I believe the argument is that not every case needs or desires high fidelity realistic lighting. It is similar effort to take a godot game into a stylized, curated lighting direction, or take to a realistic direction. The trade off to Unreal’s approach is significantly more effort to “undo” the realistic lighting and then implement the stylized vision, if that’s what the game calls for.
But I do agree, there is value in defaults and it’d be nice to have a “make shit pretty” button that drops in preconfigured hyper real excellence.
Okay, but having normal lighting (matching the way light works in the real world) is obviously normal. Realism has always been the main goal of 3D rendering. If you want something different than that, it’s because you’re making a deliberate stylistic choice.
It should be easy to delete the normal lighting, but a new project should absolutely, obviously, start out with normal lighting.
I believe the argument is that not every case needs or desires high fidelity realistic lighting. It is similar effort to take a godot game into a stylized, curated lighting direction, or take to a realistic direction. The trade off to Unreal’s approach is significantly more effort to “undo” the realistic lighting and then implement the stylized vision, if that’s what the game calls for.
But I do agree, there is value in defaults and it’d be nice to have a “make shit pretty” button that drops in preconfigured hyper real excellence.
Okay, but having normal lighting (matching the way light works in the real world) is obviously normal. Realism has always been the main goal of 3D rendering. If you want something different than that, it’s because you’re making a deliberate stylistic choice.
It should be easy to delete the normal lighting, but a new project should absolutely, obviously, start out with normal lighting.