One of the things I really liked about your doodle that we showed yesterday was how the emissive lighting system just followed the lightning out as the lightning was growing. You could see it emitting light throughout the cloud as it was going.
TL;DRThe lightning demo used a custom build of a new, physically based particle lighting model that is looking promising and should make large dusty or cloudy effects behave consistently under different lighting.
Yeah, that's a good point. So I was testing two things at the same time then, because that was a custom build with the new particle lighting model that's underway. And again, Teo, I know you're a big fan. Caleb, our principal, has been really putting it through its paces. Simon, the lead VFX programmer, has been implementing this new lighting model. And as you say, Jared, having large scale, dusty, cloudy effects, traditionally, that's really difficult. We use textures. The bigger the thing is, the more obvious it is, because of the texture, and the less the lighting can affect smaller areas. But this lighting model is looking really promising. It's very physically based. I'm sure Simon's rolling his eyes as I just say that, but there's a much more authentic lighting set of rules that it adheres to that makes it harder for us to break, basically, which is important because with the scale and amount of effects in our game, the rules, the way that the lighting behaves has to be consistent, otherwise our effects can just break and not hold up in different lighting.