@YoSoyFreeman Fun fact - illumination in the corridors is fully done via reflection probes and the ceiling emissive material. There are no light sources there! What would work well to augment this is screen space ambient occlusion, as otherwise there'd be no shadows at all.
I think a final baked light will make this level really shine! Baked light + SDFGI for reflections can give very impressive results, specially for metallic environments like this!
@YoSoyFreeman For now it seems baked light plus reflection probes are enough though!
I don't know if SDFGI wouldn't be too expansive, and also - did they add an option to use it only for reflections?
Maybe SSR, as bad as it is, could be GPU time better spent?
I don't know why this is not more clear on the documentation, but when you use SDFGI + baked light it is actually cheaper than SDFGI alone, because it will only be used as a fallback for reflections and the light is baked already. Even with extremely low quality, it gives incredible results with this method really cheap!
And i'm pretty sure is better results in terms of quality/performance than lots of light probes. For me, is the ideal use scenario.
@YoSoyFreeman@liblast Oh, that's interesting. I still think reflection probes will give better resolution for glossy reflections, but having SDFGI as a fall back instead of sky would be great, especially since SDFGI responds to dynamic light changes! Gotta test this. On the Training Ring I have been experimenting with light values to get bounces from the sun at all. I set indirect energy very high. What happened is some sun light patches are dark and have negative light. Must be a bug.
Add comment