Hi everyone, Azael here, I just wanted to quickly share some screenshots I took from previous saves with the improved lighting I've been working on the last few days. [b]Note: This announcement was first shared on the Discord, consider joining the community to discuss everything Park Studio:[/b] [url=https://discord.gg/dbHc2mQWAz]https://discord.gg/dbHc2mQWAz[/url] I'm currently using Unreal Engine 5.5 with Mega-Lights, which uses Ray Traced shadows by default. These shadows can look worse than default shadows in some cases but they perform a tiny bit faster. What has been improved? Mostly the lighting, Park Studio now uses what is called "PBL" or "Physically Based Lighting" which means I'm now using real values and proper post-processing to simulate what a camera would see. For example: - What were previously fully-dark interiors are now properly lit when sunlight hits the interior. - The sunlight now "burns" colors properly when hitting a surface directly. - Materials are now rendered exactly how they should since Park Studio already used a PBR approach to materials (Physically Based Rendering) Some other things have been tweaked such as the bloom method and lens flares, as well as the ambient fog for god rays. This was a lot of fun to work on and I'm very happy with the results, this was a much needed improvement and I hope you'll all like it! I cannot wait to share more information on the Beta! And stay tuned for an upcoming important announcement! 🎄 [img]https://i.imgur.com/vY5iInf.jpg[/img] [img]https://i.imgur.com/o3m636s.jpg[/img] [img]https://i.imgur.com/jG8MZ2J.jpg[/img] [img]https://i.imgur.com/RRbqnPe.jpg[/img] [img]https://i.imgur.com/L96rl1a.jpg[/img] [img]https://i.imgur.com/d0g9snS.jpg[/img] [img]https://i.imgur.com/PdLV1bV.jpg[/img] [img]https://i.imgur.com/OJnbvTc.jpg[/img] [i]These screenshots are all captured in-game, they are not renders but they were captured with debug tools for higher resolution.[/i]