Search the Community

Showing results for tags 'shading'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feeback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • Showcase
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...

Found 6 results

  1. Hi everyone! I made a tool for making a shading map from multiple PBR textures (met/spec/etc). I originally made this for importing megascans into unigine but it ended up becoming quite helpful for other stuff too. Hope it helps someone :D Also it's completely free and open-source, use it any way you wish! Download: Source:
  2. [SOLVED] Skip Shading for ObjectMeshStatic

    Hello, is it possible to disable Shading on a ObjectMeshStatic. I want to use a rendered Texture on it, but it must not be shaded. I already tried to use it as a emission texture in the material but there ist still shading applied to it. Thanks
  3. Hi, we did observe that alpha blended and deferred materials have completly different shading when using a LightEnvironmentProbe with a static cubemap environment texture baked by the probe. This results in a much darker shading than only deferred. In the example you can also see when setting the dynamic mode and increase renderpasses the probe starts to flicker. When not using a environment probe the shading is more equal to deferred. Is there any bugfix, workarround for these two problems? Thanks Sebastian
  4. Hi, I managed it to migrate from 2.7.1 to It works so far when we are not using decals for most of our scene, but we recognized a significant change in the shading. We did no changes to our Material initialization and textures, but the image is brigther and more saturated. Why is this happening? Files attached. Thanks
  5. I was just comparing impostor images that came with stock Unigine trees against impostors I had just generated with grabber of the same tree, and I noticed some discrepancies. The sheet on the left is ours, the sheet on the right is Unigine's. The first difference is that the impostors we generated from grabber are much brighter. The second is that the Unigine stock trees have some sort of lighting information baked in that helps them perform, looks like it's ambient occlusion. In comparison the impostors grabber generates for us are very flat. I don't see any settings in grabber that
  6. So I tried adding grass, and the result is less than spectacular. The problem is that the grass shading doesn't follow the terrain shading at all. There's very defined hills with totally flat shaded grass growing on them. This becomes a very ugly problem when looking at dark areas of terrain and the grass looks radioactive. Is there a way to fix this? I have receive shadow and receive world shadow both checked on my grass and terrain, for both the nodes and materials. Pretty much everything is set up like the "Adding grass" tutorial in the documentation.