top of page
Writer's picturejoshdavidson1

Lighting & Post-Processing (Josh D.)

With it coming to the end of development, it was key that the lighting was correct on all levels. This would be done by using;

  • Point lights

  • Spotlights

  • Post-Processing Volumes

However, after doing some research into lighting in oculus, I soon came to discover we had been working under false pretence on how our game would look once on the headset. This was because when you hit play on the viewport, it would be running off the default 'Shader Model 5' rendering level. We set the preview rendering level to 'Android Vulkan' to change this, which gave us a more accurate visual interpretation. It would look different once it was packaged onto the headset, but it provided better accuracy with the shading level.



Set-Up

It was my job to go into everyone's levels and add spotlights, point lights, and post-processing volumes to help set the mood and atmosphere of the game. Instead of going through and repeating myself for every level ill do a template breakdown here of how I did it for one level, then the rest were the same with different values.


Point Light

I like to use temperature when it comes to any lighting as it adds a warmer deep tone to the levels. For every level, the intensity varied depending on what objects it was close to as we tried to avoid any hard lights on the player's headset to avoid eye strain. If the light were inside, I would increase the indirect lighting intensity to help bounce the lights of the surrounding walls.


Spot-Light

Again just like the point light, I like to use temperature at a value of 5500 to give me warmer toons in-game. If I want harsh edges on my lights, I will set my inner cone angle to be the same value as my outer cone angle, but if I wish to soften edges, I will set my internal cone angle to be less than my exterior cone angle as seen below.


Post-Processing

Post-Processing allows you to do many things when it comes to setting the environment's mood. We can select the Min and Max Brightness to determine how lit the scene is with exposure. For nighttime scenes, I tend to go for higher values like 12/13, but for daytime scenes, I try to stay around 2/3.


When it came to the overall colour of the scene, I would use the colour grading section and start to change values while watching the scene to see what one fit the mood the most. I discovered if I wanted to have any tint saturation and gamma provided the strongest values. Hence, I needed to be careful as they sometimes overpower the scene.




Main Menu Environment


Before


After


Training Area


Before


After


Village


Before


After


Wizard Tower


Before

After


Mountain Pass

Before

After


Temple

Before


After


8 views0 comments

Recent Posts

See All

Comments


bottom of page