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And what resolution and framerate. AntonBertelsen , Jan 16, Jun 15, Posts: When are we getting access to an updated terrain engine that can actually batch modern shaded objects?
Like in this demo? KnifeMedia , Jan 16, Apr 11, Posts: The forest areas are probably the best I've seen. Jun 12, Posts: Not sure if I was just watching a nature documentary or actual Unity real-time footage.
Peter77 , Jan 17, Oct 3, Posts: Oct 5, Posts: Jun 30, Posts: But the real question is: Will anything of that be usable in Unity? Can I buy some art assets from Asset Store, throw them into a scene, change some renderer settings, bake some GI lightmaps, press play and it will look anyway near it?
Or do I need a team of "experienced game professionals" working 2 years on a few short demo showoff sequences that will never work in a game, rewriting Unity's render pipe in the process and investing k in 'professional' art?
DerDicke , Jan 17, KnifeMedia , Jan 17, Ostwind and hippocoder like this. Many Unity users bounce from thing to thing never getting a clear answer.
The HD pipeline is heavily asset dependant, you will need great quality assets. So I think a lot of the problem is that users get sucked into Asset Store quickly and do not spend time on baseline Unity capabilities.
Dec 27, Posts: Sep 30, Posts: This demo shows the Unity's new HD Render pipeline power to build high quality scenes using high quality assets. I hope the workflow can be as easy as it is right now with standard deferred.
Looking forward to see more in depth news. With this render capability, Unity will safely become an easy choice for more developers in the AAA quality game community.
Think it's a bit easier due to the integrated node based shader graph. DerDicke , Jan 18, May 28, Posts: I love the tree people.
I'm very interested in how the wind and foliage animation are being handled. I'm not really familiar with the Quixel store but it doesn't seem like the trees and ferns have baked animations included; is this a new wind shader?
Any chance we can get any info on the future of trees? These look way better than SpeedTree, but I'm guessing these are all hand-placed regular mesh objects and there's a lot of baking and short camera distances, probably not designed to have hundreds of them with any sort of auto-LOD or billboarding or anything?
Apr 8, Posts: Grimreaper , Jan 20, Dec 18, Posts: This weekend i watch the first time that Book of the Dead was shown, at Unite May 20, Posts: AcidArrow , Jan 21, Shizola , angrypenguin and zombiegorilla like this.
Jul 7, Posts: Also would love to see some hard surface stuff, such as a room or a courtyard, as this is much more difficult to get right IMO than photogrammetry nature assets, which tend to have very subtle and complex lighting detail already in the maps.
Billy , Jan 23, Dec 29, Posts: The key questions, to me, are "How does it perform? Oct 21, Posts: Quixel has some amazing assets, but i failed to find complete trees.
Are they from somewhere else? Also is the unity terrain automation used in this scene or is everything by hand?
Could a scene like that be used commerially as gameplay? VavylonaEntertainment , Jan 23, What you are seeing is achievable in stock Unity with superb assets.
I don't see any terrain and indeed HD doesn't have a terrain shader. The HD renderer just will do the equivalent visual slightly sweeter with more speed, and far cleaner.
Also it has some nice features like transparent shadow receiving among others. I contacted quixel and told me that some assets were demo exclusives and maybe trees were from somewere else.
Turbosquid has some photorealistic trees but with very high price. SlowBros talk about the creation of their upcoming game, Harold Halibut, diving into the details of their innovative stop-motion techniques and Unity 's latest features.
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In this session,you will learn about Google's recently launched AR platform: The presenter will discuss the new development workflow and how the pipeline compares to Unity builtin pipeline both in terms of features and performance.
That way we can easily distribute the pointer data to every corner of the game without caring who and what device controlls the pointer.
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Auch Waveworks ist darunter was echt coole Meeresimulationen macht. Building a realistic forest setting with a high level of detail that supports crucial story beats.
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