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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

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

Nice :)

Looking great

喜欢这光影,很舒服

途中の不気味な照明に怯えています

照明テスト〜

(安心し涙をながす様子)

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

What do you mean no lighting components?

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

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

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.

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

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.

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 :>

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.

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

wow

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

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.

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

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

Sun Occlusion Field & Occlusion Gated Ambient
