Lighting tutorial: 4 techniques to light environments in Unity | Unite 2022

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  • Опубликовано: 3 июн 2024
  • Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.
    00:06 Introduction
    01:18 Speaker
    01:40 Volume system
    02:47 HDRI sky setup
    04:16 Direct lighting & shadowing
    06:38 Lightmaps
    08:33 Reflection probes
    10:41 Camera exposure
    13:57 Light probes
    15:35 Probe volumes
    17:50 Lightmaps vs Probe volumes
    20:51 Ray tracing
    22:05 Ray traced reflections
    24:54 Ray traced global illumination
    26:38 Path tracing
    28:24 Summary & comparison
    #tutorial #lightingtutorial
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Комментарии • 129

  • @MadpolygonDEV
    @MadpolygonDEV 2 месяца назад +11

    Unity needs more videos like these. Pleasent structure, no unnecessary group chat talk, just 30 minutes of full knowledge and reference for future projects…

  • @ian_snyder
    @ian_snyder Год назад +100

    Pierre is so insanely knowledgable and presents information so clearly -- we need more from Pierre on here, Unity! 💪

  • @TReXxYT
    @TReXxYT Год назад +10

    i could watch this man talk lighting for days. what a fantastic presenter!

  • @ZiFX
    @ZiFX Год назад +9

    Pierre is my favorite person in the Unity dev team.

  • @sherazAsghar
    @sherazAsghar Год назад +9

    I am a TA working at Unity ... I never miss Pierre's presentation ... keep up the good work!!!!

  • @myelinsheathxd
    @myelinsheathxd Год назад +13

    mixing baked lighitng, automatic probes and RTX is awesome! This is what I have been waiting for!

  • @erz3030
    @erz3030 9 месяцев назад +3

    This was excellent!! We need much more presentations like this, very well done

  • @peterquill726
    @peterquill726 Год назад +9

    I always love content from Pierre 👌👌👌

  • @KarlooAudi
    @KarlooAudi Год назад +7

    Nice tutorial, learned few things after using unity for more than 5 years.

  • @KRGraphicsCG
    @KRGraphicsCG Год назад +25

    It would be nice to have crisp shadows on directional lights, but yes, we need more quality videos from you guys more often

    • @pierre-unity
      @pierre-unity Год назад +5

      You can get crisp shadows in HDRP if you wish to, by reducing the angular diameter on the sunlight, and increasing the shadow resolution (while using either high quality filtering, or ray traced shadows). However, "crisp" shadows are usually not realistic at all. Shadow blurriness increases with the distance to the shadow caster, so be careful what you wish for...

    • @KRGraphicsCG
      @KRGraphicsCG Год назад

      @@pierre-unity after thinking it over, I think the shadow map is fine. I currently keep the resolution at about 2k just for performance

    • @igorthelight
      @igorthelight Год назад +1

      @@KRGraphicsCG Look at "PCSS" technique from Nvidia ;-)

  • @JonelKingas
    @JonelKingas 7 месяцев назад +2

    I was actually wondering for while how to make rooms dark while outside bright basically how real life or games work, now i know, thanks.

  • @jonathanbisher
    @jonathanbisher Год назад +39

    Your presentations are the best Pierre, please keep doing them.

  • @eaglenebula2172
    @eaglenebula2172 Год назад +13

    Great stuff. The way this guy presented all this stuff is the definition of professionalism.

  • @krishnansubramoni7801
    @krishnansubramoni7801 Год назад +2

    This is one of the best Unity tutorial videos I've seen ❤

  • @MrBurnss1
    @MrBurnss1 Год назад +2

    Amazing tutorial, concise and clear.

  • @GameDev1
    @GameDev1 Год назад +4

    Excellent tutorial, thank you very much!

  • @slick3d392
    @slick3d392 Год назад +3

    Excellent presentation. Thank you.

  • @KaanErayAKAY
    @KaanErayAKAY Год назад +3

    Great presentation. Thank you!

  • @LtdJorge
    @LtdJorge Год назад +2

    Another Lighting banger from Pierre. Nice!

  • @SeedMesh
    @SeedMesh Год назад +5

    Amazing content! Really thanks 👍

  • @thFaust
    @thFaust Год назад +8

    Great presentation. Even though I knew most of those things, it is nice to see them presented in such a clear and elegant manner!

  • @marct9221
    @marct9221 26 дней назад

    Thanks Pierre, great intro to unity lighting for me

  • @The96th
    @The96th Год назад +2

    fantastic presentation, thank you

  • @AmitGinniPatpatia
    @AmitGinniPatpatia Год назад +2

    Great video. Thanks for sharing.

  • @gakebagiannama4401
    @gakebagiannama4401 Год назад +9

    its so clear to follow the presentation. even I am not a lighting artist. great tutor!

  • @N0nManfiold99
    @N0nManfiold99 Год назад +3

    Even though Pierre is so concise with teaching me this, it's still a lot to take in with all the terminology. Great tutorial! Will have to rewatch a few times and refer back to this.

  • @jumpjumpdiegaming
    @jumpjumpdiegaming Год назад +3

    Great video. make more walkthroughs like this.

  • @R4v3nB14ck
    @R4v3nB14ck 6 месяцев назад +1

    I'm in love with this guy

  • @antonkobziev405
    @antonkobziev405 Год назад +2

    Thanks for this video!

  • @mivu2113
    @mivu2113 Год назад +2

    Good job and nice presentation, thanks you

  • @AlqueMeteor
    @AlqueMeteor 19 дней назад

    Thank you Master Pierre!

  • @MatheusLB2009
    @MatheusLB2009 Год назад +2

    1:27 Casually mentions he worked in the Crysis trilogy, GTA V and RDR2. I'm speechless

  • @Tymon0000
    @Tymon0000 Год назад +2

    Great presentation. :)

  • @asntech4014
    @asntech4014 Год назад +1

    great presentation!

  • @Jake-hn8hl
    @Jake-hn8hl Год назад +8

    This is an incredible tutorial, thank you Pierre! Is there any possibility you wuold consider doing the same tutorial with URP? There are so many layers to unpack here, and even after watching multiple other URP lighting tutorials I still have so many questions.

  • @jazunmunro8106
    @jazunmunro8106 9 месяцев назад +1

    Thank you for the education

  • @Thomason1005
    @Thomason1005 Год назад +4

    very nice roundup of the different options! weve currently used lightmaps, but the automatic light probes seem to be a viable alternative, with the better reflections. will be interesting to see them in urp

  • @TanukiDigital
    @TanukiDigital Год назад +4

    That path-tracing is such a tease. :D I can't wait for it to be actual realtime.

  • @fauziahurahman
    @fauziahurahman Год назад +1

    Good Tutorial 👍

  • @erikals
    @erikals Год назад +1

    Mighty Nice ❤️

  • @mohamedhamed3572
    @mohamedhamed3572 Год назад +1

    thank you

  • @siavashaliyari8567
    @siavashaliyari8567 Год назад +4

    the probe volume is such a leap !!!!

  • @spacekusa
    @spacekusa 20 дней назад

    More videos like these!

  • @kamranzaheer8026
    @kamranzaheer8026 Год назад +1

    Its Really Good We need More Videos So Kindly Make Playlist On Photorealisam We Will be very Thanks Full to You

  • @unitydeveloper8703
    @unitydeveloper8703 Год назад +3

    It's great when all this functionality can be used in unity. However, I would like to hear a solution to all lighting problems for large worlds, and not a separate location.

  • @UTFapollomarine7409
    @UTFapollomarine7409 Год назад

    thanks boss

  • @vokardarangerl9840
    @vokardarangerl9840 Год назад

    Now I can create my water yayyy

  • @vokardarangerl9840
    @vokardarangerl9840 Год назад +2

    Noice !

  • @oguzkaancomoglu
    @oguzkaancomoglu Год назад +9

    It was really nice and descriptive, I hope you will make videos like this again. By the way, will the next nexgen be "path tracing"?

    • @igorthelight
      @igorthelight Год назад

      "By the way, will the next nexgen be "path tracing"?" - absolutely!

  • @MrDanko90
    @MrDanko90 Год назад

    Спасибо

  • @rafarodriguez4765
    @rafarodriguez4765 Год назад +1

    High level Master Class. This guy could also be the next Terminator

  • @Hazen_Muhammad
    @Hazen_Muhammad Год назад

    How to tag the corresponden meshes to be lit by lightmaps or with adaptive probe volume? 18:46

  • @mikhailreshetnikov3236
    @mikhailreshetnikov3236 6 месяцев назад

    How can someone deliver such vast ammounts of useful information while looking exactly like a movie villain who was behind the scenes all along and now you've walked right into his trap

  • @bitmammothOG
    @bitmammothOG Год назад +15

    Can we please get one on a fully enclosed indoor env?

    • @pierre-unity
      @pierre-unity Год назад +2

      You can use the HDRP Scene Sample that you will find in the Unity Hub. It's an environment that contains multiple rooms, from fully affected by the sun to fully enclosed. The concepts are exactly the same though.

  • @white_cloth
    @white_cloth 9 месяцев назад +2

    1:40 Volume system: Post-processing volumes
    3:00 Volume system: Sky
    4:48 Volume system: Shadows
    6:03 Volume system: Indirect lighting control
    6:38 Global illumination: baked lightmaps and reflection probes
    8:31 Reflection probes
    10:40 Camera exposure

  • @Hazen_Muhammad
    @Hazen_Muhammad Год назад

    I try to do this but find out my scene always baking the lightmpat, even when i press the bake button in the probe volume menu.. that's why mine took very long time to bake, didn't find the tutorial how to bake with probe volume only. And after the bake complete, i try to add sphere mesh with hdrp/lit material, then try to moving it around to try if the APV working, but the sphere still look flat all over the room not affected with all the probes, or simply it's just my wrong step.

  • @divyansh2890
    @divyansh2890 Год назад +1

    So for 3D mobile games, Would Baked lightmaps be a good choice?

    • @Inferryu
      @Inferryu Год назад

      Since they are pre-computed, backed lightmaps are less resource intensive than any other option, except for maybe vertex colors, but if you don't need something more complex, lightmaps would be the better choice, regardless of the platform your game is gonna be on.

    • @igorthelight
      @igorthelight Год назад

      @@Inferryu Yep!
      Just don't change your lights during the gameplay ;-)

  • @mone9366
    @mone9366 Год назад +1

    Thank you for the tutorial. I read many of your posts on the Unity forum, giving useful tips and explanations. I tried many of them, unfortunately I could not achieve an acceptable transition between a bright exterior with dynamic directional light and a very dark interior lit with a dynamic point light. There is always an issue, either with the blending of indirect lighting, or that of the exposure, if the exposure blending is fixed, then interior light is too weak... Also the interior that look bright for the outside... I would love to see a tutorial on the subject in Unity, but I could not find any. Strangely, exterior/interior transition with dynamic lighting is a common use case in video games and achieved using other game engines. Is it something that can be achieved in Unity? Thanks

  • @nobody_there_
    @nobody_there_ 2 месяца назад

    You even dont explain how you put the "scene settings" in the scene. There's no in mine, because i'm under URP ?

  • @DaManLebbi
    @DaManLebbi Год назад

    Do I have to bake a scene before adding the adaptive probes or does it render realtime?

    • @pierre-unity
      @pierre-unity Год назад

      The irradiance is captured in editor, not at runtime. First you place a Probe Volume object in the scene around your objects, and then bake it. See 18:19.

    • @DaManLebbi
      @DaManLebbi Год назад

      @@pierre-unity Alright, Thanks. I followed your instructions for the probe volumes, but every time I bake my scene I get an error message saying; "Assertion failed on expression: 'm_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()'". How do I fix this?

  • @vast634
    @vast634 Месяц назад

    Using this building is fine for simulating interior levels, but not covering the different requirements for large open spaces that can appear in the same game world.

  • @fabioxperuggia
    @fabioxperuggia 6 месяцев назад

    "leak reduction mode" is not showing for me. any help?

  • @arravolleyball
    @arravolleyball 11 месяцев назад

    Does anyone know why my bakes look flat with no specularity?

  • @containedhurricane
    @containedhurricane Год назад

    Could you please share the project files, so we can follow the tutorial from scratch?

  • @XRelabs
    @XRelabs Год назад +3

    This video is amazingly informative, right to the point and precise, thank you Pierre, thank you UNITY 🥰🫡

  • @zORg_alex
    @zORg_alex Год назад

    He'll yeah. Rendering in Unity.

  • @daydreamer7571
    @daydreamer7571 Год назад

    Please make more videos for hdrp lighting

  • @impheris
    @impheris Год назад

    i have the feeling that you wanted to use Sponza inspired by my recent attempt! jajaja Thanks Pierre, you are very helpful as always

  • @ak-gi3eu
    @ak-gi3eu Год назад +3

    come on unity u can do it

  • @forasago
    @forasago Год назад +5

    "Probe volumes; HDRP (URP soon)"
    Will URP probe volumes come to Unity 2021 (LTS)?

    • @igorthelight
      @igorthelight Год назад

      LTS releases DO NOT get any new features. That's the while point of being an LTS version - only bugfixes...

  • @kirillaguren4312
    @kirillaguren4312 Год назад

    Hello. Who can explain why a probe has a round shape?

    • @pierre-unity
      @pierre-unity Год назад +3

      You're probably referring to the gizmo itself (the probe itself has no concept of shape, except for its area of influence, such as "box" or "sphere"). You can test it for yourself in any game engine: it's much easier to have an idea of a surface's indirect diffuse and specular lighting with a sphere, because each point on the sphere points in a different direction, in theory, an infinite amount; whereas with a 6-faces cube, you only get 6 directions. Therefore, a well-tesselated sphere is a perfect object to visualize indirect lighting.

    • @kirillaguren4312
      @kirillaguren4312 Год назад

      @@pierre-unity thank you very much. It was very important for me =)

  • @leftyfourguns
    @leftyfourguns Год назад

    Is any of this applicable to URP?

  • @mikegoesnike
    @mikegoesnike Год назад

    is there somewhere to get the project?

  • @Grumbledookvid
    @Grumbledookvid Год назад

    OK... but how do I have a cave and an outdoor region operating at the same time with different lighting? The cave gets messed up with ambient light

    • @pierre-unity
      @pierre-unity Год назад

      The process is exactly the same as shown in the video. A cave simply requires its own reflection probes, and the lightmap or lightprobes will work fine as long as the caves are shadowed properly.

  • @huajieyu9678
    @huajieyu9678 Год назад +2

    Hi If you would attach the model resources for downloading could be really really appreciated😍 I've tried the other resouces of Sponza but they are so diffrent from yours. Pls help

    • @pierre-unity
      @pierre-unity Год назад

      Hey, the Sponza assets are available on the last slide of the presentation.

  • @Joooooooooooosh
    @Joooooooooooosh Год назад

    I really wish VR could handle HDRP.

  • @irtezarahman5370
    @irtezarahman5370 11 месяцев назад

    However you have to bake lightmap then place adaptive probe volume. Not a fully dynamic system

    • @pierre-unity
      @pierre-unity 9 месяцев назад +1

      That's not correct, you do not require lightmaps to use the Probe Volume system.

  • @dalienware668
    @dalienware668 8 месяцев назад

    I shouldve just skipped to the Pathtracing.

  • @irtezamasud1079
    @irtezamasud1079 Год назад

    you are using unity 2023 alpha. hope for the few upcoming feature

  • @SkyIsTumbling
    @SkyIsTumbling Год назад

    now we just need real-time reflections that use the lighting probes, we've spent too long with dealing with reflection probes

  • @makulVR
    @makulVR Год назад

    Since the release of Unity 5, it appears that little has changed in terms of lighting.
    Whether you have a Geforce 1070 or an RTX 4090, the best quality is still lightmapping.

  • @MinhNguyen-vl7jj
    @MinhNguyen-vl7jj Год назад

    Can some how Unity use ray traycing on APV and we got some Lumen alternative?

  • @crazyperson123
    @crazyperson123 Год назад

    alright

  • @cubrman
    @cubrman Год назад

    Where can I find the other 3 tutorials?

  • @windwalkerrangerdm
    @windwalkerrangerdm 5 месяцев назад

    You know what would be great?
    Artists using all real-time path-traced lights to achieve whatever visuals they want, and then an AI takes over and creates all the reflection probes so that the results are almost identical in terms of lighting, and game performance is rasterization level.

  • @nobody_there_
    @nobody_there_ 2 месяца назад

    Generate Lightmap UV's takes lot of time and no time bar is there:: feeling irritated here...

  • @trolledyou7032
    @trolledyou7032 Год назад

    Raytracing works only on NVidia, I assume.

    • @pierre-unity
      @pierre-unity Год назад +1

      No, it works with any GPU that supports ray tracing and DXR. This includes the latest AMD GPUs too.

  • @anytorp
    @anytorp Год назад +4

    You look like the guy from matrix

  • @Jsfilmz
    @Jsfilmz Год назад +2

    LMK if you need content creator for Unity. I want to explore unity for filmmaking

  • @leonardoraele
    @leonardoraele Год назад

    I hate dealing with light in Unity, it's so complicated

    • @SnakeEngine
      @SnakeEngine Год назад

      Then switch to UE5 and have fun burning your pc :)

  • @Inferryu
    @Inferryu Год назад

    To think I would be getting tips for lithing a virtual environment from Agent Smith.

  • @hamidzamiri938
    @hamidzamiri938 Год назад +1

    i don't know! unreal engine 5 is open source but why unity isn't taking a look at the code of lumen and nanite? maybe they can come up with ideas and make some of there own systems.

    • @igorthelight
      @igorthelight Год назад

      That's a lot of code rewriting ;-)

  • @user-hl4en3rb5i
    @user-hl4en3rb5i 2 месяца назад

    Интересно, как это получается так, что на видео у них у всех выходит красивая картинка, а как сам открываешь проект и делаешь абсолютно тоже самое, копируя буквально каждый параметр, получается лютое говно?

  • @TheUncutAngel
    @TheUncutAngel Год назад

    meanwhile in unreal they use a light. I understand the importance of control, but this is....... beyond.

  • @novagames5719
    @novagames5719 Год назад +1

    Sigh 😓 don't think normal PC can take this

  • @xxAsad
    @xxAsad Год назад +12

    Still unity is far behind Unreal in terms of Realistic lightings

    • @altongames1787
      @altongames1787 Год назад +16

      ok...

    • @Andrew-tl9gk
      @Andrew-tl9gk Год назад +4

      What features does Unreal have that Unity doesnt? IMO the baked lighting looks fantastic. If you talk about Lumen: This is only available on highend machines with Raytracing cards, not available on Macs or any mobile and no one will ever release a game with that in the next 5-10 years due to hardware limitations.

    • @Azrael_Bathory
      @Azrael_Bathory Год назад +3

      It doesn't matter if unreal has better light rendering as of now.. Unreal doesn't make better games.. Competent game devs do. Doesn't need to be made in unreal to be good. I think most people that blow hot air up unreals ass, in most cases, don't have any real knowledge of game developing and just jump on the band wagon of an over-hyped system.

  • @raymk
    @raymk Год назад

    He starts with 0 in his presentation. Such a programmer move

  • @henriquekuchiki9187
    @henriquekuchiki9187 Год назад +2

    Unity....evolve HDRP rendering...for PBR textures to use/max Real Time...they are still The Herct Human Digital quality...evolve to Archiviz Level

  • @henriquekuchiki9187
    @henriquekuchiki9187 Год назад +1

    Unit support... hand-stomped XYZ skin textures... not everyone can afford... Fotogramteria... how you go about doing photogrammetry from an Ultra Realistic ORC