Lumen GI and Reflections feedback thread

i’ve been rehashing tlou part 2 today. i know they used baked directional lightmaps for the world shading and a hack ■■■■ of irradiance volume data for character model gi. it looks good. yo

reflections are whole different beast tho. at low roughness one could use the irradiance probes, higher up use roughness mipped parallax correct captures or go full on raytraced for flat out mirrors. it’s a load of shader math either way. and a bit of data to support all of the tech blend. hmmhmm

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