De Lighting Tool

  Рет қаралды 44,411

Cyril Jover

Cyril Jover

Күн бұрын

Пікірлер: 54
@makkon06
@makkon06 7 жыл бұрын
I was absolutely delighted to see this. Thank you!
@cyriljover5933
@cyriljover5933 7 жыл бұрын
I was absolutely deligthed to read your comment ! Thank you too !
@LordTrilobite
@LordTrilobite 7 жыл бұрын
As someone who regularly uses Photogrammetry. This looks absolutely fantastic.
@SoaringSimulator
@SoaringSimulator 7 жыл бұрын
The Extraordinary presentation of an experimental feature! And there are links to the tool! Perfect, probably now my favourite in the Unity Lab. Thanks C Jover.
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Thanks a lot !!!
@jimmysgameclips
@jimmysgameclips 6 жыл бұрын
Hoooolllyy smokes where was this 2 years ago haha, this is mental! Awesome
@Waffle4569
@Waffle4569 3 ай бұрын
Where was I 6 years ago 😂
@jimmysgameclips
@jimmysgameclips 3 ай бұрын
@@Waffle4569 Glad we have the agisoft de-lighter tool now at least
@Arctic.Wolves
@Arctic.Wolves Жыл бұрын
This is powerful, thanks for this technology
@vvzen
@vvzen 7 жыл бұрын
This is awesome! Really great work and beautiful presentation. I'm downloading Unity again after a long time just to try this tool! :)
@ClassyDogFilms
@ClassyDogFilms 7 жыл бұрын
This looks amazing! I'm so excited to see a delighting solution that looks so easy to use, and the results are pretty darn good! I would download Unity just for this feature alone. Would you mind if I include 10-15 seconds of this video in my upcoming PhotoScan guide? Of course I'll link to your video for everyone to visit.
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Yes, I'll be happy of that ! thanks !
@ClassyDogFilms
@ClassyDogFilms 7 жыл бұрын
Thanks, Cyril! It should be out soon!
@SebastianAndreiIordache94
@SebastianAndreiIordache94 7 жыл бұрын
ClassyDogFilms man I've been subbed to you, can't wait for new video
@ClassyDogFilms
@ClassyDogFilms 7 жыл бұрын
Thank you, Sebastian! I'm always surprised when people say they know my videos!
@kurtXhecticXpl
@kurtXhecticXpl 7 жыл бұрын
When stand alone? TAKE MY MONEY!
@TheRealJerseyJoe
@TheRealJerseyJoe 7 жыл бұрын
I second this !
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Hi Kurt, Thanks a lot !!! You’re right, it sounds logic to make it as a standalone. Maybe we will do this, but it’s not planned right now. As a tech artist, it was important for me to show people that you can do tools and not only games with Unity. You can use shader, compute shader, C#, raycast … If you like data processing, or if you want to custom your asset pipeline, there is everything you need. Whatever the game engine you’re using, if you use Unity editor or “made with unity” tools in your pipeline, we will be proud of that ! It’s a good way to have a first contact with Unity or re-discover it with all its new features. The official blog post can be accessed by following this link: labs.unity.com/article/experimental-feature-de-lighting-tool If you follow the GitHub link on the blog post, you‘ll have access to all the code and you can customize it to fit it to your production, or to improve it ! The tool can also be launched in command-line. This way, you can make your own frontend or launch it directly from other applications.
@justinyuvilla8944
@justinyuvilla8944 6 жыл бұрын
Is there one now this 2018?
@gt_kenny
@gt_kenny 7 жыл бұрын
That is incredible! Fantastic job!
@Square-zero-one
@Square-zero-one 7 жыл бұрын
Standalone and you're rich ! Great tool
@InLightVFX
@InLightVFX 2 ай бұрын
Hi Cyril, I'm coming back to this all these years later because I'm creating a in-depth tutorial on delighting and how it can be used for live-action VFX plates. Your de-lighting tool seems to have been depricated and inaccessible now? Is there any alternative to use? I'm particularly fascinated by how this calculates the environment HDRI - I would love to show something like that in my tutorial. Thanks for any insight / help you can provide!
@andr101
@andr101 7 жыл бұрын
This looks great! I do have one question: wouldn't be it even better to use maps at 16bit depth? Any particular reason why you opted for a 8bit workflow? cheers, and thanks for sharing this tool!
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Hi Andrea ! And thanks ! You're right, working with the higher bit depth is better. The tool works perfectly with 16 and 32 bit depth. Most of the photogrammetry software don't deal with more than 8bit inputs (16 and 32 bit are converted to 8bit at import time) and produce 8 bit outputs. That's why we communicated more about this bit depth, but all the bit depth are supported. For normals, bent normals, AO ... 16 / 32 bit data are easy to produce, but the final result is really close to the 8bit version.
@-Belshazzar-
@-Belshazzar- 7 жыл бұрын
This is great stuff! I don't use unity normally so can I use unity just to delight my textures , export them from unity and use them else where?
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Yes, no problem !
@polygon4399
@polygon4399 7 жыл бұрын
Id feel so dirty installing unity just for this tool haha. Awesome tech!
@3dart_es409
@3dart_es409 6 жыл бұрын
AWESOME!!
@dakuru
@dakuru 7 жыл бұрын
impressive!
@georgeluna6217
@georgeluna6217 Жыл бұрын
is this a standalone or part of unity only?
@jeffreyianwilson
@jeffreyianwilson 7 жыл бұрын
I'm a hard one to impress and I am definitely impressed with this. Especially with no input spherical HDR capture. Question is if you have it, can you import it?
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Hi Jeffrey ! In the first time we wanted to add this feature, but since we use an array of generated EnvMaps, we can't do this anymore. The EnvMap in the debug view is the one that is the root of the "EnvMap Tree" and is used to remove lighting on the non-occluded parts. The EnvMap Tree could be compared to a lightfield (sorry for the buzz word). More deep you go in the tree, more you go from global to local de-lighting. Local de-lighting allows to better remove Global Illumination and Occlusion
@jeffreyianwilson
@jeffreyianwilson 7 жыл бұрын
Cyril Jover does this only work on outdoor lighting or would it work indoors as well?
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Hi Jeffrey, Yes, it’s working indoor and outdoor. The most important thing is to have the more stable lighting conditions as possible.
@jmasked5082
@jmasked5082 6 жыл бұрын
No comments about the fact the de-lit processed one technically looks less realistic? The limited dynamic range of the original texture does a lot to preserve realism. The processed textures result in a HDR type effect, where the model looks kind of strange and 'over the top' and game like when put in a real environment. Is this to do with the tools used to light it? Is it possible to relight it to look like it did in the original texture if you wanted to?
@cyriljover5933
@cyriljover5933 6 жыл бұрын
Hi J Masked ! few answers to your comments: 1- “No comments about the fact the de-lit processed one technically looks less realistic? The limited dynamic range of the original texture does a lot to preserve realism” The goal of this tool is to recover the material color (aka albedo). The colors in the original texture are the result of the interaction between the light and the material. The tool separate the light color (stored in an irradiance map) and the material color (that will be stored in a diffuse/albedo map). We don’t really expect to get a “realistic” look at this stage, we expect it to be “realistic” when the mesh+texture is lit. 2- “Is it possible to relight it to look like it did in the original texture if you wanted to?” Yes ! Because the tool separate the lighting and the albedo, we should get back the original values when we apply the lighting on the albedo. An example of this is shown here: forum.unity.com/threads/de-lighting-tool.482133/#post-3142175 In this example (look at the animated .gif), the left part shows the original color values, and the right part shows the albedo map lit with the extracted environment lighting. The right part shows also that we can now manipulate the lighting only. In this example I’ve animated the original environment lighting by rotating it along the up axis. 3- “The processed textures result in a HDR type effect, where the model looks kind of strange and 'over the top' and game like when put in a real environment. Is this to do with the tools used to light it?” When you speak about a “strange, 'over the top' and game like” look, I think you only look at the result albedo color that, again, doesn’t aim to achieve a realistic look but aim to measure realistic material color values. You can expect to get a realistic look when you render a “realistic” albedo map in a realistic lighting context with a realistic rendering engine. And so yes, the tool used to light it and the way it is setup matter a lot in the final look. I hope I’ve answered to you questions/comments, don’t hesitate to ask for more on the official Unity forum: forum.unity.com/threads/de-lighting-tool.482133/ I think the tutorial video explains also a lot of things if you’re interested in knowing more about the tech: kzbin.info/www/bejne/eHS7YqyYl9x9h5I Cheers, Cyril
@camcrichton
@camcrichton 4 жыл бұрын
If I already have a normal and ao map why would I need this software? Does it work from a diffuse map alone?
@benjaminlarroque7155
@benjaminlarroque7155 6 жыл бұрын
Brillant.
@CarlosFaustino
@CarlosFaustino 7 жыл бұрын
Hi there, I'm having some issues installing the tool on unity... I open the unity package and it adds the maps to unity and on the windows menu it only appears "Look Dev" not the Delighting tool... I've experimented with unity 2017 and 5.6.2 :/ Am I doing something wrong??
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Hi Carlos ! other people encountered some installation problems. I suggest you to go to the De-Lighting forum, there is the answer to your problem. here is the direct link to the post that you need: forum.unity3d.com/threads/de-lighting-tool.482133/#post-3142965 cheers !
@charlotteraymen2252
@charlotteraymen2252 5 жыл бұрын
I'm having an issue where the de-lighted texture is just black and there are no error codes telling me how to rectify, solutions?
@jjgg3963
@jjgg3963 6 жыл бұрын
beautiful. what's the name of the soundtrack?
@ArgoBeats
@ArgoBeats 3 жыл бұрын
is possible to do this in Reality Capture?
@PaladinTheRabbit
@PaladinTheRabbit 3 жыл бұрын
How to create the other files from the original pictures?
@iLikeTheUDK
@iLikeTheUDK 7 жыл бұрын
Does this deal with reflections on the captured object?
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Hi ! reflective object can’t be correctly captured using standard photogrammetry. So data that comes out from this pipeline are most of the time rough. For slightly reflective (non-metallic) objects, the problem can be fixed during the capture, for example with the use of polarized filters on the camera lens.
@romannavratilid
@romannavratilid 7 жыл бұрын
so the created map is basically PBR albedo map type... correct?
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Yes
@視聴奴
@視聴奴 7 жыл бұрын
What a real
@TheBlackbirdii
@TheBlackbirdii 7 жыл бұрын
any suggestion guys about tools to reduce polygons number for free or any unity in editor solution ?
@cyriljover5933
@cyriljover5933 7 жыл бұрын
Instant meshes is really impressive and useful, specially if you want to get an homogeneous topology and do mesh subdivision. It's more a retopo tool than a decimation, but you should look at this. It's powerful and free: GitHub: github.com/wjakob/instant-meshes
@TheBlackbirdii
@TheBlackbirdii 7 жыл бұрын
wow thank you very much !
@jrr4eg
@jrr4eg 7 жыл бұрын
photoshop plugin please
@Bond007in
@Bond007in 7 жыл бұрын
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