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Global Illumination in other engines [ UNIGINE ]

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    It looks like they're adding initial support for ray traced GI on dev-rendering.
    https://github.com/EpicGames/UnrealE...8819913010a6c0
    Last edited by Doctor Ergot; 02-05-2019, 11:06 AM.

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      Originally posted by Cheshire Dev View Post
      They added initial support for ray traced GI on dev-rendering.
      https://github.com/EpicGames/UnrealE...8819913010a6c0
      I think only rtx card. This is true ??

      Comment


        Well, what's point of supporting older cards with at least 10x slower ray tracing?

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          Originally posted by Cheshire Dev View Post
          Well, what's point of supporting older cards with at least 10x slower ray tracing?
          Movie. Everything is not game!!!!!

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            Originally posted by Luoshuang View Post
            You guys have successfully got my attention on this (sparse?) voxel probe based thing. I may take a look into it after finishing GPULightmass's current overhaul.
            Since you work for EPIC now, are you going to integrate your stuff into the official engine branch anywhere in near future? I'm hyped for your take on voxel-based GI...

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              The last thing that finally convinced me to choose this engine is the light baking system. Here you do not need a second channel for the lightmap or even the first channel with UV. Unigine uses voxels to bake light, so you can even take a model from some CAD software and bake light on it without the slightest additional manipulations. You just need to put the Voxel Probe in the scene, define the capture zone and press one button.

              I really liked the result of light baking. I made a few tests in different engines with the same block model of the hangar and only in Unigine I did not receive any artifacts.

              No black spots at the intersections of geometry, no light leaks. I knew how to fix these artifacts in other engines, but I didn’t want to waste my time on this because there was still a huge amount of more important work ahead. So that’s how I chose Unigine for our project.









              https://80.lv/articles/building-race...002mrs-003qxl/

              Comment


                The last thing that finally convinced me to choose this engine is the light baking system. Here you do not need a second channel for the lightmap or even the first channel with UV. Unigine uses voxels to bake light, so you can even take a model from some CAD software and bake light on it without the slightest additional manipulations. You just need to put the Voxel Probe in the scene, define the capture zone and press one button.

                I really liked the result of light baking. I made a few tests in different engines with the same block model of the hangar and only in Unigine I did not receive any artifacts.

                No black spots at the intersections of geometry, no light leaks. I knew how to fix these artifacts in other engines, but I didn’t want to waste my time on this because there was still a huge amount of more important work ahead. So that’s how I chose Unigine for our project.





                https://www.artstation.com/artwork/Jlw490

                https://developer.unigine.com/en/dev...26-unigine-2.7
                Last edited by Farshid; 02-15-2019, 02:04 AM.

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                  Interesting. Unigine seems to be even more corporate focused than Unreal. Seems like VRED territory.

                  It has everything our company wants. CAD visualization, VR, accurate ocean, accurate sky, accurate lighting, no messing with UVs, skeletal animation or other gaming concepts that's very alien to an industrial designer like me.

                  But nothing a small company should dip their toes in, I suspect. Quite expensive just to be able to export video.
                  Last edited by roberteker; 02-19-2019, 09:29 AM.

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                    Unigine is sadly for corporations and hard to obtain by casual user, EPIC style licence is best for everyone for future. You can learn and use it for free with source and if you earn profit then EPIC will get cut for developing engine. I am sure one day EPIC will make functioning GI that works with every hardware.
                    tox.chat - Skype alternative
                    blender.org - 3D suite

                    Comment


                      Originally posted by roberteker View Post
                      Interesting. Unigine seems to be even more corporate focused than Unreal. Seems like VRED territory.

                      It has everything our company wants. CAD visualization, VR, accurate ocean, accurate sky, accurate lighting, no messing with UVs, skeletal animation or other gaming concepts that's very alien to an industrial designer like me.

                      But nothing a small company should dip their toes in, I suspect. Quite expensive just to be able to export video.
                      if epic add voxel baking to ue4
                      we can use CAD visualization in ue4
                      and we can import cad and 3ds max and blender or revit file directly to ue4 we no messing with UVs

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                        Unfold3D is a cheap tool that makes easy for anyone to create UV maps very fast, extremely easy to use:

                        https://youtu.be/hEk4W-ro5LY
                        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                          Originally posted by BrUnO XaVIeR View Post
                          Unfold3D is a cheap tool that makes easy for anyone to create UV maps very fast, extremely easy to use:

                          https://youtu.be/hEk4W-ro5LY
                          Tested it some years ago, workflow is super smooth but there were problems with import/export. Might have another look as I like it!

                          Comment


                            LightMap,it's waste you life.. if epic add voxel baking to ue4 , Game world has changed!

                            Comment


                              Originally posted by BrUnO XaVIeR View Post
                              Unfold3D is a cheap tool that makes easy for anyone to create UV maps very fast, extremely easy to use:

                              https://youtu.be/hEk4W-ro5LY

                              if we have 1000 objects [static mesh] we must import them one by one to Unfold3D ???
                              and what about setting lightmap size for 1000 objects one by one ?
                              as Pilotchiao say . this lightmap creation is wasting our life !!!

                              why we cant import them directly from 3ds max or revit or blender.....
                              Last edited by Farshid; 02-25-2019, 09:57 AM.

                              Comment


                                Unreal Studio is supposed to take care of all those issues.

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