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?
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)