Photogrammetry De-Lighting Tool for Unity
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Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..

by Polygrinder
12 hours ago

Really awesome work and the tutorial is fantastic. Thanks for sharing.

by Dave
12 hours ago

Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.

Photogrammetry De-Lighting Tool for Unity
7 July, 2017

Unity’s senior technical artist Cyril Jover shared the video of the new tool, which will prove useful for photogrammetry enthusiasts. Basically, it uses some clever algorithms to remove all the unnecessary lighting information from the scan and make it more usable for environment design.

The De-Lighting process requires an environment map that exactly matches the lighting conditions of the captured object. Typically, an environment map should be captured during asset acquisition. Because the De-Lighting Tool extracts environment lighting directly from the original lit texture, there is no need to capture any extra data for de-lighting. (via Unity)

In the CG industry, photogrammetry is becoming more and more popular. Being able to use a regular camera as a powerful 3D scanner opens an appealing way of creating realistic 3D assets. However, raw textures generated using this technique contain a lot of lighting information that should be removed. The Unity De-Lighting Tool has been developed to solve this complex problem.

Cyril Jover, Unity Technologies

In addition to the original lit textures, the tool requires the following data (provided in texture maps):

  • Ambient occlusion map
  • Normal map
  • Bent Normal map

These texture maps can be baked in Knald, xNormal, Substance Designer or any other baking tool. Once lighting is removed, the texture can be used as an Albedo map in a standard PBR material. The resulting asset can be correctly shaded.

The tool is still early in the development, but you can get it over at GitHub and have a try.


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3 Comments on "Photogrammetry De-Lighting Tool for Unity"


what is a difference between object space normals and bent normals?

Make it standalone from Unity and I will be interested

if only this was standalone!