Thank you ;). It is done using additional spot light with orange color.
jedenjenda23
Creator of
Recent community posts
hello!
- GI options switch the resolution and rendering quality of voxel GI. Lightmaps are not used. It's not very notable visually, but there is big difference in performance especially on older GPUs
- Texture quality settings simply cap maximum texture resolution. Let's say you have a 1024px texture - if you set textures to low resolution it is only sampled as 256x256.
It is quite simple - terrain is 3D mesh made in blender, material uses vertex blend and paralax.
Materials in most of the scene actually uses vertex blend, only couple of props have unique textures. For lighting there are couple of spot lights instead of one sun light.
Fog is combination of distance fog and planes with fog material that uses mask and tiling noise to add movement - volumetric fog was too costly :)
thank you for those kind words, I am glad you like it! One of the biggest bottlenecks is currently voxel GI(GI generaly) and post process effects (SSSIL and SSAO similar performance wise in my case, so I chose SSIL for bigger visual impact). I also was not able to bake the lighting - i think my old GPU simply run out of memory during process..
