For Unite Now, Unity’s online conference, I created an hour-long video session about Unity’s High Definition Render Pipeline. HDRP is tailored for high quality visuals on high-end platforms, such as PC and and consoles.
Unity’s Lights, Shadows, Reflections, and Volumetric Fog settings are covered in detail, to help Unity users maximize the visual quality in their projects. I end the session talking about some of the most important post-processing effects, such as tonemapping, white balance, and depth of field.
I present several key features of HDRP, such as the volume system, the anti-aliasing techniques, the exposure system, the volumetric effects, and the different lighting components required to set up the lighting in Unity.
I also describe precisely the physically-based lighting concepts and the photography theory required to light a scene correctly with HDRP, using real-world exposures and light intensities for natural and artificial lights.
I produced these real-time renders with Unity’s High Definition Render Pipeline. They were the fruit of the collaboration between Lexus and Unity in September 2019, to showcase Unity as a virtual production tool for automotive. I was in charge of all the visual quality aspects for this demo, from lighting to materials, as well as post-processing and color grading setups.
In the following official Unity article, I explained in detail how to set up the lighting in the context of this demo and how physically-correct lighting and camera setups can help Unity users to reach an impressive level of visual fidelity for high-end visualizations.
I have published an official and comprehensive Unity expert guide (PDF) on advanced techniques to create high-quality light fixtures for real-time applications. Read it and find out how you can use light cookies and advanced shaders to create convincing artificial light sources in any project made with Unity, from games or architectural visualizations to films and more!
After pointing out some of the common lighting mistakes still found in CGI nowadays and giving you recommendations on how to prevent them, the expert guide walks you through all the steps required to generate beautiful noise-free cookies with a variety of 2D and 3D programs, such as Photoshop, 3ds Max and Unity itself.
Moreover, I will explain how to set up critical post-processing settings in Unity, such as Exposure and Tone Mapping, so that your interior scenes can be lit in a more physically-correct way, one of HDRP’s mottos.
Finally, I introduce an original workflow to generate appealing caustics to bring the final ultra-realistic touch to your light sources, by adding micro-details to simulate the self-reflections of the light fitting and the structural imperfections found in the reflectors and the lampshades.
Shortly after joining Unity, I wrote a Best Practice Guide for Unity’s official documentation, about the lighting and rendering pipelines in Unity, because the multitude of lighting features and permutations in Unity can initially seem daunting. Indeed, Unity provides several lighting systems and rendering pipelines, to accommodate the very large variety of platforms and project types, and it can be difficult to have a great overview of the lighting pipeline.
In the document, I explain important lighting principles and how the render generate a frame. To facilitate the understanding of these concepts, I have created several diagrams, decision flowcharts, and tables to give a high-level perspective of the lighting pipeline and to help users decide which render pipeline and which global lighting settings would best suit their requirements.
I am an experienced lighting artist with over a decade of AAA experience in the field of real-time rendering. I have a strong technical and artistic background and I specialize in lighting, level beautification, UX, tools design, and workflow improvements.
I have worked on award-winning games and large AAA productions, such as the Crysis series, Ryse: Son of Rome, Grand Theft Auto V and Red Dead Redemption 2. Therefore, I have a great understanding of the art, lighting and tools requirements for many types of projects, from highly scripted cinematic experiences to large-scale open worlds, as well as competitive multiplayer games.
I work currently for Unity Technologies, as Technical Art Manager in the R&D Graphics team, where I lead fellow technical artists whose mission is to improve artists’ efficiency, develop new tools, workflows and graphical features alongside engineers and designers, and educate users globally.
For more information, please see my detailed resume or contact me on LinkedIn. You can discover my lighting work in the next pages or directly visit my Best Of section.