eld, yeah thats one thing I wanted to do. Keg, I plan on sort of doing a blured direct sky light coming from the up vector. So I would first caclulate what voxels can see directly up infinitely. Then in another pass I see what voxels that are in darkness are next to a voxel in light and then transmit some light from the…
It's in the udk installation. And that effect is verycool. Commander keen: awesome light rendering, I really like the Ca and soft blur at thestart of shadow
The indirect light granularity is much larger than a box, there are a max of 25 lights right now each with 15 block radius. Or do you mean having a block be fully lit as one solid color and not using smooth gradiant lighting? Doing outlined pixel textures was one of the original ideas I had. Im not convinced its a bad…
Physically Based Lighting viewport shader for 3DS Max in the works! Still screwing around with different BRDFs and whatnot. Coming soon! And a tutorial on asset creation! :D
there is more or less two popular ways to go about "deferred" rendering * classic deferred shading: e.g. collect all attributes for full shading in g-buffers (albedo, normal...): means fat framebuffers and rather limited ways to go about material diversity, as you must have all attributes in said g-buffers. * light…
You can mix deferred and forward rendering. It would be pretty silly for an engine not to do both or you wouldnt be able to have any blended surfaces, or custom lighting.