Unity VR Optimization : Light Probes
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- Äas pĆidĂĄn 4. 07. 2024
- In this video, we cover how to use Light Probes so we can use Dynamic Lighting in our VR projects.
Light Probes are an invaluable tool in Unity for creating realistic lighting effects. These probes store information about how lighting behaves in a particular area and can be used to create dynamic lighting effects.
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Written Tutorial Found Here!
fistfullofshrimp.com/unity-vr...
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I just wanted to mention some cool things coming out in Unity 6! It looks like they are adding a more scalable way to add Light Probes into the scene and save us all a ton of time.
Check it out here!
czcams.com/video/8ZIdejTiXAE/video.html
It's a paid asset (but you may already own it if you've bought some of the bigger Unity bundles on Humble etc.), but Magic Light Probes makes the process of putting light probes into your scenes so much easier and more efficiently distributed. I know that can't be included in a tutorial for base Unity, but I do highly recommend it if you can afford it.
Why i didnt found you before? I watch these kinda videos for over 2 months already. Instantly Subbed, thats the first tutorial where i really understand this lightprobes đ thanks
Your tutorials are the best
Thanks man this helped out a lot
AWESOME!
Thanks! đ€
Thank you for usefull video!
Hello there, I love your tutorials. You really know how to explain things in a very understandable way. It would be awesome to see a good up-to-date tutorial on cutting objects in half. I know there is a cool library called ezy-slice, but don't really know how to use it.
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Can you please show us how to make vr swinging movment?
The real problem with light probes is that they're impossible to use in real projects.
In any project with a large map, there's no way I'm placing light probes everywhere. It gets even harder seeing the moment you modify your map inside Blender or some other software you risk obstructing a light probe.
Hey man! Thanks a lot for these great videos :) Sadly I'm a bit disappointed that you didn't really touch on faking dynamic shadows. I am looking into faking shadows for several skinned meshes and I'm not sure what the best option would be. I've tried the blob shadow projector technique but even if I make sure that it only affects the floor, it still adds 2 draw calls per blob shadow which is pretty problematic. In the case of Skinned Meshes that simply stay in place, I am considering putting capsules in their place in order to do the bake, then removing them. What are your thoughts on all this?
I've never heard of this technique! I'll definitely look into it and see if it conjures another optimization video down the road. I'm not too sure about your current predicament when implementing this technique. Until I have more time to dive in and try this myself, I'm clueless lol. Let me know if you find a solution. I'd love to hear what you turn up with!
As they say, "Fake it till you make it"
You've called me out... I confess. I might not actually be a shrimp.
@@FistFullofShrimp be that as it may, I was referring to the light probes. Lol
Hello, thank you so much for this video! I've been waiting a long time to learn the basics of light probes and baked light. I have a question, do you have to create a group of light probes per room or can you spread it out over an entire building for example (while making sure there's no interpenetration with floors and walls or objects) but then, does the group of light probes understand that there's a wall between two light probes and will therefore project the calculated light bounces onto the wall or won't it understand and will pass the light from one room through the wall into the other room? I don't know if I've made myself clear ^^'. and in general, how far do you extend a group of light probes? (i'm sure it depends on the scene and its content) let's imagine we have a village, can we use a single group for the whole village or would it be better to create a light probe group for each house or even eatch room? If not, is it really useful? I've got a lot of questions running through my head, and it's complicated. Sometimes it's good to show simple setups to understand the principles, but it's always interesting to show the results on something more concrete and complex ^^ if that ever happens in the future and you feel like it, it would be cool to add concrete examples or on a larger scale or whatever, but I hope you understand what i try to say.
How do you make it modified and where you donât have to do anything?
It looks like Unity 6 will have a feature that can help with auto placement of light probes, but that won't be released until later in 2024