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 Lighting experiment. 
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Rank 12
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Joined: Sun Oct 20, 2024 7:37 am
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My attempt to add warm lighting to the game.
As a result, we have a short comics.


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dungeon_01_preview.jpg
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Sun Oct 20, 2024 8:39 am
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Rank 12
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Joined: Sun Oct 20, 2024 7:37 am
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Dungeon Part 1 Don't be afraid.zip [7.09 MiB]
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Sun Oct 20, 2024 8:42 am
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1943
Nice!


Mon Oct 21, 2024 1:14 pm
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Rank 12
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Joined: Sun Oct 20, 2024 7:37 am
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The adventure continues.


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Tue Oct 22, 2024 10:51 am
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Rank 12
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Joined: Sun Oct 20, 2024 7:37 am
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The adventure continues.


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Tue Oct 22, 2024 10:54 am
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Rank 12
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Joined: Sun Oct 20, 2024 7:37 am
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The adventure continues.


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Tue Oct 22, 2024 10:57 am
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Rank 12
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Posts: 80
And some fluid simulation.


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dungeon_02_preview.jpg
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Tue Oct 22, 2024 11:00 am
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Rank 12
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Joined: Sun Oct 20, 2024 7:37 am
Posts: 80
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Dungeon Part 2 Fmachine.zip [6.4 MiB]
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Tue Oct 22, 2024 11:02 am
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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?


Tue Oct 22, 2024 12:01 pm
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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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office_01_off.jpg
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Tue Oct 22, 2024 8:29 pm
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