NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Runtime Feature]: Per-texture based temperature and exposure adjustments for the "add light to texture" feature

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feature runtime triage
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Description

What is the context of the feature/improvement?

Whenever we tag any chosen texture with "add light to texture", I would love to have a drop-down menu, or something like that, appear with three simple input value fields, one for color temperature, one for color code and one for exposure!

Please describe the feature/improvement?

This would allow us to tag, for example, light bulbs, lamp-shades, fluorescent lights, lit signs, car head/rear-light textures, illuminated buttons, car dashboards, CRT/LCD panels or TV's, weapon muzzle flashes and other light emitting particle effects, heck even fake magma lakes, you name it! All with individual custom lighting properties. Without the need for going into Toolkit/Composer to adding a bunch of new physical lights, that has to be spawned, moved, aligned and adjusted individually, which is both tedious and time costly. As of right now, the same color/temp/exposure is applied to any and all textures tagged with light.

This solution allows for a quicker, more simplified and straight forward way of setting up custom lights as you want it, without the need for prior intermediate experience in Toolkit/Composer -based modding. Good for new users or those less tech savvy.

Combine that with my next feature request of tagging textures as emissives or translucents, and you can really start to see my idea come together. I've also prepared a design concept for how this could be implemented:

idea

What would be your solution? (optional)

Love you guys

Version

0.5.4

Media

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start with the runtime path for the existing “add light to texture” feature and the Toolkit/Composer workflow mentioned in the issue. Work out how per-texture temperature, color, and exposure values should be represented and applied, then verify that independently tagged textures can use different lighting properties.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics, tooling
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
25/100

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