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[โ€“] 19 points 1 month ago (7 children)

For everyone not in the know, the Unreal Engine Lighting model is about 260 years out of date. No, that's not a joke. The lighting model is based on Lambert's paper from 1760. That's the reason why literally every surface looks like plastic.

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  • [โ€“] 12 points 1 month ago (1 child)

    But plastic didn't exist in 1760!

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  • [โ€“] 3 points 1 month ago

    It doesn't matter if plastic existed back then. The consequence of the Lambertian lighting model is that every surface, because of the flawed reflectance physics, now looks like plastic. Alternatively, you could say it looks like clay. It doesn't matter what analogy you use, the surfaces should not look this way.

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  • [โ€“] -1 points 1 month ago (3 children)

    This is so funny (and wrong). Just code your shaders yourself to use the model you want.

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  • [โ€“] 2 points 1 month ago (2 children)

    Explain why it is wrong you doofus.

    Don't just drive by saying 'This is so funny...'. :/

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  • [โ€“] 7 points 1 month ago

    Engines dont force a lighting model (since like y 2000 or very simple ones) because you make your own with the pixel shaders, and with the setup you want (deferred lighting is more complicated for example, toon shading not so much, phong is super simple, flat is simpler and so on. All available with the UE). So the whole "lighting model from 200 years ago" is just a joke, it's like "they force you to use mommy brown, a color not made any more!" It doesn't make sense, or if it do so, please do enlighten me ๐Ÿ˜Œ

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