![]() ![]() They don't calculate the fresnel term in their head when they draw those images. Just look at art and pictures brought to life by people from scratch. Physics provide one great BASIS for beautiful imagery, but that's it. "But from a distance it looks like chrome and thats all most gamers care about." Tons of places where the reflections are breaking down or just flat out wrong." I showed people at the office the Unreal Paris demo and they were blown away. "But most people think it looks great because wrong reflections are better than no reflections. But from a distance it looks like chrome and thats all most gamers care about. For instance the cube map on the chrome light fixture in the hallway is not even from the hallway, they are from the room that isnt visible from that position. Tons of places where the reflections are breaking down or just flat out wrong. But most people think it looks great because wrong reflections are better than no reflections. Yeah Ive always thought it kinda funny that everyone spends a lot of time matching their cube maps to their BRDF function and then make it completely wrong by projecting it. Take Destiny vs Mario Kart 8, technically Destiny is more accurate, but in reality I'd rather stare at MK. Modern game lighting = a bunch of stupid hacksĪnd the reality is that the result doesn't even look that good. Yes that indeed can be a good idea and I wouldn't be surprised if someone already used it to some extent, as there are people that do SSR via a post-blur and most SSR techniques do fallback to some sort of cubemaps.īut of course that is at a cost of an extra pass. ![]() Perhaps we can use some smart BRDFish screen-space blur to produce variable roughness look from mirror reflection render? This way any crazy cubemap projections, SSR and whatnot could be unified. Another way of seeing parallax-corrected probes is to treat think of them really as textured area lights.Question: what is the best point inside the proxy geometry volume from which to bake the cubemap probe? This is usually hand authored and artists tend to place it as possible away from any object (this could be a heuristic indeed, easy to implement).If you have fog ( atmospheric scattering), its influence has to be considered, and it can't really be just pre-baked in the probes correctly (it depends on how much fog the reflection rays traverses, and it's not just attenuation, it will scatter the reflection rays altering the way they hit the proxy).Baking the scattering itself can be complicated, without a path tracer you risk to "miss" some light due to multiple scattering.If the scattering is not purely diffuse, you'll have another source of error. ![]()
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