Join Alan Thorn for an in-depth discussion in this video Global illumination, part of Cert Prep: Unity Materials, Lighting, and Effects.
- [Instructor] In this movie, I want…to consider the distinction between…Direct Illumination and Indirect Illumination,…and exactly how that works and how that manifests.…And to do that, I'm going to demonstrate it…by taking a look at the Cornell box example.…Here inside the Unity view point here you can see…a basic scene which is included inside the exercise files.…This is a Cornell box, an effective defiant deactivates…the lighting here inside the viewpoint.…
We can take a look at exactly what we have.…We have a basic room here in which we have different walls,…and each wall is a different color.…And at the center of the scene we have a white box.…You can see that each wall is based on…the different materials that we have here.…So we have a standard material for red,…one for green, one for yellow, one for blue,…and then we have this basic scene…in which we have a cube inside a room.…And I'm just going to reactivate the lighting…to demonstrate the distinction here…between direct and Indirect Illumination.…
Now before I go ahead and demonstrate this,…
- Creating materials
- Textures and mapping
- PBR materials
- Tiling and offsets
- Texture animation
- Getting started with lighting
- Light baking
- Dynamic and emissive lighting
- Creating profiles
Skill Level Intermediate
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1. Materials and Textures
2. In-Depth Materials
4. Post Processing
Next steps2m 21s
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