Guyk

Let’s shed some light!

2015-12-14 Development
As some of you may have noticed, the flash light is especially useful when exploring dark cave holes. But when the cave walls are made of a dark material, the flash light had a tendency to deteriorate the material’s rendering properties leading to graphical artifacts.

Another type of artifact was visible with the dynamic shadows activated: in some caves or closed rooms, like the Rokh Camp’s secret basement, you could see areas lit by the sun even if the sunlight shouldn’t have reached these areas.

To address these issues, we had to teach the Unreal Engine how to use our voxel lighting information in its lighting computations.

 
Comments
NeoM Posts: 1183 Registration: 2014-04-04
C'est exactement un des buts de cette optimisation : de ne plus être dans le noir avec lampe allumée quand les matériaux sont noirs. Maintenant la lampe éclairera vraiment comme une lampe.
#5 2015-12-15
Zaelox Posts: 7 Registration: 2014-09-07
Looking good!
#4 2015-12-15
Ekdar Centarion Posts: 7 Registration: 2014-06-02
Est-ce que cela permettra de mieux éclairer certains blocs ?
Par exemple, le granit naturel ou noir ne réfléchissant presque pas la lumière, la lampe torche était presque inutile lorsqu'on s'aventurait dans ce genre d'environnements s'il n'y avait pas de cristaux pour jauger les distances.
#3 2015-12-14
Freezee Posts: 1781
Nice :p la HYPE a chaque fois de la prochaine version :D
#2 2015-12-14
Vexrris Posts: 315 Registration: 2015-01-09
Sympa comme opti, c'est vrai que la lumière était trop refléchie par les blocs !

hâte de voir le tout dans la prochaine maj !
#1 2015-12-14
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