#Before that I want it confirmed if you

1 messages · Page 1 of 1 (latest)

tawny berry
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(Sorry I had to make this here, I dont want to disturb the other devs)

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So, I already find a way to have darkness in my scene, and it's about my exposure things in the HDRI sky, and my exposure in default HDRP file

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here

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and here, my default hdrp file

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When you were talking about pre-bake, its about using some low configuration to make the bake quick right?

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Okay it was that I think

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And for the example you gave me, the BIG scene have just to wait more right?

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(the indirect light control dont seems to change anything and I disable my HDRI Sky, Im not sure of his utility in an indoor scene)

tawny berry
tawny berry
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@light tangle (sorry to mention you, I think you may have missed the topic)

light tangle
light tangle
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Indirect Lighting Controller can reduce sky / environment / probe influence towards black locally/temporarily
In this case it's already black so it'll have no effect

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But since someone else suggested that I felt it necessary to point out what it really is for

tawny berry
tawny berry
light tangle
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Baked lightmapping does produce indirect lighting as well, that's why it can also ensure that unilluminated areas do not have light in them for "no reason"

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But that's more of a side effect
I would prefer baking if its unique benefits are needed

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Namely bounce lighting and emissive materials

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And the elimination of costly realtime lighting

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SSGI can somewhat give realtime lighting the bounce lighting you normally get only from baking, but in some circumstances it can improve the fidelity of both realtime and baked lighting

tawny berry
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I took a look of the SSGI, isnt it pretty harsh on the performance ?

light tangle
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It isn't cheap, but considering the cost of realtime global illumination it's a rather efficient approximation

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As far as I understand in the case of RTGI, GPUs with RT cores do not really have to trade performance to enable ray tracing features, since they're processed separately
But I could be wrong on that

tawny berry
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so SSGI is an alternative for having the indirect light I need to make light precisely in the editor ? (and after that I can bake for more precision?)

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I prefer not using ray tracing

light tangle
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If you just want a preview of how baked lighting might look, you could use RTGI or even path tracing just to get glimpses

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Even if you don't want to impose them upon your game's users

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There are ways to speeed up light baking though

tawny berry
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I disable it right after taking a look

light tangle
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If you:
Use GPU lightmapper
Exclude small or complex meshes from being lightmapped / from contributing to GI
Reduce samples and resolution for non-final bakes
Design and test lighting one room at a time to not re-bake everything each time

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Following these steps my bake times range usually from ten seconds to up to a minute

tawny berry
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Design and test lighting one room at a time to not re-bake everything each time
Oh! I can do that ? limited the zone of baking?

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oh I missunderstand sorry

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(am french, It may be visible)

tawny berry
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Im going to take a closer look on SSGI

light tangle