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...
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.
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.
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.
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.
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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.
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
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.....
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