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Global illumination in Unigine 2.1


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In Unigine 2.1 the Atmospheric scattering was refactored (and it looks awesome)

 

But in our product, we have spherical planets. So we can't use the default atmospheric scattering. We have a custom implementation of this feature. However we would like to use an environment texture or at least a global ambient light to prevent shadows from being just plain black.

 

In previous versions of Unigine we simply set

<render_scattering>0</render_scattering>

But now, with the new system, in order to deactivate the atmospheric scattering, we have to deactivate environment texture at the same time !

<render_environment>0</render_environment>

On the long run, we will probably implement a custom global illumination. But for now I can't find a way to have a basic global illumination without the features of your new scattering that does not work for a spherical planet.

 

Any idea on how we can achieve such a feature ?

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Ok, you can place to your world object sky with black texture. It will be the same result as <render_scattering>0</render_scattering>

We will add more convenient functionality to the next release.

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NB : I also had to set  a white texture for sun color since I can't rely on the native feature to get the sun color.

<environment_preset_0_scattering_light_color_lut_texture_name>core/textures/common/white.dds</environment_preset_0_scattering_light_color_lut_texture_name> 
<environment_preset_0_texture_color>1 1 1 1</environment_preset_0_texture_color>
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