We didn't expect so much support! The studio deleted the AI ad.
Now, we’re handing the spotlight to you by sharing some fan creations you've sent us. Fan art is the highest compliment, and we cherish every piece!
Authors: @ErroR404like@flydxndelion@Robinobandito@NovaNyx_czs
@fipa Ja realne na svoju pracu potrebujem maximalne photoshop z roku 2006. Takze idealne zobrat tieto zdrojaky, zmazat polovicu veci a hotovo. Adobe subscription som zrusil uz pred rokom a presiel na Photopea, pretoze ten ich balast ktory tam bol som uz nedaval :)
@X_Bernat@JanOrszulik It's per pixel so 320x180 with small apron on sides. Although the light source and light blocker texture is bigger so lights just don't pop in when camera moves.
Radiance Cascades can, of course, light up 3D models. I love the indirect lighting here! This might spice up Inversion Day's backgrounds a bit.
Although there's not much point in using 3D models if they don't rotate. I could just use a flat sprite with a normal map and get the same results.
@ShrikeCGD Radiance cascades sample the smoke, so I can make it absorb light, but it doesn't fit the whole aesthetics too much. Right now the normal vector is derived from the smoke gradient and is used to light it up.
@X_Bernat@JanOrszulik If those directions are opposite, they cancel each other out. I could store more information about the light direction, but we are on the limit of the performance. Trying to make this run on Nintendo Switch 1.
@SpolchenDev I don't know. I kind of like the contrast of the character and the background. There is a bit of lighting on top of him already, but it's very subtle.
@yaazarai I haven’t tried it yet, but my implementation seems to have similar performance, compared to what they report. But that’s after tons of hacks and optimizations everywhere, so if I do similar work on halographic RC, I might save even more.
Fun fact. Because or radiance cascades, we have worse performance in the main menu than in the game. It’s because sun is represented using a polygon light and the space is completely open. Nothing to stop rays :) Game dev is full of surprises.
@lapsapnow I completely agree. This was just for fun, now I will evaluate how exactly it can be used to feel coherent. There definitely won't be any 3D rotation like this :D
Few small changes and I have a bit of shadows working too. It's super fake, but makes it sit in the background a bit better. Of course this is just for background stuff. Everything in front casts perfect shadows already.
@JanOrszulik Thanks! No Z channel. The cascades are purely 2D, so alongside the light amount I carry a flux-weighted mean light direction in XY. Z is just a per material constant “elevation” of the light above the plane.