This is the closest I can get to photorealism with free and hub-hosted assets:
The room asset ( RealityCapture_Room ) is self-lit. The scene creator only needs to light the character. The 4spots rig (in epiLight) does that well if you attach its position to her chest ( I used Epi4SpotsChest1400, and I would manually rotate it to better match the room if needed). Normally, I prefer to use rooms that respond to lights the same way the character does, which I find is ideal for VR. But this alternative approach can work for scenes where the creator controls the camera and the action, like music videos.
For VR, I prefer rooms that respond to lights, like [Environment] The Dining Room with the settings in epiRoom. I use 4spotsWide or 4Points depending on the needs of the scene.
There was a time when I would say "4 lights, 8K normal maps, are you insane?!". But we have crazy fast GPUs and the bottleneck is the physics engine & CPU single thread performance. I see no reason to avoid chasing better visuals.
If VaM2.0 can't get here in a few months (which I would not expect), I wish we had a performance focused physics engine update to VaM before the move to VaM 2.0.
The room asset ( RealityCapture_Room ) is self-lit. The scene creator only needs to light the character. The 4spots rig (in epiLight) does that well if you attach its position to her chest ( I used Epi4SpotsChest1400, and I would manually rotate it to better match the room if needed). Normally, I prefer to use rooms that respond to lights the same way the character does, which I find is ideal for VR. But this alternative approach can work for scenes where the creator controls the camera and the action, like music videos.
- It can look great if the skin textures also have a lot of detail.
- It runs crazy fast too.
For VR, I prefer rooms that respond to lights, like [Environment] The Dining Room with the settings in epiRoom. I use 4spotsWide or 4Points depending on the needs of the scene.
There was a time when I would say "4 lights, 8K normal maps, are you insane?!". But we have crazy fast GPUs and the bottleneck is the physics engine & CPU single thread performance. I see no reason to avoid chasing better visuals.
If VaM2.0 can't get here in a few months (which I would not expect), I wish we had a performance focused physics engine update to VaM before the move to VaM 2.0.