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I have this question: Why don't the standard skyboxes use global illumination?
It sounds strange, but on "Helipad GoldenHour" you get a deeper picture:
On "Time of Day/Night" this is the result:
For some reason there are more shadows here, increasing DifferentLight leads to very bright lighting, which is difficult to edit on Post-processing, for example, with the same ikClut. And sometimes even maximum magnification doesn't help, and the shadows are still darker.
I would like to see a setting in the shader that would enable global lighting.
I understand that you can use additional light sources, but sometimes it doesn't look good.
How this could be added:
Implement functions: SKYBOX_HDR_ENABLE, SKYBOX_HDR_RGBT_ENABLE and SKYBOX_HDR_FILE in standard skyboxes, with HDR and DDS files pre-created for them.
This will allow to make more natural lighting
The text was updated successfully, but these errors were encountered:
Greetings to the author and all shader users.
I have this question: Why don't the standard skyboxes use global illumination?
It sounds strange, but on "Helipad GoldenHour" you get a deeper picture:
On "Time of Day/Night" this is the result:
For some reason there are more shadows here, increasing DifferentLight leads to very bright lighting, which is difficult to edit on Post-processing, for example, with the same ikClut. And sometimes even maximum magnification doesn't help, and the shadows are still darker.
I would like to see a setting in the shader that would enable global lighting.
I understand that you can use additional light sources, but sometimes it doesn't look good.
How this could be added:
Implement functions:
SKYBOX_HDR_ENABLE
,SKYBOX_HDR_RGBT_ENABLE
andSKYBOX_HDR_FILE
in standard skyboxes, with HDR and DDS files pre-created for them.This will allow to make more natural lighting
The text was updated successfully, but these errors were encountered: