#its looking nicer

1 messages · Page 1 of 1 (latest)

halcyon mesa
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Let's keep going here

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So make a new reflection probe and make it envelop just that area inside that you have your light-

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For this architecture you probably need two reflection probes so that you don't sample the outside

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They should capture the whole volume of the inside and slightly overlap

rustic willow
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ah, so change their range to fill the entire L-shaped room basically?

halcyon mesa
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Yes!

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They should be beyond the inner-facing walls but not go all the way outside if that makes sense

rustic willow
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gotcha

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this is effectively a big 3D Box Collider for light then? Never used this tool

halcyon mesa
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Uh not exactly, it's capturing specular lighting and turning it into a cube map

rustic willow
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i see

halcyon mesa
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then the lightmapper re-maps it onto the geometry

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So make sure they are "Baked" and not "Realtime"

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and hit Generate Lighting again

rustic willow
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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

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one of two, the other one taking the left portion

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and results

halcyon mesa
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okay- go to the Environment tab on the Lighting Window

rustic willow
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current setup

halcyon mesa
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Source: Color and make it black

rustic willow
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oh! oh wow that did it

halcyon mesa
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Hehe

rustic willow
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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?

halcyon mesa
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No probably not

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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

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I take it it's Directional so it doesn't really have a range

rustic willow
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noted! and yes its directional currently

halcyon mesa
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If you're gonna use dynamic objects in here and you want indirect lighting on them you can use Light Probes

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They are similar to reflection probes but for indirect lighting

rustic willow
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i see, and can they overlap?

halcyon mesa
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yes!

rustic willow
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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

halcyon mesa
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You should add light probes around the room independently

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and then set the bookshelf to receive GI from the probes in its mesh renderer component

rustic willow
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ah i see!

halcyon mesa
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and if you want dynamic shadows make the light Mixed instead of baked

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I was working with the scene I was seeing

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so I didn't know you'd have moving objects etc

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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 &...

▶ Play video
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It's mostly about HDRP workflows but it explains a lot of the concepts we discussed

rustic willow
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Thank you so much! I should be okay moving forward now