I've been testing out some of the new features in the CryEngine EaaS during my lunches at work. First off,
this is not my environment. It is the Woodland level that comes with the engine, with assets done by
Tom Deerberg, Ronny Muehle and Patrick GladysAll of them use SVOGI, Exposure Value HDR, voxel-based fog. Each scene was started with basic real-world Luminance values measured in engine, as well as Lux and RGB values based on the average Kelvin temperature of the sun during the specific time.
The first and third were the same lighting. The last 3 with the sphere and color chart were the latest that had a little more testing with the EV values, when I was trying to figure out how the min/max EV works compared to the real setting.
Replies
Entity: Unity has baked-GI now right? I haven't messed with Unity before, but I'd like to one day! All these new features in Unreal and CryEngine keep pulling me back in
FreneticPonies: Yeah, they kind of fell off the map until they got SVOGI integrated a few versions back. I was originally just going to play around with it, until I saw the better lighting controls since the release of the original EaaS version.
It does so for static geometry, but for characters and moving objects, you have to use light probes (fast to calculate) for it to receive light bounces from those static geometry, but it does not bounce back to those static geometry.
Cool thing about it, is that it calculates in the background automatically while you work, and only recalculate what it needs to (not everything if you move a tiny object, like you need with Beast for example)
Btw: The artists who did all these props are Tom Deerberg, Ronny Muehle and Patrick Gladys (Me).
Would love to see more of those!