Amana : Here the moon is just 5 Lux and all the blue flowers now emit light per triangle.
www.youtube.com/watch?v=MtzH...
@dslightingengine
DSLightingEngine is a renderer replacement for DS2/DS3. Discord : https://discord.gg/uwaXYDmTyS Donations: https://ko-fi.com/ragevitamins, https://www.patreon.com/c/DarksoulsLightingEngine LinkedIn : https://www.linkedin.com/in/ganesh-mamadapur-45395064/
Amana : Here the moon is just 5 Lux and all the blue flowers now emit light per triangle.
www.youtube.com/watch?v=MtzH...
Now working with standardized values of Lux/Exposure. Previous exposure range were 1 to 15, New ranges can vary from EV100(6) 0.02 to EV100(-8) 256. This is now Majula with Sun at 5000Lux
www.youtube.com/watch?v=rhw0...
Youtube Test playthrough
www.youtube.com/watch?v=rvBg...
The Gulch - All lighting is done from the glowing walls
The Gutter - DS2LE PT. All lights and objects casts soft shadows which is the default in PT. NRD Reblur does the denoising for the whole scene, NRD Sigma is used for special light (Torch).
Shulva Entry - PT Emission bliss. All lighting from the glowing crystals.
www.youtube.com/watch?v=cGCR...
Drangleic castle will be mostly lit using light portals. The vfog effects are doing using local lights, but they don't effect the ground itself, these lights which used to simulate light coming in windows are now marked as ambient and will ignored for PT.
Lol, its like finding PT - Edibles
Yeah I can understand the pain of iteration, I saw blender recently added DLSS to cycles thus allowing faster iteration times
so got the stereoscopic #3d rendering basically done on my opengl engine #degine. all the ui, including imgui, outputs in sbs #stereo3d. still some work left on the level editing tools (mouse picking is a bit difficult rn) but perf is good, only 20% hit versus 2d.
Oh I am not familiar too much with V-Ray/Blender, they probably upgraded to a more accurate system maybe, as in the portals scenario, the placements need to be aligned with Geo, + only plane shape for me atm
Thank you :)
Tysm
Majula archway PT, now using the light portal feature. I think I am very excited how this will turn out, I added in other areas like FOFG where required.
Without light portals (first image), 2nd image is with my character standing at the portal and shows it does not effect the lighting how a spot or point light would, 3rd image is editor debug view, with option to view hidden objects
Light portals/Windows - They allow light rays to be importance sampled and at same time allow them to pass through. Now interiors will be much nicer. SHARC doing ton of Multi-bounce here
Lost bastile test until ruined sentinels
Youtube Normal playthrough HD link
www.youtube.com/watch?v=7u9W...
No man's wharf - PT mode
Have I somehow managed to fix Jedi Survivor on PC? In this video I return to the troubled PC Version to explain how it still stutters to this day and a potential fix I found that quite dramatically helps the issue. Enjoy this vid!
youtu.be/QpF25_fGLB4
Breakable items too, like this closet, without/with bvh support, notice all the nice occlusion around the cups and jars
Eg bad setup first image, with bvh, it is now working correctly in 3rd image.
Dynamic meshes multi-transforms support, these are not exactly "skinned" and are not single transforms objects, eg : chests, double doors, carts in Aldia keep. Multi-transforms static meshes were added previously however that logic wont work as these are based on game state.
Alpha testing with Avg color sampling, first image is the ivy mesh not in bvh, 2nd is no alpha test but avg color sampling, 3rd is alpha test with avg color sampling
Alpha testing for static meshes. Some meshes which have a center vertex point like this can be normally sampled.
Alonne's Arena finally beat the boss, made some tweaks to sun angle and hue.