The most realistic lighting I think you can get in VaM, automatically. The goal of this plug-in from the start is to light the people in the room as if the light is really coming from the room. That means it takes on the characteristics of the room itself, like real light would. And doing all this automatically without you having to tweak or move a single light.
We all want to play VaM, not spend hours tweaking it! That's what my plug-ins try to do, allow you to enjoy the game w/out f'ing around with a billion settings
How it works:
- Samples the actual live scene color from each light's position, so your lights inherit the real colors of the world around your character
- Raycasts in every direction to map the room geometry, placing lights at optimal distances and heights without clipping through walls or furniture
- Continuously watches your character's position and recalculates the entire rig when they move
- Exposes brightness and saturation controls if you want to tweak, though the defaults are tuned to be as physically accurate as possible
To use:
- load as a scene plug-in
- Keep existing lights in scene or remove all and just use this
- Don't worry about configuring light anymore!
This plug-in simulates real ray traced lighting, by sampling the real environment instead of guessing
Ray tracing:
- shoots rays into the scene
- reads surface color, brightness, and direction
- uses that to compute lighting
- produces color‑accurate lighting
- environment‑aware illumination
- directionally correct light contribution
This plug-in:
- shoots raycasts into the scene
- reads surface color and brightness
- uses that to compute light color and intensity
- produces color‑accurate lights based on sampled surfaces
- intensity based on environment brightness
- directionally meaningful light placement (key/fill/rim based on sampling)
It's gathering real scene data, not relying on arbitrary presets, exactly like ray traced lighting.
This is the same goal as ray tracing: make the character look like they belong in the environment.
Notes on the video: it is showing that when the room changes, the lighting will also change by adapting to the new colors and intensity of the room (Paris Room 4 not on the Hub unfortunately). The buttons I click switch between the different versions of the room assets, at the same time it calls the recalculate on the lighting so the lighting updates to the new room (environment). The point is the light adapts to the room as you can see here!
We all want to play VaM, not spend hours tweaking it! That's what my plug-ins try to do, allow you to enjoy the game w/out f'ing around with a billion settings
How it works:
- Samples the actual live scene color from each light's position, so your lights inherit the real colors of the world around your character
- Raycasts in every direction to map the room geometry, placing lights at optimal distances and heights without clipping through walls or furniture
- Continuously watches your character's position and recalculates the entire rig when they move
- Exposes brightness and saturation controls if you want to tweak, though the defaults are tuned to be as physically accurate as possible
To use:
- load as a scene plug-in
- Keep existing lights in scene or remove all and just use this
- Don't worry about configuring light anymore!
This plug-in simulates real ray traced lighting, by sampling the real environment instead of guessing
Ray tracing:
- shoots rays into the scene
- reads surface color, brightness, and direction
- uses that to compute lighting
- produces color‑accurate lighting
- environment‑aware illumination
- directionally correct light contribution
This plug-in:
- shoots raycasts into the scene
- reads surface color and brightness
- uses that to compute light color and intensity
- produces color‑accurate lights based on sampled surfaces
- intensity based on environment brightness
- directionally meaningful light placement (key/fill/rim based on sampling)
It's gathering real scene data, not relying on arbitrary presets, exactly like ray traced lighting.
This is the same goal as ray tracing: make the character look like they belong in the environment.
Notes on the video: it is showing that when the room changes, the lighting will also change by adapting to the new colors and intensity of the room (Paris Room 4 not on the Hub unfortunately). The buttons I click switch between the different versions of the room assets, at the same time it calls the recalculate on the lighting so the lighting updates to the new room (environment). The point is the light adapts to the room as you can see here!