Physically Based Shading+IBL+New Wind Effects+Water Droplets on Camera

Hi all,

Here you can find the project thread where I applied my new techniques, with video, downloadable demo and my technical document.

In this thread I’d like to speak about my techniques, what do you think about it? Would you be interested in adding any of these features to your projects?

Thanks for your help

Gennaro

Awesome work dude!

Do you have any plans about releasing these shaders/techniques on the store? I’d love to have access to some of them (Layered materials above all :p)

Keep up the good work

looks great well done :wink:

hi gennaro,

it looks great and a lot of your “secrets” seen quite familiar to me.
so i would like to point you towards Lux – an open source physically based shader framework.

i do not know if you know it but it would be great if you could give it a try – and may be come up with some interesting comments, suggestions or whatever.

http://forum.unity3d.com/threads/235027-Lux-an-open-source-physically-based-shading-framework

lars

p.s.: in case you would like to give it a try make sure you get the latest version from the repo:
https://github.com/larsbertram69/Lux

Thanks :slight_smile:

Lars your work look be incredible, well done. I will give it a try nut I already saw some difference, I use different specular distributions for different material. The free software is the seed for the modern technology, good job!

Hi guys,

I have just finished to edit this breakdown, feel free to give us some comments.

Thanks

amazing

Everyday I wish I could do that instead of programming lol.

Hahahah, I am a 3d artist and I wish every day I could programm a little something instead.

Anyways, my friend Gennaro does it for me and 100 times better than I could, so I can’t complain! :smile:

Does the project require Unity Pro ?

I mean the blur in the back etc are from Pro or your effects ?

Yes, it required unity pro for the Depth of field.