| ▲ | aruametello 7 hours ago | |
out of the box, I imagine that surfaces can be lit, but probably not shadowed correctly. (structures aren’t solids, more like particles in 3d space) it could look like the real-time lighting of an old game engine on rather modern assets. (quake 2-3 era) or perhaps some "occlusion pre-pass" could be done to create a voxelized sparse volume from the splats that set a "voxel opacity value" for each to absorb light? (not far from how prebaked GI works nowadays) note: not an expert on rendering, just a nutjob that did stuff in opengl in the old days. | ||
| ▲ | hellohello2 7 hours ago | parent [-] | |
There can be some issues with shadowing yeah, especially if you render with splatting/rasterization, but its fine if you raytrace I think. | ||