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Interior Scene with VXGI

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    #31
    hi could you post your settings in PostProcessVolume for vxgi
    also is this using skylight with dfao ?
    is hbao+ on in this ?

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      #32
      Originally posted by migero View Post
      hi could you post your settings in PostProcessVolume for vxgi
      also is this using skylight with dfao ?
      is hbao+ on in this ?
      There's no point to using HBAO+ or DFAO with VXGI. VXGI already has VXAO working with it.

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        #33
        Thanks for sharing, amazing work

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          #34
          This looks absolutely incredible!
          I'm so looking forward to when graphics cards are powerful enough to run this in VR =)

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            #35
            Click image for larger version

Name:	unreal.jpg
Views:	54
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ID:	1405365 hi
            i have a problem with VXGI 4.18 can you help me?please
            i downloaded vxgi from this link https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.18
            and build with visual studio .it was very fantastic
            every thinks was ok and good working but when i try for render project or teak hi resolution screenshot unreal crashed and i see this masage



            Assertion failed: BytesPerPixel [File:L:\UnrealEngine-VXGI-4.18\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RenderTarget.cpp] [Line: 514]

            UE4Editor_Core!FDebug::AssertFailed() [l:\unrealengine-vxgi-4.18\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
            UE4Editor_D3D11RHI!ComputeBytesPerPixel() [l:\unrealengine-vxgi-4.18\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:516]
            UE4Editor_D3D11RHI!FD3D11DynamicRHI::ReadSurfaceDataNoMSAARaw() [l:\unrealengine-vxgi-4.18\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:599]
            UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() [l:\unrealengine-vxgi-4.18\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:960]
            UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceData() [l:\unrealengine-vxgi-4.18\engine\source\runtime\rhi\public\rhicommandlist.h:4222]
            UE4Editor_Engine!TGraphTask<`FRenderTarget::ReadPixels'::`2'::EURCMacro_ReadSurfaceCommand>::ExecuteTask() [l:\unrealengine-vxgi-4.18\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
            UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [l:\unrealengine-vxgi-4.18\engine\source\runtime\core\private\async\taskgraph.cpp:651]
            UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [l:\unrealengine-vxgi-4.18\engine\source\runtime\core\private\async\taskgraph.cpp:560]
            UE4Editor_RenderCore!RenderingThreadMain() [l:\unrealengine-vxgi-4.18\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
            UE4Editor_RenderCore!FRenderingThread::Run() [l:\unrealengine-vxgi-4.18\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
            UE4Editor_Core!FRunnableThreadWin::Run() [l:\unrealengine-vxgi-4.18\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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              #36
              Great Work...What kind of light are you using behind curtains? Is it emissive material?

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                #37
                Amazing to be able to edit with this level of detail and quality. Is it easy enough to then render out still images and animations using this workflow?

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                  #38
                  what is your lighting set up...are all you lights set to movable?

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