The secondary light are default light, but for general, which will like “key” light, you make some BP where you put you light and simple logic to set light direction in material parameter collection. You chose what light in you scene will be, let say, general, and which will be secondary. You probably can experiment with adding those “wrap diffuse” model in simply way like: Bloody simple, but you cant add that lighting model to you material, cause you dont have any access to light direction vector in material (not in defferend nor forward rendering mode), you should modify/add you custom shading model, which can be quite difficult if you not familiar with that sort of task. Default lighting model are NdotL (the Dot product from Normal and Light direction vector) and “wrap diffuse” is NdotL 0.5+0,5. Not sure but probably not many games of those times use features like that for lighting.Īlso as you can see in the papers, valve using so called “Half-Lambert” or “Wrap diffuse” lighting model, at least for characters (im not sure about static objects, not character meshes). Cause as you can see there’s no shadow baked with radiosity lightmaps in source.Īlso, I believe what disabling “Use inverse square falloff” in all lights also can help. Disabling shadows for static lighting. Cause as you see there’s no AO in HL2 and most of those times games. Ofcourse the most important and easiest to achieve steps to 00’s look is: Im not sure but probably you can achieve something like that by adding SkyLight with small intensity (and without shadows, offcourse) to prevent some areas become too dark, which will give more flat-ish/washed out look. Those radiosity method in source engine gives less correct but some more evenly spreaded lighting. UE4 Lightmass doesnt give “that” radiosity look, cause lightmass are way better in terms of physical correctness. Those valve “ambient cube”, are more or less equal to UE4 volumetric lightmaps. HL2 use lightmaps calculated with radiosity method + ambient cubemaps for movable objects and characters. Its sounds kind of wierd ) In the end, you need to bake something which will define that global illumination. I guess that’s the question, if anyone here has a better idea of the exact way they create their materials or what process I could use in UE4 to replicate that that would be awesome :), I love that late-90’s / early 2000’s aesthetic.īaked global illumination without baked lightmaps or shadows that would be awesome. There textures seem a bit more on the flat side… I’m not 100% sure if they do use bump maps/normal maps at all actually. The other side of that aesthetic is the textures are most of the time or exclusively taken from the real world, photographs, etc that bring a very realistic look, even if slightly incorrect when you inspect the textures very closely (shadows/highlight don’t match light source angles)… although bump maps should help with this a bit. Of course, with static lighting I could achieve that look much more easily, so if anyone has tips on weather it’s possible to have baked global illumination without baked lightmaps or shadows that would be awesome. This does cause problems for very thin meshes and skinned meshes. I’ve tried to bring this aesthetic to UE4 and fully dynamic light techniques and found that the only way to do this is with Distance Field lighting for the soft shadows on all lights. What do you think?Īlso it seems like static light baking with very soft shadows and plenty of GI baked into the scene also helps with that look. And most of the time, really dialling up the roughness of the materials (they mostly look matte) and not overdoing their specular maps. To me it seems like they use simple materials with Albedo + Normal/Bump + Specular. Hello Unreal community, I’m trying to get some opinions on what you think makes the best techniques for achieving that late-90’s / early 2000’s Half Life 2 texture/aesthetic.
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