Support for physically based light intensity
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Geenz Linden
At present, lights are clamped to an "imaginary" range of 0 to 1 that have no basis in physical reality. The GLTF spec defines a physically based light falloff and specifies real world radiometric units - which is aligned with most major game engines and 3D modeling applications.
This change should apply to all sources of lights - point lights, projectors, and the sun/moon. Sun/moon would be easiest to support first.
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ST33LDI9ITAL Resident
Makes all the difference. Def needed.
Kalms Resident
I think pictures, examples and comparisons would help to illustrate this.
Tayln Osbourne
Kalms Resident Here's an example of what it could look like using RenderHDRSkySunlightScale. Image 1# is that debug set to 1.0, this is normally the brightest you can make the sun. #2 is the debug set to 2.0. It makes a substantial difference in lighting and it feels much closer to what I was expecting out of my environment setting.
Lucky Clover
Since sun/moon lighting was mentioned, I have concerns about how it would affect windlight. I think the EEP system should be further improved first, like more customizable parcel altitudes and finishing the HDRI feature, before adjusting lighting-related things again.
There's also never been any kind of 'see everything as full-bright' feature, user-made windlights can only come close, but with the EEP, PBR, and tonemap updates, creators have been struggling to work out the settings for 'about same as full-bright' again, which we need for color-matching and ad photos. Especially so because we can't enable actual full-bright on no-mod items. Full-bright itself isn't even full-bright anymore, it's 'shadeless' but still gets shaded by HDR lights, white isn't white after these updates.
Upgrading lighting has been one of the biggest graphics-related requests for forever, and obviously there's been steps towards it, but I feel there has to be a specific order of how things are done when prepping for such an update.
I'm not sure if windlights and object lights having a rendering-system checkbox would work, probably not lol, but there's gotta be a way to try to break things less this time. Things being pretty is very important, especially when it's updating to modern standards in any way, but some heed has to be taken for utility-related purposes too, like backwards compatibility and the option to have true neutral or shadeless lighting.
Tayln Osbourne
Personally? It's a near-showstopper issue that we don't have any lighting beyond the sky that can drive into a HDR range, it's left us with probes that aren't able to contribute a realistic amount of lighting to a scene without hacky workarounds like boosting the probe ambience up well beyond what it should be.
Eren Padar
This caught my attention because of the problems with things being "darker" since PBR was introduced. My normal avatar had to take to wearing face lights for the first time because things were so dark... especially when under overhangs or shade trees. In real life normal shade does not turn details too dark to properly see. And while some thing may be more "realistic", that doesn't mean they work better in a virtual environment. Even in graphics one must remember this is a virtual world, not real life. Virtual works differently than RL; trying to mimic RL too greatly can sometimes have adverse effects in a virtual setting.
Lee McKay
Eren Padar There's never a good reason for face or body lights. Period.
Eren Padar
Lee McKay Opinionated much? ; )
Like any other feature of SL, they can be used sensibly and wisely, or they can be abused and used excessively. Especially under PBR, a face under a large-brimmed hat will appear so dark that it can barely be seen. In the case of some fantasy characters, their face is supposed to glow by nature. So it's evident there are good reasons for use of facelights... in moderation. It's a matter of using a standard feature, properly.
Lee McKay
Eren Padar I stand by my comment. Facelights look RIDICULOUS, no matter how you use them, and they are intrusive to others. Thankfully we can turn them off in the viewer, so we don't have to see them on other people.
Eren Padar
Lee McKay If you're already aware you can turn avatar lighting off in your viewer then why not just do so, solving your personal issues with such devices and allowing others to enjoy Second Life as they choose. Then this "RIDICULOUS" problem that upsets you so will simply vanish.
IceCold Skytower
and here are some pictures to show how important this feature is. Global Illumination from reflection probes suddenly kicks in and actually do great things.
Lee McKay
IceCold Skytower Is this in SL? How did you get it to work?
Geenz Linden
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