From the course: Unity: Materials and Lighting
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Fine-tuning ambient occlusion and bounced light - Unity Tutorial
From the course: Unity: Materials and Lighting
Fine-tuning ambient occlusion and bounced light
Once you've run your first bake in a scene, you'll probably have a list of things you need to fix or would like to fix. Aside from geometry and mapping issues, making sure things are closed up and mapped correctly, and also they're generating light map UVs. You'll probably want to change the quality of that bounced light and the spread of the ambient occlusion in the bake. To change these, we'll choose Window > Light Mapping. I'll go to the bake settings, and we can see on the bottom, my light maps are in there, near and far. I can clear them out once I'm ready to bake, but first I'll adjust the ambient occlusion, and the amount of that bounced light. I'm going to take my bounces down to one, as it's contributing a little more light in the scene than I'd like. I'll also back off that skylight intensity, maybe down to 0.05. So there's a little bit less light from it. There's a bounce boost and bounce intensity, which I can leave alone at the moment. It's very easy to get kind of a big…
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Readying objects for light baking3m 15s
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Adjusting the final gather for bounced light4m 57s
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Fine-tuning ambient occlusion and bounced light3m 15s
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Color-tinting the baked light4m 58s
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Adjusting player and render settings to show bounced light6m 48s
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Matching a nonbaked object's lighting to the bake8m 4s
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Challenge: Creating reflective bronze for the lantern24s
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Solution: Creating refliective bronze for the lantern4m 17s
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