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Archinterior conversion (Evermotion) + VXGI tests

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    #31
    Here we go, VXGI updated with the last github version (with multi bounces):





    voxels:

    vxgi disabled:


    ps: glass and metal reflections are faked with cube environment textures multiplying the stuff on diffuse channel.
    Attached Files
    Guilherme Rabello Co-founder, Sureale
    Artstation | Behance | Youtube | Instagram

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      #32
      Nice but with that framerate I guess we can forget making a video and VR is out of the question hehe!

      I like the voxel visualizer, looks like a minecraft level hehe!
      Last edited by heartlessphil; 06-03-2015, 08:47 PM.

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        #33
        Multibounce did make some of the dark areas better, but that bookshelf corner is REALLY dark.

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          #34
          hi rabellogp thanks for sharing and tips,,about unwraping a wall or a flat surface its not hard,i think the uv of chanell 2 must have some distance from the border of uv area depends on the resolution of lightmap.
          it s hard for me to set some artifact lights and their attenuation,is it necessary to fill the room or small attenuation can help for dirts?i find out that should left the indirect lighting intensity at 1 because higher than 1 can cause dirt,
          your scene is really good the lights and materials are great but only thing is your indirect shadows if notice some of the object are float, and there is not enough indirect shadow,(maybe in your case indirect shadows are not too important depends on the mood of the scene),in unreal paris scene there are lots of sharp and accurate indirect shadows.
          baselightmass.ini definitely helps to get clean render and accurate shadows

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            #35
            Originally posted by heartlessphil View Post
            Nice but with that framerate I guess we can forget making a video and VR is out of the question hehe!

            I like the voxel visualizer, looks like a minecraft level hehe!
            Yep... And I'm running it on a GTX780... There are some ways to optimize the VXGI config and get 20fps here, but I think the quality becomes to bad for nice archviz. Maybe when they release the final version of VXGI and with two Titan X in SLI it will be possible to achieve VR requirements, but I think this tech will become really viable for archviz only in the next generations of GPUs.

            Originally posted by ZacD View Post
            Multibounce did make some of the dark areas better, but that bookshelf corner is REALLY dark.
            There are some parameters to adjust those small distance bounces, but I didn't mess with them yet. Maybe it's possible to achieve better results in that bookshelf situation...

            Originally posted by amir.pourshafi View Post
            hi rabellogp thanks for sharing and tips,,about unwraping a wall or a flat surface its not hard,i think the uv of chanell 2 must have some distance from the border of uv area depends on the resolution of lightmap.
            it s hard for me to set some artifact lights and their attenuation,is it necessary to fill the room or small attenuation can help for dirts?i find out that should left the indirect lighting intensity at 1 because higher than 1 can cause dirt,
            your scene is really good the lights and materials are great but only thing is your indirect shadows if notice some of the object are float, and there is not enough indirect shadow,(maybe in your case indirect shadows are not too important depends on the mood of the scene),in unreal paris scene there are lots of sharp and accurate indirect shadows.
            baselightmass.ini definitely helps to get clean render and accurate shadows
            Well, filling the room with light is actually a way to hide those dark artifacts, not removing it. I believe the only way to remove the dark spots without tweaking the lights to hide them is to mess with baselightmass.ini like you said (considering you already have nice meshes with proper mapping).

            The main reason for that "floating" look in this scene is that there are too many lights in the room, coming from all directions (two big windows in opposed sides and lots of artificial lights between them). Then the soft shadows caused by a source of light will be killed for another and so on. Plus the floor is dark and that also hide the soft shadows... One thing that could help with that though is to increase the SSR on the floor, because it will produce better contact reflections...But then there will be more noise and it kills realism too,

            I didn't try to mess with the baselightmass.ini for this project yet because the scene is already taking soooooo long to build lights without modifying that file... If I increase those parameters, it will take forever to build and I'm too lazy for that . But I'll definitely give it a try and post the comparison here.
            Guilherme Rabello Co-founder, Sureale
            Artstation | Behance | Youtube | Instagram

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              #36
              hi rabellogp,you right about floating objects there are to many lights and the scene is bright,build time is going to became my nightmare,yesterday morning i clicked on the button of build(with some horrible value for baselightmass) and left the home for an outdoor climbing,i came back at midnight and guess what it was stuck on 1%
              but i will keep testing until i get those sharp indirect shadows,have you seen the london apartment from ue4arch?the shadows are unbelievable.i cant believe they reach those shadows with ue4.

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                #37
                Little update... Just got myself a 980 Ti and opened that VXGI scene again (I didn't touch it anymore since my last update here, it has multibounce on).
                Nice performance improvement!

                gtx 780 ~9fps
                gtx 980Ti ~30fps









                Attached Files
                Last edited by rabellogp; 07-13-2015, 09:47 PM.
                Guilherme Rabello Co-founder, Sureale
                Artstation | Behance | Youtube | Instagram

                Comment


                  #38
                  Nice work! Do you also use real-time lighting with VXGI for your ArchViz projects? I thought that VXGI is a good replacement for light baking...

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                    #39
                    Originally posted by Maxwell_77 View Post
                    Nice work! Do you also use real-time lighting with VXGI for your ArchViz projects? I thought that VXGI is a good replacement for light baking...
                    Thanks.

                    No, I'm not using it for my projects because it's too hardware demanding... I can manage to get nice quality and nice fps on my GTX980 Ti, but I need those projects to run smoothly on cheaper hardware too. In my opinion, the actual GPU generation is still not enough to handle VXGI for archviz projects. Maybe next year...
                    Guilherme Rabello Co-founder, Sureale
                    Artstation | Behance | Youtube | Instagram

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                      #40
                      Outstanding!

                      Keep up the good work!

                      On another note an asset library optimized for UE4 Archviz would be great! I hate uving or I'd make one.

                      Comment


                        #41
                        VXGI multibounce at 30fps. Wow. Never thought it'd come so soon.

                        Originally posted by rabellogp View Post
                        Thanks.

                        No, I'm not using it for my projects because it's too hardware demanding... I can manage to get nice quality and nice fps on my GTX980 Ti, but I need those projects to run smoothly on cheaper hardware too. In my opinion, the actual GPU generation is still not enough to handle VXGI for archviz projects. Maybe next year...
                        With Nvidia Pascal it'll be a done deal.

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                          #42
                          Curious, what is the setting to improve VXGI Shadowing? I'm just playing it now and any tips would be appreciated.

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                            #43
                            Originally posted by srmojuze View Post
                            Curious, what is the setting to improve VXGI Shadowing? I'm just playing it now and any tips would be appreciated.
                            It's been a while since I've played with VXGI and I don't have it installed on my system right now to remember the names, but I think there is a couple of parameters near the end of that VXGI parameters list that will allow you to increase the contact shadow radius. It will also increase the amount of artifacts though, so it's a trade off... You can also combine VXGI with amounts of HBAO and UE4's default AO to enhance the indirect shadows. It's also a good idea to include some artificial lights with shadows, it will give some depth to the scene. A nice trick is to limit the radius of those lights to a couple of meters only, so the real-time shadows won't be calculated for the whole scene and you'll get better performance.
                            Guilherme Rabello Co-founder, Sureale
                            Artstation | Behance | Youtube | Instagram

                            Comment


                              #44
                              Originally posted by rabellogp View Post
                              It's been a while since I've played with VXGI and I don't have it installed on my system right now to remember the names, but I think there is a couple of parameters near the end of that VXGI parameters list that will allow you to increase the contact shadow radius. It will also increase the amount of artifacts though, so it's a trade off... You can also combine VXGI with amounts of HBAO and UE4's default AO to enhance the indirect shadows. It's also a good idea to include some artificial lights with shadows, it will give some depth to the scene. A nice trick is to limit the radius of those lights to a couple of meters only, so the real-time shadows won't be calculated for the whole scene and you'll get better performance.
                              Cool thanks.

                              Comment


                                #45
                                Hello,

                                i just wanted to try out VXGI for myself and somehow..i get stuck. I build the source, editor is running fine and i even got all options mentioned in this thread.

                                But, somehow nothing happens.
                                During the very first steps, i just use the Table + Chairs on a ground base scene, one Emissive sphere and a point light (with enabled VXGI).
                                One PostProcessVolume with VXGI enabled options and a lightmass volume. Enabled VXGI inside the Materials
                                (@UE4 devs: all this activation stuff is useless if you want to "convert" a whole game project to get the option to use VXGI out of the box..)

                                Since we're probably not using Lightmaps, i turned on Force No Precompute.

                                What do i miss? After all, i don't see any GI known from DFGI and LPV going on.

                                Best, Tobias
                                Tobias Löffler
                                Senior 3D Artist

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