*Skyshop Update* 1.07 is available now!
What can we say, this release has been a long-time coming! It is by far the most substantial Skyshop release to date. Building upon Skyshop's leading image quality in Unity, localized reflections and a good cubemap manager are paramount to achieving high scene fidelity within dynamic indoor and outdoor real-time projects. Skyshop now brings you the features and tool set to achieve this superb scene fidelity in all of your Unity projects.
1.07 introduces...- Sky Blending/Interpolation
- Box Projected Cube Mapping
- Spherical Harmonics Diffuse IBL
- New Sky & Sky Manager System
- Cubemap Probe System
- ...lest we forget, Shader Forge Integration! You can now tie in Skyshop's high quality image-based lighting with Unity's most popular node-based shader editor.
Download Skyshop 1.07:
http://u3d.as/4Jx
Skyshop 1.07 | Quick Reference:
http://goo.gl/yAyllD
Skyshop 1.07 | Video Tutorials:
http://goo.gl/C3lS0b
Replies
Currently on 3.5 until we finish our current project, but can get 4 if I need to.
Kris.hammes@googlemail.com
Cheers
cupsster (gmail.com)
FYI, for our immediate needs, we are only up and running on Unity 3.5 at the moment. Version 4 support will be coming in the near future, but is not quite ready.
Great question.
Our new Unity tools will be more than just a standalone renderer. These will be lighting and material systems for use in your Unity games, or any kind of interactive Unity app you are inspired to create.
I'd be interested in helping out!
I was excited and eager and jumped the gun a little bit with my previous time estimate. We are still a few days away from having our specs for Unity testing established. But all of you who have posted here are now on our testing list. We will be sending an email with testing requirements and a formal sign-up before the end of the week here.
unity 3.5 and 4 pro are ready to be used.
I've only got access to Unity basic at home, though, so that's what I'd be using. 3.5, 4, whatever you need.
Count me in if you need help.
We don't have any hard performance numbers yet, hopefully we can get some good feedback about that from our beta testers.
I've been running it without issue on my I5 laptop with on-cpu video, not sure how that compares to an ipad.
I do have a timely sample for you to try out though:
I clicked yer demo link, but didn't see anything that really screamed "advanced marmo-lighting!" to me...
I know you're all working away nicely on your stuff, and you were interested in seeing some pictures using Marmoset IBL in Unity. Only complaints I have are the lack of interaction from realtime lights to the IBL components. I tried the "Hard Surface Shaders" and it seems like a directional light (for instance) will affect the shader in ways that aren't purely additive. The result is that any self-casting shadows appear weaker on the IBL object than they do with other shaders, because they don't appear to affect the lighting much at all (default Unity shaders kill specularity dead when it's in shadow, and of course the diffuse if going to be gone).
Shaders performed well on my hardware (i5 3570k, 660Ti), well enough that they could be used as a hero shader for realtime scenes.
Anyway, time for pics:
NVidia Hairball
Polygons: Lots (Unity broke it into 44 chunks of 65,000 polys each)
Lighting Setup: IBL Diffuse + Spec, 1 x Vertex Directional (Sun) Light
Stanford Jade Dragon
Polygons: Lots (Unity broke it up to 16 chunks of 65,000 polys each)
Lighting Setup: IBL Diffuse + Spec, 1 x Pixel Directional (Dominant) Light, 1 x Vertex Directional (Fill) Light
My Toyota TF110 Formula 1
Polygons: 200,000
Lighting Setup: IBL Diffuse + Spec, 2 x Directional (Fill) Lights
I'm also rolling my own anti-aliasing solution, which is why the edges seem nice. Performance takes a noticeable hit, but for beauty shots especially I don't mind.
Regarding omni and directional lights: direct light compositing is strictly additive as you would expect, but IBL does tend to wash out shadows if you're not careful. It is intended to be used as the ambient lighting in your scene, and if the ambience is bright, the shadows won't be any darker. Since the beta, I've added exposure settings for the sky, diffuse, and specular IBL terms to adjust for this.
To match non-IBL materials to Marmoset ones, try adding ambience to your scene in Render Settings and match the color/brightness of what your skybox is providing. Marmoset shaders will ignore the scene ambient term for exactly this reason.
EDIT - If ambient color still affects IBL materials, my bad. I may have changed it post-beta, in which case: Coming Soon!
I also work for a games education organisation that already recommends and uses Marmoset Toolbag. A Unity version would be a very useful product for our students to use in their portfolio.
There could be some benefit in having students with low to intermediate experience test it with the support of teachers (like myself) who are all very experienced in Unity.
Using HDR skydomes as GI input is an excellent idea and totally doable. It is actually possible already, you just have to add an .hdr filepath to the BeastSettings xml file. I'm going to figure out a way to make that process smooth and fit into the rest of the Skyshop workflow.
I'm throwing money at the screen but nothing is happening yet!
We will be at GDC wondering around (we don't have a booth) keep an eye out for the guys with the Marmoset shirts on, or come to the polycount meetup at Lefty's on Wednesday if you want to check out Skyshop.
Here's a shot of EQ's boss little vespa model lit by light probes and the Marmoset Unity shader. I've made a UI that modifies the Beast settings xml file and adds an HDR sky to its GI rendering.
Marmoset Skyshop is a plugin for Unity, and it should run on any platform that Unity runs on.
Marmoset Toolbag 2 will run on OSX though.
Oef thats good news. finally no more bootcamp needed
And yes i can confirm it works perfectly on Mac
they are just unity shaders so no problems there
we finally found some time to test it out in our studio
RealtimeShadow,HDR&Tonemapping,LightProbes...etc
Skyshop holds nothing back in the free version. You'll get HDR cubemaps, camera exposure controls, the works. Unity however has some restrictions. I believe shadows don't come in the free version (yet) and not sure, but I think light probes are a Pro-only feature as well.
I hear Unity is bringing more and more pro features into free though. 4.2 is supposed to have free shadows and free mobile platforms o_O.
What was the process with which the supplied demo environments were shot? I've got a Canon DSLR that I'd like to try capturing some cool skies with.