Unity Interior lighting setup (timelapse)
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- Опубликовано: 20 сен 2024
- Short timelapse of creating realtime interior lighting in Unity 5 (using GI).
assetstore.uni...
My contacts here: vxstudio.ru/en
Furniture models: Vladislav Tabachnikov
Music: MindsEye - Stellar
nice. gave me some inspiration. great work
The results are amazing. Considered doing a tutorial? it doesn't have to be this complex, just tackle the tools you use and some parameters to keep in mind while working with lights. After a few months struggling i finally managed to get decent lighting, but im still kinda walking in the dark here, touching everything until it looks about right
i loved how u didnt give a shit about putting a material to walls and windows and shelves but still it looked very real and believable. great job keep it up :)
Woah! The ending result is amazing! It looks so real! Good Job!
Truly respecting your contribution. Learned lot. Thank you very much. Simply amazing tutorial. All the best buddy.
superb...................... Awesome work Artem Netyagin ....
you have anther tutorial. ....
This looks amazing I want to make something like this I'm slowly learning blender and unity
Please make more I really digged this.
это просто высший пилотаж
Даже так, спасибо))
Действительно очень неплохо получилось! Было бы неплохо сделать несколько уроков по работе с новыми технологиями Unity, поскольку в русскоязычном сегменте сообщества Unity очень мало, даже скорее практически нет подобных уроков. Буду очень благодарен.
Спасибо! Я бы с радостью, но сейчас работать приходится порой по 18 часов в сутки. У нас релиз игры на носу.
Give this guy a medal!
@Samet ORUÇ -- I agree! Anyone who manages to produce something in Unity that actually looks good deserves a medal in my opinion.
Отличная работа! Видно руки растут откуда надо)
Спасибо)
Давай работать вместе:) добавляйся в скайп dj_an57
спасибо, у меня есть работа)
Очень хорошо, напоминает систему света и отражений из Unreal. Кстати радует что есть возможность в реалтайме работать с моделями, чего нельзя в Unreal (ну или что то делаю я не так).
Спасибо) В каком смысле в реалтайме нельзя? Думаю можно, это ж совсем примитивная функция)
Ну в смысле одновременно в 2х редакторах работать. Например как связка cinema 4d и after effects. А в Unity можно. Движок преобразует файл и позволяет с ним работать не перезагружая его, прямо в родном формате c4D. Это очень удобно, например если надо расширить комнату или поставить плинтус. Так еще и иерархию сохраняет.
Wow, it looks great, good work
Really enjoyed watching this. Some nice workflow tips too.
Thanks :)
bro Soo Cool I Like You Now ^_^
+Amir_The_Gamer Thanks, man :)
The first time I went through this I skimmed through it in low res and was amazed, It made me rethink my experience using the GI over Unity 4 Beast so I put it in my watch later.
A month later I see it in HD trying to study this amazing piece only to find that really the selling point is all the image effects at the end making this just further negatively add on how bad Unity 5 GI really is....
The true result is seen around 4:30-4:50 because it is after that when the image effects come in. Dang Unity I really want to believe but this pretty much sets it in stone.
Unreal also uses full-screen effects. Moreover - they have already been included originally in the new created project) So, there is nothing wrong with using them. It should be used. At a minimum, we need a tonemapping - because the camera must perceive the correct lighting.
Please make this a download! I'd love to be able to look around this freely!
yes!!!
Sorry, It will be a paid Asset for Unity Asset Store.
i loved this work . when do you think you can put it to sell ? Thank you so much
Thank you! Hard to say, for now I'm very busy with our game "The Uncertain". But you can check my other assets here: u3d.as/3v8
+Artem Netyagin what is this asset name?
Any idea how to produce more shadows under the sofa? The glow seems kinda odd and I guess the SSAO does not create enough darkness to counterbalance it.
Higher ambient occlusion
This looks really good
Artem, you are amazing!
nice , gave me some inspiration ,great work!
thanks!
High Quality work..!!
Really Nice work!
Все просто, красиво, понятно:)
cool graphics
Very helpful, many thanks :)
Awesome mann!! Great work! This is inspired me so much!! Could you please reveal what plugins did you use to make graphics like this?
Great video. Thanks man!
Thanks for showing what Unity's lighting, thanks to some magic assets, is capable of!
Good luck with Your game which is about to be up in 5 weeks by the way, hey! . . .
Thanks)
Отличная работа!!! Вы не могли бы выслать ссылку на это же видео или выслать его, как-нибудь :), но в нормальной скорости? Очень интересует сам процесс запекания освещения ) и постобработка.
Good work that man.
impressive skills!
Классно смотрится)
beautiful
Hello,great work! How to manually divide sofa model second UV? Import Unity3d specific needs of how to set ? prb material textures are generated by what tools ? thank you very much!
Hi, thank you! Just using retopology method and bake maps from hi-poly model. Check this link: cgi.tutsplus.com/tutorials/create-a-game-ready-fire-extinguisher-with-3d-studio-max-part-1--cg-31384
You are just amazing
Think you could make a tutorial? I'm trying to light one of my scenes and I'm completely lost
Знаю, что прошу много, но не могли бы вы сделать урок по настройке освещения? Или хотя бы дать ссылку на уроки, по которым учились вы. Выглядит ну просто очень здорово и сложно! :)
Я сам хотел бы) Но времени нету. Этот таймлапс и есть ускоренная версия урока. Включите замедление видео и повторяйте всё)
How do you achieve such even lighting the first time you bake? E.g. The back rooms where there is very little light are illuminated and not completely black. When I try to render rooms with a roof they appear almost completely black. Does it have something to do with that sunhelper?
A room shouldn't be black if you have ambient light.
The light needs to bounce. You could have it bounce on the light itself, but I would also make sure to have some bounce boost on in the Lighting window and you could also up the indirect lighting a bit as well to brighten that bounced lighting. It's all about the indirect lighting or global illumination. Making your ambient lighting lighter helps as well.
beautiful!
WHOAAA BEAUTIFUL
Can you please public this project without the models
GREAT AND AWESOME !!
It would be nice to have the project files.
How did you get rid of that light breach at the end?
normal bias = 0, in the light settings
I've heard alot of good stuff about unreal, and how the lighting is fucking amazing, but after watching a comparison unity looks better. Are there any actual games that use unity, that arent just time super bad ones?
You can check our game :) store.steampowered.com/app/406970/
Artem Netyagin thats awesome! too bad i only have $10 in wallet. So is unity 5 like a professional version of the free unity? are there any fees after you buy pro, or what does unity cost?
You can find this info in official Unity site
you may heard from ori and the blind forest or hearthstone
I'm sorry, but Unreal historically looks like complete overblown eyecandy trash.
Cool. You know, my attempts at buildings always end up with weird normals, assymetry, unsplittable polys, and a bunch of other nonesense. How do you make your base meshes for your buildings?
Thanks) I don't know what to say) I used my hands :)
*****
Hehe. So, do you just drag out vertices and then extrude, or what?
ruclips.net/video/myCqQuOm9fY/видео.htmlm25s
When I drag the effect to the camera tells me
"
Please fix compile errors before creating new script components
Well, you need to see console and fix all errors)) Maybe some assets is incompatible with your Unity version?
The big question is why you not hired by rockstar or something... The grapichs are beautiful... and you did this alone.
Thanks))) But In fact, there is nothing outstanding)
But it looks realalistic and there is many games looking for that.
He probably doesn't want to sit in a warehouse full of artists just working on one tiny part of a project.
There is difference between realistic and realistic + good performance
I need to said it goodbye Unreal Engine, hello Unity 5 😍 amazing
Comedy and Animation Studios it takes woek to get it to look decent
Pitiedowl Yeah but the results are amazing
by far
Pitiedowl Yeah :v
@Comedy and Animation Studios -- Don't be fooled, mate. This is much harder to achieve in Unity than in Unreal Engine. Epic Games (who created Unreal) have so much more experience both in making games and making great graphics.
wow ,i'm impressed with your video , but thanks for your video
Wow nice. Would mobile graphics look the same when baked as it does in desktop platforms?
niiiiice
So the mesh has to be two sided, with a detachable exterior so you can view and edit the internal space?
Outside geometry using just for block lighting from the sun. May be many lighting leakings and holes without it.
where do you get all the scripts like (depth of field, tone mapping, ssao pro, screen space reflection) please provide links to the following if possible..... it will be a great help.... thanks
Cinematic Image Effects
"www.assetstore.unity3d.com/en/#!/content/51515"
SSAO pro
"www.assetstore.unity3d.com/en/#!/content/22369"
bro thanks
В чем может быть причина если при добавлении screen space reflection на камеру ничего не происходит? даже в пустой сцене
which need to tick the static,direction light?scene?or camera need to tick the static
Hi Artem, do you have the tutorial in normal motion? I'm working on a architectural scene like yours, but I'm new in Unity, if you post the video in normal motion I can use it to learn how to make mine, thanks a lot :)
Leonardo Moran nope, sorry. I have no time to create full tutorial:(
you don't need to create it, with normal motion your video can help a lot ;)
Leonardo Moran you can just change play speed here
lol, I didn't know that, thank you :)
bravo !
please help when i upload fbx (exported from 3Ds max) in unity proper materials are not coming to the model. how to solve it
You shouldn't use materials from the 3dsmax, need to create new in Unity and use only it.
Great Demo. I am pretty sure I've done what you are showing here, however I get sooo much aliasing and shimmers especially when viewing models from a distance. Any ideas what might be wrong?
Thanks! This is normally if your screen resolution is low. Try to use 2560x1440 or higher monitor and I think all be fine. And you can use Antialiasing (but I dislike it).
Артем, спасибо за урок. Вопрос, почему на 2:35 у тебя такой яркий амбиент, хотя значение стоит 1. У меня получается довольно темно. UVW развертку для стен сделал.
В каждом окне ареа лайты стоят, они сильно подсвечивают голубоватым светом.
Точно, спасибо :) У себя я их выключил
I downloaded Cinematics Image Effects and Attached the SSR script to the camera. When I play nothing happens. Whats did I do wrong? is there a tutorial for this. Ta.
why did you use area lights on the windows? why didnt u use hdri? i dont get it
i can't believe this.
My result after baking (cca time 2:37 in video): i.imgur.com/HTUCwCE.jpg
Please what am I doing wrong ?
Turn off Final Gather in Lighting settings
And uncheck "Static" from window glass.
Thanks, it is better when windows are non static. But it is still not good. i.imgur.com/CwfjAiy.jpg
Budlog You need to generate lightmap UV's on a model
Thanks, it helps :) i.imgur.com/imDDTCq.jpg
It's the eclipse tower apartment from GTA! :D
:)
how do you create specular, occlusion and normal map textures?.. do you bake them from 3D modeler or use an external software like CrazyBump ?.. Thanks.
It's created from hi-poly models and with Substance Painter
Hi there,
I'm fairly new to Unity, and more modern game graphics in general (last time I did any modding was Doom 3, over a decade ago).
With that in mind, I'm trying to comprehend reflection probes. Correct me if I'm mistaken, but it looks like they're used to keep materials from reflecting every single distant object. Am I understanding this correctly?
Hi. It's just more useful alternative for cubemaps.
Hello, how did you made that final bloom in the (6:27) windows getting rid of the skybox appearance? Mine still has the skybox and cant make it like yours.
Nice lighting setup Artem!
How did you manage to avoid seams and leaks with the lightmap so well?
Thanks) It depends on the particular model. In some props sometimes it's better to create a unwrap for lightmap. For larger models, like rooms, is usually enough to make automatic unwrap UV's inside Unity.
This might be the reason why my Unity crashes when I check make Lightmap UVs
hi!, PLEASE, can you make the same for a night setup ? bright shiny setups are always shared or for sell, but the same power for a night setup is not possible to find. Thank you
Night setup looks the same, you just need to make lghts intensity much lower. Just play with lights settings :)
Hey man, awesome scene but i can't replicate it :( can you help me with the baking process? my shadows are very low res even when I crank up the resolution to 180.
Thanks for your help I'll check it out.
Hey Artem, is there a list of concepts used i need to know to understand everything done here? Like I have heard of but dont really understand reflection probes, generating lightmaps, baking lighting and such
Yes, you can find all in official tutorials
Спасибо за видео, очень помогло улучшить качество сцены! Подскажите, с помощью чего Вы делали в конце анимацию камеры (медленный полёт)? Это скрипт, или в Unity есть функция добавления анимации для камеры? И может знаете как эту анимацию в итоге записать в видео файл?
Я рад :) С помощью стандартной Unity анимации. ruclips.net/video/mSIfcwYPu_w/видео.html
с анимацией разобрался, спасибо =) И последний вопрос: чем записать видео? Как понимаю в Unity нету стандартной функции для этого. Запускать анимацию и делать захват видео сторонней программой типа "Fraps"?
Смотря с какой целью. Я это видео захватывал через Nvidia Share, лучше захвата еще не видел.
were can i find asset you used in the video.can you able to provide the link.
Are you using your own postprocess scripts ? They are really good
I using assets SSAO Pro + SE Natural Bloom + Unity Posteffects from Asset Store (like SSR, Tonemapping, e.t.c)
I was trying to find the tonemapping and ssr scripts that you have used...Can you plz share the asset store link for that..I mean, are they from a particular package or they come bundled with the latest unity version..Also, what unity version are you on...Thanks
Sure, this is new free Unity effects: www.assetstore.unity3d.com/en/#!/content/51515
hi, why do you put portal lights at the windows if you already have the external light coming inside?
I'm not doing this now, it's very old practice to make fake skylight more brighter.
@@oreordaz oh ok!
i have another question.
in the general Gi tab i noticed u used a default setting. 2:34
that doenst look like a preset but a custom default setting.
do you mind sharing what u used in that setting.?
I not change any parameters there (If i understand your question, my english is not so good)
ok thanks anyway.
I see the free asset but there's no example scene. Do we only take the assets and apply them to our own project?
It would be nice to see an example Scene
This asset contains effects only. Yes, you need to use it in your projects.
***** Is there any free asset you know that uses this Asset with an example or any tutorial?
I'm trying to use this video as a tutorial by watching it in slow motion, but it's still quite challenging.
I'm a bit of a novice with Unity
Sorry, I don't know
what is the light you added at 1:48 that's all flat? is it somethign from the new versions of unity?
Area Light
Is it possible to have top down images of that through the roof with measuremtns outside the building ?
Why? We have no blueprints for this project.
Rather like: is it technically possible to have technical drawings.
Is it possible to follow this timelapse and recreate this guys??
Is everything you used to achieve this already part of Unity or did you use any custom built tools/shaders?
I just used some payed assets but Unity bult-in effects has some effects too. Shaders is standard (with the exception of furniture, we wrote a shader to be able to do customization of colors).
hey, i tried your tutorial and it turned out great, it was a great help..... thanks....... just one thing i wanted to ask, when i switched platform from pc to android the quality got really bad...... is there a way to get the same quality for phone...
Green Virus this methods do not accept for mobiles. Mac/Pc only.
why your material realistic most,like real,is you make?or download
why ssrr with probes? also why that baked ao dissapeared and then u used ssao.
Thanks.
Why not? :) SSR works fine with RP and both give better results. Realtime SSAO looks much better then baked.
Es una lástima que para videojuegos no puedas usar todo eso, es abusar mucho del rendimiento en tiempo real...
layout looks like the apartments in GTA Online. (high end 500k ones)
make a game in these amazing graphics
Thanks) We trying :) store.steampowered.com/app/406970/
Thats amazing! How many are working on this? Also, how much will the game cost?
+MisterOptimous You can find more on steam forum!
Вопрос закрыт нашел уже)
Wow, my guy. How did you do this in 2016??
🤷♂️
hello, do I need your asset to reproduce this environment in my Unity?
Does this involve any programming languages? Which ones?
whether it is with the help of tools
if so, what's that?
great but can you give us scripts that you use in Interior lighting setup
I'm using only standard Unity Postprocessing, you can download it inside Unity (in package manager)
Почему ты суешь SSR после тонмаппа? По идее наоборот надо, нет?
Я не разбираюсь в глубоких технических аспектах, вполне возможно) Но оно вроде работает нормально) Я сортирую эффекты только если вижу проблемы. Например SE Natural Bloom отказывается нормально работать если висит ниже Tonemapping And Color Grading.
Great!
Wait what you did with the roof? I didn't get it.
Great tutorial.Thanks alot!
What's the name of the music track?
Benjamin Burchardt See description
great