some stuff i've learned over the years about material properties. metalness or metallic, should always be used as a boolean if you are trying to get realistic materials. in real life a material is either entirely metallic or entirely diffuse. (as in metallic set to zero) metallic materials do not allow light to enter the surface, this is the defining property of metals, diffuse materials allow light to enter the surface and scatter when exiting, this is used for effectively ALL materials in reality that aren't made from metal. if it were possible to create a slider for realistic metallness at one end would be metal, at the other end would be a completely translucent material like a ping pong ball. smoothness (also known as roughness) refers to microdisplacements, this is the amount of variation in the normal of the surface, in shaders this is on a microscopic level so effectively gives progressively less blurry reflections, a smooth surface reflects light at the angle of incidence of the light ray leading to perfect mirror like reflections, only metals, glass and mirrors have perfectly smooth reflections, ALL other surfaces have some kind of roughness.... you could think of smoothness/roughness as a microscopic bump or normal map that has insane resolution no matter how zoomed in you are. normal mapping refers to a technique which replaced bump maps, although bump maps are sometimes still used and can still give effective results. a normal map will effectively fake a change in angle (or more accurately, the normal) on the surface, this allows you to add detail at very little performance impact, but as stated, doesn't actually create geometry, so can look bad if used for large details. a bumpmap is a simple greyscale image which is used to similar effect. a displacement map is used to actually modify the positions of the verts to create legitimate geometry which can silhouette nicely and can look amazing, although this requires a huge amount of verts to be effective, often a large amount of verts are created by the rendered with tessellation. parallax occlusion maps are similar to bump mapping, however the shader can actually cast occluding shadows onto its own geometry for a much more effective result. this technique can also be used to occlude the "virtual geometry" created by this map. meaning for example, a cobblestone street, when viewed at an angle will occlude parts of the material that would be occluded in reality. bump mapping and normal mapping can look bad in this scenario. a parallax occlusion map can look almost as good as a tessellated displacement map, and only use a tithe of the performance. although again, since no real geometry is made, it can look odd when seen in silhouette or when meshes are intersecting nearby. albedo refers to the wavelength of light reflected (or the proportion of which wavelength is reflected) an albedo map is NOT a diffuse map, a diffuse map usually contains some basic light information whereas an albedo map CAN be used to store light information like shading but USUALLY in modern games is used to store ONLY the colour information, lighting is usually done in real time these days so it usually removes the need to bake lighting into textures. lightmaps are usually used to save performance when a static scene or object needs to be lit without needing to use dynamic lighting for everything, this isn't a requirement anymore but its still super useful for increasing performance. lightmaps take the place of baked lighting in diffuse maps and are usually multiplied with the albedo map. they allow greatly detailed lighting without needing to update anything. allowing scenes to look amazing with effectively zero performance impact. emission maps tell the material which areas should glow and what colour they should glow. environment maps are a cheap alternative to realtime reflections, a HDRi can be used as an environment map, and indeed used to be the only way to get texture based reflections without needing to use shader based realtime reflections like screen space reflections... a light probe is another application of this same method, a light probe will generate environment maps when baked, instead of the old method (which can still be useful) of creating an image and using it throughout the area of the level it matches with. in fact the older method of creating a reflection map can be incredibly performant when used on things where accuracy is less important, like a characters eyes. interestingly the only difference between an environment map and an emission map is that the environment map is tracked differently and follows camera / worldspace to create the illusion of reflections. i know this seems ranty but i kinda had fun writing it, hope this sheds some light on some of those parameters.
@bogdanel58434 жыл бұрын
wow
@equation13214 жыл бұрын
Um wow
@tentrot44204 жыл бұрын
How to download corridor
@Great.Milenko4 жыл бұрын
@@tentrot4420 uh?
@equation13214 жыл бұрын
@@Great.Milenko ^^
@pchris6 жыл бұрын
When you enable screen space reflection you should select the reflection probe and disable it or delete it as it is still affecting your reflections. In an environment where the skybox is visible in your reflections, you can really see this. the way it appears unity handles reflections is; first, they draw the skybox onto the reflective objects, then they draw the reflections from the reflection probe and last they draw the screen space reflections. Because of this, if you have both a reflection probe and screen space reflections, you will notice the sky in your reflections having items from your reflection probes. and even when you don't have sky visible in your reflections, if you have the reflection probe set to update every frame, it is still doing that in the background and can affect performance. Like so people see.
@ahmedmohmmed71466 жыл бұрын
Chris Johnson i am a programmer wanna team up??
@tylergunther82196 жыл бұрын
I love how you are always smiling in every video! You look genuinely happy and that's fantastic.
@unknownuser30005 жыл бұрын
Wow great tutorials think I'll finally learn unity instead of flailing around guessing like I have with other softwares. I enjoy your style of explaining and videos.
@Shadow-us5vu5 жыл бұрын
This is the best channel on youtube of unity lessons you are a legend man
@马玉媛6 жыл бұрын
he explained so much about light probe so clearly, it makes me cry
@arjunmehta28536 жыл бұрын
This is what i really needed! Thanks!
@sykoo6 жыл бұрын
Casual flexing with some Unity gear. 😂 I need their hoodie so bad!
@Brackeys6 жыл бұрын
On point with these comments lately. You give me no choice but to favourite each one ;)
@sykoo6 жыл бұрын
Haha I know right? I saw that you favorited the first one, so you fueled me up. ^_^ All in all though, keep up the good work my man!
@Its_Bennyboi6 жыл бұрын
Brackeys didn't favorite mine
@brandonfleming71186 жыл бұрын
I need me some too
@Zohaib6M6 жыл бұрын
Brackeys can u make a video on how to create car paint
@lordadrian84876 жыл бұрын
Becoming a fan real fast. Please make a video about making clothes and making them move according to the character's movements.
@naveenahsn5 жыл бұрын
I watched AD to support you.
@goldfisho156 жыл бұрын
I've been away for a few weeks. So when I got back the first thing I did was marathoned 6 of your videos :)! All amazing produced and helpful. Thanks so much.
@AonyjsViolmlar054 жыл бұрын
You save me for another day of headache.
@avocado_battles5 жыл бұрын
I just can't stop thanking you for this tutorial. I was just looking for this! Thank you very much!
@VeNoM06196 жыл бұрын
Great job, never seen something so in depth...
@RobinPortnoff6 жыл бұрын
Du är kung! Alltid inspirerande att få lite tips och tricks.
@StillNight776 жыл бұрын
You did a great job explaining this topic.
@notscammeronyt6 жыл бұрын
top #1 coder and unity game maker
@gamedesignwithmichael6 жыл бұрын
Dude, you are a straight up Legend. Just keep being awesome, yeah?
@tentrot44204 жыл бұрын
How to download corridor
@aleksandragelh17583 жыл бұрын
your tutorials are soooo helpfull !!!!!!
@murtazarizvi3684 жыл бұрын
that deffered option in camera settings really made it more accurate. all settings need to be on. thanks
@com1killer7514 жыл бұрын
Hey, I can't find the corridors on the asset store. Was it taken down?
@victor.novorski Жыл бұрын
YES SIR!!!
@shinpachithestraight87816 жыл бұрын
Thank you very much for all of these wonderful tutorials you made on the channel!!!
@Scredge6 жыл бұрын
Nice video! Can you please make a tutorial on animated textures/materials (a TV for example)? That'd be neat!
@Bossasin6 жыл бұрын
Please!
@personthehuman12774 жыл бұрын
just make a render texture that watches an animation for the tv part, or use a video player component.
@dmitryburlakov69206 жыл бұрын
What about there's no screen space reflections close to the camera edges (easy to notice at 12:13)? How can we say to the camera to render bit more screen space for reflections, keeping field of view for player?
@swipyduck6 жыл бұрын
Damn that was useful! Can't believe how just a simple post processing effect can do that much difference haha I'm downloading this right now !
@irtezarahman53706 жыл бұрын
Love you man. The best teacher
@jackd89334 жыл бұрын
The video doesn’t talk about box projection, which is incredibly useful for indoor environments like the scene in the tutorial. The default projection mode for the cubemaps assumes that everything is an infinite distance away. This is ideal for skyboxes and outdoor environments but not for indoor environments, because then the reflections are only appear to be lined up at the location of the reflection probe. Box projection projects the cubemap to the bounding volume of the reflection probe. This way the perspective of the reflection can adjust to the position of the player. When using box projection you will probably want to remove all objects from the reflection probe that are not a part of the wall, floor or ceiling (otherwise they will come out projected flat, since the cubemap is ultimately just a 2D image with no depth). Ultimately cubemaps and reflection probes aren’t a perfect reflection solution like ray-tracing, and they have severe limitations where screen space reflections might be more suitable, but they are incredibly performant when baked.
@asgersrensen93036 жыл бұрын
Best tut so far. Keep them coming :)
@dylanhansen696 жыл бұрын
Brackeys you should make a tutorial on making spherical terrain, like with Kerbal Space Program, because I want to build an exploration game somewhat like it and it all revolves around make spherical planets with terrain, specifically randomly generated terrain for ran planets. I've learned so much from you. Thanks.
@stevevargas46876 жыл бұрын
Great hat trick Brackeys! :)
@PPHGames6 жыл бұрын
amazing tutorial, can't wait to implement this in my game!
@brandonfarfan19783 жыл бұрын
Good tut brackeys.👍
@sudampatil34666 жыл бұрын
awesome video! Can you please make a video on batching?
@cgimadesimple2 жыл бұрын
This is a great video! :) Thanks
@pranshumishra93096 жыл бұрын
Brackeys the magician 😂
@tentrot44204 жыл бұрын
How to download corridor
@TesserLink6 жыл бұрын
i feel like you left out a good feature of reflection probs that i use often, which is the box projection option which sometimes in square rooms gives a more realistic reflection.
@a.jsoltani27726 жыл бұрын
Hi Brackeys ! very helpful to me thanks
@kevinmartin70304 жыл бұрын
I think all youtubers need a person like Infinity PBR
@vincentfurst67046 жыл бұрын
Im my scene you can always see ugly edges where the reflectionprobe-boxes overlap. So one surface changes its brightness at a clear edge. How could I fix this?
@tentrot44204 жыл бұрын
How to download corridor
@EricStOnge-yz9tr6 жыл бұрын
Show us how to make a simple cutscene please! Your the only one that I trust to give the proper information
@rafiullahwaseem72096 жыл бұрын
plz make tutorials on wheel collider covering every thing like suspension system and wheel friction curve
@malcolm3414 жыл бұрын
@Brackeys hi, is it possible to disable certain objects from receiving reflection probe contribution while other objects receive it in the same scene?
@alinawaz40346 жыл бұрын
this is amazing!!! i relay appericate
@itsnotloveitslust6 жыл бұрын
I Need That Unity Hat!
@narf-rule16 жыл бұрын
Thank you man. You are the best!!!!!!
@MalbersAnimations6 жыл бұрын
I actually was very excited about this tutorial.. I thought it was about reflections like method reflections😣, anyway great tutorial as always.
@hamzahgamedev6 жыл бұрын
Malbers Animations Hi there Malbers, I am a huge fan of your Horse Animset Pro (well, who is not ?? :p ) And you inspired me to make awesome Unity Assets. :) I did released 2 Assets and there response was awesome.. :) Now I have left my job and I am working full-time on this thing only. Thanks bro for this inspiration! Best Hamzah Walled City Infotech
@Das_Jonny6 жыл бұрын
Pretty interesting! I wonder if there is a way to set the settings to something like rendering the static object OnAwake but the dynamic objects in realtime. If there is a way to do this it might be a way to get both, best performance and best reflection.
@ethanviolet16 жыл бұрын
Brackeys could you do a video on making “real FPS controller” which means you see the arms and legs and your view shakes when you walk! I love your videos and I really want to see this. I have attempted doing this and it didn’t work the way I did it. I’m sure this is very useful to a lot of people too!
@AJ-nm5fx6 жыл бұрын
Look into 3rd person camera controller on Unity asset store. Provides the options you seek :) Happy developing!
@EricStOnge-yz9tr6 жыл бұрын
I thought of a solution for this, Maybe you could go in blender and make some walking and running animations and when you code in your movements, connect your animations to the same key
@JugglingBlog6 жыл бұрын
Just get UFPS from the store. If you want to do it yourself, get a character and remove the head (or assign a material specifically to the head and cut it out). Bind the camera to the head bone via springs and you can get some nice camera shake that's customizable. This however is pretty basic and you'll need to do a lot of stuff to get a nice result, so I'd recommend just getting ufps unless you're doing this to learn how it works.
@MusicandGame236 жыл бұрын
i want ask a question about Post Processing Stack is: I'm in progress make graphics options but i wonder thinking it's how can post processing stack will connect with graphics options
@yadkurd82336 жыл бұрын
Amazing and can you pls make save tutorial; that if we play a game and get out our data’s that we played or gat lives up and the game saves???
@AJ-nm5fx6 жыл бұрын
Excellent informative tutorial, Sir! Any chance this process would be beneficial in a nature scenery? If not, would you mind making a tutorial for it?
@nabilbg48826 жыл бұрын
Great job, thank you
@dampee64 жыл бұрын
Can you put the reflection probe on a flat surface to create regular mirror?
@vaporous74654 жыл бұрын
Thx bro helps a lot
@7sson-hasson-310 Жыл бұрын
This helped me despite im not a programmer
@MrPonchovie6 жыл бұрын
Can you please tell us your graphical effects? Pls?
@OddBranch6 жыл бұрын
Is it a good idea to use both reflection probes and SSR simultaneously or should I go with only one of them.
@ahsanullah63266 жыл бұрын
Please do one on light probes thanks!
@oguzhan23936 жыл бұрын
You are doing great things can you do a gasoline image and it decreases during flying or driving?
@pcguidelk4 жыл бұрын
can someone point me to this game level - download
@Massive-3D5 жыл бұрын
nguyen is pronounced win! haha Great vid man, I hope this stuff still works today
@andreirodin27806 жыл бұрын
Thanks for video! I wonder if its possible to use SSR only for floor reflection but not for everything?
@rebellevi19356 жыл бұрын
Can you do a video on saving player progress
@Code_Gem Жыл бұрын
Hi I want to create a real time reflection for webgl build.... I have tried a custom option available in webgl but that needs cubemap so I am stuck at this point how I can create a cubemap at run time which takes real reflection .... Pls help me in that
@ThatGuyNamedBender6 жыл бұрын
Messing around with reflections I've noticed it's difficult to do this with transparent materials (For instance I'm trying to do reflections on transparent crystals) Do you think you could go into how to do that sometime?
@martinhowser40945 жыл бұрын
Could you have multiple shiny things reflecting each other? Eg.. 3 or 4 reflective balls?
@vitorgouveia53784 жыл бұрын
Dude could you do a video about blood, or liquid in general? How they should really be on the ground and on?
@filipstudeny6 жыл бұрын
Could you please do tutorial on weapon switching with 2 or 3 weapons and some simple weapon switching animations. I’m sure this is very useful to a lot of people too.
@MatheusLB20096 жыл бұрын
Do a tutorial for ragdolls, that'd be awesome
@lethn29296 жыл бұрын
Ragdolls are easy, just look up character joints, ragdolls are just a bunch of character joints put together in the shape of a human, you'll just need to experiment to get it right.
@jadonut2496 жыл бұрын
Can you do a tutorial on rain? I would really appreciate it! Thanks and keep up the great work :D
@lethn29296 жыл бұрын
Are you just talking about rain particle effects? Use particle collision if you want to do something with that and then have a little splash particle effect occurring when your particles collide with a surface.
@Definitely_a_Fox6 жыл бұрын
Pretty sure there are some good tutorials on KZbin for that already...
@theearthburner61595 жыл бұрын
Just download rain and lighting free asset
@whynot-vq2ly5 жыл бұрын
your tutorials are all AAA :] thanks a lot
@nickmilanov67496 жыл бұрын
Nice video brackeys! Can you create a tutorial for saving game
@BauernLP6 жыл бұрын
You really should get sponsored by Unity for making this videos.
@hydroweapon5 жыл бұрын
I have a character with a gun arm - How do I set it up so his metal parts are the only shiny things?
@waffegum5 жыл бұрын
Have multiple materials
@Saryk3606 жыл бұрын
Can you reset the transform of the reflection probe to 0 and attach it as child component of the sphere ?
@julienleseine35276 жыл бұрын
Hey Brackeys ! Coul'd you make a video on Antiallising in unity ? How could we inprove this ?
@OverAndOverAndOver6 жыл бұрын
Do you think that it would be possible to do a driving game tutorial? Just an idea! Love ur vids!
@svetlinsvilenov87396 жыл бұрын
Great video as always :) . Can you do a video/small series on ways to optimize a tower defense game, and for example build some ideas upon the How to make a Tower Defense Game series?
@2ksp2356 жыл бұрын
Awesome tutorial Does it also work on unity free version?
@aviatorchew29426 жыл бұрын
Hey Brackeys, I think your doing a great job. I just was wondering if you could make a tutorial on how to make a shop to customize a prefab. Say I earned currency somehow then I purchased a different color for my player cube. How would I go about applying that across multiple scenes?
@madanrawat93936 жыл бұрын
What are the specs of your PC? And what will you recommend?
@markoperisic25706 жыл бұрын
Could you please do at later point H1Z1 type of Inventory System cause it seems so complicated and clean at same time.. you really explain things very well and I hope you could do this one day ;) PS love your channel
@farhaatmohammad75136 жыл бұрын
Hey I want to get started with game development with unity. I am a complete beginner and want to learn c# for unity game development. Are the c# course available on "Brackets" KZbin channel enough for unity game development or will I have to learn c# from somewhere else too?? If "no" where shall I learn c# for unity game development since I am a complete novice. Plz guide me .....Thank you
@KarlooAudi6 жыл бұрын
This is a joke... No fucking way.. I was about to look for reflection tutorial for unity cuz I need for my room and suddenly you post video about that, WOW there is GOD!
@drowsy53846 жыл бұрын
Is there a such thing as header files in C#? (Like in C++) Maybe make a tutorial on how to create our own "using" files
@HappyScarySad6 жыл бұрын
Thanks!!! Awesome!! 👌
@СергейНаврожин6 жыл бұрын
Sup Brackeys. Wanted to ask your opinion on MVVM implementation in Unity. For example, using reactive extensions like UniRx. I am currently working on such a system, it involves a context provider, a scriptable object representing the Model, and an additional VM script attached to the default Unity UI components to handle the data binding automagically. The issue I am still having, is that if it's anything requiring data validation and transitions (popups, windows, lists of data, like levels in level selection screen), then another custom script is a must, that pretty much acts as a Presenter in the default MVP approach that Unity asks us to use by default. Could there be another way to handle that? I've seen people creating animation controllers to handle windows and popus - is that a good enough way? Did you use data binding yourself? Can you elaborate on the topic? Thanks.
@killerbite_2 жыл бұрын
the bounding box to resize the probs dosnt show up at all, help!!
@thegamingcobra16 жыл бұрын
Could you do a tutorial on saving game data
@silverlink22726 жыл бұрын
Super helpful
@OoElectron6 жыл бұрын
10:58 It is sad, that still after so much time in development, Unity hasn't fixed the white artifacts around the edges of objects, that cause them to flicker (look at left and right part of the screen, where horizontal lines are flickering, also on the wall right behind the upper part of the ball). Even with the temporal antialiasing the problem remains. The same stuff can be seen in Escape the Tarkov, for example, where objects are "outlined" by white 1px border. P.S. Yeah, I know, there's assets that fix that, like the one in /watch?v=VWRfLhOY2AA , but I mean shouldn't be this be in engine for free?
@sinviper42486 жыл бұрын
I've got a problem. I added a object in to unity but couldn't move around it (get a 360 view) I was not in game mode either. It only let me go forward and backwards. I tried awsd and arrow keys. I also couldn't move around by using the cursor by clicking on the screen and moving my mouse around. if it helps im using a HP notebook for my project. ok thx :)
@leviweaver91096 жыл бұрын
Can you make a save/load system tutorial?
@gabegonzalez27826 жыл бұрын
when I try to scale my reflective probe it won't let my click on the sides and drag, and the little dots to click on don't appear. Help me please!
@VladCool20016 жыл бұрын
Sooooo, when should we use probes and when should we use SSR?
@uuuummm95 жыл бұрын
How to apply this to flat surfaces? It looks like this technology is made for this demo with the spheres only. The problem is that this is done using "virtual" camera inside the reflective object. But if my object is a cube the reflection does not look real at all.
@leomartins22865 жыл бұрын
try using planar reflections
@alexschott4466 жыл бұрын
Hey just wondering, are there any game / games you are currently working on?
@davidempson2153 жыл бұрын
Is it possible to implement it to r.a.m asset?
@LilacSneakyOwl6 жыл бұрын
Hello everyone. I'm having trouble going from the unity coordinates system (x,y,z when clicking on a sphere) to a u,v coordinate system that would allow me to read an image. Can anybody help me ? Thanks a lot.
@TheNooBPR06 жыл бұрын
Hello everyone, i'm working on a project and i'm willing to download a UI system from the asset store. the best ones for me are NGUI and DoozyUI. which one should i get?