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Realtime Dynamic GI + Reflections + AO + Emissive plugin - AHR

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    Originally posted by TAN_ View Post
    We need a moderator or someone from Epic right now ! Try to PM some of them Ryan.
    You know anyone? I actually I don't know who to ask
    Is only the matrix really, if I solve that I'll have GI and reflections working

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      Originally posted by RyanTorant View Post
      You know anyone? I actually I don't know who to ask
      Is only the matrix really, if I solve that I'll have GI and reflections working
      Give Answerhub a try: https://answers.unrealengine.com

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        Originally posted by Errvald View Post
        Give Answerhub a try: https://answers.unrealengine.com
        Thanks man, I will when I get home, as answerub doesn't work properly on my phone. Da** you internet explorer!

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          Originally posted by TAN_ View Post
          We need a moderator or someone from Epic right now ! Try to PM some of them Ryan.
          We're also just humans :P So we don't know the engine inside out. I suppose that after epic comes back from their holidays, someone will be there to help you.

          (Btw. you can pm us whenever you want, as said, we are just humans)

          EDIT: They will come back at 5th January.
          Last edited by Cube2222; 12-25-2014, 09:34 AM.

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            Well, I eventually figured out what matrix to use. And that means that GI works now, and that means...
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              I saw the last post was by you and I was like
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              Then when I saw what you said I was like
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              And now I'm like
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              Lol keep up the good work man!

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                  Originally posted by Errvald View Post


                  ...






                  Ok what??

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                    Originally posted by RyanTorant View Post
                    ...
                    Ok what??
                    Excitement :P

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                      Just as a sidenote...you should talk to Daniel Wright from Epic! He should be able to give you extremely valuable feedback on this since he is working on the whole Distance Field AO/GI stuff etc. So he would be a good guy to talk to. Also MArtin Mittring I guess

                      Cheers man and Merry Christmas!
                      Check out UNREAL 4 Lighting Academy
                      https://forums.unrealengine.com/show...ng-like-that-)

                      Comment


                        Originally posted by Daedalus51 View Post
                        Just as a sidenote...you should talk to Daniel Wright from Epic! He should be able to give you extremely valuable feedback on this since he is working on the whole Distance Field AO/GI stuff etc. So he would be a good guy to talk to. Also MArtin Mittring I guess

                        Cheers man and Merry Christmas!
                        Will search for them on the forums tomorrow or something. Screens are about 5 - 10 minutes away

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                          And this are the screens. Just the usual warning. This is a pre-alpha, internal build, work in progress, I'm no lighting artist, etc etc
                          The scene is still fully dynamic, and voxelized every frame. Just one detail, is that some materials get rendered grey to the RSMs when inside the editor, so that makes the reflected light look with no matter what. Got a few screens form a couple compiled projects too.
                          Resolution for the compiled projects is 1920x1080







                          ... and that's it for tonight folks!

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                            Amazing, can't wait to see more!

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                              looks really nice, but would anyone explain me the difference between this here and this by Epic? I guess both ways have pros and cons, so would you explain these to me?
                              Easy to use UMG Mini Map on the UE4 Marketplace.
                              Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                              Comment


                                The new solution that Daniel is working on at Epic is faster, but not as accurate.

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