(EDIT:
I rewrote my question in the reply, because the original question wasn't clear)
Basically, in SP viewer they appear too dark, but they look fine in Unity or material preview.
Basically I need SP viewer to show what I would probably get in Unity, instead of
guessing from experience what I might get...
Replies
"how to achieve a good workflow of authoring metallic textures in SP when working with game engine such as Unity"
and are therefore not relevant to the current topic/bug report of supposedly dark SP materials.
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When facing that kind of issues, what you need is official reference material provided by the makers of the engine. The train of thought goes as follows :
• Recently, what has been the most representative use of PBR in Unity ? The Adam realtime movie.
• The assets from the Adam movie would therefore give you a point of reference for your own work, providing you texture references to match, and good lit environments.
• The assets from the Adam movie are offered as a free download by Unity, precisely for that purpose.
Problem solved !
- As you can see, I have a procedural skybox and a directional light in Unity.
- But in SP I only have environment map. Which means, I will never quite get the right result without exporting textures to check in Unity.
- This is very tiring, because metallic materials in SP are quite dark in viewer, unless you crane up the EV or put them in Iray renderer. My mac doesn't have a powerful GPU, so it would took even longer to render in Iray.
- What I really want: disable the environmental map, just use a default light (like in Maya or Unity), so I can see what metal material looks like.
- I understand I can't avoid checking actual result in Unity, but at least I save myself moving back and forth every time I author some material.
(I am not sure my rant is understandable, not if, I apologise for my bad bad english.)
As far as I am concerned this was the only way for me to gain a good understanding of that sort of stuff, because unlike recent versions of UE4, Unity does not come with a default scene/settings suited for PBR authoring. It is, however, perfectly possible to achieve 100% parity between UE4, Unity, SP and Toolbag (been there, done that )
All these assets would look pretty much the same in SP. Once that is well established with a solid scene working well, working between SP and Unity will be super smooth
At the end of the day, what I am getting at is that if you tackle the issue with just that one small metal plate for a test, you will likely miss a ton of important (and unexpected) factors to consider. Good, official reference will be the key to achieve good parity (similarly to measuring the thickness of the arm of a reference character to make sure that the ones on your model are not too skinny )
I am not saying my Unity result look bad, or my SP result look bad, or that I am trying to get them to look the same.
No. period.
I am just saying I can't check my material in SP because it's too damn dark, I need a light.
how to achieve a good workflow of authoring metallic textures in SP when working with game engine such as Unity
My proposed answer is :
Spend more time with the officially provided resources, in order to fully understand how the system works on the Unity side. Gamma correction, exposure, probe lights and post processing are all contributing factors, and go beyond just making a light brighter.
I am dumb, so help me on this one:
- Ignore Unity for now. It doesn't matter, trust me on this one for now.
- I take the official PreviewSphere from SP
- Apply a built-in material
- The material preview and viewer preview looks so different. I HAVE TO increase EV to get anywhere near the preview result.
- Can you suggest why?
- Is there anything I can do to get a good look at the material without increasing EV? (it will overexpose non-metal material)
I should note non-metal base material or even smart materials looks fine, so I think this is inherit to SP?
Also ping @Jerc, hoping you can take a brief look.
Unfortunately, I can't easily upgrade my MBP 2015 without an eGPU, so that's that.
I will be so grateful if you can investigate and fix this issue (even though I know it's slightly below the supported GPU level)
(Also your GPU is just below our minimum specs : https://www.allegorithmic.com/products/tech-specs )