VFX_Veteran
Regular
Yes, we have a difference in semantics from game to film. In film, there is no such thing as an ambient light and it's not indirect either. We define our terms like this:
Environment light: This is the lighting from the sky. It can be a texture (HDRI) sky with a sun on it or any picture. It is considered a direct light source because all triangles cast rays to this environment sphere directly. There is no secondary bounce. I believe this is what gamers use as an ambient light. Testing for occlusion to the environment light dome will give you "ambient" occlusion.
Indirect Diffuse Illumination: Considered to be Global Illumination. Direct light that bounces off a surface and onto another surface.
Direct Lighting: Any physical light source that has a specific size. Directional, Area, Spot, Points, etc.. These lights cast shadows.
I'm talking about the self-shadowing. Example from whip to pants, or gun holster to shirt, not the shadow cast on the ground by the body of the character and the ground *when* in a shadow from the direct light source (i.e. the sun).
In film, this also includes the sky dome light -- because it also has shape and can be evaluated directly from surface to light.
We don't consider ambient to be indirect at all. Light must first take a direct bounce and then that surface needs to cast rays to another surface for it to be considered indirect lighting. Here is a rendered image from our physically based ray-tracer. I've got a red plane and 3 objects that are grey in color with 1 direct light source (i.e. a Sun). Notice how in the shadow of the objects, they have received a red hue. That is considered an indirect bounce of light from the red plane to the grey objects.
Here is it with global indirect lighting turned OFF:
Not if you have ambient occlusion for neighboring objects. I think that's what's missing in the UC4 gameplay demo. While they solve the indirect shadow from character to ground (or neighboring object), they don't use that technique for self-occlusion on the character and what the character is carrying.
Environment light: This is the lighting from the sky. It can be a texture (HDRI) sky with a sun on it or any picture. It is considered a direct light source because all triangles cast rays to this environment sphere directly. There is no secondary bounce. I believe this is what gamers use as an ambient light. Testing for occlusion to the environment light dome will give you "ambient" occlusion.
Indirect Diffuse Illumination: Considered to be Global Illumination. Direct light that bounces off a surface and onto another surface.
Direct Lighting: Any physical light source that has a specific size. Directional, Area, Spot, Points, etc.. These lights cast shadows.
U4 is using the same simplified indirect shadow model from TLoU. The flatness comes from being strongly lit by the hemisphere light (and the low contrast of the video).
I'm talking about the self-shadowing. Example from whip to pants, or gun holster to shirt, not the shadow cast on the ground by the body of the character and the ground *when* in a shadow from the direct light source (i.e. the sun).
Direct lighting is composed by light sources like the sun or lamps.
In film, this also includes the sky dome light -- because it also has shape and can be evaluated directly from surface to light.
Ambient lighting is all the indirect lighting.
We don't consider ambient to be indirect at all. Light must first take a direct bounce and then that surface needs to cast rays to another surface for it to be considered indirect lighting. Here is a rendered image from our physically based ray-tracer. I've got a red plane and 3 objects that are grey in color with 1 direct light source (i.e. a Sun). Notice how in the shadow of the objects, they have received a red hue. That is considered an indirect bounce of light from the red plane to the grey objects.
Here is it with global indirect lighting turned OFF:
For example, the skylight is sunlight bouncing off from the atmosphere. Since it comes from every direction from the upper hemisphere it makes the environments look quite flat.
Not if you have ambient occlusion for neighboring objects. I think that's what's missing in the UC4 gameplay demo. While they solve the indirect shadow from character to ground (or neighboring object), they don't use that technique for self-occlusion on the character and what the character is carrying.