#How to change sky and adjust shadow?

64 messages · Page 1 of 1 (latest)

frail sage
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Your question is a little too vague. Do you mean change the texture used for the skybox? And what issues are you having with shadows

knotty kernel
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And i don't know how to change sky texture.

frail sage
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Under the game setup tab, there's an area labeled fallback light. Set it to always on and use "distant"

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It'll essentially force spawn in a sun-like lightsource. The values let you adjust the angle of the sun

knotty kernel
knotty kernel
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I still have problem with shadow.

frail sage
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ah you'll need to tag the sky textures, that should do the trick

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under categorize textures

knotty kernel
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tag menu texture to sky texture?

frail sage
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in the runtime overlay there's a "categorize textures" tab. Go there, scroll and find the textures that are used for the sky in the original game. Click em and hit the "sky texture" checkbox

knotty kernel
frail sage
knotty kernel
frail sage
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yeah that would make it tricky to spot I guess

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remove the tags you did and instead use auto sky detect in game setup

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there's 3 options there including off, switch between em and see if you get anything good

knotty kernel
frail sage
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Actually it looks about right to my eye, maybe I'm tripping. It's at nighttime normally so you'd want to turn off the distant light and instead do something with attaching lights where it would make sense on the track

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And in the front of all the cars ofc

knotty kernel
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This game have night time stage and day time stage.

knotty kernel
frail sage
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My internet's acting up so the videos aren't playing for me. But from the thumbnails it looks about as expected. To do the thing I talked about in that last message, you need to take a scene capture. I'm sure you've come across the area with it in the overlay. Scene captures can then be opened in Nvidia Omniverse via the Remix toolkit. That's where all the magic happens with bringing in new assets and lighting. Starts with starting a mod project in the toolkit. Let me grab a link

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#remix-beginners-guide message

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Links to a message to install Omniverse

knotty kernel
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I already have RTX Remix.

frail sage
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Oh great. Then you'll need to set up a project and open the capture you took using the runtime

knotty kernel
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I want shadow to be like this game.

frail sage
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Set the cone angle to 90 degrees rather than 180 so the light only points in one direction. Radius I'd say should be no higher than 10 I think. Also set the road to a roughness of 1

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You can make the car somewhat metallic with low-ish roughness below 0.5 for some more reflections

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The NFS Underground 2 remix team spent a lot of time tuning the lighting to get a specific look. You'll have to play around with the values to see what looks best to you. Then when you're in-game, make sure your denoiser quality is set to high (in the Remix graphics menu, not dev menu. Button's at the top of the overlay) or use the latest build with ray reconstruction

knotty kernel
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This game use graphic api = Direct3D 8

frail sage
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I totally see the shadows, it's just messed up because of the culling going on right behind the camera. You should try the "anti culling" toggle at the bottom of the runtime overlay. In many games it does work though it's not a guarantee

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If you get weird behaviors also try the high precision culling option

knotty kernel
frail sage
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Double check what your denoiser graphics settings is on in remix

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If you're on low you lose a lot of detail

knotty kernel
frail sage
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Set the quality from high to custom, then bump up denoising to high

knotty kernel
frail sage
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Hmm that does seem a bit strange. I couldn't see it in the earlier video, what light type did you use for the streetlights? And what values for the parameters

knotty kernel
knotty kernel
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SphereLight

knotty kernel
frail sage
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Yeah that looks

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Not great

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@lunar egret would you happen to have any ideas? I would've said try the ray reconstruction build but in the videos it looks like the other cards have 0 shadows at all almost

knotty kernel
brisk burrow
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I believe the sphere light radius might be too large. To confirm, you can check the actual size in the game. Press "Alt + X" to toggle the Remix menu, go to the first tab, select the "Light Panel," and enable the "Light Debug View" option. The size should ideally be 1 or below, depending on the scale of your scene.

frail sage
brisk burrow
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The radius of the sphere light should indeed be below 1. Since path tracing utilizes real world physics, it wouldn't be accurate for a street light to have a length of 1 meter. The radius should be adjusted accordingly to maintain realism within the scene.

lunar egret
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oh, if there's a bunch of large sphere lights in the scene that might do it, yes

frail sage
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@knotty kernel ^