I was absolutely delighted to see this. Thank you!
@cyriljover59337 жыл бұрын
I was absolutely deligthed to read your comment ! Thank you too !
@LordTrilobite7 жыл бұрын
As someone who regularly uses Photogrammetry. This looks absolutely fantastic.
@SoaringSimulator7 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.
@cyriljover59337 жыл бұрын
Thanks a lot !!!
@jimmysgameclips6 жыл бұрын
Hoooolllyy smokes where was this 2 years ago haha, this is mental! Awesome
@Waffle45693 ай бұрын
Where was I 6 years ago 😂
@jimmysgameclips3 ай бұрын
@@Waffle4569 Glad we have the agisoft de-lighter tool now at least
@Arctic.Wolves Жыл бұрын
This is powerful, thanks for this technology
@vvzen7 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! :)
@ClassyDogFilms7 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.
@cyriljover59337 жыл бұрын
Yes, I'll be happy of that ! thanks !
@ClassyDogFilms7 жыл бұрын
Thanks, Cyril! It should be out soon!
@SebastianAndreiIordache947 жыл бұрын
ClassyDogFilms man I've been subbed to you, can't wait for new video
@ClassyDogFilms7 жыл бұрын
Thank you, Sebastian! I'm always surprised when people say they know my videos!
@kurtXhecticXpl7 жыл бұрын
When stand alone? TAKE MY MONEY!
@TheRealJerseyJoe7 жыл бұрын
I second this !
@cyriljover59337 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.
@justinyuvilla89446 жыл бұрын
Is there one now this 2018?
@gt_kenny7 жыл бұрын
That is incredible! Fantastic job!
@Square-zero-one7 жыл бұрын
Standalone and you're rich ! Great tool
@InLightVFX2 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!
@andr1017 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!
@cyriljover59337 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-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?
@cyriljover59337 жыл бұрын
Yes, no problem !
@polygon43997 жыл бұрын
Id feel so dirty installing unity just for this tool haha. Awesome tech!
@3dart_es4096 жыл бұрын
AWESOME!!
@dakuru7 жыл бұрын
impressive!
@georgeluna6217 Жыл бұрын
is this a standalone or part of unity only?
@jeffreyianwilson7 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?
@cyriljover59337 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
@jeffreyianwilson7 жыл бұрын
Cyril Jover does this only work on outdoor lighting or would it work indoors as well?
@cyriljover59337 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.
@jmasked50826 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?
@cyriljover59336 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
@camcrichton4 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?
@benjaminlarroque71556 жыл бұрын
Brillant.
@CarlosFaustino7 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??
@cyriljover59337 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 !
@charlotteraymen22525 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?
@jjgg39636 жыл бұрын
beautiful. what's the name of the soundtrack?
@ArgoBeats3 жыл бұрын
is possible to do this in Reality Capture?
@PaladinTheRabbit3 жыл бұрын
How to create the other files from the original pictures?
@iLikeTheUDK7 жыл бұрын
Does this deal with reflections on the captured object?
@cyriljover59337 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.
@romannavratilid7 жыл бұрын
so the created map is basically PBR albedo map type... correct?
@cyriljover59337 жыл бұрын
Yes
@視聴奴7 жыл бұрын
What a real
@TheBlackbirdii7 жыл бұрын
any suggestion guys about tools to reduce polygons number for free or any unity in editor solution ?
@cyriljover59337 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