I recently got into FFXIV, and I am really enamored with the lighting in the game. I especially like the way the light reflects off of the models.
By your opinion, what would you say FFXIV used for lighting? Image Based Lighting or Physically Based Lighting? I'm just starting to understand what those two are, but I couldn't determine by observation what kind of lighting was used. My guess? I think image based lighting, because it reminds me of the kind of lighting in marmoset. Especially on the metal surfaces.
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If anything I just think they did a good job with their lighting the good old fashioned way, there is probably some nice lightmaps baked in though and maybe even some sort of GI.
The rest of the lighting looks like a directional shadow-casting light (sun) mixed with an ambient cube (a heavily blurred low-res cubemap that's light above, dark below), and the occasional point light here and there.
We did something similar on a different MMO, except we used the reverse angle of the directional as our ambient light. Some shots. http://ericchadwick.com/img/mmo_worldbuilding.html
Lighting has to be pretty simple for a MMO because you could have so many characters on screen at the same time, the framerate would take a nose-dive if the lighting was too complex.
And I think what I have also found out, is that I am having difficulty just making a good looking brushed metal shader. But thank you very much for giving me those links! I will definitely keep in my go to resource. Great stuff on your site! Thank you so much.
Usually an ambient cube will be added as part of the "lighting model" which is a separate part of the shader. This is so the cubes can be switched dynamically as the character or object moves in the game from one area to another.
There's an older whitepaper from Valve that talks about this, in Half Life 2. Don't have the link handy, sorry.