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Originally posted by Mike.Skolones View PostIt's Boolean, just 'false' (0) or 'true' (1). With ambient occlusion mode 'true', there is no diffuse or specular indirect lighting, but there is ambient lighting with its intensity controlled by r.VXGI.AmbientOcclusionScale.
The standard AO solutions (including UE4's SSAO) should still be supported with our VXGI integration.
The SSAO is applied to the UE base lighting, and to our VXGI Diffuse term before adding it to the scene color buffer:
SceneColor = ScreenSpaceData.AmbientOcclusion float4(GBuffer.DiffuseColor x ScreenSpaceData.VxgiDiffuse, 0);
To see VXGI's 'Voxel AO', try typing "r.VXGI.AmbientOcclusionMode 1" in the console
and then "r.VXGI.AmbientOcclusionScale XX" to scale the AO output by XX if needed; this will do AO-only rendering which can be useful to fine-tune opacity voxelization.
--Mike
Originally posted by Mike.Skolones View PostHi,
I've pushed a new branch, HBAO+. I took these screenshots from a lighting demo level I downloaded in the marketplace. These pictures show HBAO+ enabled/disabled. There's nothing special required to use HBAO+ with your existing levels in this branch, just type "r.HBAO.Enable 1" at the console.
--Mike
Anyway, if this is the case, I really hope you create a branch including all game works together so we can enjoy both VXGI and HBAO+ at the same time. Thanks!
I also hope you collaborate with Epic to integrate IBL (Image Based Lighting) in UE4 coupled with VXGI to get the best results with PBR just like Mizuchi engine: https://www.youtube.com/watch?v=sYX9I3ONHc4
https://www.youtube.com/watch?v=DnTYhlxi-Cs#t=12
PS: anyone could help how to disable the normal AO (SSAO), in any scene in general so I can enable HABO+? Thanks !Last edited by Nudlegaru; 02-24-2015, 01:29 PM.
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Originally posted by PLASTICA-MAN View PostThanks it works: increasing the scale gets you brighter shades and vice-versa.
Thank you for that branch, HBAO+ is among the best (if not the best) AO techniques. This still worries me more about the utility and the efficiency of VXGI:if you need to enable SSR and HBAO+ to get reflections and AO with it, while I thought VXGI is able to generate dynamic direct and indirect diffuse/specular and AO according to the movements of the light source(when you the light source moves, of course every resulting effect I mentionned of it changes to some extent according to the lightsource position), without needing any extra hellp from post-process solutions like SSR or HBAO+ (at leats from what your videos tried to make us believe).
Anyway, if this is the case, I really hope you create a branch including all game works together so we can enjoy both VXGI and HBAO+ at the same time. Thanks!
I also hope you collaborate with Epic to integrate IBL (Image Based Lighting) in UE4 coupled with VXGI to get the best results with PBR just like Mizuchi engine: https://www.youtube.com/watch?v=sYX9I3ONHc4
https://www.youtube.com/watch?v=DnTYhlxi-Cs#t=12
PS: anyone could help how to disable the normal AO (SSAO), in any scene in general so I can enable HABO+? Thanks !
I will be publishing an 'all in one' branch with all GameWorks features combined as soon as possible.
--Mike
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Originally posted by Mike.Skolones View PostNew example of HBAO+
Enabled:[ATTACH=CONFIG]26887[/ATTACH]
Disabled:[ATTACH=CONFIG]26888[/ATTACH]
Originally posted by Mike.Skolones View PostYou do not need to enable HBAO+ with VXGI, there is a 'Voxel AO' option within VXGI. We are offering branches for HBAO+ and VXGI concurrently because there is yet no such thing as a single solution for all possible use cases, and developers should experiment with these techniques to determine which is best for any particular game and performance target.
I will be publishing an 'all in one' branch with all GameWorks features combined as soon as possible.
--Mike
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Originally posted by PLASTICA-MAN View PostGood example, where did you get sych example from? Will you release it?
Thank you very much. BTW, 4.7 is up just right now, please update all the branches and create the new branch for 4.7. Great thanks.
I'll be working on the 4.7 upgrade ASAP, but it will take some time.
--Mike
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Originally posted by Mike.Skolones View PostOne of the developers on the VXGI team gave me those screenshots, I'll inquire as to releasing the assets.
I'll be working on the 4.7 upgrade ASAP, but it will take some time.
--Mike
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Originally posted by Gandosh View PostThank you. Is it possible to merge all these gameworks in 4.7?
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Originally posted by Mike.Skolones View PostIt should be. I haven't looked at the 4.6 to 4.7 changes yet. If the rendering pipeline changed significantly, it might require some effort to update the various branches, but once that is done, it should combine into a single branch fairly easily. I hope.
Thank you!
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Originally posted by Mike.Skolones View PostIt should be. I haven't looked at the 4.6 to 4.7 changes yet. If the rendering pipeline changed significantly, it might require some effort to update the various branches, but once that is done, it should combine into a single branch fairly easily. I hope.
and the full list : https://docs.unrealengine.com/latest...4_7/index.html
I don't know if the new lighting system for the foliage may interfere with VXGI and your upcoming Turf effects, you should take a look at it. Thanks !
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Originally posted by PLASTICA-MAN View PostHere are the new features: https://forums.unrealengine.com/show...e-4-7-Released!
and the full list : https://docs.unrealengine.com/latest...4_7/index.html
I don't know if the new lighting system for the foliage may interfere with VXGI and your upcoming Turf effects, you should take a look at it. Thanks !
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