Thank you for the tips, I've only just had time to get back to it. Everything you've said works!.. it's so easy when you know how and the renders are much nicer.. I think I'll get myself a book/tutorial on this Just one query with these photometric lights, I only have Target light, Free light and mr Sky Portal, are they…
I think with the lighting you can use more spot lights than you currently are. A number of your lights have directionality-the ceiling lights and floor lights especially. Have spots shining down and casting the shadows and some small point lights up top acting as a fill if needed. That might create more contrast in the…
A object normal describes the surface, whereas the bent normal often describes the direction of the most incoming light. Bent normals are used in combination with ambient occlusion. A standard AO map only holds the darkening factor, a bent normal map although includes the direction where most of the potential light is…
The lighting is pretty decent on the train,but it doesn't go well with the BG i think. Try a more matching BG.And get more of a Directional lighting,as it looks more like ambient lighting now with no real hard lighting and contrast variations.If you notice in your latest lighting improvement,the shadows are real hard and…
Nice to see this piece up here! I havent seen it in night-light before, and i like what you did with the emissive maps on the windows. A few tips: You've got a few different light sources, but all of them are emitting light in the exact same yellowish color. Id recommend varying their hue some. Perhaps making the…
I've iterated on the lighting using the feedback everyone provided. Here's what I've done: * Most of my lights were set to dynamic (some were set to static, need to pay more attention to that). * Materials that were wayyyyy to shiny were modfied. There's a few more materials that will need to be dialed down. * The exp…
Hi, Unity is PBR ready yet we dont have specular bounce lighting aka caustics. So does this mean that its partial PBR / incorrect lighting since for metals (chrome) albedo is black and hence light bounced from this surface wont contribute in lighting at all. Please correct me if I am wrong here, my aim is to create high…
Most modern engines are based on some kind of deferred shading/lighting. This has the benefit, that all these engines could handle lot of geometry, lights and post processing effects. One of the major drawbacks is, that you can't handle transparency at all or only very clumpsy. The most often used solution to this kind of…
Good question Jacky. As you see, you need to explicitly provide code for every additional light, it adds performance cost, and if you want to optimize in case there are fewer lights, you get branching as an additional issue: doing IF's in shaders is not as straightforward as regular cpu code, shaders are meant for the GPU…
Cool start on the sci-fi hallway. Suggestions: - The spec on the metal is really flat. - The lights run right into the door bulkhead. Organize your tiles so the door isn't cutting into the middle of one. - The hallway has some really straight lines if you broke those lines up with large bulk heads it might give you more…