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stairs_uv_chartsWe’ve teamed up with Alex Lovett again and built a demo using the realtime GI features in Unity 5.stairs_uv_chartsstairs_uv_chartsstairs_uv_chartsstairs_uv_charts

48 replies on “Awesome realtime Global Illumination demo”

So you needed 4 Level Designers/Artists and 3 Programmers (graphics engineers of Unity) to create this rather small scene (visually) that has no meaningful gameplay?
That doesn’t sound like Enlighten is a viable solution for small indie teams and mobile development.

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I’m facing a problem with the Win x64 download. I’ve redownloaded it three times and always face the same error – the .zip is invalid, or empty. I’ve tried with both Windows and 7zip. Neither can extract them.

Was having the same issue, the archive was corrupted and after repairing the game ran with geometry, ui and gi correct – though materials all had strange artifacts. Anyway, alternative download worked for me.

[…] สำหรับบท 2 นี้ก็หมดเพียงเท่านี้แล้วละจ้า หากใครไม่เข้าใจ หรือสงสัยตรงไหนสามารถเข้าไปอ่านเพิ่มเติมได้ที่นี่นะจ๊ะ (T^T) […]

The desktop pc demo crashes for me a few seconds after the “Made with Unity” logo disappears. This is on a Windows7-64 Ultimate system with 6Gb RAM with GeForce GTS 250 and nVidia driver 341.92 . Let me know if you need more details.


I can’t find “Ignore Normals” and “Min Chart Size” in Object properties of the lighting panel in 5.2x. Is this a feature of 5.3 to be released?

[…] [31] Mortensen, J., “Awesome Realtime GI on Desktops and Consoles”, Unity Technologies featuring Geomerics Enlighten. Available Online. […]

Nice demo and cool to see a realtime version of it as well. However I found some issues. There are a few stairs where you can walk under the structure into a small room. One of the room illustrates some lighting leaks, where a blue light is cast in the room, while there is no source of light. Also the hotkey ‘K’ should make a screenshot. While Unity hangs to create one, there is not actual .png created as all.
Also I saw that there are props all over the place, but they do not appear in the reflection of the water.

Would be cool to have these issues being fixed.

Fixes for mixed mode lighting are ready and in the queue, which mean they will go into the Unity 5.4 alpha. If no issues are found, we can backport the fixes to 5.3.

On my machine (iMac running OS X 10.10), the demo takes a while to load, performs like crap for about 3 frames, and then crashes. I’ll be honest, this does not inspire confidence.

It’s not the lighting that is precomputed. It’s information about how light *would* bounce from one surface to another, from all possible angles, throughout all the static objects in the scene.

The scene would still be pitch black if there were no realtime lights present, because there’s no actual light data baked.

However when you introduce a realtime light into the scene at runtime, at any position or rotation, it automatically knows from the pre-computed data where the bounced light would end up. And if you move it, rotate it, or change the colour or intensity of the light, the indirect illumination automatically matches. And as demonstrated, it’s fast enough to have a lot of animated lights running at the same time.

By definition, precomputation of lighting is not “realtime” lighting….

“The realtime GI system works by precomputing all of the paths that light takes….” from your own description.

In the Editor it does say Precomputed Realtime GI though, maybe the spelling was not perfect that time… Anyway, I hope you didn’t expect realtime GI ‘by definition’ ;)

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