Realistic Lighting using Adaptive Probe Volume in URP - Unity 6 Preview

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Invelord

Invelord

Күн бұрын

Пікірлер: 15
@DigitalAdamTech
@DigitalAdamTech 2 ай бұрын
Very nice! It looks like the 'Lighting Scenarios' are different time-of-day bakes that blend when you move the 'Scenario Blend Factors' slider? So I'm assuming you'd bake a morning, mid, and night to achieve a time-of-day effect? It might be good to show people who are new to Unity 6 how to do it from start to finish. You'll probably get a ton of views for your channel if you do that. I've been looking for a tutorial on that ever since I saw Unity do that demo of the castle town. Anyways keep up the good work.
@Invelord
@Invelord 2 ай бұрын
Thanks! Yes, i will make a more detailed guide.
@joshua42777
@joshua42777 Күн бұрын
I was going to make my first game in unreal but after seeing this it looks like unioty might be able to give me graphics that are 'good enough' in not a ton of time. Plus I'm already7 taking a course in unity to get certified in C#. I'm not sure but I might switch
@Lanthiren
@Lanthiren Ай бұрын
on a big terrain of like a 1000 in width or length or so, how many probes and what distance would you recommend? just a rough estimate is all im looking for if possible haha
@Invelord
@Invelord Ай бұрын
I haven't tried it on terrains, maybe start with a high number of min probe spacing like 5 or 10, turn off dilation and virtual offset. If it works and the bake time is fast then you can reduce the min probe spacing to get more high quality or just leave it at that if it already looks good.
@Lanthiren
@Lanthiren Ай бұрын
@@Invelord how long is considered an acceptable bake time? why turn off dilation and virtual offset? thanks for answering my question btw
@Invelord
@Invelord Ай бұрын
​@@Lanthiren Hehehe i am a bit biased when it comes to baking (others might have different opinion on this), usually anything above 1 hour is a no from me. Dilation and virtual offsets are meant to reduce light leaking, turning them off makes the bake time much faster, usually in an open-world like environment, light leak doesn't happen much. Changing meshes to light probe is needed because we only want to use adaptive probe volume to compute the global illumination. The main difference is that static meshes contribute and receive global illumination while dynamic meshes only receive the global illumination.
@Lanthiren
@Lanthiren Ай бұрын
@@Invelord do you still use discord? :(
@Invelord
@Invelord Ай бұрын
@@Lanthiren Yes. Check your DM.
@hiperfx892
@hiperfx892 Ай бұрын
why Everytime I bake APV, enable Probe in the render debugger it's totally dark ball instead of those lighten white probe balls. Help
@Invelord
@Invelord Ай бұрын
You need to set the meshes to static and make sure your light is set to mixed instead of realtime.
@hiperfx892
@hiperfx892 Ай бұрын
@@Invelord also how did you get that lighting Scenarios section at 1:20, you using 6000.0.14f and I am using 6000.0.19f. I don't have that
@Invelord
@Invelord Ай бұрын
@@hiperfx892 It can be enabled through the HDRenderPipeline Asset, scroll down to Adaptive Probe Volume and click enable Blending Scenario
@forasago
@forasago Ай бұрын
There are dithering artifacts all over your scene view.
@Invelord
@Invelord Ай бұрын
The dithering is coming from the STP, i could turn it off but i wouldn't be getting the 60 fps at 1080p on my gtx 960m (laptop gpu).
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