r/GraphicsProgramming • u/Thin_Tradition8467 • 5d ago
Question Why lumen looks better than baked light?
I open this post because i couldn't find someone talking about it. I find lumen's cloudy day look more pleasing and realistic. It just looks next gen. Why we don't have much more better lightning in a precomputed scenario. Why baked lighting looks old.
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u/S48GS 5d ago
you could show screenshots comparison...
but probably refractions + GI in screen resolution
to match performance-cheap raytracing your lightmaps should be insane resolution for quality of small details and less noticeable interpolation
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u/Thin_Tradition8467 5d ago
https://youtu.be/YluSG7A_Qjs?si=N-FFHOECxEhY37sx
I don't think it is about resolution.
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u/S48GS 5d ago edited 5d ago
on video clearly visible - it is resolution of lightmaps as I said
0:32 time with white wall and shadows on it - you clearly see how lightmap soft shadows blured - because resolution of lightmap on wall probably 2k (2048x2048)
to compete with real time raytracing you need atleast 4k lightmaps for flat like wall surfaces
on the bed - probably even less like 1k resolution -because every soft shadow is blured
and second reason - probably this is "cheap" lightmaps - rendered on "lightmap size" texture - when you can create high quality lightmaps in Blender then downscale - for better quality (rendering lightmaps in blender will take ages)
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u/Thin_Tradition8467 5d ago
I don't think even 16k textures would introduce that cloudy day effect that i am looking for.
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u/Tentabrobpy 3d ago
Overall the Lumen example here has a lot less contrast between shadowed and lit areas versus the baked example, which is what you'd expect on a cloudy day when the lighting is very diffuse. Note in 0:28 - 0:40 the shadows behind the plants and the board sitting against the wall, the folds on the bed, and the softer shadows in the foliage which make the plants look less plasticky (though they end up looking a bit blobby/impressionistic to my eye). Lumen also gives the scene a much greener tint, which might be more in line with what we expect when diffuse bluish light interacts with a warm off-white surface. You should be able to reproduce most of this with baked lighting just through artistic adjustments or upping the number of bounces.
In addition to that, Lumen seems to have superior specular occlusion. In 0:51 - 0:52 note the pipe and floor next to the window as well as the right end of the shelf, where reflections appear to be blocked versus in the baked example. I'm not familiar with Unreal's light baking system so this may or may not be harder to reproduce.
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u/_Wolfos 5d ago edited 5d ago
It's higher resolution. Baked lighting either uses probes, which are sparse, or lightmaps which are mostly phased out by now because they require ungodly amounts of data.
Lumen not only solves the specular response too (as others pointed out), but at one ray per four pixels it's vastly higher resolution than any lightmap could be.
But yeah, in my GI research I was amazed by Lumen in general. It looked extremely close to my path traced reference. Very realistic.
I think the more valuable aspect of it is not the graphics though. Baked lighting requires careful calibration. Different games require wholly different systems, it breaks at scale, gets incredibly awkward with dynamic time of day, etc. Limitations for days, really.
Lumen on the other hand *just works*. You turn it on. And it'll hold up in almost any project from archviz to a procedurally generated open world.
That's why dynamic lighting is becoming the default. It takes away expensive technical work and nasty error-prone workflows and replaces it with a checkbox. It doesn't need to be the most performant or best looking.