We did not want to sacrifice UE3's per-pixel material parameterization, so something like a material id system to compact the G-Buffers was out of the question. We went with the two-stage deferred lighting approach primarily because the information we needed for our BRDF and baked shadows would not fit in four render targets. This met our goals of high contrast/high saturation - direct lighting baked into lightmaps tends to be flat, mostly because the specular approximations available were fairly limited. The system handled both stationary and moving primitives.ĭynamic lighting was handled primarily with a deferred lighting/ light-pre pass renderer.Shadows were a mixture of baked shadows and dynamic shadows.
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