#How to achieve this lvl of graphics quality?

1 messages · Page 1 of 1 (latest)

stark pollen
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I'm trying to achieve graphics like this image. It looks clean, with volume, great lighting/shadows, no pixelations or mesh artifacts. Is there some specific flow/shader/setting I'm missing? Or just hdrp with 8k textures that will make the pc explode?

torpid temple
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90% is just good assets for that angle/zoom.

nimble pine
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The material might use tessellation, or the mesh matches the textured features very well which gives it good depth and self shadowing

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Light is passing through the leaves so they're using subsurface scattering

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Indirect light from the brightly colored floor can be seen illumating the shadowy side of the trunk, meaning global illumination has been set up for the scene
If light and exposure values or post processing in general are not set up right no material will look all that good

torpid temple
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Yeah, the only special feature I see is subsurface scattering, which is available in the standard hdrp shader iirc.

nimble pine
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Hard to say what you're "missing" without knowing what you have

torpid temple
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Also, the screenshot is extremely blurry, which probably hides issues, so it's not entirely clear, but I think some textures are not all that high res. If you look at the moss on the tree, it looks pretty low res.

nimble pine
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The screenshot also doesn't tell us at all how optimized that particular asset is
Oftentimes a lot of detail like these are lost when the game needs a whole forest of trees

stark pollen
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Thanks for the replies, the specific example is from unreal but i guess similar rules apply. Is this achievable with realtime light? Is there a way to maintain this quality while optimizing for performance? I think unreal uses nanite for that

https://www.reddit.com/r/UnrealEngine5/s/bXhvZBlSjh

lime pollen
stark pollen
lime pollen
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Honestly, the lighting in the video is very basic, looks like a simple directional light and the basic environment from Unreal.

stark pollen
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also, some shaders have slots for many different maps, is there a bare minimum needed for the realism? i usually go with base/normal/height/AO/smoothness

lime pollen
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Well, that's bare minimum and what is required for PBR rendering, any other maps will add for more specific features (SSS, anisotropy, clear coat ...)
Maybe also look at the detail map to add higher frequency information when looking the object from very close.

stark pollen
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i never understood what info the detail map has exactly

stark pollen
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as i understand the screen space versions look better but are heavier

lime pollen
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Well, the big tradeoff from screen space effect is that ... they are ... screen space...
Meaning that they won't work for anything that is not visible on screen during the frame. Also usually they are based on the depth buffer information and won't work with transparent objects.

Usually they are used complementary with regular effects, SS falling back to regular if depth tracing fails for example in SSR. SS effects add more details to regular effect.

nimble pine
stark pollen
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yea im on the dynamic side im just tryna figure if the visual diff is worth the performance drop

nimble pine
stark pollen
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i see so AO and GI dont have the proper input to work properly?

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but then why does raytracing need ss shadows

nimble pine
stark pollen
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ok so ill just enable SS if the diff is enough to excuse the fps drop

nimble pine
stark pollen
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well all SS effects add a small bit of weigth but when i enable rtx it completely destroys the performance

nimble pine
stark pollen
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70fps with SS only, 25fps when i add rtx

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and although ive played alot with the settings the scene still looks like shit

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the grass and trees are low quality ofc but i dont like the lighting at all

nimble pine
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I would instead leverage baked GI to its full extent

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The only thing that negatively sticks out to me about the lighting is that the trees don't occlude the ambient light or reflections at all

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It's a very evenly lit dreary scene, so that aspect of it is not a technical issue

stark pollen
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Btw there are cloud shadows that might affect it

stark pollen
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this is without cloud shadows

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does unity have non-ss global illumination?

lime pollen
stark pollen
thorn quarry
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Try RTGI at half resolution

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I don't know what kind of hardware you have but I have it running at 60fps on an RTX 3060...

full escarp
stark pollen
full escarp
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Hi:) This time, I've prepared a tutorial that will allow you to create a foggy day in Unity HDRP. I made an effort to describe in much more detail what I'm doing compared to previous tutorials in this series. I think that this format will appeal to beginners who are still unsure of the purpose of various options. I hope this tutorial will be use...

▶ Play video
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Most important step is actually the 'looking at real photos,' funnily enough

stark pollen
stark pollen
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any idea why the shadows are so faded? ive disabled cloud shadows and set dimmer to 1 but they r still too weak

stark pollen
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nvm it was the fog