Hii,
check this out -
Look in the red circles [the sparkling or STAR GLOW kind of effect]
I want to show the same effects coming out from my bulbs on the roof, i have like 50-80 of them, its a big hall.
I wish to run this on exe,webplayer as well as mobile.
What’s the way to achieve this kind of result ?
Just 1 question
Adding this effect to 100 bulbs, will it be ok to web/exe/mobile outputs ?
It shouldn’t be a problem, lens flares aren’t that expensive. Since you are using so many, just remember to use the smallest texture resolution you can get away with for the flare texture (i.e. 64x64 might be good, but test based on your project) and make sure to reuse the same texture; for example don’t use a unique texture for 100 different flares; just use one over and over again.
Are all of the lights visible at the same time? i.e. one long hallway with one hundred lights?
Noo, all of them wont be visible, i’ll plan it in a way that max 20 to 40 can be visible at a time and 1 more thing, how do i manage to make a staircase glass exactly like that in the above image ??
To make the staircase glass you will need to do three things:
- modeling
- surfacing/shading
- lighting
Modeling is easy, just do some poly modeling in something like 3dsMax, this is the simplest and easiest part.
The render in the image appears to have been done with VRay. Renderers like VRay/mental ray have special shaders that respect physical laws of energy conservation (something that doesn’t exist in Unity). There are special glass shaders for VRay that refract light realistically through correct IOR indices, based on actual transparent material values in the real world. Again, this is something that is not native to Unity- the only game engine I know of that mimics this most closely in real time rendering is CryEngine 3.
Lighting is another main concern when going for photorealism. Again, renderers like VRay use special area lights and approximated GI algorithms that all follow physical laws of energy conservation; these all work with special materials so that light interplays correctly and produces realistic renders like the one in the image. These kinds of lights don’t exist in Unity. Again, the only engine I know that has reached the level of rendering any type of realistic realtime area shadows and correct tone mapping is CryEngine 3.
What does it all mean? You can do some beautiful arch viz work with Unity and come pretty close to photorealism, but you will have to fake it completely. The workflow you probably want to adopt would be one where you create all your arch viz work, including lighting and rendering inside of 3dsMax VRay (could also be mental ray with 3dsMax or Maya). Once you have achieved a render as in the image above, you will need to bake all of the lighting to actual texture maps and export it all to Unity. Don’t relight the scene in Unity or bake any new lighting, only use the lightmaps and data from VRay. Import everything to Unity and set it all up as it was laid out in 3dsMax and add the lens flares to the light bulbs and add any post effects you like. For the glass just use a transparent shader. The glass won’t be photorealistic, but if your environment looks good and with some artistic tweaking on the glass shader, no one will notice you’re not using physically accurate glass shaders. In the end it’s all about composition and presentation.
staircase glass … you should take a look at this shader (or one without the specular component)
http://www.asteroidspatrol.com/shaders/Transparent-Reflective-Spec.shader
100% the same is not possible , especial on IOS , but the shader should get you close.