Lighting in Unity HDRP with Bakery Lightmaps, Proper UVs, Light Probes and Reflection Probes
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- Опубліковано 11 сер 2022
- In this video I will be taking you over the baked lighting process in Unity HDRP from start to finish. We'll set up a scene, add light sources, bake lightmaps, diagnose and resolve issues amongst other things like baking reflection probes and light probes. We'll also look at using automated batch UV unwrappers, as well as finding the occasions where we'd want to create custom unwraps instead.
Another thing we'll be making use of is Bakery Sectors and Bakery Lightmap Groups, which allow us to bake the lighting of small sections of our scene (fast) instead of baking the whole scene for each iteration we make (slow).
In this tutorial I use the following software:
- Unity 2019.3.15
- 3ds Max
- Bakery Lightmapper: assetstore.unity.com/packages...
- TexTools for 3ds: www.scriptspot.com/3ds-max/scr...
- Autounwrapper for 3ds: forums.chaos.com/forum/v-ray-... (I made some modifications to this script to only unwrap the lightmap UV channel, drop a comment if you'd like the script)
Well done bud!
Thanks for the guide!
Really helpful. Thanks for making this. My scenes went from looking scuff to buff.
Haha I like this saying, looking scuff to buff 😎
Insane guide thanks you
new sub :)
@@ghostaspirine9784 cheers!
excellent narration and explanation of your thought process, really made the subject a lot less intimidating
nice, thanks!
amazing
Great tutorial. Learned alot even though I'm not using HDRP.
Quick question, is the option "use influence volume a" only available in HDRP? I'm using URP and can't find this option anywhere....
Great Vid where did you get the train asset? Is there a way to get the model in order to replicate this tutorial/practice lighting?
Nice toturial! How can we have real-time shadows? please!
Nice to see a tutorial using Bakery. Too bad it hasn’t been updated in over a year.
You need to download the updates from the patcher, not through unity package manager.
@@TC-xk5rm and how would I do that? 🤔
@@angiemon897 bakery menu > check for patches then you must enter your invoice # to proceed
@@TC-xk5rm hey, thanks! Will try that later :))
@@TC-xk5rm hi, there is place for github link, so what i have to put. i did what you said.
Does anyone know a UV Script like that for Maya?
is there a repo for it?
can we have real-time shadows for players and ai?
The lighting is fully baked in this example, with ambient occlusion being the only way shadows appear around dynamic objects, which can be fine. Soon I will do a part 2 tutorial with how to do baked + realtime shadows based on distance with shadowmask.
@@roartex4249 thanks 🥳
@@roartex4249 If we just add in a few realtime lights does it work "properly". It looks fine to me when I try it but maybe there is a better way?
@@roartex4249 can i ask when part 2 wil be out,really looking forward to it
I hope light baking becomes a thing of the past. What a nightmare.
agreed, it's a pain. things like lumen and offline renderers like vray, corona, fstorm are so much nicer to work with
@@roartex4249 Can I something that I've been researching for a few days an no 1 answering? Why does baked lighting look sooo terrible. It is missing specularity and my character and scene looks so flat. The shine is just gone. I've tried adding reflection probes and lighting probes all over before I bake. Still, looks horrible. Is baking even worth it if you are making a "nice" looking game?
Also, the baking files are so large that it seems like it isn't worth it. I'm not going to be able to ship my game when the product us 20gb larger due to tons of lightmaps