Final Fantasy 7 > Releases

[FF7PC] Cosmos Lighting: a real-time lighting and shadow mod

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Cosmos:

   

Overview

Cosmos Lighting is a FFNx mod that adds real-time lighting and shadows to the PC version of FFVII.

Features

* Real-time physically-based lighting
* Real-time shadows through shadow maps
* Field character shadows
Current limitations

* Single directional light-> lights direction and other parameters can now be customized per-field through config.toml file on the lighting/ folder

* Constant ambient lighting-> lights direction and other parameters can now be customized per-field through config.toml file on the lighting/ folder

* Global material parameters -> parameters can now be customized with PBR textures

* Field Shadows only apply to floor surfaces (walkmesh)
* No lighting or shadows in world map mode
Download

The first version of this mod has been integrated into FFNx. You can try it with the latest FFNx canary build.
https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

Please enable lighting in the FFNx.toml settings file. Enable the FFNx DevTools if you want to play with parameters such as light direction and color.

For modders

Here is a script to convert PBR textures to the format expected by FFNx.
https://forums.qhimm.com/index.php?topic=20670.0

Credits

Thanks to everyone involved into making FFNx, specially its main contributors Aali and TrueOdin.
This mod would not be possible without their awesome work!

Screenshots

Spoiler: show









Cosmos:
Dev Log

05/2021

* Implemented support for PBR textures (normal map, roughness map, metalness map, AO map)
Spoiler: show

04/2021

* Implemented deferred draw calls for most scene models
* Improved shadow map setup by setting frustum target to the scene AABB center
* Implemented character field shadows by projecting 3D models into the walkmesh
Walkmesh reference: http://wiki.ffrtt.ru/index.php?title=FF7/Field/Walkmesh
Field camera reference: http://wiki.ffrtt.ru/index.php?title=FF7/Field/Camera_Matrix
Spoiler: show
* Implemented method that extrudes the walkmesh to fade out sharp shadow discontinuities
Spoiler: show
* Implemented field shadow fade out with distance from occluder to the walkmesh floor
Spoiler: show
* Added ImGui window for adjusting parameters and debugging Spoiler: show
* Improved field shadows using the stencil buffer to assure that they are only drawn over the background
03/2021

* Implemented vertex normal calculation by averaging adjacent triangle normals
* Implemented physically-based lighting with diffuse and Cook-Torrance specular BRDF
Reference: https://learnopengl.com/PBR/Theory
Battle camera matrix retrieved from ff7_game_obj::camera_matrix
* Implemented real-time shadows through shadow maps
* Implemented OptimizedPCF method to remove shadow aliasing / create soft shadows
Reference: https://github.com/TheRealMJP/Shadows/blob/master/Shadows/Mesh.hlsl
Requests

Aavock:
Impressive work Cosmos! It gives a massive rejuvenation boost look to it especially combined with ninostyle's models.

 I'm a little concerned about the source of light but this will definitely be quite interesting to test. Thanks a lot for your contribution!

Luigi Brosse:
So inpressive!

AuthenticM:
Fantastic work.

It's really impressive how much of a difference it makes in battles.

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