Lighting Fixes and Implemention of Global Illumination
Hawk1992 Resident
It is now more crucial than ever to address the default point lighting and spotlights in Second Life, given the introduction of PBR materials.
The point lights will always pass through walls, regardless of the presence of reflection probes. This has been the case and has not been rectified to this day.
The number of spot lights is restricted to two. Once that limit is reached, they cease to cast shadows or function correctly, they will behave as point lights and will also pass through walls. This impedes the ability of both creators and consumers to accurately illuminate a scene in a manner that is both consistent and visually appealing.
Furthermore, I recommend that the lighting and render engine of Second Life undergo a comprehensive overhaul before the inclusion of features such as Displacement maps. This will ensure that the lighting in scenes is consistent and provides a more realistic experience than it currently does. Additionally, global illumination should be incorporated into the rendering process. This is similar to the default setting in the majority of contemporary games, which ensures that any object, from the most basic cube to the most extravagant home available on the marketplace, appears visually appealing. And it ultimately grants us creators more autonomy and eliminates the necessity of baking textures to replicate the global illumination effect, which we still have to do, if we want a realistic looking scene, even with PBR materials and reflection probes. And also is the reason why creators chose to advertise their objects using Renders, instead of Ingame screenshots, which is deceptive, and should be unnecessary.
The following images illustrate the information I have provided.
I created a simple scene that consisted solely of white walls and a white ceiling, with a blue floor and default PBR materials. However, the blue reflectivity of the surfaces is unappealing when a light is introduced.
In contrast to the second image, which illustrates the same scene in Blender with global illumination and accurate rendering, the light is distributed more evenly and realistically, thereby enhancing the efficiency of the materials. This is the proper approach, as it eliminates the need to bake scenes. And as simple as this structure is, it looks visually appealing.
I am concerned that the displacement maps will present the same issue, or even worse, in the current engine. This is not an appealing appearance. The first image with the rocks is what i am expecting. The latter image, which depicts the building, demonstrates the appropriate rendering of a displacement map.
Before incorporating any additional features, such as displacement, parallax, HDRI, or any other feature, first, please enhance the lighting engine to ensure that any scene, regardless of its creation, is rendered in a visually appealing manner by default. This will give Second Life a more contemporary appearance and make it more user-friendly. I am confident that the playerbase would be extremely grateful. And likely people would return returning from competitors, such as VRchat. Which has a modern engine, being that it uses unity.
In conclusion:
Modern texture mapping methods necessitate a modern engine that is capable of rendering them accurately; otherwise, they are merely a form of deception that will not cause any significant changes.
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Hawk1992 Resident
Thank you for all the engagement thus far.
Furthermore, I would like to emphasize that the implementation of such a feature would result in a renaissance of the default construction system in Second Life, (which may also undergo a revision) as well as the creation of Mesh prefabs.
Currently, it is necessary to possess knowledge of software such as Blender in order to create visually appealing objects (such as buildings). This is because the textures must be baked to achieve an appealing appearance. Otherwise, the default method provided by Second Life will result in an incredibly unappealing appearance. And things such as materials that you can buy in the store are pretty much useless.
Another issue is that furniture and other third-party props will never be a perfect match for the scene.
Therefore, if individuals were able to utilize either the prefabricated building elements that mesh creators can offer on the store or the default building system once more, a plethora of individuals could quickly become creators themselves and not be constrained by their lack of proficiency in third-party programs. SL is a creative simulation game; let us repurpose it in this manner and ensure that all individuals have the opportunity to engage with this stunning feature of SL.
Daniele Tatham
You're absolutely right!
Since I'm one of the lucky ones who has modern hardware, which wasn't the case until recently, and which has led to considerable frustration on my part, I now believe that SL should finally switch to more modern software that also supports what modern hardware can handle.
I'm a DJ in SL and often play in busy clubs, and I've noticed that the frame rate often drops, while at the same time the graphics card isn't being fully utilized.
I know this only has an indirect connection to the lighting, but it reveals the weaknesses that still exist in this system that need to be addressed first.
badunicorn Resident
Global Illumination in SL?!?!? Take my money lol
JulsToffy Resident
Oh yes, take my vote. While I've been enjoying PBR, I'm having a very hard time to make good lighting in SL these days, both for my photos and for my SL home as it is. Everything is either flat and too bright or extremely dark. It desperately needs an overhaul. I've been learning to use reflection probes but it's not enough :(
Kalms Resident
I agree that the beautification of SL goes through an overhaul of the lighting system. It is not uncommon to see beautiful sim builds poorly illuminated because of the chance of point light contamination to other rooms, specially PBR ones which require lighting sources to show their true beauty. I am not sure though if manual probes prevent this from happening.