#How to change sky and adjust shadow?
64 messages · Page 1 of 1 (latest)
No Realtime Shadow.
And i don't know how to change sky texture.
From what I can see the game is totally pathtracing. But because there's no direct light source there are no defined shadows.
Under the game setup tab, there's an area labeled fallback light. Set it to always on and use "distant"
It'll essentially force spawn in a sun-like lightsource. The values let you adjust the angle of the sun
ah you'll need to tag the sky textures, that should do the trick
under categorize textures
tag menu texture to sky texture?
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
Still not work.
those don't look like sky textures to my eye
Original game
(TD Overdrive: The Brotherhood of Speed)
yeah that would make it tricky to spot I guess
remove the tags you did and instead use auto sky detect in game setup
there's 3 options there including off, switch between em and see if you get anything good
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
And in the front of all the cars ofc
So i don't how to do next now.
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
#remix-beginners-guide message
Links to a message to install Omniverse
Oh great. Then you'll need to set up a project and open the capture you took using the runtime
I want shadow to be like this game.
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Mods in This Video:
NFS Underground 2 RTX Remix - https://www.moddb...
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
You can make the car somewhat metallic with low-ish roughness below 0.5 for some more reflections
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
Still missing shadow and light is really weird.
This game use graphic api = Direct3D 8
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
If you get weird behaviors also try the high precision culling option
Light is ok now but still have a problem with shadow.
Double check what your denoiser graphics settings is on in remix
If you're on low you lose a lot of detail
Set the quality from high to custom, then bump up denoising to high
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
SphereLight
i see shadow moving but it look very bad.
Yeah that looks
Not great
@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
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.
Didn't know 1 is the standard. I've been bumping it up since the softness value has a huge impact on perceived brightness
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.
RR would be my suggestion --- there seems to be some amount of ghosting, but I can't tell whether that's just the bad video compression, maybe check for mesh instance flickering?
oh, if there's a bunch of large sphere lights in the scene that might do it, yes
@knotty kernel ^