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#Actualsolenoidz

Posted 10 July 2013 - 09:20 AM

Hmm, you're right. It looks like they're using cascaded shadow maps for both the static and dynamic geometry, which is interesting. I assume they bake only the indirect lighting and then just add in the direct lighting on the fly. If nothing else, it's probably easier to implement than storing the contribution of direct light onto static geometry.

 

Guys, I understand the part with shadows. It's not interesting if they are using static shadow maps for static level geometry. I don't think they just bake the indirect lighting and that's it. The actors and other objects moving through the level receive indirect lighting as well. I have a feeling they have some sort of lightmap on static levels and also have some "fill lights" placed here and there simulate bounced light and to illuminate dynamic objects, that move around.


#1solenoidz

Posted 10 July 2013 - 09:05 AM

Hmm, you're right. It looks like they're using cascaded shadow maps for both the static and dynamic geometry, which is interesting. I assume they bake only the indirect lighting and then just add in the direct lighting on the fly. If nothing else, it's probably easier to implement than storing the contribution of direct light onto static geometry.

 

Guys, I understand the part with shadows. It's not interesting if they are using static shadow maps for static level geometry. I don't think they just bake the indirect lighting and that's it. The actors and other objects moving through the level receive indirect lighting as well. I have a feeling they have some sort of lightmap on static levels and also have some "fill lights" placed here and there to illuminate dynamic objects, that move around.


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