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
Cert Prep: Unity Particle Systems, AI, and Audiowith Alan Thorn1h 41m Intermediate
Cert Prep: Unity Scripting and Publishingwith Alan Thorn1h 57m Intermediate
Cert Prep: Unity User Interfaces and Animationwith Alan Thorn1h 46m Intermediate
1. Materials and Textures
2. In-Depth Materials
4. Post Processing
Next steps2m 21s
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.