WIP OpenGL HDRI lighting is dull

Hi guys, we need better lighting from HDRI’s in OpenGL, are there anything that can be done?
One thing is not having any shadows, but it doesn’t look like it handles the high range light at all.
Are there anything that can be done? We use rendered mode for modelling all the time and Raytraced mode isn’t cut out for that kind of work, nor does it handle fullscreen 4k fast enough.

OpenGL:

Raytraced:

Here is another example:
OpenGL:

Raytraced

(I tried to make a sphere while Raytraced was running, to make another example, but while I was tweaking the material Rhino crashed. All other objects were hidden, and as you can see on the above image some strange vertical lines are appearing on the architectural model)
@pascal can you assist on this?

Hi Jorgen - did you get a crash dump UI when Rhino wewnt down?
-Pascal

I didn’t check as it wasn’t important for what I wanted to address…and I am used to Raytraced crashing if I work in that mode, so I try to turn it off but forgot now. Sorry.

Looks like Open GL is using a kind of ambient occlusion only. A direction dependent ambient color by environment map should be possible, but I don’t expect sharp shadows by a HDRI sun. I’m not sure it’s useful to have more than 8bit for the ambient color since it can cause burned out areas.

A direction dependent ambient color could be nice, for example like by the simple attached 8bit image. In combination with AO shadows it could be quite nice looking. I remember experimenting with AIR in rendering almost 20 years ago. AO with image ambient color was my fast render mode.

I called it colored AO and was much faster than full GI calculated. Here one of the old images.

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