Photogrammetry De-Lighting Tool for Unity
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This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!

Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.

by z35
1 days ago

awesome :O

Photogrammetry De-Lighting Tool for Unity
7 July, 2017
News

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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AlexanderJustin CarlsonPrithvi Boinpally Recent comment authors
Alexander
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Alexander

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

blaack11@gmail.com
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blaack11@gmail.com

Make it standalone from Unity and I will be interested

pritster5@gmail.com
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pritster5@gmail.com

if only this was standalone!