My previous scene had pretty terrible lighting, so I'm trying to improve that.
What I'm looking for:
- a way to achive ok lighting - as much as possible - without users having to mess around with non scene settings (user prefs), since it's a scene meant to be released
- semi-realistically lighting the scenario, not just the the focus of the action / built-in cinematic camera, so that users can freely explore angles (without wandering too much - it's a big scenario)
What I have:
- bad lighting
- stretched performance "budget": 4 person atoms for a few seconds, then just 3 and a big scenario (big as it is, the scenario doesn't seem to impact performance much)
- around 30 fps with 4 person atoms and current lighting; in tests with other lights, performance was around that number as well
- something resembling color banding (2nd screenshot bellow); caused by spot lights with max angle or large range? Tests with other lights get rid if it.
What I don't mind:
- doing some work on it, as long as it's not too intensive, like 2-3 days intensive; macgruber's sky magic springs to mind, but I'd like to know if it's appropriate for this case before diving in.
- accepting the limitations of what can be achieved in vam, with a big scenario and 4 characters (3 mostly), for a scene targeted at the average user with average hardware and settings.
- accepting there's no magic answer, especially when people attempting to help don't have the scene to test it.
My settings:
- user prefs > pixel light count 4; high quality shader
- scene > default skyaustria
- lights > 2 spot with 1.7 int, max range and near max angle (ceiling 1 and 2); 1 spot with 4 int, max range and near max angle (outside light for building's glass facade); medium shadow quality and force pixel for all 3
Scene so far (3 spot lights - causes "banding"):
The color / shadow "banding" problem:
point light test (too bright I know - no "banding")
directional light test (no "banding")
scenario:
Any help appreciated.
Sorry for all the screenshots, but words don't help much on a light troubleshoot.
What I'm looking for:
- a way to achive ok lighting - as much as possible - without users having to mess around with non scene settings (user prefs), since it's a scene meant to be released
- semi-realistically lighting the scenario, not just the the focus of the action / built-in cinematic camera, so that users can freely explore angles (without wandering too much - it's a big scenario)
What I have:
- bad lighting
- stretched performance "budget": 4 person atoms for a few seconds, then just 3 and a big scenario (big as it is, the scenario doesn't seem to impact performance much)
- around 30 fps with 4 person atoms and current lighting; in tests with other lights, performance was around that number as well
- something resembling color banding (2nd screenshot bellow); caused by spot lights with max angle or large range? Tests with other lights get rid if it.
What I don't mind:
- doing some work on it, as long as it's not too intensive, like 2-3 days intensive; macgruber's sky magic springs to mind, but I'd like to know if it's appropriate for this case before diving in.
- accepting the limitations of what can be achieved in vam, with a big scenario and 4 characters (3 mostly), for a scene targeted at the average user with average hardware and settings.
- accepting there's no magic answer, especially when people attempting to help don't have the scene to test it.
My settings:
- user prefs > pixel light count 4; high quality shader
- scene > default skyaustria
- lights > 2 spot with 1.7 int, max range and near max angle (ceiling 1 and 2); 1 spot with 4 int, max range and near max angle (outside light for building's glass facade); medium shadow quality and force pixel for all 3
Scene so far (3 spot lights - causes "banding"):
The color / shadow "banding" problem:
point light test (too bright I know - no "banding")
directional light test (no "banding")
scenario:
Any help appreciated.
Sorry for all the screenshots, but words don't help much on a light troubleshoot.