Side effects of shadows #1081
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The shadowed scenes look more "correct" in terms of how light works on scenes like this, from the your description you want some of the cues you get from an unshadowed scene even iif those lighting cues are not what you'd see in the real world. I suspect if the models had some texturing on rather that flat coloured you'd get more visual cues about the structure in the shadowed region. However, in the real world even flat surfaces you'd get some cues through scatter and ambient occlusion, Image based lighting would be something that could help with providing another source of light to provide some more lighting cues on the shadowed sides. Short of that an extra light source that doesn't have shadows, such as an dim overhead light might give you enough cues. |
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Sounds good, we will try the dimmed overhead light! |
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Thanks, introducing the helper headlight make the vehicle look much better! |
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I'd just like the weigh in that Ambient Occlusion should help a lot with this kind of thing without the costs of image-based lighting (like having a plausible image to use for lighting, which can be infeasible if you've got a dynamic environment and it's too varied to get away with a single static environment map). When the direct light is entirely shadowed, you're only seeing the ambient light, so problems with it, like it reaching places it shouldn't, will be particularly apparent. For this particular scene, you could probably use a static environment map for image-based lighting, though, as apart from the texture tiling, it looks like nothing would change as the humvee moved. |
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We will keep this in mind for future development. Our software can simulate physical systems like vehicles and often we want to show technical aspects by means of false colors. This can already be done now and works well. Showing vehicles in a realistic environment is on our todo list yet. That's also the reason to use PBR from the beginning. Thanks! |
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Thanks, introducing the helper headlight make the vehicle look much better!