that’s exactly what we’re asking for all along whenever we mention localized IBL. we have a hard time accepting that unless you use lightmass you’re stuck with flat ambient lighting and the only solution to mitigate it is DFAO. so localized IBL is exactly what I’m experimenting with by modifying engine source and shaders
it’s also what I thought DiffuseFromCaptures could be doing, but now that I see how it felt so short at it I’m not surprised it was removed.
as I described before I’ve already managed to inject the reflection captures back as lighting, I’m just not getting the proper local/directionality (since reflections behave different than ambient lighting) and I don’t know if I can get away with using the same reflection for both (if I cant, then my experiment isn’t feasable)
I really don’t see the localized part in the current implementation. DFAO partially shadows it… and that’s it. blocking the light is really far from calling it localized.
DFAO does a nice job as a close-mid range AO but it can only do so much so it can’t be called proper ambient lighting
yeah that was my point earlier. this thread is about Physical Light Units rather than actual Physical Light behavior
I’ll probably make a new thread if/when I get further with my experiments