Unreal 4 : RASL

From the forums :

Realtime Artistic Simulated Light
This is a demo post of how the base system works, the complete solution is not here and is paid.

x~1.25 more expensive than of a total baked solution, while the less expensive real GI solution is about x~1.45
Note a complete scene using a directional light and skylight in real time is already x~1.20 more expensive than the total baked solution.

RASL is a package of tools to upgrade your level realtime light at next level, supporting day-night cycles, simulated GI, and simulated lights at low cost.

Link :

It is not precise real time GI, and does not impact materials unfortunatellty, bu i really like this.

Lot of games could benefit such non baking solution, also stylized games, this plugin can find lof of games usages until you need ultra realistic lightening and GI.
The good point , it is less expensive than real time GI , it has no baking and it looks better than
real time lightening.

What do you think guys ? Such plugin for Unity could be usefull ?

That’s a very bad screenshot to demonstrate the system. Reminds me of Quake 2 and horrible oblivion bloom.
…

^^^ If the dude has fun writing this, he can keep having fun, but I’m neither impressed with the screenshots nor interested in the technique.

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I’d like it in Unity just because it allows for the simulation of negative lights, something I’ve been wanting forever.

I am interested because it looks better than shadows on real time lightening and it simulate some kind of GI, it is fast, so if it existed in Unity i would ifnd some good usages. Let’s see if the author could make some Unity version and wait for SonicEther real time GI.

For PC game baking is no more a solution for me.This guy is using real time only, no baking for many reasons i agree with
http://www.ghostofatale.com/decisions-optimization-more/

Cryteck has real time GI , really fast , looking good and no baking, i hope to fond some solutions in Unity.
RASL system could be some intermediate artitic solution that would suit some PC games.

This is a brilliant concept for any lighting artist out there!
It sounds like it supports the “paint by light” style of lighting almost perfectly that for example Pixar artists often use. (For example Jeremy Vickery uses it: jeremy vickery - Google Search) Movies have the benefit of being able to re-light every scene if they want which is not really possible in games.

You rarely want an absolutely realistic result anyway when you’re lighting a scene. Readability and mood are much more important factors as long as the overall look is plausible enough in realism.This sounds like it’s going to be more work for artists but you gain more control of the overall look. Something like this would probably be useful in the non-realtime graphics aswell.

Imagine for example a somewhat dim evening lighting scene with 100% realistic light bounches. Anything you do to the outside lighting will inevitably influence the room’s lighting aswell which is not necessarily what you always want. Perhaps something morbid happens in the room and you want it to be darker and less saturated than rest of the outside world. Or you want more bounched light to an important object inside the room to make it pop. I’d imagine something like this would support those kind of scenarios quite nicely.

Really interested to see how this progresses. I’m really tempted to try implementing something similar myself. Fake box lights with rudimentary visibility baked in that could be interlocked to regular real lights might be enough to try the concept in practice. Nice find!

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