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LPV + TOD (Light Propagation Volume + Time of Day) [WIP]

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  • replied
    Originally posted by BLICK 3D View Post
    Hi, looks amazing...
    I tried on Unreal 10.
    but it does not working...
    some updates maybe
    Thanks
    Igor
    I´m using it at 4.11 working fine.

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  • replied
    Hi, looks amazing...
    I tried on Unreal 10.
    but it does not working...
    some updates maybe
    Thanks
    Igor

    Leave a comment:


  • replied
    I´m back to work on project. Sorry for late. First my second son was born. After I´m playing TW3.

    Currently, my work is at a stage that or find a workaround, or so I'll need to start from scratch. Here you have a question about my problems.
    Last edited by Raziєl; 06-28-2015, 02:23 PM.

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  • replied
    Originally posted by reneberwanger View Post
    I´m not worry about market place because probably someone will release some similar before me. But I´m sure I doing my best.
    You have started it a long time, perhaps you were the first to release.


    But! Thanks. Looks pretty good.

    It works in Unreal 4.7.6?




    Luny

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  • replied
    Hello! Awesome work!
    I running into an issue with the clouds: they not going drawn completely. I've watch the particle system and it shows me 0/27 count. Maybe you know, where's the bug? Meanwhile I watching tutorials hoping to born some idea

    SOLVED

    I had to set the detail level of the particles to medium to make it work
    Last edited by Onisanya; 04-20-2015, 06:56 PM. Reason: Solved

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  • replied
    Originally posted by John Alcatraz View Post
    Ah great
    I know you are just a hobbit, but a "Fully Dynamic Weather System" that complex as yours is really missing on marketplace and would get a lot of buyers I guess, so you will probably make some money with this
    I´m not worry about market place because probably someone will release some similar before me. But I´m sure I doing my best.

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  • replied
    Ah great
    I know you are just a hobbit, but a "Fully Dynamic Weather System" that complex as yours is really missing on marketplace and would get a lot of buyers I guess, so you will probably make some money with this

    Leave a comment:


  • replied
    Originally posted by Guedoe View Post
    Any updates on this? Instanced foliage does not get affected by this, only static foliage will have shadowing.
    This is a limitation from engine. They are working on it.

    Originally posted by John Alcatraz View Post
    No updates for more than a month? Have you stopped working on this?
    Nope. Just working on material function for wetness/snow while waiting for some answers from epic about some limitations.
    Also working on a Scene to show Rain/Snow and Lightning effects.

    The bad news, is I will not post updates until next month. My second son is coming and I am busy with it.
    The good news, next month start my vacations (when my son was born) so I will have a lot of time to work on this.

    Remember, Im just a hobbist.
    Last edited by Raziєl; 01-21-2015, 11:55 PM.

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  • replied
    No updates for more than a month? Have you stopped working on this?

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  • replied
    Any updates on this? Instanced foliage does not get affected by this, only static foliage will have shadowing.

    Leave a comment:


  • replied
    Originally posted by joshezzell View Post
    Yeah, I turned off the skylight, directional light, and atmospheric fog in our world space and let the blueprint take over.
    And how it runs now?
    Originally posted by joshezzell View Post
    Are you planning on implementing exponential fog? That can help give the distant misty effect. Works nice for mornings too.
    Why Not? I will work with humidity and temperature for rains climate, why not for a good mist? Thanks for feature idea!
    Last edited by Raziєl; 12-18-2014, 12:36 PM.

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  • replied
    Yeah, I turned off the skylight, directional light, and atmospheric fog in our world space and let the blueprint take over.

    Are you planning on implementing exponential fog? That can help give the distant misty effect. Works nice for mornings too.

    Leave a comment:


  • replied
    Originally posted by joshezzell View Post
    Yeah, I understand that. What's interesting is that I still get DFAO when I set it to stationary. I assume you are forcing the sky light to be movable in the blueprint regardless the setting in the component.
    Are you using only my blueprint for light? Or You have yours Lights on scene?

    Look this:

    Originally posted by reneberwanger View Post
    ...
    • LPV You can enable with r.LightPropagationVolume = 1 in consolevariables.ini on Engine\4.X\Engine\Config folder. Just check this guide. LPV is Optional.
    • PPV (Post Processing Volume), AtmosphericFog and lights is controlled by BP. You need just a fully empty scene.
    • In World settings, check "Force No Precomputed lights" on Lightmass section. Then rebuild your scene. You dont need a lighmass importance volume, because this is a fully dynamic light setup.

    ...

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  • replied
    Yeah, I understand that. What's interesting is that I still get DFAO when I set it to stationary. I assume you are forcing the sky light to be movable in the blueprint regardless the setting in the component.

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  • replied
    Originally posted by joshezzell View Post
    Awesome! Looking forward to having a look.

    Question, will the skylight work if switched to Stationary? When the skylight is set to movable you lose any AO that is plugged into the material AO input. I don't know if this is a bug or not, but the material AO does a lot for PBR and certain textures/meshes (especially baked AO from models). If set to stationary I get the AO back, but I wonder if lighting will look correct and whether or not it will recapture the sky like you have setup in the blueprint.
    Skylight need to be movable, to work with Distance Field AO. Its needed to work with Dynamic light.

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