#Unity URP Render Settings

1 messages · Page 1 of 1 (latest)

frank garden
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Discussion goes here

fringe bough
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it's 100% due to lighting

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you may have to mess around with the scene's ambient light, and modify the unity materials to be more saturated

frank garden
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I don't know why some details on the face don't seem to be lighten as they are in Blender

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I'm also trying to imitate SSS

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However it does look better now

fringe bough
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also, did you import the model in its .blend format? the shader conversions tend to be pretty poor. I'd suggest remaking the materials in unity

fringe bough
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I think you just have to add stronger/more slightly colored light sources

frank garden
fringe bough
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maybe tinker with the color of the materials? I'm honestly not knowledgeable on how to use the lighting to get your desired look. maybe you could ask in #archived-lighting

frank garden
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I am using the same color because it's coming from my texture atlas so there should not be a difference

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I'll try there too

fringe bough
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I've had the same problems before. the thing is, the lighting/rendering between unity and blender is that much different

frank garden
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Also a weird issue, some parts of the model are clipping based on how I look at it

fringe bough
# frank garden

that's because faces appear invisible when their normal is pointing away from the camera

frank garden
fringe bough
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I think you're thinking of culling (as opposed to Backface culling), which is a completely separate thing

fringe bough
# frank garden Shouldn't it only do that when the mesh is not facing the direction of the camer...

In computer graphics, back-face culling determines whether a polygon of a graphical object is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen. If the user has specified that front-facing polygons have a clockwise winding, but ...

frank garden
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I see