Set Lighting in Unity
- 1 Starting the task
- 1.1 Ftrack
- 1.2 Git Unity Project Tool
- 1.3 Unity
- 2 Unity Project Structure & Conventions
- 2.1 601_library
- 2.2 602_shots
- 2.3 603_ldv
- 2.3.1 Directory Structure
- 2.3.2 Naming
- 2.3.3 Timeline
- 2.4 604_scenes
- 3 Hierarchy & Lighting Naming Convention
- 4 Lighting baking
- 5 Rendering
- 5.1 Sets Render
- 6 Publish
Starting the task
Ftrack
In order to start working on the layout of your sequence, you will first need to:
Make sure you’re logged in to Ftrack connect, which is a standalone app.
Travel to the Layout task of the sequence you want to work on.
Launch the SYNK Git Unity Project Tool action.
Git Unity Project Tool
Once the Git Unity Project Tool opens, you'll need to:
Set up the unity projects directory if this is your first time launching the tool
Clone the unity project if this is your first time working on a task in this environment
Make sure you have all the latest changes
Unity
Now open your Unity project through th Unity Hub. Once Unity opens, you'll need to:
Make sure the SYNK packages are up to date
Check or change the task status
Lock the scenes you want to work on
Unity Project Structure & Conventions
601_library
All of the folders and assets contained in 601_library, are automatically created, filled and updated by SYNK. Do not modify them or add something manually to these folders.
602_shots
All of the folders and assets contained in 602_shots, are automatically created, filled and updated by SYNK. Do not modify them or add something manually to these folders.
At the Set Lighting phase, this directory will probably be empty. As the project evolves, it will contain all the shot's TimelineAssets and animation caches sorted by sequences and shots.
603_ldv
All of the folders and assets contained in 603_ldv, are manually created, filled and updated by artists. Any assets that an artist creates in Unity has to be stored here as no asset should ever be added to the project’s root. This doesn’t mean everyone can do anything they want in it.
This directory should only contain assets created within Unity itself. If you need to import an asset from the server please use the Asset Browser tool.
Directory Structure
.603_ldv
└───HDRI
└───Materials
└───Prefabs
│ └───Shading
│ └───SetLighting
└───Profiles
│ └───DiffusionProfiles
│ └───IESProfiles
│ └───VolumeProfiles
│ └───[Set Name]
└───Settings
│ └───HDRP or URP
│ └───LightingParameters
└───Shaders
└───Terrain
└───Previews
│ └───SetLighting
│ └───[Set Name]
│ └───TimelineNaming
There are a couple of things to take into account when naming custom assets in this directory:
Make sure all assets have meaningful names (no default ones).
Materials name require a specific structure because the sanity check will pickup materials that doesn’t have the correct tags.
mats_[MaterialName]_custom
File Prefixes: Some files require prefixes depending on their type for easier search and readability:
Settings: stts_
Volumes: vlms_
Shaders: shd_
Materials: mats_
IES: ies_
Timeline
You can use the timeline template to create review shots. When the Set Lighting is done and that you setup the preview shots, you can render your them using the Render tool and publish these to ftrack using the Publish tool.
604_scenes
Most of the folders and assets contained in 604_scenes, are automatically created, filled and updated by SYNK.
Scene hierarchy: The sets and environment dressing scenes (
sets_ & envs_) should never be modified, except in Maya. All of the Set Lighting work is to be done in the_lgtgroup orlgts_scene.Custom set dressing done in Unity is saved in the
SetDressingdirectory. Those scenes end with the_drstag
Hierarchy & Lighting Naming Convention
Below is the structure of the Unity hierarchy window of the lgts scene:
> lgts_[EnvironmentName or SetsName]_[Variant]
.Lighting
└───Volumes
│ └───vlms_Shading
│ └───vlms_SettingsRTX
└───LightProbes
│ └───AdaptiveProbeVolume_Global
│ └───ProbeAdjustmentVolume-Samples
└───ReflectionProbes
│ └───[EnvsName or SetsName]_Global_ReflectionProbe_[Name]
│ └───[EnvsName or SetsName]_Local_ReflectionProbe_[Name]
└───Lights
│ └───Realtime
│ └───lgts_[EnvsName]_[LightType]_[LightName]
│ └───Mixed
│ └───lgts_[EnvsName]_[LightType]_[LightName]
│ └───Baked
│ └───lgts_[EnvsName]_[LightType]_[LightName]
└───LightBlockers
│ └───LightBlocker_[Location]
└───Shading
│ └───sets_[SetName]_[Variant]_Shading_pfb
│ └───Volumes
│ └───vlms_[SetsName]_Local
│ └───Lights
│ └───Realtime
│ └───lgts_[SetsName]_[LightType]_[LightName]
│ └───Mixed
│ └───lgts_[SetsName]_[LightType]_[LightName]
│ └───Baked
│ └───lgts_[SetsName]_[LightType]_[LightName]
│ └───ReflectionProbes
│ └───LightBlockers
└───SetLighting
│ └───sets_[SetName]_[Variant]_SetLighting_pfb
│ └───Volumes
│ └───vlms_[SetsName]_Local
│ └───Lights
│ └───Realtime
│ └───lgts_[SetsName]_[LightType]_[LightName]
│ └───Mixed
│ └───lgts_[SetsName]_[LightType]_[LightName]
│ └───Baked
│ └───lgts_[SetsName]_[LightType]_[LightName]
│ └───ReflectionProbes
[LightType]
Directional
Spot
Area
Point
Preview_lgt: That GameObject must be deactivated before pushing the changes. This is to avoid any MainCamera conflicts that could happen when working with Sequences scenes.
Character: Please always add a character for reference in the preview shots.