Just want to show off my current work for future Sci-Fi project.
So, the QIBL system.
What does it do:
Pretty roughly, not physically correct (but cheap and in many cases looks pretty realistic) immitation of 1st light bounce from spot lights based on dynamic localized ambient cubemaps.
For what it for:
First of all - cheap GI for indoor scenes, but it also can work as localized cubemaps for openworld games, where the problem with SkyLight starts when we have some outdoor and interior and need seamless transition of ambient lights from outdoor to indoor with complitely different lighting scenarios. Like when we walk to cave or house and we doesnt want SkyLight affect interiors, but still want to use some ambient lighting which SkyLight are provided.
How its work:
The key part is tricky way maded cubemaps which are used for IBL (Image Based Lighting).
Here’s some examples:
Next things to do is implement a kind of importance sampling to add a bit of specular highlights for indirect bounced lights.
Theres no default ue4 light. Only QIBL and materials on objects from 1 to 0 roughness, basecolor are 50% gray.
Specular are not quite right, yeah. Also there still no reflection cubemaps (only SSR) which will be implementing later.