![]() ![]() Nonetheless, we were still able to achieve a major increase in image quality by packing the textures of tiles into texture arrays – allowing the artists to work with independent scale tiles GrassĪlong with the map overhaul, we decided to completely update our vegetation rendering technology. ![]() One very effective method to reduce the cost per terrain is to use a virtual texture, we did not have time to introduce this toolset in 9.0, but we plan to return to the issue in future updates. With the new lighting system, the number of textures that need to be read and blended greatly increased, which came with serious rendering costs.Įach tile requires its own texture set, And in addition to these texture sets, for each of the four tiles, we read several global textures: tint, normal, and baked light. One area in particular need of a visual overhaul was the landscape. This approach is preferable for the AO channel as it does not incur the same performance costs as calculating self-shadowing during rendering (for example, SSAO).But with the mixing of dynamic and static shadows, this border is hidden. Even where dynamic shadows are enabled, there is an edge beyond which the shadow is no longer calculated.Our dynamic shadows are not enabled on all devices, so we have reasonable static shadows even without shadowmaps.We can use component-by-component information separately to modify direct and indirect illumination, leaving the PBR calculation physical.There were 4 main arguments in favor of this approach: In the first texture channel, we added shadows from a direct light source, and in the second channel, we added Ambient Occlusion. The solution we found was to continue to bake the light, but for PBR, we now put non-finally calculated light into the lightmaps. Since no dynamic light sources were applied to houses – regardless of the angle of view, the lighting looked the same from any side (but still looked pretty decent, considering its limitations).īut how to make it look even better? Ideally, we wanted to be able to include lighting components that add realism, like indirect lighting and self-shadowing objects in hollows, where it is more difficult for light to reach. These textures are called lightmaps, and the process for calculating them is called Lightmap Baking. ![]() Before 9.0, these objects were not dynamically lit - the light calculation was made in advance and saved in textures, which were added to the game resources. This includes houses, stones, benches, and fences – everything which adds that lived-in feel to the map. First of all, we had to decide how the lighting would interact with static objects. ![]()
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