pureLIGHT Unity

Just a quick heads up. We are hoping to have pureLIGHT Unity on sale later today or early tomorrow. Just a few e-commerce things to sort out. The full version is going to be $350.00US for at least the first month and if you are an existing Torque 3D pureLIGHT customer you can get the Unity license for an additional $150.00US. We will also be posting a demo version and some demo content.

A few people have asked about a Mac version and if there is a large enough demand we would definitely consider an OSX port.

Great news on this… i’m looking forward to taking it for a spin and comparing results to my current modo workflow.

Regards,
Matt.

Great can’t wait

pretty cool ,

can’t wait to see that in action :slight_smile:

I want Windows and Mac versions!:slight_smile: Will this work on Unity iPhone also to generate the lightmaps?

Hehe, thanks for the news btw!

We’ve not tested with Unity iPhone, but I see no reason why it wouldn’t work. You can manage lightmap size and memory usage very effectively in pureLIGHT. So, making a level with good lighting within the constraints of the iPhone shouldn’t be an issue.

This looks really interesting. Do I have to use you shaders, or can I use my own? And any plans to support fbx files?

You could use your own, but ours are set up to blend the lightmaps properly with the diffuse textures, transparencies and to implement our vertex lighting correctly. Right now FBX is a thorn in our side. The SDK is a nightmare and Autodesk hasn’t opened up the spec. We’d prefer to use something with a more solid spec than Collada so maybe people could pressure Autodesk into publishing the spec for FBX.

Do your shaders support normal and specular map?

Wait a second,

So pureLIGHT for Unity will not work INSIDE Unity editor? Well… with all my respect and consideration for pureLIGHT but if you force us to use Collada and another external tool, I don’t see any reason to use it.

I am pretty tired of external tools, I was expecting a IN editor solution.

And besides, talking on external tools, we can use http://unity3d.com/support/resources/unity-extensions/external-lightmapping-tool and is FREE.

The external lightmapping tool requires 3D studio right? If I understand it correctly puleLight is a external tool for lighting only… And since I don’t have 3D studio, but can export the collada format, PureLight might me something for me :slight_smile:

i agree with the fact that a IN editor solution will be best , but i guess that we will have to wait for the fellow UT dev to implement that themself to have it someday ^^,
but for external lightmapping tool as you link, well tool is free but if you don’t have max, to use this tool will cost you like 3000$ :lol:

so in the end pure light seem quite reasonable :slight_smile:

The external lighmapping tool from Unity works with Max and Maya.

The point is, usually, I (we) don’t use full scene from the 3D authoring tool, usually, we combine/arrange inside Unity scene, add more objects and so. To see that working, you basically have to export your Unity scene to an external tool, then make the lightmaps, then import again in Unity.

So, the path is Unity scene → external tool → Unity scene.

I am expecting an in Unity editor solution.

However, I will check the trial version, to see how is.

I was getting excited by this until I saw the collada file type. I’m a modo user which doesn’t export to this directly. I think Luxology mentioned collada support with 401 but I never actual saw this materialize.

Maybe a fellow modo user could make my excitement return with info on how modo and purelight could be used in harmony.

Regards,
Matt.

Hi fallingbrickwork

modo does support collada but in beta!

http://forums.luxology.com/discussion/topic.aspx?id=38553

Plus Autodesk offers a collada to FBX Converter

BUT are these compatible with PureLight? only a demo would tell, thats what I’m waiting on, to test my files.

We might be able to look at a solution that works inside Unity, but that is a significant amount of work and we would have to talk to Unity as it would require access to source code. The solution we developed as it stands was done mostly in-house with a bit of help from Unity. One good thing about keeping it external is the flexibility to use the output for multiple engines.

We support Collada and ASE. Our Collada support is quite robust and we have currently tested it with Max, Maya, XSI, Blender and Sketchup. If someone is willing to send us a test scene like a small Cornell box from Modo with Collada we will test that as well. Also, as maxfax2009 mentioned there is an FBX to Collada converter. Since Unity supports Collada as well it shouldn’t be an issue for most folks.

Lastly, I will admit there are a few hurdles to overcome, but believe me, the flexibility and convenience that pureLIGHT provides is well worth the effort. I am not a 3D modeler by trade, but even I can get really great lighting with this tool. If you want to see how the process works I suggest you check out our tutorials.

Here is our press release:

Gamasutra’s Best Of 2009: Top 5 Game Company Unity Gets Top Notch Lighting with pureLIGHT

Edmonton, Alberta, Canada, March 1, 2010 - pureLIGHT Technologies is pleased to announce that we are releasing pureLIGHT for Unity. pureLIGHT has been used for the over 3 years in complex cutting edge simulation projects for the US Army and Caterpillar and architectural visualization for companies such as British Petroleum and Gensler architects.

pureLIGHT brings the same incredible quality static lighting, ease of use and unbelievable value that other platforms have been enjoying for the last year to Unity. pureLIGHT Product Manager David Chan had this to say, “It’s been great to see Unity grow as a game development tool over the last few years. Unity concentrates on tools that are easy to use and yet extremely powerful. This is the same philosophy we subscribe to at pureLIGHT and we think our technology will fit perfectly into the Unity workflow and give projects that extra polish that will make them shine.”

pureLIGHT is a global illumination solution with advanced workflow features making it more attractive than competitive products at a fraction of the cost. Currently, most lighting products employ a “click and hope” approach with no opportunity for the user to view their lighting set up while light maps are being generated. This can lead to hours or even days of final product uncertainty. pureLIGHT offers a real time iterative detailed viewing of light maps as they are generated, thus allowing users to adjust settings while lighting is in progress. Users can employ other powerful features:

• pureLIGHT automatically unwraps models with flexible options for the best lighting model for any type of geometry.

• pureLIGHT supports popular 3D applications such as Autodesk 3ds Max, Maya, XSI, or any program that will export in the Collada standard.

• pureLIGHT can produce professional quality results with a minimum amount of experience.

• pureLIGHT supports multi-core rendering to make the most of modern hardware.

• pureLIGHT supports automatic generation of materials and includes pre-built shaders for Unity to make importing pureLIGHT as easy as a few mouse clicks.

• pureLIGHT includes an extremely efficient static ray-trace preview mode that allows users to see an accurate approximation of the final scene lighting.

The response to pureLIGHT Torque has been extremely positive. The following unsolicited quotes are from the pureLIGHT users:

Picasso - “pureLIGHT really rocks. It improves the whole vision of the level… pureLIGHT rules.”

Steve “YorkshireRifles” Acaster - “pureLIGHT is great. Well worth the money.”

Haru Ruben - “pureLIGHT’s iterative method really has helped me make better images - faster. Doing things in an iterative way helped me to make changes early, and see where problems or creative improvements were possible. Truth is it’s actually a lot faster than anything I’ve tried - truth is you can spend all night rendering your totally awesome lighting solution… but getting to that solution is faster, more fun and I ended up with great results.”

Logan Foster, Art Director Max Gaming Technologies – “pureLIGHT is a tool you should look at plugging into your art pipeline . Its affordability combined with a plethora of easy to learn, user-friendly features and its impressive and accurate, lightmapping results make it a very easy solution to consider adding.” (February 2010 issue of Game Developer magazine)

pureLIGHT will be offered at the introductory price of $350.00US for Unity customers. Existing Torque 3D customers will be able to add Unity support for $150.00US and users that want access to both versions will be able to buy the bundle for $500.00US.

The pureLIGHT site is here and the product sale page is here. There are also trial versions on the product page for those that want to test drive. Please make sure to read the manual section on installing Unity scripts and shaders.

Awesome! This is good news. After testing it with XSI I fell i love. By far the easiest lightmapping for Unity solution out there.

Hate to sound like an incompetent fool who cant use Google, but what is PureLIGHT?

pureLIGHT is a lightmapping technology you use to bake great lighting information into textures to use in your game and allows you to experiment and save a lot of time due to the way it works.
For more you can visit http://www.purelighttech.com/