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Sandstorm | Bazaar Relight

+ Done in UE 5.4
+ Fully dynamic lighting using Lumen
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Credits:
- Environment from Meshingun's "The Bazaar" on Unreal Marketplace
- Braziers from Dekogon Studios' "Ancient Treasures" on Unreal Marketplace
- "Sky Creator" by Dmitry Karpukhin on Unreal Marketplace
- "Screen Space Fog Scattering" by Dmitry Karpukhin on Unreal Marketplace
- "Windwalker Echo" by Epic Games on Unreal Marketplace
- Sounds from Sonniss' "GDC Game Audio Bundles"
- Special thanks to Bradley Boothe for technical advice and help optimizing ~

in-game

breakdown

breakdown

detail lighting

detail lighting

 An overridden shadow pass allows light to pass through the panes as though transparent, and a simple fresnel modified by the material's existing roughness blends the emissive to imitate light-reflecting interior walls and refraction.

An overridden shadow pass allows light to pass through the panes as though transparent, and a simple fresnel modified by the material's existing roughness blends the emissive to imitate light-reflecting interior walls and refraction.

To save on the performance cost from shadow-casting lights and full PBR, for most of the incense holders I used emissives to imitate the diffuse component of light.  I used an additive, pointlight-imitating material on simple meshes.

To save on the performance cost from shadow-casting lights and full PBR, for most of the incense holders I used emissives to imitate the diffuse component of light. I used an additive, pointlight-imitating material on simple meshes.