Thank you so much! Great video, interesting explanation, just great). Keep making video tutorials, you're doing a good job! Any option how you can make a beautiful thundercloud effect with shimmering lightning?
Hello again @trulgn, I am wholly making use of Unity (HDRP) lighting and shadow capabilities. Some of the foundational aspects are 'on by default' but not all of them. For instance, when I start a new scene - Unity lights do cast shadows by default. I often if not always adjust their quality settings along with the 'when and where' they influence the scene. I'll be creating a future video on Unity lighting and shadowing specifically for virtual production and filmmaking. This forthcoming video might serve you less than my upcoming video on my post-processing workflow, though (purely because Blender, your app of choice, will have its own way of doing things and I don't think much from Unity will carry over in this regard). You're welcome to watch it of course when it's released. I'm all for passing knowledge around.
I'm a blender user and my scenes always look flat lifeless when I render them. I'm surprised this is unity it looks good has a cinematic look. Any other editing or effects to get this end result?
I make use of HDRP's internal post-processing stack (chiefly chromatic aberration, global illumination, ambient occlusion, depth of field, color adjustments, and a number of others that escape my mind to mention in this moment). I manually adjust each post-processing effect by eye to achieve the result I find pleasing to my own sensibilities (I've found no 'magic button' to click for cinematic). I also find that what works for one scene is not always going to work for another scene. It may be possible to automate the application of your 'go-to' post-processing component effects - but the parameters for each will need a human touch to 'bring the plane in with finesse'. I'll be making a future video outlining the effects I apply and demonstrating their contribution to the final outcome on a scene. It will be in Unity - while it won't be Blender, perhaps the high level overview may still provide insights you can take into Blender and your own workflow. If that's something you're interested in - it's coming (I don't know when exactly, so with all humility this might be an appropriate non-spammy moment for me to mention signing up for notifications, but no pressure. This is a community channel and I don't intend it to be a 'spammy growth' channel.)
Thank you so much! Great video, interesting explanation, just great). Keep making video tutorials, you're doing a good job! Any option how you can make a beautiful thundercloud effect with shimmering lightning?
Looks like theirs some lighting shadow system is that by default?
Hello again @trulgn, I am wholly making use of Unity (HDRP) lighting and shadow capabilities. Some of the foundational aspects are 'on by default' but not all of them.
For instance, when I start a new scene - Unity lights do cast shadows by default. I often if not always adjust their quality settings along with the 'when and where' they influence the scene. I'll be creating a future video on Unity lighting and shadowing specifically for virtual production and filmmaking.
This forthcoming video might serve you less than my upcoming video on my post-processing workflow, though (purely because Blender, your app of choice, will have its own way of doing things and I don't think much from Unity will carry over in this regard). You're welcome to watch it of course when it's released.
I'm all for passing knowledge around.
I'm a blender user and my scenes always look flat lifeless when I render them. I'm surprised this is unity it looks good has a cinematic look. Any other editing or effects to get this end result?
I make use of HDRP's internal post-processing stack (chiefly chromatic aberration, global illumination, ambient occlusion, depth of field, color adjustments, and a number of others that escape my mind to mention in this moment).
I manually adjust each post-processing effect by eye to achieve the result I find pleasing to my own sensibilities (I've found no 'magic button' to click for cinematic).
I also find that what works for one scene is not always going to work for another scene. It may be possible to automate the application of your 'go-to' post-processing component effects - but the parameters for each will need a human touch to 'bring the plane in with finesse'.
I'll be making a future video outlining the effects I apply and demonstrating their contribution to the final outcome on a scene. It will be in Unity - while it won't be Blender, perhaps the high level overview may still provide insights you can take into Blender and your own workflow. If that's something you're interested in - it's coming (I don't know when exactly, so with all humility this might be an appropriate non-spammy moment for me to mention signing up for notifications, but no pressure. This is a community channel and I don't intend it to be a 'spammy growth' channel.)
@@unityvirtualproduction yes will add the notification. Thanks for such as informed descriptive reply.