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dslightingengine.bsky.social
dslightingengine
@dslightingengine.bsky.social
Small video of the Cloth bits animated correctly in bvh
November 16, 2025 at 12:54 PM
Dynamic BLAS - Imgsli
imgsli.com
November 16, 2025 at 12:54 PM
In DS2 and DS3, there are no perfect mirrors, but in fights like alonne arena, where high quality planar reflections are rendered, those are used with RT/SSR as fallback
November 15, 2025 at 2:59 PM
Diffuse lighting this is not an issue as you are looking for "Avg color bleed" which works great, but in mirror like situations higher quality i.e direct texture sampling is possible, but this is primary way to get the "material data", the roughness/metallicity/alpha is also baked there.
November 15, 2025 at 2:49 PM
Yeah correct, rays can intersect any part of world, in the "ideal" scenario, material textures need to be sampled at ray hit, but this can get really expensive fast. So the RT World BVH is used to store the colors at vertex level,
November 15, 2025 at 2:49 PM
Thank you :)
November 14, 2025 at 11:37 PM
This image is completely lit by bounce lighting. Includes Skinned characters
November 10, 2025 at 4:29 PM
Thank you :)
November 8, 2025 at 4:11 AM
Debug Specular GI View
November 5, 2025 at 3:49 PM
October 31, 2025 at 4:32 PM
Thank you
October 31, 2025 at 2:13 PM
Here are some more images, Now I have something to work with, lots of BVH work pending like all builds being scheduled on async queue , putting animated characters as well in there. Last image is just some tests to check double reflections
October 31, 2025 at 1:53 PM
Adding on top of this. Added multiple different debug views to understand issues quickly similar to how there are debug views for raster.
October 29, 2025 at 6:17 AM
Thanks Alex :).
October 28, 2025 at 5:08 PM