Brother, I will never be able to thank you enough!!! You just cured my headache that I have been having for a month!! I just could not understand why my lights won't show in my game environment!! In short!!! I LOVE YOU!!! Please continue making such helpful videos! Ever grateful!! 💞💞💞💞💞💞💞💞💞💞
Could you do the same, but with URP? I'm aware that it's not as capable as the HDRP pipeline, but i'd love to see an official video about good lighting settings for night scenes!
Yes, please focus more on everything HDRP. With the HDRP and some changes to the business model at Unity, I have fully switched over from Unreal. I am hoping Unity can catch up in a timely manner. Seriously, HDRP possibilities are your big pull. It is a matter of capability. If URP could do everything that HDRP could, there would be no need for HDRP. But since they they seem to have gone seperate ways never to meet again, we really need a solid working, standardized HDRP core. So please, More HDRP! Thank you.
So whenever i add point or any type of light in HDRP, i need about 99k lumens to light my character up JUST a little bit, but it doesn't affect any other props. Anyone got any clue?
I am supriside that there isn't a lot for 3D textures because just a simple noise modifier for fog would help a lot, or just use particles for moving fog
Since I installed HDRP it is no more possible to change the skybox-background.. all the possibilities under lightning settings disappeared. my panoramic skybox-material is still in the assets. But how can i use it now?? just cant find it!
I've tried to import the book of dead assets to my hdrp project but now it is showing this error Shader error in 'HDRenderPipeline/Lit': failed to open source file: 'CoreRP/ShaderLibrary/Common.hlsl'. Can some one help me how to solve this
When i bake the light map, what HDRI sky should I use? will it affect the baking? Let's say I wanna swap sky between a afternoon HDRI SKY and a night HDRI SKY at runtime, How should I bake my light map?
The colors look bland, there is flickering, how to enable HDR color range, when I do the scene looks bluish white. Emission lights flicker at a distance. Shadow and ambient light do not work properly.
This is really good. I would like a tutorial on how to change speedtrees to hdrp(even if is no automatic)...lots of money has been invested in this kind of assets and its really holding me back from hdrp.
Mtree is a very intuitive Assets to make nice and optimized Trees. Shaders like Vegetation engine can help achieve great results with trees! Speedtree does lot of weird things in textures and meshes.
Hi how tu setup Lighting for realtime interior lignting ? I need to setup it for a room. In this room player can use lightswitch . my problem is when i turn of my light all models receive a bright reflection like light grey color. :/
How do you make directional sunlight not affect an enclosed interior? The interior of my "house" is being lit some, even though there isn't windows, etc... If I reduce the Sky override's multiplier to reduce the light's affect on the environment, it helps with interiors but also reduces the effect on volumetrics.
The best solution is to use the bridge importer, it setup the materials really nicely. If you want moving foilage for example you would have to make custom stuff or use things like vegetation engine. If you want Crip and great terrain ,out can paint the terrain with megascan surfaces and for example use microsplat solution to optimize it. If you use megascan rocks and assembly, aka formstions just copy paste and scatter them around to create landscape. you could then Export them with the fbx exporter (same types) (see packet manager) and undercut then so they don't generate overdraw. Re-export the meshes as one piece , try to maintain the uvs and use same material. Just some general ideas :)
Is there a possibility to export the lighting environment designed with Unity to 3D cities in GML and JSON format? Do you have any material in video or document related to that? And do you have any examples using Aura plugin to compare lighting design possibilities? I focus in the real quantity values of illuminance and luminance interaction between users and surfaces
It's nice, but it doesn't look too realistic. I'd rather see this style in a video game and with the Universal Render Pipeline. Ultra-realistic rendering with HDRP should be a step higher, in my opinion. But nice feature nevertheless :-)
Why in the world does the Fog override have an enable checkbox? Isn't that what the main check box next to the word Fog is for? And why in the world is there another checkbox to the right of this that's unlabeled??? And why didn't you explain what these are all for??? I've honestly started looking into Unreal because of how much easier it is to set up these scenes and how much more the options for the visuals make sense in Unreal. You guys really need to start establishing some good will again with the indie community.
Unity literally don't care about porting the Tree Creator to HDRP and making HDRP work with terrain details. I hope they are not forcing game devs to go out of their way to use external tools.
*Want more HDRP content? Let us know in the comments! =)*
- Sam
Autolike XD
No, we want it when it's stable and usable, it is not yet. so your here only tricking customers.
Why not?
Keep them coming..👍
Yes, we want more videos on hdrp!
That lighting looking kinda thicc tbh
Hello there my fellow milk boi
Cause the volume is a cube. And we know cubes are thicc
U look kinda thiCC ! :D
But can u do 7D games ? Noob.... 🤪
Milk Boiiiiiii
the fog is more thicc
Finally, they SHOW US instead of tell us how to do it
@@bezoro-personal for example of 3 light in the post. hows the 3rd point light larger? scale? wow like how? :). one of those
Chinese proverb: "Tell me, I'll forget. Show me, I'll remember. Involve me, I'll understand".
Yes make more of this videos.
Brother, I will never be able to thank you enough!!! You just cured my headache that I have been having for a month!! I just could not understand why my lights won't show in my game environment!! In short!!! I LOVE YOU!!! Please continue making such helpful videos! Ever grateful!! 💞💞💞💞💞💞💞💞💞💞
Unity official tutorial just get lot better and informative than previous. Love this style.
I don't have Volume option under UI in my version? :O 2020.1.2f1
Yes! More HDRP! I just found out why my density volume wasn't working. Yeah, because of volumetrics not being enabled. Thanks!
Could you do the same, but with URP? I'm aware that it's not as capable as the HDRP pipeline, but i'd love to see an official video about good lighting settings for night scenes!
Yes please! I feel there's next to no full URP light setup videos.
Urp
There is no volumetric lightning in URP for now(
@@EmanX140 True, but a night scene is not just about volumetric lighting.
Oh this is really freaking neato. Yes, definitely more of this.
Make a scene with interior set, day and night. This will help to manage different aspect of lighting scenes.
Yass! More HDRP lighting tutorials! Love it! 🤓👍🧡
Very good! Nice Job!!!! Unity is fantastic!
Yes, please focus more on everything HDRP. With the HDRP and some changes to the business model at Unity, I have fully switched over from Unreal. I am hoping Unity can catch up in a timely manner. Seriously, HDRP possibilities are your big pull. It is a matter of capability. If URP could do everything that HDRP could, there would be no need for HDRP. But since they they seem to have gone seperate ways never to meet again, we really need a solid working, standardized HDRP core. So please, More HDRP! Thank you.
Curious how this compares to the sky and fog volume that comes set up with HDRP
So whenever i add point or any type of light in HDRP, i need about 99k lumens to light my character up JUST a little bit, but it doesn't affect any other props.
Anyone got any clue?
same. why would he skip that part.
Well, actually this video is much more helpful then previous one
Thank you so much. Can your share the model for practice?
Super useful, thanks guys :)
How would I apply a "global illumination" style light into a room? Separate from the outside global lightning?
We need more URP videos like this! Please :'(
URP is just more like built-in rp, not much to tell about it
Great material, thanks!
Why I can't add ,,global volume"?
I am supriside that there isn't a lot for 3D textures because just a simple noise modifier for fog would help a lot, or just use particles for moving fog
*Quick and Useful*
Thanks for sharing basic tutorials, keep on!
Since I installed HDRP it is no more possible to change the skybox-background.. all the possibilities under lightning settings disappeared. my panoramic skybox-material is still in the assets. But how can i use it now?? just cant find it!
does anyone know where can we get the scene models??
anyone know why i cant up more than 4 lights
I've tried to import the book of dead assets to my hdrp project but now it is showing this error Shader error in 'HDRenderPipeline/Lit': failed to open source file: 'CoreRP/ShaderLibrary/Common.hlsl'. Can some one help me how to solve this
So.. HDRP is good but still we can't add SpeedTree models. Please help us !
Idk why but everything in my scene is lit up when i do what they say and lights still dont work ( 2019.3)
why is my directional light not lighting until I write a Lux value of 900000000000 or more ?
Looking forward to more. The thing i look for absolute most however is URP and HDRP 3D outlines
This was very helpful, thanks! I'd love to see a video on stained glass in HDRP. I can't find a good way to do it.
what about having an overcast outdoor environment, and smoothly transitioning to a dark cave within the same scene?
Did I miss something or you dont provide the skybox? I wish you at least suggested one if that's the case.
When i bake the light map, what HDRI sky should I use? will it affect the baking?
Let's say I wanna swap sky between a afternoon HDRI SKY and a night HDRI SKY at runtime,
How should I bake my light map?
The colors look bland, there is flickering, how to enable HDR color range, when I do the scene looks bluish white. Emission lights flicker at a distance. Shadow and ambient light do not work properly.
try to configure it correctly, then the problems go away.
Unity os best but when we download unity from unity hub we cant pause and its size is huge please help
cannot create volume?????
no option volume
This is really good. I would like a tutorial on how to change speedtrees to hdrp(even if is no automatic)...lots of money has been invested in this kind of assets and its really holding me back from hdrp.
Mtree is a very intuitive Assets to make nice and optimized Trees. Shaders like Vegetation engine can help achieve great results with trees! Speedtree does lot of weird things in textures and meshes.
Hi how tu setup Lighting for realtime interior lignting ? I need to setup it for a room. In this room player can use lightswitch . my problem is when i turn of my light all models receive a bright reflection like light grey color. :/
I don't have the volume tab, how come?
same
How do you make directional sunlight not affect an enclosed interior? The interior of my "house" is being lit some, even though there isn't windows, etc... If I reduce the Sky override's multiplier to reduce the light's affect on the environment, it helps with interiors but also reduces the effect on volumetrics.
HDRP interior night time video would help.
Why the intensity was PI?
It would be nice to have a video like this for URP
It would be awesome if any other light than the directional actually emitted light
This is amazing! Thanks.
Could u make videos using quixel? Fixing problems and giving tips?
Quixel suite or Megascans?
Pascal Achermann Megascans
The best solution is to use the bridge importer, it setup the materials really nicely.
If you want moving foilage for example you would have to make custom stuff or use things like vegetation engine.
If you want Crip and great terrain ,out can paint the terrain with megascan surfaces and for example use microsplat solution to optimize it. If you use megascan rocks and assembly, aka formstions just copy paste and scatter them around to create landscape. you could then Export them with the fbx exporter (same types) (see packet manager) and undercut then so they don't generate overdraw. Re-export the meshes as one piece , try to maintain the uvs and use same material. Just some general ideas :)
Pascal Achermann Thanks man!
@@miguelcasado465 pleasure!
More HDRP content please :-)
Is the Amalienborg palace asset available for purchase?
when is the futur high graphics that are gona beat the unreal engine coming ?
Hey bro, can anyone tell me the latest version of unity visual effect graph ? And how to install it?
you can find it in the Packet Manager inside Unity
all that infos in only 5min. G.R.E.A.T!
What about UWRP?
The intensity of the sun intitially at 3.141593, pi to 6 decimal places, maybe a coincidence?
Is there a possibility to export the lighting environment designed with Unity to 3D cities in GML and JSON format? Do you have any material in video or document related to that?
And do you have any examples using Aura plugin to compare lighting design possibilities?
I focus in the real quantity values of illuminance and luminance interaction between users and surfaces
😲 Nice ❗ Thanks again 😊
Sure, who doesn't like watching more 👍🙏
That's place from Saint Petersburg. Isn't it?
Please add MSAA
Thank you for stopping your speaking speed contest!
It's nice, but it doesn't look too realistic. I'd rather see this style in a video game and with the Universal Render Pipeline.
Ultra-realistic rendering with HDRP should be a step higher, in my opinion.
But nice feature nevertheless :-)
Please also consider dots tutorial.
looks good. Pretty slow though.
help add subtitle,thanks
Very good
Why in the world does the Fog override have an enable checkbox? Isn't that what the main check box next to the word Fog is for? And why in the world is there another checkbox to the right of this that's unlabeled??? And why didn't you explain what these are all for??? I've honestly started looking into Unreal because of how much easier it is to set up these scenes and how much more the options for the visuals make sense in Unreal. You guys really need to start establishing some good will again with the indie community.
Two realtime lights and emissive for the lamps, that is not even noticeable with the bloom lol
Add Legends for anothers languages please
Good video. Take my like :)
Please sir can I have some more!
no one:
Literally no one
Dani. So I use unitys particle system for everything, Now that i mention it he is looking kinda Thicc
lit 🔥
Yes!
groovy!
Sheeeesh
Unity literally don't care about porting the Tree Creator to HDRP and making HDRP work with terrain details. I hope they are not forcing game devs to go out of their way to use external tools.