Dark Souls Lighting Engine
@DS2LightingMod
All things related to LightingEngine, for DS2/DS3 , Discord: https://discord.gg/wwyPerckJP , Kofi : https://ko-fi.com/ragevitamins Created by @rage_vitamins
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Water render updates in #darksouls3 lighting engine. The water optics are now better simulated using absorption and scattering functions instead of basic colors. Includes a small demo which also shows some SSR fixes as well as refraction updates.
Slowly improving the Path tracer in DS2. Note direct lighting is still analytical, but 2 bounces are done for indirect while sampling the direct radiance from screenspace, if that fails it will sample the sun light right now (with shadow ray). Here is base game vs latest LE
I released an HDR mod for Thumper! Game made magnificent usage of color It's a perfect showcase of HDR (SDR on the left in the comparisons) Download it here tinyurl.com/mb6uxr34, turn off the lights and try it on OLED, wont be disappointed HDR images: shorturl.at/cyVjp
Left : Current best lighting, which has sky shadow maps, SSGI/SSR. Right : Hardware Path tracing with 2 indirect bounces, total 3, as primary bounce is not done.
WIP RTGI. Now doing 2 indirect lighting, there are still some issues, but working on them
Normals were already part of the BVH Geometry buffers, Albedo/Roughness/Metalness are now added and stored as part of vertex geometry accessible from hit point. This will help in Color transport especially for diffuse lighting as its a very low frequency signal.
Testing out HWRT, BVH. Now all lighting is combined. The left image is with Skyshadowmap, Sunshadow, SSGI + SSR. The Right image is just SunShadow, Now Skylighting/SSGI/SSR is now all wrapped in HWRT. It just works
HW RayTracing Acceleration Structure(TLAS) Debug view Completed building the BVH - Bottom Level and Top Level Acceleration Structures The debug view the is hit distance shown - similar to depth buffer
Dark Souls Model Improvement Project is a mod that seeks to fix faults found within meshes in Dark Souls Remastered. This includes mesh holes, floating objects, and more interestingly adding back details that the developers had to strip back, e.g this skeleton pile.
After wanting to do it for years, I finally found the time to write an all encompassing guide on HDR, with a focus on gaming. Hopefully you won't be confused by it anymore, this covers all the basics. You can find it here, on our new subreddit! reddit.com/r/HDR_Den/comm…
Experimenting with a SDF material blend function that is "stamps" the material volumetrically. The previous function I was using (which is the common one) blends the material around the surface influence area, and so would have no effect below ground.
Adding additional debugging for Screen space tracing, the denoiser and shading is now updated to be better than previous versions as well.
Improving diffuse shading by accounting for Total Internal Reflection(TIR) inside a surface. Sun is the only light source with constant exposure to avoid any bias. Use the Imgsli link to see the difference. Tech article : docs.google.com/document/d/1ZL… Imgsli : imgsli.com/NDEwODU1
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