Another thing: OutdoorAmbient is a pretty decent way to get some sort of GI from sunlight (works rather well now), but is it possible to have some sort of more “interesting” shading for parts that are completely occluded if OutdoorAmbient is “not zero”? The completely flat shading even though OutdoorAmbient is e.g. (1, 1, 1) looks rather odd to my eyes…
We had some very early prototypes a few years ago (I think the original GPU voxel lighting one I did) that used an ambient cube instead of a flat ambient color that would make this better, although that would probably mean a different API… I agree we should look into this. We’ll also check the other issues - some of them look like things we’ve fixed recently in the internal builds but not sure if we fixed all of them.
The issue with shadows you have reported is already fixed in our FIB codebase. There is a trade off of not having light leaks on one hand and having these dark areas (shadow leaks? ) on the other. We are still trying to figure out if there is something we could do better about it.
I’ve noted a consistent issue where I get a bright sparkly thing on my screen. I think it’s related to specular maps, on terrain, as that’s the only place I notice it. The dots appear for a single frame and are extremely bright purple/blue from what I can tell. The biggest one I’ve seen is about 200x200 pixels, give or take.
I believe that’s supposed to happen. Since the scene you screenshotted has a light source at the right-bottom, it makes sense that the ‘Level 2’ GUI is darker.
That’s why it’s called ‘Light Influence’. The light influences the GUI (so also shadows!).
If you don’t want that effect, put it on 0
The color of the text on those signs is white, so it wouldn’t make sense for it to look like that, even if LightInfluence is on. Anyways, there isn’t any difference in color between text on the Level 2 one and text on the other one, which should obviously appear since there is a light source above the sign to the right of the hallway.
Ye it does and it’s terrible. I dont know why but when I get above quality 7 at some point of my map I get lag spikes and this is only happening with V14. V13 was working fine I don’t know what is the problem.
•I feel like I have no more control over the lighting colors, which is bad imo.
If for exemple I want the sun to cast a purple light and have a green skybox for whatever reason, its impossible.
“the future is bright” is the gate to only realistic lighting, no more funky things.
•I also see that the fog is still unchanged, I posted a thread about that.
That would be another awesome feature to improve the visual significantly.
The expectation is that you can use OutdoorAmbient to what you’d expect your skybox influence on the world to be, and use the legacy properties for adjusting the sun light. I forgot if they work in FIB. We need a better system for controlling the sun color…
We plan to work on fog separately from FIB - it does need work
Based on the performance talks at RDC (recording coming soon), I have a feeling it is a no for the next year.
The difficulty seems like it would go up drastically with the new shading possibilities, and they are pretty difficult to make.