Opening Notes For context it’s important to know that we’re building a dense open-world forest. By using our own Nanite assemblies created with Blender Geometry Nodes and then spawning those at scale in an open world using PCG. Trees, branches, foliage, etc, are heavily instanced, so at any given time the scene contains a very large number of visible instances. Since the start of the project we’ve…
Opening Notes This post is for the people who squeezed every last millisecond with me on Vampire: The Masquerade - Justice and on Mannequin. Special thanks to engineering for turning a dead end into the Snow Occlusion plugin. Indirect Light Memory Bloat When I joined the company and landed on Vampire: The Masquerade - Justice, I was surprised to learn that baking the lighting for a single level…
Opening Notes This article is dedicated to the people who made Mannequin possible. Such an amazing team that was never afraid of testing new ways of doing things. Without that mindset we would not have created the Lumen to GPU bake lighting workflow, or any of the other ideas and solutions you’ll see here. Lighting Goals for Mannequin When we were developing the multiplayer VR title Mannequin for…