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

61,374 views • 2 months ago •via X (Twitter)

23 Comments

Yasykur Radifan's profile picture
Yasykur Radifan2 months ago

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

Joseph Azar's profile picture
Joseph Azar2 months ago

Nice :)

Jesse Natter Games's profile picture
Jesse Natter Games2 months ago

Looking great

YEXINGREN's profile picture
YEXINGREN2 months ago

喜欢这光影,很舒服

シモブクレ's profile picture
シモブクレ2 months ago

途中の不気味な照明に怯えています

MimikuWo's profile picture
MimikuWo2 months ago

照明テスト〜

シモブクレ's profile picture
シモブクレ2 months ago

(安心し涙をながす様子)

DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)'s profile picture
DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)2 months ago

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

Zrov's profile picture
Zrov2 months ago

What do you mean no lighting components?

MimikuWo's profile picture
MimikuWo2 months ago

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

🌻🐾 🥥🏝️ Mithaldu's profile picture
🌻🐾 🥥🏝️ Mithaldu2 months ago

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

MimikuWo's profile picture
MimikuWo2 months ago

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's profile picture
🌻🐾 🥥🏝️ Mithaldu2 months ago

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

MimikuWo's profile picture
MimikuWo2 months ago

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's profile picture
Ponlets2 months ago

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's profile picture
MimikuWo2 months ago

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's profile picture
Ponlets2 months ago

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

SNARE JORDON THE SNARECROW's profile picture
SNARE JORDON THE SNARECROW2 months ago

wow

FranForge | GameDev🎮's profile picture
FranForge | GameDev🎮2 months ago

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

MimikuWo's profile picture
MimikuWo2 months ago

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🎮's profile picture
FranForge | GameDev🎮2 months ago

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

AJINTOMO's profile picture
AJINTOMO2 months ago

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

MimikuWo's profile picture
MimikuWo2 months ago

Sun Occlusion Field & Occlusion Gated Ambient

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