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Post by jrackley on Jun 19, 2017 23:47:28 GMT
When using post processing and adding color correction, does anyone know a good setting to keep the night cycle from turning pitch black and making it unable to see anything?
We are so tired of it that we may leave the night cycle pitch black for more realism and just give you an awesome torch to walk around with at night to light up things, and of course an option to sleep until daylight???
I know most games are not really that dark during the night cycle, and without color correction turned on ours is not super dark, but hell now that I think of it The Forest was pretty dark at night I guess.
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Post by Invector on Jun 19, 2017 23:57:29 GMT
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Post by Invector on Jun 19, 2017 23:59:32 GMT
Btw, Lighting is one of the features that I have the most difficult time to find something good in Unity, we need to bake (which take hours), setup post, color correction, light and still can't find a good balance... Unlike Unreal engine, you just hit play and they have a awesome light
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Post by tharindu on Jun 20, 2017 6:39:05 GMT
Not sure if baked lighting works here because I think you have a day/night cycle which means the light source isn't statically positioned, it changes . That golem video was a give away ;) I noticed that you probably have a zone in place.
My best advice is there's no perfect setting for this. At different times of day you have different kinds of settings that work for you. Let's say take tonemapping. When you finally get your nights a little visible you end up screwing your day because you cannot take that high intensity bloom in your eyes.
So my recommendation is you use an Animation Curve to draw a graph and use that curve after normalizing to relate to different times of day. I am pretty sure you're using a weather system. So ideally it should work for you.
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Post by jrackley on Jun 20, 2017 12:21:38 GMT
Not sure if baked lighting works here because I think you have a day/night cycle which means the light source isn't statically positioned, it changes . That golem video was a give away ;) I noticed that you probably have a zone in place. My best advice is there's no perfect setting for this. At different times of day you have different kinds of settings that work for you. Let's say take tonemapping. When you finally get your nights a little visible you end up screwing your day because you cannot take that high intensity bloom in your eyes. So my recommendation is you use an Animation Curve to draw a graph and use that curve after normalizing to relate to different times of day. I am pretty sure you're using a weather system. So ideally it should work for you. Exactly on the spot,lol! Yes we are using Enviro for the weather and time of day, it is an amazing program. It does have some new curve in the update that just happened a couple of days ago that is supposed to adjust the lighting and or color of the sky at night based on the time so I need to try and play with that some.
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Post by tharindu on Jun 20, 2017 12:49:24 GMT
Not sure if baked lighting works here because I think you have a day/night cycle which means the light source isn't statically positioned, it changes . That golem video was a give away ;) I noticed that you probably have a zone in place. My best advice is there's no perfect setting for this. At different times of day you have different kinds of settings that work for you. Let's say take tonemapping. When you finally get your nights a little visible you end up screwing your day because you cannot take that high intensity bloom in your eyes. So my recommendation is you use an Animation Curve to draw a graph and use that curve after normalizing to relate to different times of day. I am pretty sure you're using a weather system. So ideally it should work for you. Exactly on the spot,lol! Yes we are using Enviro for the weather and time of day, it is an amazing program. It does have some new curve in the update that just happened a couple of days ago that is supposed to adjust the lighting and or color of the sky at night based on the time so I need to try and play with that some. Well guess who requested the curves from Hendrik xD haha I go on the unity forums under evilangel89 .
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Post by resdin on Nov 5, 2017 21:21:05 GMT
You should use a solid color for your ambient lighting. A solid black while providing more realistic lighting is usually not optimal when you want the player to be doing things at night. I find a charcoal dark gray tends to work well. If your map is a large outdoor scene set real time GI on and set the indirect resolution to .5 or 1. Realtime GI requires at least one static object so while your at it set your objects that are occluder/occludee for later occlusion culling. If you have things configured correctly it should not take too long to generate and particularly if you keep auto generate on -- it hurts at first but goes really fast later unless your scene is really massive.
You also might just need to adjust your color correction to look good at both day and night.
Edit: Clarity
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Post by shadex on Dec 2, 2017 9:31:07 GMT
When using post processing and adding color correction, does anyone know a good setting to keep the night cycle from turning pitch black and making it unable to see anything? We are so tired of it that we may leave the night cycle pitch black for more realism and just give you an awesome torch to walk around with at night to light up things, and of course an option to sleep until daylight??? I know most games are not really that dark during the night cycle, and without color correction turned on ours is not super dark, but hell now that I think of it The Forest was pretty dark at night I guess. Normally i would just change the lightning mode, however if your using a day and night cycle, Try adding a blue light to the player with a low intensity and turn shadows off. During the day it wont be visable, but as night comes, it will keep the player and radius of the light visable, while stuff out in the distance will still be dark.
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Post by jrackley on Dec 2, 2017 15:57:33 GMT
shadex yeah we are using Enviro and have since figured out how to fix it by changing the night color very similar to what you said. I really like the suggestion about the light on the player though as well, I may have some ideas where that will come in really handy for sure! Glad to be back to working on this game again after taking a little break to work on our other one, and really looking forward to seeing v2 of your magic system!
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