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

61,374 просмотров • 2 месяцев назад •via X (Twitter)

Комментарии: 23

Фото профиля Yasykur Radifan
Yasykur Radifan2 месяцев назад

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

Фото профиля Joseph Azar
Joseph Azar2 месяцев назад

Nice :)

Фото профиля Jesse Natter Games
Jesse Natter Games2 месяцев назад

Looking great

Фото профиля YEXINGREN
YEXINGREN2 месяцев назад

喜欢这光影,很舒服

Фото профиля シモブクレ
シモブクレ2 месяцев назад

途中の不気味な照明に怯えています

Фото профиля MimikuWo
MimikuWo2 месяцев назад

照明テスト〜

Фото профиля シモブクレ
シモブクレ2 месяцев назад

(安心し涙をながす様子)

Фото профиля DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)
DeltaZeroPLVT 🏎️ 🇵🇱 (Simracer & VRChat VTuber)2 месяцев назад

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

Фото профиля Zrov
Zrov2 месяцев назад

What do you mean no lighting components?

Фото профиля MimikuWo
MimikuWo2 месяцев назад

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

Фото профиля 🌻🐾 🥥🏝️ Mithaldu
🌻🐾 🥥🏝️ Mithaldu2 месяцев назад

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

Фото профиля MimikuWo
MimikuWo2 месяцев назад

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.

Фото профиля 🌻🐾 🥥🏝️ Mithaldu
🌻🐾 🥥🏝️ Mithaldu2 месяцев назад

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

Фото профиля MimikuWo
MimikuWo2 месяцев назад

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.

Фото профиля Ponlets
Ponlets2 месяцев назад

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 :>

Фото профиля MimikuWo
MimikuWo2 месяцев назад

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.

Фото профиля Ponlets
Ponlets2 месяцев назад

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

Фото профиля SNARE JORDON THE SNARECROW
SNARE JORDON THE SNARECROW2 месяцев назад

wow

Фото профиля FranForge | GameDev🎮
FranForge | GameDev🎮2 месяцев назад

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

Фото профиля MimikuWo
MimikuWo2 месяцев назад

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.

Фото профиля FranForge | GameDev🎮
FranForge | GameDev🎮2 месяцев назад

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

Фото профиля AJINTOMO
AJINTOMO2 месяцев назад

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

Фото профиля MimikuWo
MimikuWo2 месяцев назад

Sun Occlusion Field & Occlusion Gated Ambient

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