Lighting IN moving Objects

Hi there,

I have to make a scene of driving in a car, so the car is going to move. Now the problem is, as long as the meshes in the car are not marked as static - the lighting looks pretty boring. When I mark it as static - it renders pretty long each frame, so it seems not to be fitting for realtime GI, not mentioning the baked one. Is there any workaround to make the lighting in the car a bit nicer?

Thank you in advance…

Stanko

No moving object should be marked static. If you want your car to look nicer you have to change its shader. Car texture usually have reflective surface and very shinny. Use a shader that has cubemap reflection.

Jeap, I got it that I may not mark it as static. But what do you mean with changing the shader? I am using the standard shader von Unity, and couple of them have textures. The materials looks actually pretty fine, but light in the car is pretty boring.

The standard shader dosen’t have cubemap :wink:

Ooo.k. Could you please a bit specifiy what do you mean with that? I started using Unity only 2 months ago, and although I already kind feel like a home, there are still many many things to be learned. I really would appreciate if you at least sketch the workflow you would be using to make nice the interior of a car. By moving. Thank you very much - greetings from Frankfurt am Main, Germany

Well thank you for that link, but I already went through those tutorials. The problem here is, that I have a very specific situation (lighting in a moving car), and I couldn’t find a satisfiyng solution. Ok, my interior looks right now almost better then interior in gta 5 cars for example, but I think it can be achieved more. Another problem: I am developing this presentation for oculus rift, so the lighting looks in oculus even more dull then on screen. I thought some of your veterans knows a couple of tricks.

Are you using forward or deferred render? The quality shouldn’t change.

Personally i never use any of the premade shaders. Because the engine can produce so much more graphics than does.

Like i said + the tut links the standard shader doesn’t have cubemap reflection. Unity - Manual: Cubemaps
http://docs.unity3d.com/432/Documentation/Components/SL-SurfaceShaderExamples.html

Im using the deffered because of space screen reflection in linear mode. Well, the thing is, i dont have problem with reflections, there are there and they are pretty satisfying, my problem is plain lighting. Here the screenshot so know what I am thinking.

I see. Its clear that your light source needs some adjumsent, You should have 1 direction light for “sun light” adjust with global to get the best effect.