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Question by UnityExample · Nov 07, 2012 at 08:46 PM · shaderlightingrenderqualitygraphic

Realistic Graphic Setup, but how?

i'm just testing out the pro version of unity, but i've generally a problem with the graphic setup, it looks kinda unrealistic. How to setup a realistic Graphic ? i've searched for Tutorials that helps me playing arround with different settings, but that would take hourses and days until i tried every shader and setting.

You've got good reference-material or some tipps/Tutorials/sample-Settings for me?

My little Project is a Simulator in a city, so ambient occlusion will be very important i guess. and it's not a cartoon or somethin special like that, it should just simulate the Reality as good as it gets

here an example of what it could look like, so generally the direction where it should take, but this is NOT my project (has webplayer too!):

http://flasharp.blogspot.ch/2010/11/unity-city.html

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Answer by FakeBerenger · Nov 07, 2012 at 11:15 PM

You need to increase the size of your lightmap, the resolution is too low. Try adding more lights, the sun only probably won't be enough to have something convincing. Also, you could improve performances by using LOD on your building, those far away seem to detailed to me.

Now, for materials, take a look here and there.

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avatar image UnityExample · Nov 08, 2012 at 04:38 PM 0
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i think you've not understod me correctly, the link shows an example of what kind of direction i want to get, but with no tutorials or something like this its freaking difficult

the links are looking kinda interresting, will them check out, thx!

avatar image FakeBerenger · Nov 09, 2012 at 02:57 PM 0
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Oh right, my bad. Well, you should mess around with the lightmapping then (Window->Lightmapping). What seems complicated to you ? $$anonymous$$odels, materials ?

avatar image UnityExample · Nov 10, 2012 at 10:52 AM 0
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generally its the Lightmapping, because i have Day and night changes, and the sun is changing the position, the shaddows have to move arround, so then i can't bake the hole scene, right? what have it to do to only bake the ambient occlusion? because when i have this, i only have to add then the soft shadows, correct?

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