How similar are light portals going to be to square area lights? Could you use them for area lights?
Heya,
Will we ever see a way to fully occlude a dynamic skylight? Our concrete use-case is a character entering a dark cave from a fully lit open world. Due to the omnipresence of the Skylight the cave is bright. But if we turn off the Skylight, looking back outside will have the outside appear dark too.
@DamirH, do you think the light layers mentioned at 40:06 in the video would work? https://youtu.be/22jvxFoTHBk?t=2404
You could try having the cave and the outside world being in different lighting channels. Having 3 channels could also allow you to have a separate lighting channel in the middle to handle the transition at the beginning of the cave.
Hmm… it might be possible to whack something together with those indeed. I’ll have to look when it’s available.
I’m also curious if the capsule shadows will work well enough for cars, of it’s it’s better to use something like a blob shadow.
I too am really curious about this, I’ve been brute-forcing crude methods to simulate it but the result is never satisfactory or great on performance.