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Monday, 4 October 2010

Untextured lighting stills


Some plain diffuse volume light shots. Click for high res versions.

  





2 comments:

Josh said...

Thanks for fulfilling my request. Gotta say, it's scary how good this looks for dynamic objects. Now if you could get some SSAO on there, it would be perfect. By the way, nice touch giving the robot a light. ;)

P.S.
One thing you might want to consider for the "highly curved/angular surfaces" is just making them dynamic. I noticed that's what DICE did for their GI example scene in their Siggraph presentation. I know its not ideal, but I thought it might be worth mentioning.

Stefan Kamoda said...

You're welcome :)

I noticed that in the DICE talk as well, that a lot of the interior details are left out during the lighting phase. I'm mainly concerned about exterior walls though, you can't really leave those out! I was thinking the only way to fix it is to detect if a sample point is on the wrong side of a major piece of geometry and if so, move it back inside the scene.

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