Lighting is a crucial feature in games, APV is clearly a good step into this direction. The Sky Occlusion is such a powerful thing to enable beautiful day and night cycles in our games but I bet many people will be afraid of use it because it seems too difficult. It would be a good idea to provide prefabs, packages and examples making it easier to integrate in our games. Congratulations guys, excellent work.
I would love to get this exact project as a sample. My experience with APV so far is that they are incredibly finicky and seeing all the elements working together here would be incredibly helpful
Seconding this - especially interested in how to actually "store the sun intensity" to map out the direct lighting intensity curve and calculate desired indirect blend %
Nice. Let's hope in the future maybe a some AI can be added to determine/estimate inside and outside, and make layers by itself, or at least give a first modifiable version. Because a lot of us indies are not primarly technical artists. So if you can prompt / describe and it adapts the settings accordingly this could be a big helper.
Who else loves how unity announces the same feature over and over again across different major releases like it's something brand new despite us using it for over a year now
i have to admit that i still struggle with it. because they keep announcing it but it seems to never really work that well. maybe i am the problem but i cant tell because the documentation isnt complete either
@@BakinKoljac No you are not the problem, when something is overly complicated it will crumble beneath itself and that's what happens to a lot of features in Unity. It's a sign that we need something new and better. Developers should never have to go through tedious processes for what should be simple - this can really be roadblock.
If i was an investor I wouldn't be sold on having to watch an hour long presentation on what should be a very simple thing. In my head why can't we just have good shaders, lighting and shadows that are all interconnected so they just work out of the box without the need to tweak a hundred settings or do extra steps. Why do I need probes at all? It's a very simple concept where the time a developer takes to get a playable demo going then the more profit for Unity. Maybe one day. That said it's good to see how much light probes have improved since their insanely time consuming process. I just never found a need to use them if you understood good shading, lighting and shadows.
@@robertvalentic4939 The same way nature would do it? I know unreal engine had a single bounce real time in the kite demo and that was AGES ago. I myself will note the added workload from Unity light baking processes is just too excessive that real time with good light placement, level design, post effects and good shaders is always the go to in the end anyway. You can see the video in my channel it's all real time and plenty of room for improvement.
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Lighting is a crucial feature in games, APV is clearly a good step into this direction.
The Sky Occlusion is such a powerful thing to enable beautiful day and night cycles in our games but I bet many people will be afraid of use it because it seems too difficult. It would be a good idea to provide prefabs, packages and examples making it easier to integrate in our games.
Congratulations guys, excellent work.
moving to PLU is huge. We can actually import lights from blender in a meaningful way, thank you!
I would love to get this exact project as a sample. My experience with APV so far is that they are incredibly finicky and seeing all the elements working together here would be incredibly helpful
the "fantasy kingdom" URP sample scene uses APVs extensively and is a good reference setup
There is a constant high pitch noise on the audio. It can be fixed by applying a noise reduction filter. Hope that helps.
This is an awesome demo. Nice work guys.
Great talk, any chance we can get a example project or the script example that was used to blend the lightning scenarios?
I believe there's one on the documentation. I used it for my setup.
@@sacb0y Thanks, i'll take a look
@@sacb0ycan you provide the documentation link?
Seconding this - especially interested in how to actually "store the sun intensity" to map out the direct lighting intensity curve and calculate desired indirect blend %
This is great for diffuse global illumination. Is there a similar solution for reflections though?
Resume @20:30
Great talk!
Very Nice 👍
Regarding Light Probe history - wasn't Unity 4 or 5 when they became production ready?
i mean, yeah it,s cool but the latest part with the blending scenarios, looks kind of complex
Sky Occlusion Setup and Time of Day Manager script I can't find pls help me :)
I think it's a custom script for demonstration
Nice. Let's hope in the future maybe a some AI can be added to determine/estimate inside and outside, and make layers by itself, or at least give a first modifiable version. Because a lot of us indies are not primarly technical artists. So if you can prompt / describe and it adapts the settings accordingly this could be a big helper.
It's called muse.
@@bonkerzd6980 muse has not yet this functionality
Who else loves how unity announces the same feature over and over again across different major releases like it's something brand new despite us using it for over a year now
Uhmm idk
That sure is a weird thing to love
It's call updates and improvements - in the new version.
i have to admit that i still struggle with it. because they keep announcing it but it seems to never really work that well. maybe i am the problem but i cant tell because the documentation isnt complete either
@@BakinKoljac No you are not the problem, when something is overly complicated it will crumble beneath itself and that's what happens to a lot of features in Unity.
It's a sign that we need something new and better. Developers should never have to go through tedious processes for what should be simple - this can really be roadblock.
If i was an investor I wouldn't be sold on having to watch an hour long presentation on what should be a very simple thing. In my head why can't we just have good shaders, lighting and shadows that are all interconnected so they just work out of the box without the need to tweak a hundred settings or do extra steps. Why do I need probes at all?
It's a very simple concept where the time a developer takes to get a playable demo going then the more profit for Unity. Maybe one day.
That said it's good to see how much light probes have improved since their insanely time consuming process. I just never found a need to use them if you understood good shading, lighting and shadows.
How did you get indirect light onto dynamic objects without light probes?
@@robertvalentic4939 The same way nature would do it? I know unreal engine had a single bounce real time in the kite demo and that was AGES ago. I myself will note the added workload from Unity light baking processes is just too excessive that real time with good light placement, level design, post effects and good shaders is always the go to in the end anyway. You can see the video in my channel it's all real time and plenty of room for improvement.
Great content, as always! Could you help me with something unrelated: I have a SafePal wallet with USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). Could you explain how to move them to Binance?