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

61,374 Aufrufe • vor 2 Monaten •via X (Twitter)

23 Kommentare

Profilbild von Yasykur Radifan
Yasykur Radifanvor 2 Monaten

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

Profilbild von Joseph Azar
Joseph Azarvor 2 Monaten

Nice :)

Profilbild von Jesse Natter Games
Jesse Natter Gamesvor 2 Monaten

Looking great

Profilbild von YEXINGREN
YEXINGRENvor 2 Monaten

喜欢这光影,很舒服

Profilbild von シモブクレ
シモブクレvor 2 Monaten

途中の不気味な照明に怯えています

Profilbild von MimikuWo
MimikuWovor 2 Monaten

照明テスト〜

Profilbild von シモブクレ
シモブクレvor 2 Monaten

(安心し涙をながす様子)

Profilbild von DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)
DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)vor 2 Monaten

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

Profilbild von Zrov
Zrovvor 2 Monaten

What do you mean no lighting components?

Profilbild von MimikuWo
MimikuWovor 2 Monaten

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

Profilbild von 🌻🐾 🥥🏝️ Mithaldu
🌻🐾 🥥🏝️ Mithalduvor 2 Monaten

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

Profilbild von MimikuWo
MimikuWovor 2 Monaten

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.

Profilbild von 🌻🐾 🥥🏝️ Mithaldu
🌻🐾 🥥🏝️ Mithalduvor 2 Monaten

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

Profilbild von MimikuWo
MimikuWovor 2 Monaten

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.

Profilbild von Ponlets
Ponletsvor 2 Monaten

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 :>

Profilbild von MimikuWo
MimikuWovor 2 Monaten

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.

Profilbild von Ponlets
Ponletsvor 2 Monaten

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

Profilbild von SNARE JORDON THE SNARECROW
SNARE JORDON THE SNARECROWvor 2 Monaten

wow

Profilbild von FranForge | GameDev🎮
FranForge | GameDev🎮vor 2 Monaten

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

Profilbild von MimikuWo
MimikuWovor 2 Monaten

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.

Profilbild von FranForge | GameDev🎮
FranForge | GameDev🎮vor 2 Monaten

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

Profilbild von AJINTOMO
AJINTOMOvor 2 Monaten

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

Profilbild von MimikuWo
MimikuWovor 2 Monaten

Sun Occlusion Field & Occlusion Gated Ambient

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