#How do i perfect the lighting of interior room lights?

1 messages · Page 1 of 1 (latest)

tough otter
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My interior lights look quite ugly right now and i have no idea how to fix it. I can't increase the shadow size for performance reasons. How can i make the shadows look more realistic? I feel that like in reality, they should reach beyond the direct ray casts (reflections?) but i'm not sure what's wrong. This is my first 3d lighting attempt.

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also, the lights just infinitely multiply? I guess i could use some energy sum threshold/clamp?

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if anyone could at least steer me in the right direction i'd be very grateful.

chilly quartz
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Reflections like that are pretty expensive, even more so than defined shadows. But i think Godot has the VoxelGI nodes for that.

Older games usually had to choose between baked shadows (which don't have any real performance cost, but cannot change due to the light moving) or plain dynamic lights without shadows (so anything that is not directly illuminated is pitch black)

tough otter
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i can bake shadows as long as the lights will not move but the walls are buildable so i need to be able to rebake them in runtime without the game freezing

chilly quartz
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Your only real options are to devise your own shadow baking system or to bite the bullet and deal with the performance cost.
This is a common issue with games and it is basically a hardware limitation.

tough otter
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@chilly quartz could you steer me into what should i look for if i want to figure out my own shadow baking system?

chilly quartz