Quote from: Kadri on March 09, 2012, 04:45:05 PM
TheBadger i really like the first image
But before i posted here i did some tests. I can not believe that the GI Surface Detail-NO makes the difference (so much).
It looks (after some tests) to me that you probably have some different objects settings.
I think the second image do not have any ivy leaves shadows .
Are you sure you did not accidentally unchecked the objects "Cast shadows" settings or anything like that ?
The main difference in lighting is definitely coming from the GI SD being unchecked, Kadri. It affects the accuracy of shadows and draws them much more correctly, by the looks of things in my tests it calculates shadow distances and applies a beautiful falloff from the shadow's source, shadow-casting objects and elements that are really close to a receiving surface have a shadow darkest and most dense at the points of closest contact, and falloff to a less dense shadow nearer the edges.
I think you've seen this before but if you go to the bottom of the page you will see a few clear examples of the difference between SD=on/off. Notice the floor where the glowing sphere casts light onto it, the corners of the room, the shadow beneath the white sphere as it contacts the floor.
https://sites.google.com/site/d4nd310/tg2giIn Badger's 2nd image, there is nothing wrong with the plant shadowing that I notice, I can clearly see the ivy shadows, best visible on the right-hand wall but they are consistently flat in density from one shadow edge to the other. It's only that we have the really accurate GI surface detailed version to compare it to that I think we're noticing it isn't as 'correctly' lit.
I've been playing around with a great Sponza Atrium model that was offered free online a good while ago, got some lighting tests done but I think I'd like to try and play with the Ivy-Gen' again after seeing Badger's scene, I forgot how good the IG is and the Sponza model is just begging for it.
Can I fill the Atrium with Ivy, though? That's another matter entirely!
Maybe have to do a fair bit of poly reduction but, we'll see...