Localized-IBL implementation

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[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]thanks but I already had a look at the Ark sdk based on evilmrfrank’s comment (on the first page of this thread) :D[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]
[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]indeed when I tried it I missed how to make the time-of-day IBLs since it wasn’t covered in the documentation. could you maybe explain a little how it works?[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]these companies spend a lot of money from their budget in such systems, so expecting them to release their stuff freely isn’t the most reasonable thing to do
just having pointed me into Ark so I could see for myself how it works is already a contribution :)[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]trust me what Ark’s system has is much more than just Blueprint actors. their shader code is probably similar to mine (plus a few more optional things), and on top of that they built some very good engine features around it (re-using a capture in multiple places, streaming the captures)[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]this though. I only saw the stream when I started working on my system, and it was disheartening to see the Epic guys’ hyped reaction to Ark’s IBL and then I know that years later UE4 still has no hint of an IBL system[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

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oh that looks awesome. this is again night and day of what lighting can be :slight_smile:
testing the system on the elemental demo was something I wanted to do at some point but I guess now I don’t have to :smiley:

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you’ll get even more drastic comparisons with scenes that are less exposed to the outdoors, but this looks nice already :)[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]