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Lighting experiment. https://www.xmoonproductions.org/viewtopic.php?f=2&t=11620 |
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Author: | keylight [ Sun Oct 20, 2024 8:39 am ] | ||||
Post subject: | Lighting experiment. | ||||
My attempt to add warm lighting to the game. As a result, we have a short comics.
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Author: | keylight [ Sun Oct 20, 2024 8:42 am ] | ||
Post subject: | Re: Lighting experiment. | ||
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Author: | xpadmin [ Mon Oct 21, 2024 1:14 pm ] |
Post subject: | Re: Lighting experiment. |
Nice! |
Author: | keylight [ Tue Oct 22, 2024 10:51 am ] | ||||
Post subject: | Re: Lighting experiment. | ||||
The adventure continues.
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Author: | keylight [ Tue Oct 22, 2024 10:54 am ] | ||||
Post subject: | Re: Lighting experiment. | ||||
The adventure continues.
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Author: | keylight [ Tue Oct 22, 2024 10:57 am ] | ||||
Post subject: | Re: Lighting experiment. | ||||
The adventure continues.
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Author: | keylight [ Tue Oct 22, 2024 11:00 am ] | ||||
Post subject: | Re: Lighting experiment. | ||||
And some fluid simulation.
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Author: | keylight [ Tue Oct 22, 2024 11:02 am ] | ||
Post subject: | Re: Lighting experiment. | ||
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Author: | xpadmin [ Tue Oct 22, 2024 12:01 pm ] |
Post subject: | Re: Lighting experiment. |
Looks very nice! The fluids are really accentuated. Are you using a Photoshop like filter for post-processing? Or is it a shader that could be used in game? |
Author: | keylight [ Tue Oct 22, 2024 8:29 pm ] | |||
Post subject: | Re: Lighting experiment. | |||
This is ReShade and the chain of post-processing shaders: ambient occlusion + screen space global illumination + color correction + antialiasing + bloom, DOF, etc. I'm still playing with the settings, GI is very expensive but good for screenshots, AO is a good compromise for realtime but you will need two layers - one with a small radius for contact shadows, and the second layer with a big radius for good looking environments. It's a fight between performance and image quality, and as a developer you know this much better than I do. Examples 1/4:
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