Unity 3D High Definition Render Pipeline - some early comparative renders

Gungho3D

A.K.A "The Silver Fox"
These are early test renders, comparing
1. Unity 3D 2018.2 High Definition Render Pipeline
2. Unity 3D Standard Renderer (same as Unity 2017)
3. Lightwave 3D 2018.5 native renderer ("As is" model import Standard materials, not finessed, not PBR)

Thoughts / feedback welcome … e.g. "why is the ladder down?" :)



Unity 3D 2018.2 High Definition Render Pipeline



Unity 3D Standard Renderer (same as Unity 2017)



Lightwave 3D 2018.5 native renderer



Unity 3D 2018.2 High Definition Render Pipeline



Unity 3D Standard Renderer (same as Unity 2017)



Lightwave 3D 2018.5 native renderer
 

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  • Lightwave3D_NativeRender_Pose-02.png
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  • Unity3D_HDRP_Pose-01.png
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  • Unity3D_Standard_Pose-01.png
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  • Lightwave3D_NativeRender_Pose-01.png
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  • Unity3D_HDRP_Pose-02.png
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  • Unity3D_Standard_Pose-02.png
    Unity3D_Standard_Pose-02.png
    1.2 MB · Views: 338

Markc

ack ack
Question is, which is the correct representation of the colour you expected?
I like the LW version.

How do the render times compare?
 

Gungho3D

A.K.A "The Silver Fox"
Question is, which is the correct representation of the colour you expected?
I like the LW version.

How do the render times compare?
Hey Marc

Valid question, but at this early stage the answer is "none". Mostly I was just pushing for a reasonable "look" through Unity 3D.

The main objective was to compare/contrast Lightwave's excellent ambient occlusion to the one available in Unity, plus start getting a handle on material editing in Unity.

Personally I like the first render (Unity3D) at the top.


Render times (partly the reason for exploring Unity)
1. Unity 3D: 1/60 of a second, (= 0.016667 of a second)
2. Lightwave 3D (you can see the LW render times across the top of both renders)
- Render #1 at 75.2 seconds took 4512 times longer to render than Unity
- Render #2 at 144.1 seconds took 8646 times longer to render than Unity

To put you at ease - I'm not about to ditch LW + Octane at all ... :)
 

BigHache

Kamehameha Chameleon
Thanks for sharing the differences in the Unity shaders. I've been wanting to see some comparisons.
The HD workflow feels a lot nicer.

I'm interested to see any performance gain/hit by using this new shader workflow within Unity.
 

Gungho3D

A.K.A "The Silver Fox"
This comparission to LW do not have to much sense in my opinion.

Hey Marcus - I'm surprised at your comment, because your own skill in Unity 3D is very good.

This being the "Game Development" section of Lightwave's forum, showcasing work-in-progress Unity 3D renders via the new HDRP pipeline only makes sense here. And while none of the renders looks fantastic (and LW's renders still look best), the point is to show how much Unity (and other 3D gaming engines) are starting to catch up. I'm definitely not setting up a "competition" between the two.

I hope you get my drift ...
 

Gungho3D

A.K.A "The Silver Fox"
Thanks for sharing the differences in the Unity shaders. I've been wanting to see some comparisons.
The HD workflow feels a lot nicer.

I'm interested to see any performance gain/hit by using this new shader workflow within Unity.
Hey BigHache

I believe your mastery of all things Unity is streets ahead of mine :)

For the moment we are sticking to fairly vanilla "standard" materials, meaning that pushing models into Unity 3D HDRP (especially via Chris' LWO importer) is super speedy. At some later date the subject of nodal materials in Unity and PBR in Unity will become important, but not just yet.

The performance hits for me don't matter because all of the output requirements are cinematic, rather than 60+fps gaming. Most of what I've been setting out to achieve is "outdoorsy" rather than the typical sci-fi corridor / indoor env.

Some of the issues which do come to the fore are getting assets like "Terra Land 3" to play nice inside Unity 3D HDRP ... we're working on it :)
 

MarcusM

New member
Hey Marcus - I'm surprised at your comment, because your own skill in Unity 3D is very good.

This being the "Game Development" section of Lightwave's forum, showcasing work-in-progress Unity 3D renders via the new HDRP pipeline only makes sense here. And while none of the renders looks fantastic (and LW's renders still look best), the point is to show how much Unity (and other 3D gaming engines) are starting to catch up. I'm definitely not setting up a "competition" between the two.

I hope you get my drift ...

We know how different settings and purpose Unity and LW have. Then I saw render times (GPU vs CPU) etc. Maybe I missed you point a little. But yes Unity image quality we can achieve is better and better. What Unity team create is fantastic. For example visual effect graph:
https://www.youtube.com/watch?v=rqMcPZoEc3U

All project materials can be transformed to HDRP preety fast:
https://www.youtube.com/watch?v=GyPSXDZi0NQ
 

Gungho3D

A.K.A "The Silver Fox"
We know how different settings and purpose Unity and LW have. Then I saw render times (GPU vs CPU) etc. Maybe I missed you point a little. But yes Unity image quality we can achieve is better and better. What Unity team create is fantastic. For example visual effect graph:
https://www.youtube.com/watch?v=rqMcPZoEc3U

All project materials can be transformed to HDRP preety fast:
https://www.youtube.com/watch?v=GyPSXDZi0NQ

From above: "For example visual effect graph: https://www.youtube.com/watch?v=rqMcPZoEc3U"
- Yeah that looks amazing

The render time comparison above was in response to Markc's question. Actually for us the question of render speed has been important, which has forced us to take a serious look at Unity. I'm not talking so much about gaming visualization, more like cinematic (video) output. But it's still early days for us, and we're discovering and overcoming many hurdles along the way. I hope to showcase more "comparative renders" of work-in-progress again soon :D

But my love of LW + Octane etc etc remains ... :bowdown:
 
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