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No lighting components Baked GI + Shadowmask + Irradiance Volumes + SOF + PCSS Shadows + OGA + Mitoon #MizuChronicles #水色戦記

61,374 次观看 • 2 个月前 •via X (Twitter)

23 条评论

Yasykur Radifan 的头像
Yasykur Radifan2 个月前

Pretty good lighting for hallucinations sequence, if you plan to.

Joseph Azar 的头像
Joseph Azar2 个月前

Nice :)

Jesse Natter Games 的头像
Jesse Natter Games2 个月前

Looking great

YEXINGREN 的头像
YEXINGREN2 个月前

喜欢这光影,很舒服

シモブクレ 的头像
シモブクレ2 个月前

途中の不気味な照明に怯えています

MimikuWo 的头像
MimikuWo2 个月前

照明テスト〜

シモブクレ 的头像
シモブクレ2 个月前

(安心し涙をながす様子)

DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber) 的头像
DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)2 个月前

Looks cool, just putting night vision goggles on and start Trauma Trigger Event Bravo Six Going Dark... :)

Zrov 的头像
Zrov2 个月前

What do you mean no lighting components?

MimikuWo 的头像
MimikuWo2 个月前

Literal meaning. The related principles have already been written in the tweet.

🌻🐾 🥥🏝️ Mithaldu 的头像
🌻🐾 🥥🏝️ Mithaldu2 个月前

the light in the middle of the tunnel is way too dark with how close those bright overhead lamps are

MimikuWo 的头像
MimikuWo2 个月前

This is an interesting issue. It feels unnatural, but it’s actually physically correct. The reason is simple: the surroundings are all high-roughness black materials that absorb light, so there aren’t enough light bounces. As a result, after baking, the light looks very bright while the surroundings appear very dark. Once the surrounding materials are changed to white, the result will be completely different.

🌻🐾 🥥🏝️ Mithaldu 的头像
🌻🐾 🥥🏝️ Mithaldu2 个月前

maybe it also needs to take human eye brightness adjustment into account?

MimikuWo 的头像
MimikuWo2 个月前

That is beyond the scope of this showcase. Because in a normal game, we simply wouldn't make such a pitch-black scene. The video is this dark completely on purpose, just to showcase the visual changes under different lighting.

Ponlets 的头像
Ponlets2 个月前

it could be argued you are using real time light components but i will say that this looks neat :) wonder what its gonna be later :>

MimikuWo 的头像
MimikuWo2 个月前

There are no lighting components in the scene, including real-time lighting. I’ve already explained the principles above. Everything is pre-baked; the lighting comes from the materials’ self-emissive GI injected into the voxels, and shadows are also simulated through directional approximation.

Ponlets 的头像
Ponlets2 个月前

ohhhh that is very cool tho how much faster is it over conventional systems to achieve the same effect?

SNARE JORDON THE SNARECROW 的头像
SNARE JORDON THE SNARECROW2 个月前

wow

FranForge | GameDev🎮 的头像
FranForge | GameDev🎮2 个月前

Se ve increíble incluso sin elementos de iluminación, ¿se nota en el rendimiento?

MimikuWo 的头像
MimikuWo2 个月前

Since everything is statically baked, it is much more performant than using real-time or mixed lighting. The downside is that because all content is pre-baked into the build file, the overall package size will be relatively larger.

FranForge | GameDev🎮 的头像
FranForge | GameDev🎮2 个月前

Para juegos muy dinámicos tiene que ser brutal, me imagino Overwatch o Valorant usando esta técnica😁

AJINTOMO 的头像
AJINTOMO2 个月前

May I ask for the full names of SOF and OGA? Thank you!

MimikuWo 的头像
MimikuWo2 个月前

Sun Occlusion Field & Occlusion Gated Ambient

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