wow so glad theres such a discussion here!
Quote: "Bugsy: I think the bug is that the lightmapper do not generate specular reflections, the specular light should already have been in the lightmap textures"
this is what i was trying to say i guess. how can/can this be fixed?
Quote: "Dynamic lights go through walls, this has always been the case in GG/FPSC:R."
how/can this be fixed? seems like if changing to PBR-mode is required to make specular reflections, which won't even be handled as specular reflections any more from what i am gathering will make our games slower and smaller across the board for a simple effect we should have had day 1 (or perhaps documentation of phenomena like this for advanced users included)
Quote: "Use a smaller dynamic light to control it better; specifically in the 100-200 range."
in my experiment I did that, however I notice that the way to get a level of specular reflection most consistent with your light power is to use the same range as your light. this is a very limited technique, however as we can only have 3 dynamics at once. it works best in a situation with very few lights per room/building and not much view into other rooms. an FPSC game setting basically
Quote: "The solution is, of course, a GI approach to lighting"
I wasn't aware FPSC had this approach, but it seemed to handle specular reflection somewhat, (although it looked like the light was always casting from the player). Is there perhaps a smarter or even similar way to "Fake it"? maybe some sort of global specular cubemap that is just faked and muted slightly in shadows? I ask because I notice that when you use dynamic lights, the "sun" doesnt really effect an objects specularity indoors anymore, it only seems to when you have an entire level with no dynamic lights, and you happen to get a weird glisten. because of the way youre facing
Quote: " which might provide the means in time to handle a specular effect from static lights"
"might" ? I dont understand. can you provide examples?
Quote: " the pre-bake may become somewhat redundant"
not if dynamic lights dont even cast shadows. if you included this global illumination it would take prebakes to a whole new level. as it is now, it seems prebakes and dynamics are both required, cutting down the size and scope of a level with high graphic fidelity.
Quote: "are you working with the public release and finding all theses things
or in the private beta testing update ?"
the public release. I guess nobody around here has deemed me enough of a hardened gameguru user to send me the beta
Quote: "Still I think in terms of a cheat, Bugsy is getting pretty good results from his method (which mirrors what I presented in this article:"
dang here i was thinking i was so cool and original
Quote: "So it doesn't use specular for specular reflection but instead for metallic, gotcha, thanks for clearing that up. PBR's confusing because so many people have different ideas how it works."
so what you're basically saying is something with a low roughness and high metalness is what we will now use instead of something specular. That is cool, but i worry reflections will look odd, especially when combined with stuff not using PBR. I also fear that with our already extremely limited capacity for media in our levels and games, and even stuff I'm hearing about games not building due to overloading gameguru, or not working on all computers will mean that this PBR business will be almost useless for actual "games" and more for small one room walking simulator projects, given how many more maps everything needs. if it's possible to use only 1 pbr object and go with regular norm/spec workflow on other stuff, that would be pretty useful, but as said earlier, combined with actual pbr effects, our underperforming specular effects might drag down overall visual quality