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Using layers and tags for lighting

From: Unity 4.3 Essential Training

Video: Using layers and tags for lighting

{QTtext}{width:960}{textColor:65280,65280,65280}{justify:center}{timescale:1000}{backColor:0,0,0}{plain}{font:Verdana}{size:20} need, putting in 50, 60, 70 lights that hit Lighting for real time applications has its own set of With both roofs off, I'll hide the floor as well, Now, I'm ready to make some layers.

Using layers and tags for lighting

need, putting in 50, 60, 70 lights that hit everything and bounce subtly off all the different surfaces. Lighting for real time applications has its own set of For games, I'm limited down to the number of lights I can display on an object. constraints, as different from rendering for visual effects, for example. And anything beyond eight really doesn't get shown. In a rendering for a composite or a visual effect, I'll use as many lights as I It's a Direct X derive limit, where we simply are maxing out what we can do and show in real time on one surface. Some organization will really help here. The sun really needs to hit most everything, but beyond that, all the lights in one building don't need to touch the other buildings.

And we can even limit them down further. Some organization will really help here. So I'll set up some layers from my building's interiors that I can exclude from the other building's lights. The sun really needs to hit most everything, but beyond that, all the lights in one building don't need to touch the other buildings. What I'll do first is to go in and hide the roofs in the podium, zooming in in the scene, selecting the roof, and turning off the visibility. With both roofs off, I'll hide the floor as well, and this is really so I don't accidentally select it. Now, I'm ready to make some layers.

For these buildings I've got brick walls that really don't need to get hit by the interior lights at all. With both roofs off, I'll hide the floor as well, What I'll do is to select the brick walls on this and this is really so I don't accidentally select it. Now, I'm ready to make some layers. first building here, picking one, holding Ctrl and adding to that selection. And I'll drop down under the layers in the inspector and choose Add Layer.

I'll put in under user layer eight, building a brick. This layer is now available to add those pieces to. What I'll do is to select the brick walls on this When I select these objects then, I can first building here, picking one, holding Ctrl and adding to that selection. drop down into Layer and choose building a brick. And I'll drop down under the layers in the inspector and choose Add Layer. Later when I light, I can tell lights they cannot hit this, and thereby eliminate some of the things the lights need to think about. I'll work my way around this building, first adding that brick in, selecting it, holding Ctrl to add to the selection, and changing the layer.

Now that I've got the brick in building a selected and on a layer that I can find and exclude, I'll set up the interiors. Later when I light, I can tell lights they cannot hit this, and thereby eliminate some of the things the lights need to think about. I'll pick one of my interior walls and hold Ctrl and add to that selection. I'll work my way around this building, first adding that brick in, It's important to make sure you have just those objects you want selected selecting it, holding Ctrl to add to the selection, and changing the layer. selected, because it's very easy to pick the entire nested bunch of prefabs. I'll pick this wall, drop down the layers, and choose Add Layer. In the layers, I'll call this one, building A interior. Now, I'll add the rest of the interior walls to this layer; picking them, and choosing under Layer>Building A Interior. If you can pick a couple objects at a time, and be able to select them consistently, that's fantastic. I end up being fairly deliberate, and going through and grabbing just the ones I can see and grab easily. So I don't select anything else accidentally. I'll put on the cruciform columns. And finally, make sure I have the interior of the exterior walls.

I've tagged all the interior walls and window frames, So I don't select anything else accidentally. but not the glass, with the layer building A interior. I'll put on the cruciform columns. I've also put the art on to it. And finally, make sure I have the interior of the exterior walls. If I've missed something, I can always go back and add it later. But now I can tell lights, you're exclusive to building A interior. What I'll do is go through and tag the rest of the objects with their own building tags. Interior and exterior for building B and C, and this way I can limit down very specifically which objects are effected by which interior lights.

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This video is part of

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Unity 4.3 Essential Training

78 video lessons · 8091 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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