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SFM Global Illumination Exhibition 1 of 2
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"SFM Global Illumination is a light technique that for all practical purposes, simulates real global illumination. It is capable of producing accurate ambient occlusion, real-time black reflections (called reflection occlusion) accurate universal light data, including the direction of sunlight (global illumination) and is capable of 360 color accurate fog. And it's all just 1 light.

In this Gif, I show off what this one light can do by it's lonesome. This gif is meant to be a comparison to it's stacks system counterpart (SFM Global Illumination Exhibition 2 of 2) which uses a factor of 8x the samples (8192).

I've packaged this tech inside of a tool I use called the master template session, which has these systems already setup in addition to an Anamorphic Camera, Custom Bloom and a deeply customizable scene-building system. It is only available to my animation team Fluid Script Studios, Run by Melvin Hood, Ryannessence and myself. I was largely inspired by them to create these tools (for them specifically)

If you are interested in gaining access to these tools and being an animator or scene-builder for us, email me at nightmarecourtpictures@gmail.com

Fluid Script Studios Youtube Channel
https://www.youtube.com/@FluidScriptProductionsSFM

Master Session Template Tutorial, to check out the tools.
https://www.youtube.com/watch?v=Z3_ryEbV9rw&"
1 Comments
Fluid Script Studios  [author] 19 Jul, 2023 @ 7:47am 
@blueflytrap

i'm deleting your comment mostly because it's wrong and it will only serve to confuse people who don't know how it works, or what it is. If you wish to make further comments, then be more willing to ask for more information about how it works.

1) Black reflections are the result of occlusion of the light source happening as a result of the light source coming from -> all <- directions. the light source also contains the ability to cast directional light too (like the sun), and it has both of these properties at the same time.

2) The method is capable of arbitrary number of non-realtime colored bounces. Not worth doing though.

3) If you are nitpicky about the name:

"Image-based lighting
Another way to simulate real global illumination is the use of high-dynamic-range images (HDRIs), also known as environment maps, which encircle and illuminate the scene. This process is known as image-based lighting."

From wikipedia, Image-based lighting is what this is.