【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣

135 Views

May 09, 18

スライド概要

講演者:Ciro Continisio(Unity Technologies)

こんな人におすすめ
・アーティスト
・グラフィックデザイナー
・セットのライティングに携わる開発者

受講者が得られる知見
・Enlighten上のプログレッシブライトマッパーが提供する機能とその強み
・多数のオプションを制御して理想のライティング結果を表現する方法

profile-image

リアルタイム3Dコンテンツを制作・運用するための世界的にリードするプラットフォームである「Unity」の日本国内における販売、サポート、コミュニティ活動、研究開発、教育支援を行っています。ゲーム開発者からアーティスト、建築家、自動車デザイナー、映画製作者など、さまざまなクリエイターがUnityを使い想像力を発揮しています。

シェア

またはPlayer版

埋め込む »CMSなどでJSが使えない場合

関連スライド

各ページのテキスト
2.

Ciro Continisio Technical Evangelist Unity Technologies

3.

Lighting and GI

4.

Progressive Lightmapper Introduced in 5.6 - Now feature complete

5.

Progressive Lightmapper

6.

Progressive Lightmapper Soft shadows Area lights and emissive

8.

Prioritize View

9.

Prioritize View • • Will start baking what is framed in the Scene View first Once it’s done, it will bake the rest

12.

Force Stop

13.

Force Stop • Gathers all the data baked so far, and finalises it • Filtering • Baking light probes and reflection probes • If you bake again, Unity resumes where you left!

15.

Samples and Lightmap Resolution

16.

Texel Resolution • • • Start with a very low resolution to iterate quickly (10-15) Don’t inspect the game with the eyes of a creator… • … but think of how the player will see it! You always need a lower resolution than you think!

17.

Texel Resolution

18.

Texel Resolution per object Very low res in background Per object (or prefab) Higher res in foreground

19.

Samples • Each texel will shoot these many samples

20.

Direct Samples Finds light Emitted

21.

Indirect Samples Finds skybox Emitted Bounces x times

22.

Light Bounces

23.

Light bounces Light Darkrecesses areas Even softer shadows

24.

How many bounces? 1 Bounce 3 min 2 Bounces 5 min

25.

Filtering

26.

Filtering Filtering is an operation that smooths out the result of the bake. • • • • Happens after the bake Happens even if Force Stop is pressed Can be None, Auto or Advanced If you want to change filtering, you don’t need to bake again!

27.

Filtering Samples 10/300 - No filtering 3:48 Samples 3/100 - Advanced filtering 1:45

28.

Filtering • In Advanced: choose between Gaussian and the new A-Trous • Gaussian smooths A LOT • A-Trous is edge-aware: preserves hard edges and AO better

29.

Filtering comparison Gaussian A-Trous

30.

UV Charts

31.

UV Charts Objects are broken down into charts, based on their normals. • Created when the bake starts, based on the normals of the object • NOT the same as the ones used by Enlighten for Realtime GI!

32.

UV Charts

33.

UV Charts Limits of filtering

34.

UV Charts • • You can redo your normals in your modelling package Or ask Unity to generate them:

35.

UV Charts

36.

Light Probes

37.

Light Probes • • They allow to capture baked lights to be used for moving objects Lay them out in pyramids

38.

Light Probes usage Dark areas Coloured lights Area lights and emissives

40.

Light Probes debugging

41.

Light Probes trick

42.

Mixed Modes

43.

Mixed Modes Mixed Lighting is not an option you turn on/off. Choose the type: • Baked Indirect • Shadowmask • Subtractive And then use lights marked as Mixed.

44.

Subtractive • Cheapest of all, but least appealing

45.

Baked Indirect • Bakes indirect light, rest is realtime. CPU expensive, but dynamic

46.

Shadowmask • Most lighting is baked into lightmaps. Cheap and flexible.

47.

Distance Shadowmask • Realtime shadows up close, baked in big environments

48.

Various Tips

49.

Compression settings • Iterate faster by keeping probes and lightmaps uncompressed • Once you are happy with your bake, compress them again

50.

Fixing seams Irregular lighting on a surface, or between adjacent objects which should be parallel • They can be particularly annoying in modular 3D art • Seams can depend on many factors

51.

Seams ???

52.

Seams

53.

Vertex normals

54.

UV overlapping

56.

Thank you! Ciro Continisio @CiroContns connect.unity.com/u/Ciro Technical Evangelist Unity Technologies