Unite Berlin 2018 - An Introduction to Lightmapping in Unity

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  • เผยแพร่เมื่อ 11 ต.ค. 2024

ความคิดเห็น • 24

  • @zhorky
    @zhorky 6 ปีที่แล้ว +18

    Finally someone explains this lightmapper. Thanks for uploading. This helps a lot.

  • @amrittwanabasu9816
    @amrittwanabasu9816 6 ปีที่แล้ว +9

    Agreed with the "feedback guy". It's really hard to understand the concepts and very few guides. (Especially Shadow backing. Had to test out different light modes for 4-5 hours just to understand 3 modes)

  • @okie1630
    @okie1630 3 ปีที่แล้ว +2

    so
    1. You get proper specular only with Baked Indirect?
    2. Why lightmaps has overlapping UVs even when I enable "Generate Lightmap UVs"?

  • @molterski
    @molterski 5 ปีที่แล้ว +9

    I 'm baking lightmaps while watching this :o)

    • @erfansh1925
      @erfansh1925 5 ปีที่แล้ว +6

      we all are!

    • @MaggotMcFly
      @MaggotMcFly 4 ปีที่แล้ว +1

      Hahaha, here too! I was having problems and this solve all my problems

    • @walker-snow
      @walker-snow 3 ปีที่แล้ว +1

      ETA 389:56:25

  • @AntonioModer
    @AntonioModer 6 ปีที่แล้ว +4

    31:33 GPU baking
    35:16 future

  • @karolledzinski710
    @karolledzinski710 4 ปีที่แล้ว +1

    Lots of useful informations. Great work.

  • @nawashi2
    @nawashi2 6 ปีที่แล้ว

    awesome talk

  • @oivinf
    @oivinf 3 ปีที่แล้ว +3

    GPU light mapping is still in eternal beta unfortunately

  • @Clairvoyant81
    @Clairvoyant81 6 ปีที่แล้ว

    Very helpful talk. I just gave some of the tips a try and managed to get baking times down from 2 minutes to 2 seconds for a simple test scene.
    Three bits that were missing for me:
    a) Since I can only set the lightmap scale for the entire object, does that mean I should split a big static mesh (let's say I made an entire room as one mesh) into several chunks to get this done?
    b) Some examples for different sample counts in the lightmap settings would have been nice to give a rough idea what settings might be sensible for different scenarios.
    c) I was really hoping for an ETA on the GPU lightmapper. It seems to have disappeared from the roadmap since GDC and is now listed under "Development" without an ETA.

    • @CapnSlipp
      @CapnSlipp 4 ปีที่แล้ว +1

      a: Yes. Generally, you'll have more win and less struggle if you import scenes into Unity as a tree of meshes (a GameObject hierarchy, each with their own Mesh & MeshRenderer) and then rely on Unity's static batching to reduce draw calls in the resulting game. Not only does this give you much more power in Unity to texture/material/shade different parts of the scene differently, to potentially animate or disable parts of the scene later (in game dev, tweaking and tuning can be necessary at any time, and immediate feedback is super important), and to optimize physics meshes/primitives to just what's necessary, it also allows finer-turned control of lightmapping.
      b: Agreed.
      c: It's out now (a year later), so I'm sure you're aware, the wait is over.

  • @Alex-op2kc
    @Alex-op2kc 2 ปีที่แล้ว

    Lightmapping eyeballs: "Be not afraid"

  • @PlutoniumVirus
    @PlutoniumVirus 6 ปีที่แล้ว +1

    Its more like a Turorial... a really great one :-D
    (But sadly, its weirdly stuttering)

    • @unity
      @unity  6 ปีที่แล้ว +1

      Sorry about the stuttering! Unfortunately, we can't do anything about it. Happy you've enjoyed the video anyway though!

  • @storm5009
    @storm5009 6 ปีที่แล้ว +4

    Could you create voxel-Based Global Illumination so that it wouldn't need to precompute GI ?

    • @CynicatPro
      @CynicatPro 6 ปีที่แล้ว

      You do realize how expensive VXGI is right? It barely runs on the highest end of PCs for real scenes. I love it but it's not currently practical.

    • @storm5009
      @storm5009 6 ปีที่แล้ว

      I didn't know that. I only saw it in Cryengine without the need to bake light.

    • @CynicatPro
      @CynicatPro 6 ปีที่แล้ว +2

      Ah ok, sorry for being sharp. Yeah vxgi is awesome but it involves re-rendering the scene pretty inefficiently into a whole bunch of 3D voxel blocks, then generating a bunch of 3D mipmaps, then reading tons of those 3D voxel blocks to compute lighting. This is so expensive it's usually done at a lower resolution and upscaled from there, which only really works on deferred rendering (so no gi on transparency). It also by default has lots of light bleeding through walls. which is why it mostly get's shown in brightly lit outdoor scenes, or single room interiors. There are solutions to many of these problems but they all take a lot of extra complexity and performance tradeoffs. We're a ways off from true realtime gi sadly =

    • @storm5009
      @storm5009 6 ปีที่แล้ว

      Thx for clarification.

    • @AntonioModer
      @AntonioModer 6 ปีที่แล้ว

      voxels not good for final product in current hardware, it next-next gen

  • @bentom945
    @bentom945 3 ปีที่แล้ว

    Still don’t understand about texel LoL