Originally posted by M^uL
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Outpost has 3 different post processing volumes alone, each with different auto exposure, ambient occlusion and ambient cubemap settings. It also has a number of custom (not default) lightmass settings. There are so many different ways you can do the same or nearly the same thing... And so many different ways you can mess it all up!
A comprehensive lighting tutorial would be awesome... Something that explains the decision making process and the thinking behind it. Not just what the various different options do but also when and why you should use them as well as when and why you should not use them.
But what I'd really like to see is a nice dark atmospheric map that we can use an example of how to use less bright lighting and deeper, darker shadows without making things pitch black and killing visibility.
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