#Do overlay cameras receive GI + Light probe info?

1 messages · Page 1 of 1 (latest)

broken flame
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title.

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Do overlay cameras receive GI + Light probe info?

storm zealot
broken flame
# storm zealot In what context? Or what do you mean by "info"

lets say i have a main camera and a viewmodel camera, if i then have mixed lighting from the perspective of the main camera the non static objects should be affected by lighting changes caused by the light probes, but from the perspective of the overlay camera its as if any lighting changes caused by the light probes dont actually appear.

storm zealot
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Not sure if there's exceptions when they would not

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Realtime shadows from the mixed lights wouldn't carry over, as shadowcasting is per-camera

broken flame
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not sure what causes this then

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viewmodel cam is on the left regular cam is on the right

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the viewmodel one simply doesnt pick up the shaded area from the lightprobe

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@storm zealot

storm zealot
broken flame
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i mean regardless the issue persists no?

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i guess its not more so about my initial question but more about how do i actually solve the viewmodel camera not updating its lighting correctly

storm zealot
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But more importantly it won't fix all your issues

broken flame
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is there any better alternative than using a seperate viewmodel camera then

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im guessing thats the weakest link here

storm zealot
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https://youtu.be/11sLIyw0pWQ
This video is for Unreal but it explores all the same techniques and challenges you might face using various methods

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And I think ultimately they chose the scale and squash method too

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When you "fix" lack of shadowcasting you end up getting issues with intersections (and any connections) between world and view models

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This wasn't really an issue in older games where these floaty parallel dimension viewmodel method originates from, when their lighting was much simpler
Usually only based on vague probes

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Whereas modern high fidelity games like CoD and BF have much more control over the engine and expertise at their disposal to solve these issues

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So I recommend not chasing that exact result
Rather if you don't want to accept compromises in lighting, make the viewmodel more physical and have it dodge out of the way of obstacles more

broken flame
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i think i might just have to do it that way

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but thanks for the videos you sent

storm zealot
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Maybe try a less extreme FoV difference between the viewmodel and world model too to make them a bit more seamless

broken flame
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the metro one is really interesting and i was already thinking of something similliar

storm zealot
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It's a different direction in style, but maybe not unwelcome one
I for one don't think the very flat and disconnected viewmodels of modern shooter games feels real or immersive at all