#its looking nicer
1 messages · Page 1 of 1 (latest)
Let's keep going here
So make a new reflection probe and make it envelop just that area inside that you have your light-
For this architecture you probably need two reflection probes so that you don't sample the outside
They should capture the whole volume of the inside and slightly overlap
ah, so change their range to fill the entire L-shaped room basically?
Yes!
They should be beyond the inner-facing walls but not go all the way outside if that makes sense
gotcha
this is effectively a big 3D Box Collider for light then? Never used this tool
Uh not exactly, it's capturing specular lighting and turning it into a cube map
i see
then the lightmapper re-maps it onto the geometry
So make sure they are "Baked" and not "Realtime"
and hit Generate Lighting again
I believe I did everything - two Reflection Probes, I made them envelop the entire room plus a bit of the walls but not reach the outside - but it still seems to look the same as before even after hitting Generate Lighting
one of two, the other one taking the left portion
and results
okay- go to the Environment tab on the Lighting Window
current setup
Source: Color and make it black
oh! oh wow that did it
Hehe
looks ominous as all heck now haha
just a question though, will the Reflection Probes have issues if I, say, add a Window to this room?
No probably not
If you do bust a hole in the wall though make sure to set the outside light to Mixed or Baked and up the indirect intensity if you want more of that light inside the room
I take it it's Directional so it doesn't really have a range
noted! and yes its directional currently
If you're gonna use dynamic objects in here and you want indirect lighting on them you can use Light Probes
They are similar to reflection probes but for indirect lighting
i see, and can they overlap?
yes!
gotcha! so if i say, add a bookshelf to the room that can be pushed, i should wrap the bookshelf in a Light Probe? and i'm guessing to make the light probe a child of that bookshelf so that it'll move alongside it
You should add light probes around the room independently
and then set the bookshelf to receive GI from the probes in its mesh renderer component
ah i see!
and if you want dynamic shadows make the light Mixed instead of baked
I was working with the scene I was seeing
so I didn't know you'd have moving objects etc
Best video I know on all this stuff is https://www.youtube.com/watch?v=DlxuvvYZO4Q
Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.
00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...
It's mostly about HDRP workflows but it explains a lot of the concepts we discussed
Thank you so much! I should be okay moving forward now