Great video! I'm just getting into lighting myself and I'm interested to know if there is a similar feature that can be applied to the ambient lighting within a volume. For example, if I want an entire to be completely dark as no light is leaking in. With the current setup, I could set the exposure to 0 but it doesn't apply until I walk into the volume, and the exterior ambient light is still showing on the interior elements. Is there a lighting feature that can affect those elements without having to be triggered by a box collider trigger?
Thank you:) I don't know why, but Y2b didn't show me your comment in notifications:/ If you don't want light to get to a specific location use a simple cube, then: - add a black material with Double-sided enable, to cube. - cover the place where you don't want light with this cube. - in Static enable reflection probe static on this cube. - place and bake reflection probe inside cube. - disable Collider and set Cast Shadow to Shadow Only on cube Thanks to this it will be a light blocker and external light will not affect the elements inside and the object itself will be invisible. Check it out and let me know if it worksfor you, because I don't know if that's exactly what you were looking for :)
@@SetaLevelDesign Yea it does that to me a lot. I didn't even see your new releases for a bit and had to actually go to your page to see recent updates. Also, this works perfectly! Thanks for this tip!
Try this way: -set the Layer of the object you want to exclude as, for example, "NoPost" - add Custom Pass to the scene( Right click in hierarchy window> Volume> Custom Pass) and set Injection Point as After Post Process - click "+" and add Draw Rederers Custom Passes - in filters, select the Layer that you assigned to this object - check Override Depth and select LessEqual Let me know if it worked :)
Could you please show us how to make trees? Not exactly how to create them. But from the point we have a tree model to the point the terrain system recognizes a tree as a tree (and differentiates between leaves and the rest) with wind animation. Not the build in joke, it looks terrible. And my flowers geometry falls apart with my shader graph wind. Grass works (only 3 faces), but flowers with a few hundreds get torn apart. I can not find a tutorial or any docunentation for it.
You're still struggling with vegetation in Unity:) It's hard for me to give you any advice without insight into the model and shader:( Take a look at how the shader in the HDRP Terrain Demo for vegetation handling is built, maybe it will guide you on how to create a wind shader that works for you:)
Check if you have enlarged the box collider responsible for local volume. Also check priority to see if it has a different value than global volume. You use HDRP or URP, because in the camera's URP you need to enable post-processing display. Let me know if any of this helped:)
Hello, first of all, I would like to say that I greatly admire your work; it is truly amazing, and I hope you continue with it. I am learning new map designs every day, and I really enjoy it. The main reason I'm writing is to ask whether it is possible to make a living from this, or if it can be an additional source of income, like a side job. I'm curious if there are buyers for small maps like the ones you create, or if a map would need to include other priorities to be considered for purchase as a small design project that someone might then code. I'm asking because I enjoy it, and if there were a way to make a living from it in the future, that would be great.
Thank you for your words of appreciation:) At the beginning, I recommend doing this as an additional source of income, because if you work as a freelancer, it may happen that in one month you will have 5 orders and then none for 3 months. As for placing small maps for sale, it is absolutely possible because there will always be a customer who will need, for example, a small area or a dungeon to test their project. An example is that some indie games take place on demo maps from purchased assets:)
Thank you very much for your response. I've been interested in map making for quite some time now, and I always learn a lot from your videos. I always wanted to try programming games, but I realized that I enjoy creating the maps themselves more than the complex task of programming them. That doesn't mean I won't try to program my own map someday, but for now, I find more joy in just creating them. Thank you again for your response, and I'll take your advice. By the way, I'm watching the premiere with one eye, and it's great!
In Unity 6 it works exactly the same, the only difference is that Blend Distance is shown in the scene window, but for now I am staying away from 6 because unfortunately it is terribly bugged at the moment:/
excellent vid . thanx
I'm glad it was useful:)
Great video! I'm just getting into lighting myself and I'm interested to know if there is a similar feature that can be applied to the ambient lighting within a volume. For example, if I want an entire to be completely dark as no light is leaking in. With the current setup, I could set the exposure to 0 but it doesn't apply until I walk into the volume, and the exterior ambient light is still showing on the interior elements. Is there a lighting feature that can affect those elements without having to be triggered by a box collider trigger?
Thank you:) I don't know why, but Y2b didn't show me your comment in notifications:/
If you don't want light to get to a specific location use a simple cube, then:
- add a black material with Double-sided enable, to cube.
- cover the place where you don't want light with this cube.
- in Static enable reflection probe static on this cube.
- place and bake reflection probe inside cube.
- disable Collider and set Cast Shadow to Shadow Only on cube
Thanks to this it will be a light blocker and external light will not affect the elements inside and the object itself will be invisible. Check it out and let me know if it worksfor you, because I don't know if that's exactly what you were looking for :)
@@SetaLevelDesign Yea it does that to me a lot. I didn't even see your new releases for a bit and had to actually go to your page to see recent updates.
Also, this works perfectly! Thanks for this tip!
is there way to exclude specific game object from global volume in hdrp ?
Try this way:
-set the Layer of the object you want to exclude as, for example, "NoPost"
- add Custom Pass to the scene( Right click in hierarchy window> Volume> Custom Pass) and set Injection Point as After Post Process
- click "+" and add Draw Rederers Custom Passes
- in filters, select the Layer that you assigned to this object
- check Override Depth and select LessEqual
Let me know if it worked :)
Please make tutorials daily!
Something like this would probably only be possible if TH-cam was my only source of income so I could devote all my time to making videos:)
Could you please show us how to make trees? Not exactly how to create them. But from the point we have a tree model to the point the terrain system recognizes a tree as a tree (and differentiates between leaves and the rest) with wind animation. Not the build in joke, it looks terrible. And my flowers geometry falls apart with my shader graph wind. Grass works (only 3 faces), but flowers with a few hundreds get torn apart. I can not find a tutorial or any docunentation for it.
You're still struggling with vegetation in Unity:) It's hard for me to give you any advice without insight into the model and shader:( Take a look at how the shader in the HDRP Terrain Demo for vegetation handling is built, maybe it will guide you on how to create a wind shader that works for you:)
Thanks. ;)
You're welcome:)
camera not showing these effects how to fix it
Check if you have enlarged the box collider responsible for local volume. Also check priority to see if it has a different value than global volume. You use HDRP or URP, because in the camera's URP you need to enable post-processing display. Let me know if any of this helped:)
@@SetaLevelDesign after enabling post processing it start working !
Hello, first of all, I would like to say that I greatly admire your work; it is truly amazing, and I hope you continue with it. I am learning new map designs every day, and I really enjoy it. The main reason I'm writing is to ask whether it is possible to make a living from this, or if it can be an additional source of income, like a side job. I'm curious if there are buyers for small maps like the ones you create, or if a map would need to include other priorities to be considered for purchase as a small design project that someone might then code. I'm asking because I enjoy it, and if there were a way to make a living from it in the future, that would be great.
Thank you for your words of appreciation:) At the beginning, I recommend doing this as an additional source of income, because if you work as a freelancer, it may happen that in one month you will have 5 orders and then none for 3 months. As for placing small maps for sale, it is absolutely possible because there will always be a customer who will need, for example, a small area or a dungeon to test their project. An example is that some indie games take place on demo maps from purchased assets:)
Thank you very much for your response. I've been interested in map making for quite some time now, and I always learn a lot from your videos. I always wanted to try programming games, but I realized that I enjoy creating the maps themselves more than the complex task of programming them. That doesn't mean I won't try to program my own map someday, but for now, I find more joy in just creating them. Thank you again for your response, and I'll take your advice. By the way, I'm watching the premiere with one eye, and it's great!
I'm curious what's your pc specs if you don't mind?
i7-7700K, MSI GTX 1060, 16GB RAM :)
@@SetaLevelDesign awesome. Same as me then!
i'm use unity 6 and it's look different
In Unity 6 it works exactly the same, the only difference is that Blend Distance is shown in the scene window, but for now I am staying away from 6 because unfortunately it is terribly bugged at the moment:/