Unity needs more videos like these. Pleasent structure, no unnecessary group chat talk, just 30 minutes of full knowledge and reference for future projects…
@ian_snyder2 жыл бұрын
Pierre is so insanely knowledgable and presents information so clearly -- we need more from Pierre on here, Unity! 💪
@ZiiTechArt2 жыл бұрын
Pierre is my favorite person in the Unity dev team.
@myelinsheathxd2 жыл бұрын
mixing baked lighitng, automatic probes and RTX is awesome! This is what I have been waiting for!
@TReXxYT2 жыл бұрын
i could watch this man talk lighting for days. what a fantastic presenter!
@jonathanbisher2 жыл бұрын
Your presentations are the best Pierre, please keep doing them.
@sherazAsghar Жыл бұрын
I am a TA working at Unity ... I never miss Pierre's presentation ... keep up the good work!!!!
@white_cloth Жыл бұрын
1:40 Volume system: Post-processing volumes 3:00 Volume system: Sky 4:48 Volume system: Shadows 6:03 Volume system: Indirect lighting control 6:38 Global illumination: baked lightmaps and reflection probes 8:31 Reflection probes 10:40 Camera exposure
@peterquill7262 жыл бұрын
I always love content from Pierre 👌👌👌
@eaglenebula21722 жыл бұрын
Great stuff. The way this guy presented all this stuff is the definition of professionalism.
@LtdJorge2 жыл бұрын
Another Lighting banger from Pierre. Nice!
@marct92216 ай бұрын
Thanks Pierre, great intro to unity lighting for me
@KarlooAudi2 жыл бұрын
Nice tutorial, learned few things after using unity for more than 5 years.
@MrBurnss1 Жыл бұрын
Amazing tutorial, concise and clear.
@krishnansubramoni7801 Жыл бұрын
This is one of the best Unity tutorial videos I've seen ❤
@erz3030 Жыл бұрын
This was excellent!! We need much more presentations like this, very well done
@The96th Жыл бұрын
fantastic presentation, thank you
@slick3d3922 жыл бұрын
Excellent presentation. Thank you.
@GameDev12 жыл бұрын
Excellent tutorial, thank you very much!
@KRGraphicsCG2 жыл бұрын
It would be nice to have crisp shadows on directional lights, but yes, we need more quality videos from you guys more often
@pierre-unity2 жыл бұрын
You can get crisp shadows in HDRP if you wish to, by reducing the angular diameter on the sunlight, and increasing the shadow resolution (while using either high quality filtering, or ray traced shadows). However, "crisp" shadows are usually not realistic at all. Shadow blurriness increases with the distance to the shadow caster, so be careful what you wish for...
@KRGraphicsCG2 жыл бұрын
@@pierre-unity after thinking it over, I think the shadow map is fine. I currently keep the resolution at about 2k just for performance
@igorthelight Жыл бұрын
@@KRGraphicsCG Look at "PCSS" technique from Nvidia ;-)
@R4v3nB14ck Жыл бұрын
I'm in love with this guy
@KaanErayAKAY2 жыл бұрын
Great presentation. Thank you!
@SeedMesh2 жыл бұрын
Amazing content! Really thanks 👍
@gakebagiannama44012 жыл бұрын
its so clear to follow the presentation. even I am not a lighting artist. great tutor!
@AlqueMeteor6 ай бұрын
Thank you Master Pierre!
@N0nManfiold99 Жыл бұрын
Even though Pierre is so concise with teaching me this, it's still a lot to take in with all the terminology. Great tutorial! Will have to rewatch a few times and refer back to this.
@thFaust2 жыл бұрын
Great presentation. Even though I knew most of those things, it is nice to see them presented in such a clear and elegant manner!
@JonelKingas Жыл бұрын
I was actually wondering for while how to make rooms dark while outside bright basically how real life or games work, now i know, thanks.
@jumpjumpdiegaming2 жыл бұрын
Great video. make more walkthroughs like this.
@Tymon0000 Жыл бұрын
Great presentation. :)
@MatheusLB2009 Жыл бұрын
1:27 Casually mentions he worked in the Crysis trilogy, GTA V and RDR2. I'm speechless
@AmitGinniPatpatia2 жыл бұрын
Great video. Thanks for sharing.
@bearPig91952 жыл бұрын
Good job and nice presentation, thanks you
@Jake-hn8hl Жыл бұрын
This is an incredible tutorial, thank you Pierre! Is there any possibility you wuold consider doing the same tutorial with URP? There are so many layers to unpack here, and even after watching multiple other URP lighting tutorials I still have so many questions.
@asntech4014 Жыл бұрын
great presentation!
@antonkobziev4052 жыл бұрын
Thanks for this video!
@jazunmunro8106 Жыл бұрын
Thank you for the education
@erikals Жыл бұрын
Mighty Nice ❤️
@spacekusa6 ай бұрын
More videos like these!
@Mu_Ojii Жыл бұрын
Good Tutorial 👍
@TanukiDigital2 жыл бұрын
That path-tracing is such a tease. :D I can't wait for it to be actual realtime.
@rafarodriguez47652 жыл бұрын
High level Master Class. This guy could also be the next Terminator
@chimeng-q9j Жыл бұрын
Maybe Agent Smith in Matrix
@igorthelight Жыл бұрын
@@chimeng-q9j True! xD
@unitydeveloper8703 Жыл бұрын
It's great when all this functionality can be used in unity. However, I would like to hear a solution to all lighting problems for large worlds, and not a separate location.
@siavashaliyari85672 жыл бұрын
the probe volume is such a leap !!!!
@Thomason10052 жыл бұрын
very nice roundup of the different options! weve currently used lightmaps, but the automatic light probes seem to be a viable alternative, with the better reflections. will be interesting to see them in urp
@mohamedhamed3572 Жыл бұрын
thank you
@kamranzaheer80262 жыл бұрын
Its Really Good We need More Videos So Kindly Make Playlist On Photorealisam We Will be very Thanks Full to You
@oguzkaancomoglu2 жыл бұрын
It was really nice and descriptive, I hope you will make videos like this again. By the way, will the next nexgen be "path tracing"?
@igorthelight Жыл бұрын
"By the way, will the next nexgen be "path tracing"?" - absolutely!
@bitmammothOG2 жыл бұрын
Can we please get one on a fully enclosed indoor env?
@pierre-unity2 жыл бұрын
You can use the HDRP Scene Sample that you will find in the Unity Hub. It's an environment that contains multiple rooms, from fully affected by the sun to fully enclosed. The concepts are exactly the same though.
@mantragames15 күн бұрын
Awesome thank you. I fell asleep to Pierre’s voice. 😴 He should help people with insomnia!
@vokardarangerl9840 Жыл бұрын
Noice !
@simsimsim-n2t21 күн бұрын
how is it compared to unreal lumen?
@NarraIAАй бұрын
Hi, I had an idea that I would like to see done in Unity. I have a 360 camera, and I think it would be very useful to take many shots around an area and get 360 images as HDRI, or as images to extract lighting information, the lighting Light probes Probe volumes Lightmaps Probe volumes. In other words, from a tour with 360 images, extract the differences in lighting, shadows, color, etc. Is it possible to create something like that?
@Hazen_Muhammad Жыл бұрын
How to tag the corresponden meshes to be lit by lightmaps or with adaptive probe volume? 18:46
@UTFapollomarine7409 Жыл бұрын
thanks boss
@Hazen_Muhammad Жыл бұрын
I try to do this but find out my scene always baking the lightmpat, even when i press the bake button in the probe volume menu.. that's why mine took very long time to bake, didn't find the tutorial how to bake with probe volume only. And after the bake complete, i try to add sphere mesh with hdrp/lit material, then try to moving it around to try if the APV working, but the sphere still look flat all over the room not affected with all the probes, or simply it's just my wrong step.
@vokardarangerl9840 Жыл бұрын
Now I can create my water yayyy
@divyansh28902 жыл бұрын
So for 3D mobile games, Would Baked lightmaps be a good choice?
@Inferryu2 жыл бұрын
Since they are pre-computed, backed lightmaps are less resource intensive than any other option, except for maybe vertex colors, but if you don't need something more complex, lightmaps would be the better choice, regardless of the platform your game is gonna be on.
@igorthelight Жыл бұрын
@@Inferryu Yep! Just don't change your lights during the gameplay ;-)
@arravolleyball Жыл бұрын
Does anyone know why my bakes look flat with no specularity?
@mone9366 Жыл бұрын
Thank you for the tutorial. I read many of your posts on the Unity forum, giving useful tips and explanations. I tried many of them, unfortunately I could not achieve an acceptable transition between a bright exterior with dynamic directional light and a very dark interior lit with a dynamic point light. There is always an issue, either with the blending of indirect lighting, or that of the exposure, if the exposure blending is fixed, then interior light is too weak... Also the interior that look bright for the outside... I would love to see a tutorial on the subject in Unity, but I could not find any. Strangely, exterior/interior transition with dynamic lighting is a common use case in video games and achieved using other game engines. Is it something that can be achieved in Unity? Thanks
@mikhailreshetnikov3236 Жыл бұрын
How can someone deliver such vast ammounts of useful information while looking exactly like a movie villain who was behind the scenes all along and now you've walked right into his trap
@icarus_apАй бұрын
can you run crysis on unity
@MrDanko902 жыл бұрын
Спасибо
@XRelabs2 жыл бұрын
This video is amazingly informative, right to the point and precise, thank you Pierre, thank you UNITY 🥰🫡
@forasago2 жыл бұрын
"Probe volumes; HDRP (URP soon)" Will URP probe volumes come to Unity 2021 (LTS)?
@igorthelight Жыл бұрын
LTS releases DO NOT get any new features. That's the while point of being an LTS version - only bugfixes...
@kirillaguren4312 Жыл бұрын
Hello. Who can explain why a probe has a round shape?
@pierre-unity Жыл бұрын
You're probably referring to the gizmo itself (the probe itself has no concept of shape, except for its area of influence, such as "box" or "sphere"). You can test it for yourself in any game engine: it's much easier to have an idea of a surface's indirect diffuse and specular lighting with a sphere, because each point on the sphere points in a different direction, in theory, an infinite amount; whereas with a 6-faces cube, you only get 6 directions. Therefore, a well-tesselated sphere is a perfect object to visualize indirect lighting.
@kirillaguren4312 Жыл бұрын
@@pierre-unity thank you very much. It was very important for me =)
@zORg_alex Жыл бұрын
He'll yeah. Rendering in Unity.
@DaManLebbi2 жыл бұрын
Do I have to bake a scene before adding the adaptive probes or does it render realtime?
@pierre-unity2 жыл бұрын
The irradiance is captured in editor, not at runtime. First you place a Probe Volume object in the scene around your objects, and then bake it. See 18:19.
@DaManLebbi Жыл бұрын
@@pierre-unity Alright, Thanks. I followed your instructions for the probe volumes, but every time I bake my scene I get an error message saying; "Assertion failed on expression: 'm_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()'". How do I fix this?
@containedhurricane Жыл бұрын
Could you please share the project files, so we can follow the tutorial from scratch?
@impheris2 жыл бұрын
i have the feeling that you wanted to use Sponza inspired by my recent attempt! jajaja Thanks Pierre, you are very helpful as always
@daydreamer75712 жыл бұрын
Please make more videos for hdrp lighting
@leftyfourguns2 жыл бұрын
Is any of this applicable to URP?
@igorthelight Жыл бұрын
Most of that - no.
@shikhermyv Жыл бұрын
URP will get probe volume in 2023.1
@ak-gi3eu2 жыл бұрын
come on unity u can do it
@mikegoesnike Жыл бұрын
is there somewhere to get the project?
@huajieyu9678 Жыл бұрын
Hi If you would attach the model resources for downloading could be really really appreciated😍 I've tried the other resouces of Sponza but they are so diffrent from yours. Pls help
@pierre-unity Жыл бұрын
Hey, the Sponza assets are available on the last slide of the presentation.
@irtezarahman5370 Жыл бұрын
However you have to bake lightmap then place adaptive probe volume. Not a fully dynamic system
@pierre-unity Жыл бұрын
That's not correct, you do not require lightmaps to use the Probe Volume system.
@Jsfilmz2 жыл бұрын
LMK if you need content creator for Unity. I want to explore unity for filmmaking
@SkyIsTumbling2 жыл бұрын
now we just need real-time reflections that use the lighting probes, we've spent too long with dealing with reflection probes
@igorthelight Жыл бұрын
RT reflections? ;-)
@nobody_there_8 ай бұрын
You even dont explain how you put the "scene settings" in the scene. There's no in mine, because i'm under URP ?
@fabioxperuggia Жыл бұрын
"leak reduction mode" is not showing for me. any help?
@Grumbledookvid Жыл бұрын
OK... but how do I have a cave and an outdoor region operating at the same time with different lighting? The cave gets messed up with ambient light
@pierre-unity Жыл бұрын
The process is exactly the same as shown in the video. A cave simply requires its own reflection probes, and the lightmap or lightprobes will work fine as long as the caves are shadowed properly.
@makulVR2 жыл бұрын
Since the release of Unity 5, it appears that little has changed in terms of lighting. Whether you have a Geforce 1070 or an RTX 4090, the best quality is still lightmapping.
@BackBufferGaming4 ай бұрын
Hello, thanks for tutorial, but where can I find the model of Atrium from the tutorial to practice with?
@irtezamasud10792 жыл бұрын
you are using unity 2023 alpha. hope for the few upcoming feature
@maya_gameworks2 жыл бұрын
Where can I find the other 3 tutorials?
@MinhNguyen-vl7jj2 жыл бұрын
Can some how Unity use ray traycing on APV and we got some Lumen alternative?
@Joooooooooooosh2 жыл бұрын
I really wish VR could handle HDRP.
@trolledyou70322 жыл бұрын
Raytracing works only on NVidia, I assume.
@pierre-unity2 жыл бұрын
No, it works with any GPU that supports ray tracing and DXR. This includes the latest AMD GPUs too.
@vast6346 ай бұрын
Using this building is fine for simulating interior levels, but not covering the different requirements for large open spaces that can appear in the same game world.
@hamidzamiri9382 жыл бұрын
i don't know! unreal engine 5 is open source but why unity isn't taking a look at the code of lumen and nanite? maybe they can come up with ideas and make some of there own systems.
@igorthelight Жыл бұрын
That's a lot of code rewriting ;-)
@windwalkerrangerdm11 ай бұрын
You know what would be great? Artists using all real-time path-traced lights to achieve whatever visuals they want, and then an AI takes over and creates all the reflection probes so that the results are almost identical in terms of lighting, and game performance is rasterization level.
@dee_sgusting2 жыл бұрын
alright
@anytorp2 жыл бұрын
You look like the guy from matrix
@forasago2 жыл бұрын
Agent Smith / Huge Weaving, yes.
@stephenkentperez77052 жыл бұрын
Omg thought I was the only one who noticed
@the_3rdKind Жыл бұрын
I shouldve just skipped to the Pathtracing.
@TheUncutAngel Жыл бұрын
meanwhile in unreal they use a light. I understand the importance of control, but this is....... beyond.
@leonardoraele Жыл бұрын
I hate dealing with light in Unity, it's so complicated
@SnakeEngine Жыл бұрын
Then switch to UE5 and have fun burning your pc :)
@nobody_there_8 ай бұрын
Generate Lightmap UV's takes lot of time and no time bar is there:: feeling irritated here...
@xxAsad2 жыл бұрын
Still unity is far behind Unreal in terms of Realistic lightings
@altongames17872 жыл бұрын
ok...
@Andrew-tl9gk2 жыл бұрын
What features does Unreal have that Unity doesnt? IMO the baked lighting looks fantastic. If you talk about Lumen: This is only available on highend machines with Raytracing cards, not available on Macs or any mobile and no one will ever release a game with that in the next 5-10 years due to hardware limitations.
@Azrael_Bathory2 жыл бұрын
It doesn't matter if unreal has better light rendering as of now.. Unreal doesn't make better games.. Competent game devs do. Doesn't need to be made in unreal to be good. I think most people that blow hot air up unreals ass, in most cases, don't have any real knowledge of game developing and just jump on the band wagon of an over-hyped system.
@НиколайСухарев-э5б8 ай бұрын
Интересно, как это получается так, что на видео у них у всех выходит красивая картинка, а как сам открываешь проект и делаешь абсолютно тоже самое, копируя буквально каждый параметр, получается лютое говно?
@Inferryu2 жыл бұрын
To think I would be getting tips for lithing a virtual environment from Agent Smith.