Hello,
I’m interested the metal pack. I’m still running Unity 5.2.3. Can I still download, install, and use the metal shaders/textures even though I don’t yet have 5.3? (I realize the materials might not look as good as they do in 5.3, but it is still usable for now until I’m able to install Unity 5.3?)
The other question I have is one of the assets says the download is 600Mb. But looking at the files included in the package, I don’t see how the asset could be that large of size.
Do you know if the list shown is complete? Or is maybe the reported download size correct?
picked up some of those packs and liked the quality, I would like more through tutorial on how to use them to their fullest. How to integrate them to custom models, etc.
Well, with standard Unity shader it’s like “apply material to the model, adjust UVs, build Reflection Probes, done”. Some useful advices are mentioned in my documentation for Unity (at the bottom of the page) and for Blender; also with new PostProcessing stack there comes better Color Grading and Bloom effects that really helps with photoreal metal look & feel.
Wish someday that ageing feature comes to unity shaders (watch from 1:34):
But anyway, it’s still a material and even with these features all pretty simple here with PBR… and that is a bright side for artists - just apply some materials from library to scene meshes and that’s it, no wasting time on material nodes setup/geeky stuff.
I tried your scene in 2017.4.0f1 and I think there’s an issue with your GI proxy objects, because they are visible to me (the trees are just large, green cylinders, for example).
Thanks!
About GI proxy objects - they will be automatically hidden in “Play” mode by animation. To make them go away in “Scene” view mode you can simply hide them - they are here in Hierarchy:
The only time they’re needed to be visible is when lightmaps are baking.
Correct way is to use layers to hide those GI proxy objects from user camera & reflection probes via Culling Mask property (this way GI proxies still be visible for lightmap engine but not bothering you in Scene view/Play mode), but layers can’t be shipped within asset package from Asset Store as far as I know, they’re set on per project basis.
Oh! you’re revamping your Real Materials! YESS!!
I have the Complete bundle though. Will you update this one too?
I’m not really concerned by the new HDRP and LWRP though, since I’m still using forward rendering (more flexible, compatible and faster to render than the new ones for my current project at least.)
What do you think about the render quality of the new render pipelines though? Are they really better visually or is it fairly the same? Is it worth all the trouble?
takes huge breath and blows off meter-thick layer of dust from this thread
Yep, time to catch up with recent LWRP release and upcoming HDRP release, at least port my old materials to those rendering pipelines (but some of them will be reworked, like half of the volume 1). Currently only volume 1 is finished, but soon I will upload everything else too and in the end update a Complete package (don’t know how yet - there is a limit to 4GB of package size in Asset Store and to have HDRP and LWRP versions added to Complete package I need 13-14 GB).
About LWRP and HDRP pipelines - hard to say, I don’t have much experience with those.
Great!
I’m a huge fan of your materials!
I would hire you to make all the materials in my game if I wasn’t poor like a rat
Let’s hope I finish my game and have some success.
Thanks to rrahim for testing - now there is a correct way for owners of “Real Materials Complete” package to have an update on HDRP/LWRP material versions: from now on you can visit “Real Materials vol. 1” (and vol. 2, 3, 4, 5) page on the asset store and they’re will be free for you.
Right now only volume 1 is refreshed with HDRP/LWRP versions but in next 4 weeks all of them will be ported + i need to gather all existing non-metal materials into additional volume 6 and 7 and add this free upgrade option to them. I will post here a message when it’s done.