#Improving visuals

1 messages · Page 1 of 1 (latest)

wide raft
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Not sure if this is the right place to ask this but I'm not sure how to go about making this scene look better. I don't know what it is exactly but I just think it looks bad. If anyone has any suggestions I'd really appreciate it and if this is the wrong place to be asking about this then I'll delete this post. I'm also developing for standalone VR so I can't layer on too many effects and things.

ripe kindle
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Got anything you're referencing

grim rampart
wide raft
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I tried to change it up and find a more visual interesting style then try to make it perform well after and came up with this:

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The problem is I HAVE to use realtime lighting because a forest of alpha clipping trees is impossible to bake onto the terrain

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which kills performance but looks really good

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This is with the crappy trees

grim rampart
wide raft
wide raft
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Idk where I got the idea from but now I know, I'm playing with shadow settings and gonna test to see if I can get above 60 fps

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I've got performance issues in quite a few places that need ironed out but I think it's gonna look a lot better

grim rampart
grim rampart
wide raft
wide raft
grim rampart
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If you need help reading the profiler, share some data.

wide raft
cyan sequoia
# wide raft I think it's creating too much detail on the terrains lightmap which makes in un...

Increasing "size in lightmap" will make it easier to exceed atlas size, because that makes the particular mesh consume more space on the atlas relative to others
You'd have to increase the bake Resolution as well as Max Lightmap Size
But you might not want to, lightmapping is very inefficient for capturing detail
But with Mixed lighting you can have baked indirect light as well as the high detailed shadows and accurate specular of realtime lights, if you can afford them

wide raft
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other than that it would have some sections of detail and the rest would be huge square chunks of black or grey lighting

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as if it ran out of resolution or something idrk

cyan sequoia
wide raft
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resolution is diff lol

cyan sequoia
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They are confusingly similar terms in this context

wide raft
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I maxed out the lightmap size and res was like 20-30

cyan sequoia
wide raft
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I don't have the assets in the scene technically right now since I normally generate the placement with a script cause placing a forest by hand would take forever

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so I have to copy them over from playmode to bake

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probably should just make an editor script for that

cyan sequoia
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https://docs.unity3d.com/Manual/GIVis.html
You'll likely need to use these
It can be used to diagnose texel invalidity, and also to confirm that the lightmap texel density for each mesh is what you actually expect, so Resolution * Size In Lightmap
If meshes were exported/imported at wrong scales they can get wildly wrong lightmap resolutions

wide raft
cyan sequoia
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In Terrain's case there should be no import issues
But it's possible for other objects

wide raft
cyan sequoia
wide raft
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Can't I use the texel invalidity view in unity and look for it that way?

cyan sequoia
cyan sequoia
wide raft
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I'll take a look at it later and report back thanks

wide raft
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@cyan sequoia I tried baking again and if I raise the samples up any more than like 2-32 it gets issues. I checked in texel overlap mode and it's just red on everything everywhere. I'm not really sure what to do about it I haven't run into this issue before any suggestions?

cyan sequoia
wide raft
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I thought it had something to do with overlap of lightmaps and things so I mixed the two together

cyan sequoia
wide raft
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Double side global illum wasn't on for the leaves of the trees

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so since they need both sides illuminated it causes texel valitity issues

cyan sequoia
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Not necessarily a problem, and having actually double sided geometry doubles their lightmap space also, but may lead to unexpected lighting in some cases