Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance #57993

Merged
merged 1 commit into from
Feb 12, 2022

Conversation

Calinou
Copy link
Member

@Calinou Calinou commented Feb 11, 2022

⚠️ This page is screenshot-heavy (~30 MB). Consider stopping page loading if you are on a heavily data capped connection.

  • Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture.
  • Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI.
  • Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation).
  • Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource.

Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators.

This partially addresses godotengine/godot-proposals#348.

Testing project: environment_tweaks.zip

Preview

Screenshots

Glow is disabled, and tonemapper is set to ACES with a whitepoint of 6 (as done in #49736).

Simple scene (non-textured)

ProceduralSkyMaterial, No GI

Before After
2022-02-11_22 08 37 2022-02-11_22 53 03

ProceduralSkyMaterial, SDFGI

Before After
2022-02-11_22 10 29 2022-02-11_22 53 15

ProceduralSkyMaterial, VoxelGI

Before After
2022-02-11_22 09 25 2022-02-11_22 54 19

PhysicalSkyMaterial, No GI

Before After
2022-02-11_22 08 47 2022-02-11_22 08 17

PhysicalSkyMaterial, SDFGI

Before After
2022-02-11_22 10 37 2022-02-11_22 10 20

PhysicalSkyMaterial, VoxelGI

Before After
2022-02-11_22 09 33 2022-02-11_22 09 13

Octavus (non-textured)

ProceduralSkyMaterial, No GI

Before After
2022-02-11_22 11 19 2022-02-11_22 52 10

ProceduralSkyMaterial, SDFGI

Before After
2022-02-11_22 11 55 2022-02-11_22 52 22

PhysicalSkyMaterial, No GI

Before After
2022-02-11_22 11 27 2022-02-11_22 11 10

PhysicalSkyMaterial, SDFGI

Before After
2022-02-11_22 13 22 2022-02-11_22 11 47

Octavus (textured)

ProceduralSkyMaterial, No GI

Before After
2022-02-11_23 47 04 2022-02-11_23 45 46

ProceduralSkyMaterial, SDFGI

Before After
2022-02-11_23 49 19 2022-02-11_23 48 21

PhysicalSkyMaterial, No GI

Before After
2022-02-11_23 47 17 2022-02-11_23 45 56

PhysicalSkyMaterial, SDFGI

Before After
2022-02-11_23 49 29 2022-02-11_23 48 30

- Tweak colors to be less saturated and more balanced (in terms of hue).
  The cool blue sky is balanced by a warm brown ground,
  which makes reflections look closer to how they'd look like when using
  an HDRI panorama texture.
- Make the ground color dark on both ProceduralSkyMaterial and
  PhysicalSkyMaterial to reduce indoor light leaking, especially
  when using GI.
- Tweak the PhysicalSkyMaterial colors to be as close as possible
  to ProceduralSkyMaterial (with the default sun orientation).
- Tweak editor environment defaults to be identical to the default
  ProceduralSkyMaterial colors. Previously, the default editor sky
  color was different from the colors of a newly created
  ProceduralSkyMaterial resource.

Both new skies were tested without GI, with SDFGI and with VoxelGI.
They were tuned to look best when using ACES tonemapping with a
whitepoint set to 6, but they still look good with other
tonemapping operators.
@Calinou Calinou force-pushed the sky-tweak-default-values branch from a4c110e to b7b18a4 Compare February 12, 2022 01:22
@Calinou Calinou requested a review from a team as a code owner February 12, 2022 01:22
@akien-mga akien-mga requested a review from a team February 12, 2022 09:23
@akien-mga akien-mga merged commit 4988052 into godotengine:master Feb 12, 2022
@akien-mga
Copy link
Member

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants