensive by far and watching it really made me feel as though I've finally reached a cohesive understanding of the process and the underlying logic. Thanks and keep up the good work!
The most best and detailed tutorial of lights in urp. Now i need tu put this in my game! Thanks Ciro!
Fantastic talk! Thank you for such fundamental explanations - very well done. Cheers!
**Quick note for folks who are getting noisy light bakes even with high settings, go to Project Settings > Player > Other Settings Section > Lightmap Encoding > set to 'High Quality.'
I was getting really bad bakes and it took a few minutes to figure that out. Maybe a note to Unity, but having the default of that setting at 'Low' produces very unwanted default behavior. As a artist with so many settings already, a bad default one causes frustration. Turn that sucker up, please. :) :)
(Maybe this was mentioned in the talk and I didn't notice it.)
Thanks for this video! Save for understanding the relation between static objects and baked lighting, I have never known what I was doing when it came to the lightmapper. This was a really clear in-depth explanation with a lot of tricks that I'll be sure to apply to that sweet "performance by default" workflow!
Extremely Helpful... Thanks
Thank you so much for this! We need more in depth URP tutorials
What a fantastic talk! Thank you Ciro. This has helped clear up a lot of Unity's numerous settings.
Magnificent 😍 this is very helpful, Informative and to the point, thank you Ciro thank you unity.
You really helps us a lot ❤
Excellent tutorial! Easily the best one i have seen so far for Unity lighting .
Amazing Talk!
Thank you for teaching is all those techniques 👍🏻🙏🏻
OMG!!! Thank you for such an amazing video. All parameters now make sense to me.!
Awesome Tutorial, I wish I had come across this when it was first released. Great speaking voice. The organization of topics/presentation flow was also fantastic. Thanks!
Seriously though. Even though I knew a lot of stuff mentioned in the video, this was very-very helpful. THANK YOU!
I hope unity start making videos like this instead of the live ones which are somewhat helpful but this video is 100% helpful
Fantastic breakdown on lightmapping. Great work Ciro and Unity Team!
Thanks for this awesome video!
great video Ciro thank you , one of the best available for unity. Great speaking voice and organization of topics / presentation flow / etc. Thank you
super coool!
This is a great job explaining the light map settings.
Such a great tutorial! It was very helpful, thank you!
Great tutorial thanks😊
Very well explained ! Please more of this type of video!
Excellent video.
this is very informative thanks keep up these cool vids!
amazing tutorial! Thank you
must see!
Fantastic walkthrough! Thank you.
this is the best explanation ever ty for being direct
Super useful video, thank you
Thank you Ciro !! I am starting in URP and I need to learn the Light URP topics for my own VR project...
Now for an exterior scene with an interior setting (like a house in a forest for example) is subtractive or shadowmask recommended (URP) target platform PC.
Amazing tutorial, Danke!
Awesome tutorial. Very well explained.
Thank you for making this!
Amazing tutorial and thank you very much for this. I have one question for now, because I haven't finished it yet. In 18:54 you start explaining how the lightmapping works and my question is this:
You say that texel is shooting rays that try to find the directional light or environment light etc. It should not work the opposite way, where the directional light or the environment or any other light source is casting light rays that our bouncing on the geometry and are captured on the lightmap? This is what I have understand from other tutorials as well, and also, this is what I know from other software as well (Mental Ray, Arnold, Keyshot, Marmoset etc)
Looking forward to your answer and thanx again for this great tutorial
Great great best video! Thanks!!!
this was really great thanks ❤
"Looking through the eyes of the Sun ..."
dude, that feels like a line from a lovecraftian novel xD
Awesome Tutorial :-)
Excellent presentation, thanks!
Very helpful. Thank you.
I have a outdoor scene with a mixed directoonal light, the shadows from my trees always looks best with baked indirect. When I try shadow mask the tree shadow is darker. What is the proper way to make the shadow show more detail on shadow mask?
very good video :D
Wow! Right now I am struggling with URP lights in out project.
36:39 does lightmap resolution affect lightmap size ? ( I thought it only affects the time it takes to bake )
Thank you
I finaly know what I’m doing :D
Excellent video. Very nicely explained.
Awesome !
Heck yeah, 👏👏👏👏👏👏🙌☝
Great video. Any hints to when we might expect more dynamic lighting features to replace Enlighten? It's very frustrating wanting to release a future game on many platforms with URP but also have a day and night cycle. Good lighting is pretty non existent for such dynamic lighting currently in URP.
just wondering what is the main difference between a regular 3D template from Unity and its Lightmapper tools/settings are and the URP's Lightmapper/tools/settings. I've noticed a few similarities , is there any difference at all??
24:00 Gow-See-In not Go-Shin (Gow like "gown". Gow rhyming with cow). Carl Friedrich Gauss
Thanks :-)
This is a very good tutorial! Thank you very much! I have a question also. Do you have any idea why light passes through my meshes? The edges of the mesh has light passing through it. Thanks in advance!
@@CiroContinisioUnity In realtime. My mesh is just a small room and in the edges of the room, I can see light passing through :(
I get the sense that I could use reflection probes, or maybe light probes, to make an unlit, subterranean room very dark. Someone please correct me if I'm wrong.
Just to mess around with it though, and get a feel for it, I've created a reflection probe enclosing the central room in the FPS Microgame Learning Template, and can't tell that it is having any effect whatsoever.
is there a way to get Light Probe shadows information into custom unlit shader graph ?
32:12 He was a poet and he didn't even know it
Why does the lightmapper cast from the objects in the scene to the light rather than the other way around? Thats how photons work right? It seems like it would be less computationally expensive to do it that way. I am sure that there is some good reason for this, I just don't understand it. I don't have an engineering background.
well, it is the opposite. If you cast a small number of rays from the light source, there are good chances it will not reach the pixel you want to calculate the light on (Unless you use millions of rays which will take ages). Not to mention, a lot of rays will be wasted if it does not reach any geometry at all or reach one that has lower resolution that we don't care about.
@@khoing1111 that makes perfect sense. Thanks for the reply Khoi!
Anything about mobile optimization while using post processing
Post processing really drops the fps on a high level
@@CiroContinisioUnity Is there any way to use post processing but still get high performance..?
I have seen many mobile games using image effects but still getting high performance
Tonemapping and color grading work. The rest are so performance intensive
@@CiroContinisioUnity Well thanks a lot, I'll try as you suggested
Having baked lights and the shadows are cast, what will happen to the shadows when there is wind in the scene and the vegetation moves ? Will the shadows reflect the vegetation movement ?
Thank you !
Shadows in baked lights are directly painted in the texture and cant be moved, so no
What if I want to use more than 8 lights in one scene with urp ? The light pixel count is limited to 8. Should I switch to srp ?
how do you restore project back to Built-in render pipeline? They warned about backup on the website, instead of in-engine.
@@CiroContinisioUnity Thank you Ciro!
when is a-trous filtering going to be available ?
Hi guys, I'm having an issue where all my objects turned white after I baked the lighting, I have a directional light, and couple of point lights (wich ill eventually change for area). My lightning mode is substractive and my directional light is mixed. Any ideas?
@@CiroContinisioUnity Thank you very much, I'll check this asap!!!
this info is not available anywhere else! thanks
5:43 shadows
i can't deeply understance what is defrence between Baked Indirect and Shadowmask
Option. can somebody explain that to me?
@@CiroContinisioUnity thanks for answer and resource I will check it all If I still had a confusion on it I will share it with you
But 2nd Reflection Probe overrides exterior of Hangar too... so how you do not override the exterior?
@@CiroContinisioUnity Oh hi Ciro didn't expected you answering! Thanks for the reply!
Because my object is curved, as for now I use blend distance to have at least little effect.
May I ask if there is a way to apply Culling Mask, like we do with Lights - to apply Probe for "Interior" Layer only?
@@CiroContinisioUnity thank you!
unity needs to give us a way to preview area lights
Is this for unity 2019 or 2020. My understanding is URP is much better in 2020.
What were the assets used? I couldnt hear him properly
@@CiroContinisioUnity thank you, this was the best lighting tutorial ever made by unity.
I have no realtime lighting.... I have to remake bakes maps when I want to see the results.
Great video, sometimes you sound Welsh somehow :)
Hilarious to see that even the guys working at Unity do the - - - - - - - - PARENT X - - - - - - - - - - stuff, due to the painful lack of folder elements for visual distinction and organization purposes in the hirarchy. I would say it is less funny than it is tragi-comical.
Very good talk. But your explanation of the light bounces when baking around 20:10 does not make too much sense to me. I think it's the other way around. The rays are not shot from a texel point on the surface to the light source. They are shot from the light source to the surface point. The lightmap texel on that point gets lit. Then, the ray color samples a little bit from the surface color to the ray color, and bounces back, hopefully hitting another surface point. This new texel gets lit with the new color from the ray, samples some surface color to it again, and the game continues till the number of bounces is reached. The more bounces, the more you get rid of those unnatural dark corners, even when the ray with this 4th bounce does not have that much of energy left.
After watching this video, I think I am out of league
This video is intended for whoever already understands a bit about rendering and lighting. Take it one step at a time!
I had a 5hr bake with 10 million texels. My pc is hella crap
It hurts that I don't understand anything, I don't know what it costs them at least to subtitle the video into Spanish
I dont know how much it costs you to learn english either. If you dont know english then i've got bad news for ya
Better solution to bake lights: change to Unreal. Unity is full of bugs in bake management, already reported in the community (which Unity doesn't READ and if it DOES READ, it just ignores).
How about a refund Unity since you've dropped the ball for months on end. and taken my payment for services you did not provide.
🏳️🌈🏳️🌈🏳️🌈🙄