Thanks tk, I love environmental art so much. You put this career possibility on my mind, as I like 3D art, and couldn’t pin point what exactly was my goal. I love the creative freedom that making large scale environments gives me!
Enjoying these Unity videos. Towards the end you show some use of polybrush for painting in more reflective areas and mention you may do a video on polypaint in the future. If you do, would be curious to hear more about your thoughts on that feature. I'm put off it because (and I swear we've talked about this before) it duplicates the mesh and creates a new 'polypaint' mesh. Meaning if you go back to the source and change the Maya/Blender fbx, you lose the connection. This is why I still apply vertex color in Maya, it's a shame because I would love to be able to just paint in Unity and not worry about losing connection to the correct mesh (Like in Unreal).
@@caponeart3596 I know, that problem is really annoying. But I found a workaround. When you use PolyPaint it adds a PolyBrush (or something) component. There’s an option there to change from unique mesh to “downward stream” (forgot the name). With this option you maintain the connection, it doesnt replace it with a new mesh. Of course if you update the original mesh you lose the vertex painting, but at least it doesnt lose the mesh connection. I’d assume it also breaks instancing, but I’m not sure. SRP Batch Instancing works differently than other techniques, and drawcalls have a different meaning there. I think it could become a problem if you have lots of tiny pieces all with unique vertex painting. But if you have larger pieces that get reused a few times it should be totally ok.
How do you make sure reflections stay in place with the probes? When I use probes the reflection stays in place where it was baked on that second, if I move around the reflection moves around in it's projection.
@@rackneh do you have box mapping on? Do you rebake the probe when you move it? Btw probe reflections will never be perfect, they are just an approximation
Any idea how performant having many reflection probes are? At what point does it start to impact the fps? Also if you have a huge building or several, its better to have one or two per building, you wouldn't do one for each floor? Thinking for a huge scene might end up with tons and tons of probes to get this kind of coverage.
How much is too much really depends on the platform. On PC you can get away with more probes than on a Quest 2 for example. I actually think I went a bit overboard and placed too many probes. That was because there is no screen space reflections on URP (or VR). Since then, I converted the project to HDRP where I'm using SSR, so I don't need as many probes anymore. But generally, you should use as few probes as possible, because there's a cost not only in memory (to save the baked probes), but also in runtime performance (since each probe needs to be calculated, and especially if you have probes overlapping there are some extra calculations that need to be done),.
f youtube keeps deleting my comments... i gave you some recommendations to work with reflection probes and i'm coming back the brdf hack thing and my revious comment is not here -.- it was a bit long one
Thank you for the helpful video. It was so simple but sometimes you need to see someone do it to have that aha moment.
Thanks tk, I love environmental art so much. You put this career possibility on my mind, as I like 3D art, and couldn’t pin point what exactly was my goal. I love the creative freedom that making large scale environments gives me!
wow, that's awesome to hear! I totally know what you mean. I'm the happiest when I feel immersed in the work, crafting new worlds day by day :)
Great tutorial Thiago, thank you!
Enjoying these Unity videos. Towards the end you show some use of polybrush for painting in more reflective areas and mention you may do a video on polypaint in the future. If you do, would be curious to hear more about your thoughts on that feature. I'm put off it because (and I swear we've talked about this before) it duplicates the mesh and creates a new 'polypaint' mesh. Meaning if you go back to the source and change the Maya/Blender fbx, you lose the connection. This is why I still apply vertex color in Maya, it's a shame because I would love to be able to just paint in Unity and not worry about losing connection to the correct mesh (Like in Unreal).
@@caponeart3596 I know, that problem is really annoying. But I found a workaround. When you use PolyPaint it adds a PolyBrush (or something) component. There’s an option there to change from unique mesh to “downward stream” (forgot the name). With this option you maintain the connection, it doesnt replace it with a new mesh. Of course if you update the original mesh you lose the vertex painting, but at least it doesnt lose the mesh connection. I’d assume it also breaks instancing, but I’m not sure. SRP Batch Instancing works differently than other techniques, and drawcalls have a different meaning there. I think it could become a problem if you have lots of tiny pieces all with unique vertex painting. But if you have larger pieces that get reused a few times it should be totally ok.
Awesome in depth tutorial! Thank you, Teacher!
The widget next to the bounding box tool, is the one that can move the ball around the bounding area, thank you for the tutorial
Excellent content ❤
excellent video.
thought it was 1st april joke but reflection probes are op
How do you make sure reflections stay in place with the probes?
When I use probes the reflection stays in place where it was baked on that second, if I move around the reflection moves around in it's projection.
@@rackneh do you have box mapping on? Do you rebake the probe when you move it? Btw probe reflections will never be perfect, they are just an approximation
Any idea how performant having many reflection probes are? At what point does it start to impact the fps? Also if you have a huge building or several, its better to have one or two per building, you wouldn't do one for each floor? Thinking for a huge scene might end up with tons and tons of probes to get this kind of coverage.
How much is too much really depends on the platform. On PC you can get away with more probes than on a Quest 2 for example. I actually think I went a bit overboard and placed too many probes. That was because there is no screen space reflections on URP (or VR). Since then, I converted the project to HDRP where I'm using SSR, so I don't need as many probes anymore. But generally, you should use as few probes as possible, because there's a cost not only in memory (to save the baked probes), but also in runtime performance (since each probe needs to be calculated, and especially if you have probes overlapping there are some extra calculations that need to be done),.
For sure, makes sense! Thanks for your thoughts.
Hi, very nice. Can we dice into this world ? Which 3D asset is it ?
All custom made, and I haven't released it publically yet
@@TKEnvironments And do you think it ould work in real time VR ?
@@nobody_there_ Yeah, that scene was running in URP PC VR. It only started to run slower when I introduced mixed/realtime lights.
@@TKEnvironments Yep. Of course need to bake the all thing. Let me know in case you would be interested to sell it... cheers
f youtube keeps deleting my comments... i gave you some recommendations to work with reflection probes and i'm coming back the brdf hack thing and my revious comment is not here -.- it was a bit long one
@@impheris ahh damn, that sucks :( I didn’t remove the comment, probably a bug on YT