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    Originally posted by PLASTICA-MAN View Post
    @Alexey in page 34, I highlighted some problems of VXGI from your official slideshows. Are they now solved? I also gave a link for another comment in another thread about a GI test in Cryengine using two bounces and multiple moving GI sources creating dynamic lighting and indirect lighting via two bounces when moving thus creating real reflections that result in voxels in reflections while moving (you can download the sample from the link of my comment on that thread). How are you managing movable GI sources? I hope you already solved most of the previosu problems you highlighted first like voxels in reflections for static meshes, so you can solve problems caused by movable ones and especially dynamic GI sources. Thanks
    Right, those are my GTC slides... The problems mentioned there are:
    - Light leaking: no improvements here, in fact with the new high-order emittance downsampling filter (bVxgiHighQualityEmittanceDownsampling in BaseEngine.ini) light leaking may appear in some places where it didn't before.
    - Voxels in reflections: nothing new here as well, you can still see the voxels in reflections on flat objects with low roughness. VXGI can add some jitter to sample positions, thus replacing visible voxels with noise, but that's hardly better.
    - Specular reflections are single bounce: not anymore, with multi-bounce support.

    We do not make any distinction between static and moving objects, they are all processed in the same way. The improved emittance downsampling filter that I mentioned above helps with the quality of indirect lighting from moving objects a lot, and it also improves the quality of rough flat reflections.

    Comment


      Originally posted by GalaxyMan2015 View Post
      Since you can Create a hair asset from a descriptor and data, would it be against any sort of agreement if someone from the community was to write a blender plugin and then write an import factory for importing the custom hair asset?
      I don't think that would be a problem at all. I'll ask around to see if there are any concerns, but there are no restrictions placed on whose data you feed into UE4 or HW.

      Comment


        Originally posted by Mike.Skolones View Post
        I don't think we have any plans for a blender plugin. Max and Maya are enough work in themselves, I'm afraid.
        Oh no bad news
        Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
        Hevedy - Image Tools: https://hevedy.itch.io/imagetools

        Comment


          @Alexey thanks for the answer. What about using the new version of VXGI for directional lights like sun in different time of day dynamically? In the previous version, many (including me) were having problems with shadows of dynamic sunlight from certain angles. They seem to not get lit by light bounce and they stay compeletely dark as if GI wasn't enabled. There are many screens of that problem in previous pages. Was this solved now with this version? can we use directional lights dynamically without bugs or do we stick to spotlights? LPV worked well with directional lights but very badly with directional indoors lights, the total opposite of VXGI.
          Last edited by Nudlegaru; 05-21-2015, 03:22 PM.

          Comment


            Originally posted by dvd.kh
            The new VXGI is wonderful ...

            But the biggest problem is soft shadows for point & spot lights ... shadows as like as distance filed shadow results ...
            any idea to solve this?
            Sorry, I don't understand what is the problem you're describing. We don't change the shadows from direct lights. Do you mean the shadows in voxelization results?

            Comment


              Originally posted by PLASTICA-MAN View Post
              @Alexey thanks for the answer. What about using the new version of VXGI for directional lights like sun in different time of day dynamically? In the previous version, many (including me) were having problems with shadows of dynamic sunlight from certain angles. They seem to not get lit by light bounce and they stay compeletely dark as if GI wasn't enabled. There are many screens of that problem in previous pages. Was this solved now with this version? can we use directional lights dynamically without bugs or do we stick to spotlights? LPV worked well with directional lights but very badly with directional indoors lights, the total opposite of VXGI.
              All kinds of movable lights should work properly now. Please report any issues you find with the new version.

              We found one common source of lighting instability, it's insufficient shadow depth bias - like shadow acne in voxel space. To help users diagnose issues like that, we added "r.VXGI.EmittanceShadowEnable" cvar: if you set it to 0 and everything becomes stable, shadow maps are to blame. You can tune the depth bias with "r.Shadow.PointLightDepthBias" and similar cvars.

              If I understand your question about the unlit shadows correctly, then there should have been some directly lit surface that would illuminate those shadows. Now with multi-bounce support, for example light from the floor can illuminate the ceiling, which will in turn illuminate the shadows on the floor (but that will be a very dim light, most likely).

              Comment


                Is it hoped for, in future, to make the depth of field effect on Hairworks more accurate? At present if you have a hairworks object in focus in the foreground there's a pretty big 'halo' that remains in focus around it.

                Comment


                  Originally posted by Squarecoin View Post
                  Is it hoped for, in future, to make the depth of field effect on Hairworks more accurate? At present if you have a hairworks object in focus in the foreground there's a pretty big 'halo' that remains in focus around it.
                  Yes, there is a lot of room for improvement for HairWorks, especially in the rendering. I'll take note of DOF.

                  Comment


                    I just compiled the new VXGI build. When I opened SciFi Hallway, I was greeted by those errors:
                    [ATTACH=CONFIG]40503[/ATTACH]
                    Attached Files

                    Comment


                      Originally posted by Alexey.Panteleev View Post
                      Sorry, I don't understand what is the problem you're describing. We don't change the shadows from direct lights. Do you mean the shadows in voxelization results?
                      he's saying that vxgi doesn't work when you turn on distance field soft shadows.

                      Comment


                        Originally posted by PLASTICA-MAN View Post
                        I just compiled the new VXGI build. When I opened SciFi Hallway, I was greeted by those errors:
                        Did you download it as a zip, or using Git client?

                        Comment


                          Originally posted by Mike.Skolones View Post
                          I don't think that would be a problem at all. I'll ask around to see if there are any concerns, but there are no restrictions placed on whose data you feed into UE4 or HW.
                          Thanks Mike, I'm thinking I will work on that, or a tool for creating hair within UE4, so take the functionality of the max or maya hair plugins and integrate directly into UE4.
                          NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                          Feel free to Donate if you wish to support me

                          Comment


                            Originally posted by Mike.Skolones View Post
                            Did you download it as a zip, or using Git client?
                            Zip file. I stopped using git since it is complicated like I said. Is the git version better and doesn't have those problems and missing files?

                            Comment


                              Originally posted by dvd.kh
                              @Alexey
                              Hi ...

                              I want this shadow that created with DF but only with VXGI ...
                              how to do this ? VXGI raytraced shadows ??
                              I can still see the shadow in your second picture, it's just very low contrast because VXGI contribution is really bright.

                              Are you using HDR emittance in VXGI (bVxgiStoreEmittanceInHdrFormat in BaseEngine.ini)? I'm asking because we found a bug in the UE integration and it's fixed in the latest release. That bug was causing indirect illumination to be much darker than it should be, if RGBA8 textures were used to store emittance. So, if you don't have HDR emittance enabled, your diffuse tracing intensity setting is probably much higher than it should be, in order to compensate for that bug. Try reducing that intensity in the new version and see if shadows look better after that.

                              Comment


                                Originally posted by dvd.kh
                                no ... i used default baseengine.ini ...

                                the shadow in 2nd picture is created with distancefield ...
                                Actually no, what I just said is incorrect, it's the other way around: non-HDR lighting should've become darker. Still, your pictures with the new VXGI look way too bright, multibounce shouldn't affect the result like that.

                                I realize that the shadow is created by a distance field, so you want to replace the light with an emissive surface and get shadows from VXGI? It's technically possible to get a more or less correct shadow, we could trace cones toward a specific area light, but that would be expensive and that is not implemented in UE4. Getting VXGI shadows from a regular light is not possible.

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