I haven't been actively working on Sekiro stuff for nearly a year now, but I do post some extra Bloodborne stuff or whatever else I'm working on to Fromsoftserve's discord sometimes: discord.gg/JcCfMPbS
Posts by Trivia Vanille
A whitewashed pub wall, with mortar standing proud of the stones.
When I found a pub with an inverted normal map. (If you understand what this means, you have to repost.)
DS2LE has grown along with the community. Here are screenshots of work of its biggest contributors in alphabetical order @fromsoftserve.com - Majula. Rockmih - FOFG, @triviavanille.bsky.social - Dragon Aerie. #darksouls2 has never looked better. Thank you for using LE to build your work.
purple witches!✨
#ELDENRING #eldenringnightreign #NIGHTREIGN
Lothric wall in #darksouls3 lighting engine. Efficient shadows are rendered for the whole map to drive scene lighting.
Irithyll in #darksouls LE. This areas especially benefits from Scene(Roughness based) SSR. All the shots are done using dynamic shadows including the moonlit sky.
Comparison shots of #darksouls3 Vanilla vs LE. LE adds accurate shading, shadowing, atmospheric lighting, DLAA/FSR , advanced AO . Making it look much fuller and more in-depth.
Hello! Commissions are open! colored portraits for USD 32, half body USD 48, full body USD 64
Updating the Foliage shading in #darksouls3 lighting engine. Here is front view(when grass is facing the sun) and back view (when the sun is behind the grass). The transmittance(based on view angle) of the light is computed to simulate sub-surface
After much more polish:
Here are some before/afters of a #sekiro visual mod I've been working on with @dslightingengine.bsky.social's Sekiro Renderer Update installed as well. Available now at the LE discord: discord.gg/XPUXpnQA
New Bandai Namco logo in #darksoulsII lighting engine. The size of the logo will be constant across resolutions and aspect ratios. The logo is rendered using a new shader to adjust it according to screen size. Thanks to @triviavanille.bsky.social
for the logo crop from AC6.
Added a small nifty feature in LE for #darksoulsII. Which fades the VFOG effect of the spotlights near the origin. The 3rd Image shows if the origin is not faded out. Just looks bad and shows scene lighting setup :)
Hiiiii
FOFG Comparision shots of Base game vs LE. Other than the Faraam Retexture by @triviavanille.bsky.social all the assets in the video are from Base DS2 game.
This shows comparision shows a lot of new grass added long with true VFOG Sun shadows.
Here are a few standalone images as well:
I've made use of all of these features in all of the provided comparisons.
LE can block or override existing lights, giving more user control without modding vanilla light files.
LE can inject point/spotlights into a scene, which I've used to spruce up indirect lighting. This is also a nice look at how lightingengine allows you to transform the existing skybox assets with dynamic cloud/skylighting.
I've utilized LE's HDR colorgrading settings to try to closely match the vanilla color palette:
Hello Bluesky! Here's a look at my work in the wip #darksouls3 lightingengine (developed by Ragevitamins who I cannot tag for some reason).
Notably in this shot, LE can take full control of scene shadow rendering, enabling fully volumetric sunlight.
Lighting updates for new upcoming build of DS2LightingEngine. Here are few sample images of areas. Will be posting here as well as X.
#darksoulsII