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Using physical based lighting values for sunny cloudy condition If you need more fps and no leaking or artifacts just use 👇 No Lumen, No Raytrace, No Baking, No Pathtrace, No DLSS Lighting with Ultra Dynamic Sky Unreal Engine 5.5.4 Nanite and Ambient Occlution with SSR reflections and Distance...

42,908 次观看 • 1 年前 •via X (Twitter)

11 条评论

MERP 的头像
MERP1 年前

Looks incredible, could you try to post a video with an NPC moving around though.. These are all static props, would like to see some movement..

Pasquale Scionti 的头像
Pasquale Scionti1 年前

Yes sure 🙌🏻

UNPLUGGED PERFORMANCE 的头像
UNPLUGGED PERFORMANCE1 年前

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Star Scream 的头像
Star Scream1 年前

Reminds me of call of Juarez gunslinger, borderlands, fallout,

Pasquale Scionti 的头像
Pasquale Scionti1 年前

🙌🏻

𝔉𝔯𝔞𝔫𝔨 𝔑 𝔅𝔞𝔯𝔬𝔫𝔦 的头像
𝔉𝔯𝔞𝔫𝔨 𝔑 𝔅𝔞𝔯𝔬𝔫𝔦1 年前

Fallout 3 Remaster will look like this.

Pasquale Scionti 的头像
Pasquale Scionti1 年前

🙌🏻

Yura Sholudchenko 的头像
Yura Sholudchenko1 年前

Another great piece of work. I keep forgetting to ask — how well is all this expected to work in dynamic conditions, with changes in time of day and/or weather? In theory, it should perform even better than with Lumen, but are there any limitations?

Pasquale Scionti 的头像
Pasquale Scionti1 年前

Thank you no limitations everything is still dynamic only difference is no GI but you could balance exposure and tone map. Also emissive will need some fill lights but weather changes are the same

Thomas G 的头像
Thomas G1 年前

No Raytrace there? The environment water reflection looks realistic though

Pasquale Scionti 的头像
Pasquale Scionti1 年前

🙌🏻 yes just ssr

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