Quantcast
Channel: Comments on: Working with Physically-Based Shading: a Practical Approach
Browsing index pages (30 articles)
↧

By: Ahmet

nice asset!!! can we use these objects in our project freely?

View Article


By: 1p – Working with Physically-Based Shading: A Practical Approach |...

[…] http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]

View Article


By: 1p – Working with Physically-Based Shading: A Practical Approach | Profit...

[…] http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]

View Article

By: Lusvardi Gianmarco

Great article: I need just a little information: You have written: The baked-in sun reflection is not occluded when the surface is in shadow and it becomes overly shiny in darkness. I have this issue...

View Article

By: Jessica

Hey there, the secondary details maps are very cool. However, I saw that – if you apply them, they “add” to the general Albedo map in a certain way but I cannot figure out how exactly. Is that a...

View Article


By: rogerio castro

Excelent post, ty for references

View Article

By: Getting Started in Unity 5.0 | Game Developr

[…] Blog post – http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]

View Article

By: Serge

Thanks, now it works!

View Article


By: Lasse Makholm

We had problems materializing some Asset Store packages. The download should work now.

View Article


By: Serge

I have the same problem :-(

View Article

By: Claudio M. E. Bastos Iorio

I keep getting an error while trying to download this package from the Asset Store, using Unity 5. Anyone else is experiencing the same?

View Article

By: Tobias Ullfert

Can you explain why you have used washed-out textures as in “prop_fish_01_d.tif”?

View Article

By: Tobias Ullfert

Can you explain your object’s materials? For example, the fish texture “prop_fish_01_d.tif” is really washed out. I am sure that you did that for a reason, but it is not clear to me yet, and I would...

View Article


By: Gorgeous Arch-Viz in Unity 5 | Game Developr

[…] makes good use of the real-time global illumination feature, physically based shading, reflection probes , HDR environment lighting, the linear lighting pipeline and a slew of […]

View Article

By: elecman

I wonder why no Unity terrain is used.

View Article


By: elecman

Thanks for the explanation. Makes sense. Shouldn’t this be in the Unity manual as well though? http://docs.unity3d.com/Manual/LightProbes.html

View Article

By: Robert Kabwe

I was kind of indifferent to PBR, I didn’t really get it until a few nights ago when i seriously tried it out. It’s amazing what you can achieve, the variety of textures with just a diffuse and normal...

View Article


By: iByte

Hi Erland, very nice work. Could the teleporter demo you worked on last year be made available in the asset store as well?

View Article

By: Joachim Ante

Lightmapping small prop objects like rocks, grass etc is overkill and can be very bad for both baking performance and runtime performance due to larger lightmaps. This is especially important for...

View Article

By: elecman

There is a problem with the asset store package updater. It keeps downloading the old package. To reproduce (Win 7): -Close Unity 5 RC2. -Delete downloaded file “Viking Village.unitypackage” from the...

View Article
Browsing index pages (30 articles)


Latest Images