

Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. The Line Renderer does not render lines that have a width in pixels The smallest unit in a computer image. More info See in Glossary, each with its own Line Renderer. A GameObject’s functionality is defined by the Components attached to it. The line is always continuous if you need to draw two or more completely separate lines, you should use multiple GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. You can use a Line Renderer to draw anything from a simple straight line to a complex spiral.

I also heard yesterday that in UE4 for example the roughness channel should not be sRGB.The Line Renderer component takes an array of two or more points in 3D space, and draws a straight line between each one. So I guess Unity is not really capable of PBR and not suited for that kind of things, altough your box project looks fine actually, OR I'm doing it wrong. it is just black gloss :/Īnd now the surprise if I look closer into the albedo shading. However I noticed is that in Unity where the roughness is it looks much better BUT not where the actual gloss is. If I lower the rough value ( SP = 0 gloss ~ just flat ) then it looks in Unity flat with a bit of roughness and still dark grey color. If I higher the rough value ( SP = very glossy ) then it looks in Unity just like black-mirror Thanks Wes, I tryed the roughness tweaking with about 50 different values, it seems like only the "dirt" and "gloss" details from the roughness are modified, the main color remains just the same dark. I don't mean to sound like I am blaming this on Unity : ) You will not be able to match the highlights as the BRDF is very different between the applications. I attached an example where this seems to help. Then on the levels, target the roughness and lower the gamma. On the standard layer, choose the roughness channel at the top of the drop down list of the layer stack and for the blending mode, set it to pass through. You can do this by adding a standard layer and add a levels to this. You will need to overdrive the roughness to try and compensate for Unity. You need to modify the roughness map so that it looks good with a specific probe resolution. I would say 64 and then try to modify the roughness in Painter. I think what you can do is to set a resolution for the probe. I think that is what you are really seeing and why changing the albedo color was not helping. Higher values are making the object look more glossy and thus give the appearance of the texture looking darker. Unity makes it difficult as the "smoothness" interpretation changes based on the resolution of the reflection probe. It's not possible to get an exact match with Unity as Unity is using a different BRDF (blinn/phong). This is where the BRDF differences come into play. It seems to me that its not an issue of the albedo color, but its more about how the "smoothness" is interpreted. I checked the scene and it looks like everything is set correctly. Quote from: xelawebdev on August 20, 2015, 03:19:26 am Hello guys, I will greatly appreciate your help of any kind! Sorry for this wall of text, I'm trying to provide max information to save time. Texture overview (all needed + emission ) Substance Painter screenshot: ( rightclick->show image for fullsize to those who don't know ) Sidequestion: Is it important to set the environment in the Painter right before starting IF you don't know which environment the model is getting used in?
#Black line on edge of movie texture unity easymovie full#
I will provide full activity and screenshots as fast as possible whenever you ask to speed this process up. Hope that someone in this forum, world, universe can save my life (and hopefully not only mine) I'm now running out of ideas and starting slowly to give up Unity. Making the metal texture in Substance Painter brighter = still to dark in Unity 5 Tweaking the metallness map ( which was not a good idea since it brightens a way to hard even after just 1% more brightness, but the texture is still dark-gray-ish / black ) Tweaking the environment cubemap (which is the same I used in the Painter and setup with a guide from this forum ) Now the problem with the high-gloss is gone but one problem remains stil: The textures on the model are like 200% darker than they are in the Painter. I first had roughness problems, but solved them by reading the forums about roughness fill-layer and environment maps. So the problem was that my texture on the model appeared to dark and to shiny. Literally), I have to ask now on the forums, sorry for that. After several days of searching and trail&error(google, steam, everywhere.
