enlighten, indoor scenes/architecture and ambient occlusion

hi there

I’m using unity for architecture visualizations and while I like a lot of things about the unity5 beta I am somewhat frustrated with ambient occlusion. Sometimes it seems to work fine and other times results are looking incredibly bland. Has anyone else had this issue?

also, I can’t work out how the spec map is supposed to work. I have a concrete spec map that is almost black, and still the material is far to specular/reflective. how can that be? is it because I boost albedo and inderict lightning?

Do you have an alpha channel (smoothness)? It should be quiet dark and detailed for concrete I guess.
Normalmap helps aswell :slight_smile:

thank you for pointing me in the right direction :). I also realised that you can now work with the metallic model. looks more intuitive to me.

normalmaps: is there a way to make them visible without direct lighting?

@yoveo , check out the new directional mode with specular here Directional lightmaps - Unity Engine - Unity Discussions

thank you, I’ll definitely check that out!

yoveo, you’ll definitely want to check out physically based rendering. This is where the game industry is heading, and Unity 5 is no exception (the new “Standard” shader, and the deferred rendering pipeline, is now physically-based)

I highly recommend these to start: