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Skylebones
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« on: February 02, 2010, 04:34:45 PM »

The awesome folks over at pureLight Technologies were nice enough to let me try out the trial version of purelight for unity. I spent a bit of time getting a pretty good workflow going from softimage to purelight and figured I would post some results.





I still have a few things to figure out, especially when it comes to custom shaders. I’m not much of a shader programmer, and I didn’t try anything custom with this scene.  Now that I’m done with my quick workflow test scene I’ll be using it in the production of my game.  So keep a look out for some images from that.

When it comes to lightbaking for Unity, pureLight is by far the easiest solution I’ve found to date.  Simply export you scene out of your 3d app, import it into purelight, bake your light maps, and import the whole thing into unity. The above screenshots were taken right after I imported my scene from purelight to unity and created a web build. Everything keeps it’s connection using purelights custom shaders.

My game will be a web game, so having a good frame-rate is key. Because I have no lights in this scene I'm getting an awesome frame-rate.

Thanks for checking it out!
« Last Edit: February 02, 2010, 04:37:24 PM by Skylebones » Logged

thylaxene
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« Reply #1 on: February 03, 2010, 05:28:58 PM »

Sorry I have to say it!

Pitty it is a Windows only solution! Sad

Aside from that the results look great.

Cheers.
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giyomu
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« Reply #2 on: February 03, 2010, 05:55:19 PM »

Sorry I have to say it!

Pitty it is a Windows only solution! Sad

Aside from that the results look great.

Cheers.

Just hope that UT will come with their own integrated lightmapper inside of unity someday ... Roll Eyes
because even if pure light look nice , if i understand well we still need to do the operation outside of unity  Undecided...I don't know how they integrated it , but I was thinking for something that don't force you to leave the engine to do it...
(like UDK)

I guess only UT staff can come up with this kind of solution...

well we will see..  Grin 
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unity 3D , so cool ^^
RT-Visualization
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« Reply #3 on: February 03, 2010, 07:27:29 PM »

I asked a couple of days ago directly to the guys who developed pureLigut and they told me that will not be something like Torque3d where you basically export all your meshes from pureLight to Torque,but instead there will be a script within Unity that will work the oppowite way,so I think that should be like this:
- bake your lightmaps in pureLight
- open Unity
- run the script from Unity
- all your meshes are loaded with diffuse and lightmaps

At least this is what I understood,I hope that they release the Unity support soon because my test scene is almost doNE!

Nice scene by the way :-)
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Skylebones
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« Reply #4 on: February 03, 2010, 09:07:36 PM »

That is exactly how it works. There is a script in unity that imports your entire .scene file from pureLIGHT into unity.

And from what they have told me, it should be out very soon.
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« Reply #5 on: February 07, 2010, 04:42:14 PM »

Sorry but they give you the script to import all the scene in Unity? 'cause I'm baking a scene right now and I don't want to put all my lightmaps manually Sad
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Skylebones
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« Reply #6 on: February 08, 2010, 02:21:10 PM »

yeah, I just imported my entire scene. All the maps came in connected. Are you using the Unity version?
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« Reply #7 on: February 08, 2010, 04:10:49 PM »

yeah, I just imported my entire scene. All the maps came in connected. Are you using the Unity version?

mmhhh...sorry, but I don't understand, you mean that you export your scene from XSI to pureLIGHT with all your maps ( I suppose you use .dae, one at the time ) and then from pureLIGHT to Unity ( using the .dae that pureLIGHT creates with a second UV map ) and when loaded into Unity you have both diffuse and lightmaps?
Well, that sounds really good, I figured out just last month how to maintain the UV tiling from XSI to pureLIGHT, doh!

About your question, no, I'm not using the Unity version since is not release, but I was wondering if the trial that you downloaded got that function Smiley
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Skylebones
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« Reply #8 on: February 08, 2010, 06:39:09 PM »

yes, I'm exporting out of xsi as .ase files. importing those .ase into purelight and baking. After I bake my lightmaps into purelight I save the purelight scene. Open unity and inside of unity there is a button under Assets title 'import purelight scene'. And it does exactly that. It will import every object from purelight into unity as a .dae. The connections will stay and everything. That way you don't have to go back and reconnect all your maps. The slowest part is exporting out of XSI. After that it's a breeze.
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« Reply #9 on: February 09, 2010, 05:31:22 AM »

I really never noticed the "import purelight scene" button Sad

I'll give it a try Smiley
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« Reply #10 on: February 09, 2010, 12:26:14 PM »

yes, I'm exporting out of xsi as .ase files. importing those .ase into purelight and baking. After I bake my lightmaps into purelight I save the purelight scene. Open unity and inside of unity there is a button under Assets title 'import purelight scene'. And it does exactly that. It will import every object from purelight into unity as a .dae. The connections will stay and everything. That way you don't have to go back and reconnect all your maps. The slowest part is exporting out of XSI. After that it's a breeze.

That's odd, I don't have that button...did you upgrade/download a newer version of Unity? I have the 2.6.1 Pro version and the button is not there Sad
Is possible for you to send me the script so I can test it? I would like to test pureLIGHT+Unity3D! can't wait!
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Skylebones
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« Reply #11 on: February 09, 2010, 12:51:37 PM »

The buttons not there if your using the regular version of pureLIGHT. You have to be using pureLIGHT Unity. Which isn't out yet. The only reason I have it is because I'm testing it for pureLIGHT technologies. It should be out real soon.
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« Reply #12 on: February 09, 2010, 03:05:33 PM »

The buttons not there if your using the regular version of pureLIGHT. You have to be using pureLIGHT Unity. Which isn't out yet. The only reason I have it is because I'm testing it for pureLIGHT technologies. It should be out real soon.

Sorry, I tought that there was already a version on Unity3D that allows import from pureLIGHT...anyway, I can't wait for that Smiley
Let's just hope that some smart fella will "translate" the script for multiple .ASE export and we're done!!!
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