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  1. Location
    Düsseldorf, Germany
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    176

    [RELEASED] - Screen Space Area Lights (SSAL)

    Hi,

    the redLights illumination package for Unity is now available in the assetstore. Shape up your scene illumination with Screen Space Area lights (SSAL)!

    Get it now in the Assetstore!

    Live demos and videos

    What does it do?

    Supported emitter types
    The redLights package supports rectangular light emitters (monochrome, textured and animated) as well as monochrome spherical light emitters. All emitter types provide correct diffuse and specular lighting.



    Spherical emitters are advantageous over the standard point lights, because they are volumetric and actually generate a circular specular reflection.



    Falloff options
    The lights support several types of falloff types. You can choose between standard constant, linear, quadratic falloff or custom falloff functions, that can be adjusted via the builtin graph editor. You can also go crazy and use completely animated falloff functions.



    Advanced editor for animated falloff curves



    Proper integration into the editor


    IES light profile support
    The redLights package supports basic IES profiles for point emitter. We support input data, that has been exported by the iesgen 4 tool, that can be downloaded from:

    http://rip3d.net/Downloadmodels/iesgen_4.rar



    Oculus Rift support

    SSAL redLights can be used in multi camera setups. For example the Oculus Rift.



    Some more screenshots


    Videos




    What else?

    Full artist control
    All properties are exposed to the user and can be adjusted completely at runtime. This includes color, intensity, emitter textures, falloff parameters as well as transformation settings such as translation, rotation and scaling. All parameters can be controlled either manually in the editor or via scripting.

    Supported Unity versions
    The redLights package works with Unity version 3.5.x and above. The Pro version is required!

    Supported Rendering paths
    All available rendering paths are supported (Vertex Lit, Forward and Deferred)

    Supported platforms
    Webplayer, Windows Standalone, Mac Standalone

    Supported Unity Features
    Correctly blends with built in materials, shadows and lights. Also works together correctly with standard image effects and post pro filters.


    Open topics and stuff that is work in progress
    Cylindrical light emitters, shadows, support for mobile, runtime configuration

    Cheers,
    Martin
    Last edited by MPanknin; 12-18-2013 at 07:57 AM. Reason: Updated package status
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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  2. Posts
    2,246
    Awesome! I been waiting for something like this for a while (I have seen something similar done on Blender) and this looks perfect.

    So how much is this going to cost? And what's the minimum requirement for the shaders? (eg. what shader model does this one support? SM2.0? SM3.0? SM4.0?; are there any other special requirements? (does it work in any type of scene? or does it only work in rectangular room?); does this work on Unity 3.5x (as I am still stuck at 3.5x and I am sure a lot of people are too)......and most importantly, does it work on mobile?


  3. Location
    GMA950
    Posts
    3,031
    It looks pretty good on Mac OS, but I think you aren't vertically flipping a texture somewhere for reflection.
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  4. Posts
    2,225
    So, what does using your SSAL package give me? Is it faster, is it nicer looking, what is the advantage?
    Holograms-Ghosts-Statues-Disintegrate-Customize your characters on the fly - Tested on Windows, Mac and iPhone

    CharacterFX Asset Store Link V1.2 Updated!


  5. Location
    The Netherlands
    Posts
    412
    At first I thought there was ambient lighting in the demo scene, but I was glad to see that it all comes from the lights. Do they have a fixed/limited range?




  6. Location
    Düsseldorf, Germany
    Posts
    176
    Thx, for the kind comments.

    @I am da bawss
    Yes, it is based on the same algorithm as the blender version, but our implementation is rather different and quite unity specific.

    We haven't decided on the pricing yet, however, it will be moderately priced for sure.

    Currently it's shader model 3.0 and above. I'm not sure if it can be squezzed into 2.0, will take a look.

    There aren't any requirements on the type of scene, the demo is just programmers art . We are currently preparing another demo with a more advanced level.

    Yes, it works with Unity 3.5, but since we are utilizing rendertextures, the pro version is required.

    It should work on mobile, but we haven't done any testing yet. It certainly runs fine in gles 2.0 emulation mode. Of course, this will be verified and tested before the release.

    @Daniel Brauer
    Thx, this is probably due to unity switching vertical uv's when using rendertextures, depending on the platform. Will be fixed.

    @Jaimi
    It gives you nice-looking realtime arealights. Arealights are currently only available for static lightbaking.

    @RC-1290
    No there is no fixed range. However you can control the area of effect by manipulating the light's attenuation parameters. It uses a basic constant-linear-quadratic falloff, with all values exposed to the user.

    @devang_xprt
    Thank you
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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  7. Location
    Düsseldorf Germany
    Posts
    666
    Thanks for the demo but i have quit a bit fun artefact's.
    (Running at a Mac mini Mac os 10.7.5 2,5 GHz Intel Core i5 and AMD Radeon HD 6630M 256 MB)
    Attached Images    


  8. Location
    Italy
    Posts
    648
    Really interesting!


  9. Location
    Düsseldorf, Germany
    Posts
    176
    Quote Originally Posted by fffMalzbier View Post
    Thanks for the demo but i have quit a bit fun artefact's.
    (Running at a Mac mini Mac os 10.7.5 2,5 GHz Intel Core i5 and AMD Radeon HD 6630M 256 MB)
    Hi, it's most probably the same issue, that Daniel Brauer reported. Unity may switch rendertexture uv's on certain platforms. I'll upload a fixed version tomorrow, as I'm currently not in front of my unity machine.
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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  10. Location
    Düsseldorf, Germany
    Posts
    176
    The demo should now run correctly in mac webplayer.
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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  11. Location
    Düsseldorf Germany
    Posts
    666
    Looking very nice , nice performance.
    I now that the product is "just starlet" but do you now what a ETA for the version that is working with texture and shadows?


  12. Posts
    94
    I must have this.
    Is it possible to have the (lights "colored planes"), invisible but still have the lighting?
    Last edited by Andrew_atl; 03-27-2013 at 07:41 PM.


  13. Location
    Düsseldorf, Germany
    Posts
    176
    Quote Originally Posted by Andrew_atl View Post
    I must have this.
    Is it possible to have the (lights "colored planes"), invisible but still have the lighting?
    Yes, of course. The planes are just dummies to visualize the light emitters. It's just a box geometry with an emissive material. You can deactivate them to your liking, as they are not relevant for the lighting calculations.


    @fffMalzbier
    Thx. As for the release date, we hope to finish a first version by the end of next week. We need to do more testing, bugfixing and generally shape things up a bit. However, shadows probably won't be finished for the first version.
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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  14. Location
    Düsseldorf, Germany
    Posts
    176
    Small update before the weekend.



    Happy Easter!
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

    Blog
    Twitter
    redPlant



  15. Posts
    1,887
    It is screen space filter, so no matter what produces the light, it's the screen resolution that matters.

    BTW absolutely fantastic! I thounght we needed still some years before having this kind of lights on real time!


  16. Location
    Düsseldorf, Germany
    Posts
    176
    Quote Originally Posted by nuverian View Post
    Does the mesh actually produce the light? I allways thought thats very expensive performance wise
    Hi nuverian, there is no mesh. The neon sign is just a texture.

    Quote Originally Posted by megmaltese View Post
    It is screen space filter, so no matter what produces the light, it's the screen resolution that matters.

    BTW absolutely fantastic! I thounght we needed still some years before having this kind of lights on real time!
    Thank you!
    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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    Twitter
    redPlant


  17. Location
    Düsseldorf, Germany
    Posts
    176
    Another update, added specular reflections to textured light emitter.

    A well done bug should leave absolutely no clue as to when it was introduced or where. [Green, Roedy]

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