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Blending local-global envmaps

Started by January 30, 2018 12:23 PM
11 comments, last by knarkowicz 7 years ago
15 hours ago, Hodgman said:

I was suggesting to have one truly global probe, but then use large non-parallax local probes to override it in areas (such as a whole building), and then even smaller local probes to override rooms within the buildings. You'd define a soft falloff at the edge of each local probe region for blending, and results aren't based on the camera position. 

I like this. For now I already decided on a single global envmap as I can't stand the sight of the whole scene lighting blending from one envmap to another. Doing local probes with the parallax turned off seems like a very easy solution.
Also the real time lightmap baking tech sounds insane but in a very cool way. :) 

On ‎01‎/‎02‎/‎2018 at 2:27 AM, knarkowicz said:

In my solution global env maps are separated from the local ones. Global ones should capture mostly sky and generic features, and be used very sparsely (few per entire level). This way it's enough to blend just two of those to have perfect transitions and far away reflections will look fine. I actually used this system for Shadow Warrior 2, just with a small twist - probes were generated and cached in real-time. If you are interested you can check out some slides with notes: “Rendering of Shadow Warrior 2”.

I just watched your presentation on YouTube, very good stuff! And I have that game though never tried it, now I will for sure. :) 
So your global probes were not part of your "prefabs" (I mean level pieces)? And did you blend between two globals based on world space position of the pixel?

10 hours ago, turanszkij said:

I just watched your presentation on YouTube, very good stuff! And I have that game though never tried it, now I will for sure. :) 
So your global probes were not part of your "prefabs" (I mean level pieces)? And did you blend between two globals based on world space position of the pixel?

Thanks! Global ones weren't attached to prefabs - they were attached to "levels". Usually there were only 1-3 global envs per 250x250m level chunk. I don't remember if we shipped with any blending at all or just with fade to black current global env, switch and fade in new one. Anyway, idea was to blend globally, so just a quick time based blend, without any kind of world space position or per pixel operations. 

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