Early development testing in Crucifixion Woods utilizing DS3LightingEngine.
This is not indicative of what DS3LE will look like once it's publicly available for testing. This is just experimental work with an extremely early dev-build.
#DarkSouls3#FromSoftware
Water reflections in DS3. Water is rendered as a separate layer. However the behavior of PT is same. The reflections are still lit up correctly from light sources and bounce lighting. DS games render some the flat tiles as water as well similar to Alonne arena.
While Dark Souls 1 lacked means of rendering proper volumetric shadows, it still did a decent job faking volumetric lighting using alpha cards all over the place. I'm currently replicating that technique in places I feel benefit from it. (Work in Progress, might tone effect down)
I wish ppl also focused on more cooler/fun parts of the new technology implemented. Here is some fun edits of wharf by @saikousocial , personally they probably have played DS2 what like 5-6 times now?, so why not just do this for your next one. The default gives a good enough experience as all areas are configured, but this is more fun for me.
DS2LE - Path tracing is now in Public Beta. You can try it from discord only currently. After some Beta bake time then I will upload to Nexus. Enjoy the mod and the game.
In gaining mastery over Dark Souls' model materials, I am able to bring to life static elements of the scenery, such as the two giant trees above Firelink Shrine. I might tune the effect down but for now this is a good demonstration of the details one could expect.