

I needed a good automatic solution that fixes the pitch black areas without destroying the original look and feel of the game. Each room can have up to 50 shadow casting lights and most of them are point lights.

Doom 3, Resurrection of Evil and Lost Missions sum up to 47 big single player levels with an average of ~60 - 110 BSP portal areas or let's call them rooms / floors. Doom 3 and even Doom 3 BFG had no indirect lighting.ĭoom 3 BFG is a big game. To achieve the typical PBR look from an artistic point of view it also means to that it is necessary to add indirect lighting. Baked Global Illumination using Irradiance Volumes and Image Based Lighting RBDOOM-3-BFG only supports the standard PBR Roughness/Metallic workflow. PBR allows artists to create textures that are based on real world measured color values and they look more or less the same in any renderer that follows the PBR guidelines and formulars. However I also want to support the modding scene to allow them to create brand new PBR materials made with Substance Designer/Painter or other modern tools so multiple rendering paths have been implemented. The light rigs aren't made for PBR but it is possible to achieve good PBR lighting even with the old content by tweaking the light formulars with a few good magic constants. Implementing Physically Based Rendering (PBR) in Doom 3 is a challenge and comes with a few compromises because the Doom 3 content was designed to work with the hardware constraints in 2004 and that even meant to run on a Geforce 3. Specialized rendering paths for skin, clothes and vegetation will be in future releases. However the PBR implementation is restricted to standard PBR using the Roughness/Metallic workflow for now. With this release modders can work with modern tools and expect that their content looks as expected. Many texture packs for Doom 3 like the Wulfen & Monoxead packs were made before and are heavily outdated. PBR became the standard material authoring since 2014. Adding PBR is a requirement to make the new content look the same in RBDOOM-3-BFG as in Blender 2.9x with Cycles or Eevee and Substance Designer. The original main goal of this 1.3.0 release is enabling modders the ability to make new content using up to date Material & Lighting standards. RBDOOM-3-BFG 1.3.0 presents Doom 3 BFG in a fresh look and you will be impressed how much beautiful artwork was in Doom 3 which you haven't seen before because the lighting was all pitch black. This release fixes the darkness of Doom 3 and makes the game look more similar to Dead Space and Doom 2016 without adding new textures and materials.
