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    Chosker :
    Do Scenes with static Skylight and Stationary Directional Light benefit from this?

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      Originally posted by Raildex_ View Post
      Chosker :
      Do Scenes with static Skylight and Stationary Directional Light benefit from this?
      it replaces / blends out the dynamic skylight, so no, a static skylight would not get any benefit
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        Originally posted by Chosker View Post

        I did already. what kind of interesting possibilities?
        At the moment I'm looking at using depth for improved parallax correction and more intelligent blending between captures.

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          I tried the mod, it seems reflection captures are not working, ibl or not ibl.
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            Originally posted by amoser View Post
            At the moment I'm looking at using depth for improved parallax correction and more intelligent blending between captures.
            seems interesting indeed. is this something you want to try yourself? I can point you to the right place to get the depth as alpha on the captures. I'm just not sure I want to invest much more time on this anymore, since Epic rejected the PR and I'm not even using the system in an own project (as a hobbyist I want to make research/games, not maintain engine code)



            Originally posted by scha View Post
            I tried the mod, it seems reflection captures are not working, ibl or not ibl.
            strange, it works for me.
            can you share more of your setup just in case? (what kind of lights, if movable/static/etc) I can give it a try later
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              It's the default new level, I duplicated the platform, both lights set to movable, nothing else changed. SSR is working. I tried in 2 projects.

              edit: btw, I noticed engine ini files have unix line endings, so in notepad they appear without line breaks, maybe that's related?
              Last edited by scha; 04-15-2019, 07:43 AM.
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                Originally posted by Chosker View Post

                seems interesting indeed. is this something you want to try yourself? I can point you to the right place to get the depth as alpha on the captures. I'm just not sure I want to invest much more time on this anymore, since Epic rejected the PR and I'm not even using the system in an own project (as a hobbyist I want to make research/games, not maintain engine code)
                Yeah, I've actually made a very incomplete mock-up of what I'm trying to do, but it's just using a single cube map texture asset since I haven't completely worked out how to manage this with actual reflection captures. Some tips regarding passing depth through the alpha channel would probably save me a lot of time. Replacing the existing parallax correction turned out to be pretty easy, so I think depth is the only missing piece.

                I'm hoping that this approach will be equally applicable to both reflections and diffuse, assuming it actually works at all and with acceptable quality.

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                  Originally posted by scha View Post
                  It's the default new level, I duplicated the platform, both lights set to movable, nothing else changed. SSR is working. I tried in 2 projects.

                  edit: btw, I noticed engine ini files have unix line endings, so in notepad they appear without line breaks, maybe that's related?
                  it works but the ContributionFactor needs to be set to 1.0.
                  apparently it's set to 0.0 by default which is wrong. I'll fix it at some point

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                    Originally posted by amoser View Post

                    Yeah, I've actually made a very incomplete mock-up of what I'm trying to do, but it's just using a single cube map texture asset since I haven't completely worked out how to manage this with actual reflection captures. Some tips regarding passing depth through the alpha channel would probably save me a lot of time. Replacing the existing parallax correction turned out to be pretty easy, so I think depth is the only missing piece.

                    I'm hoping that this approach will be equally applicable to both reflections and diffuse, assuming it actually works at all and with acceptable quality.
                    interesting. what's the effect on the parallax correction so far?

                    anyway to capture depth into alpha go to ReflectionEnvironmentShaders.usf and replace line74 which looks like:
                    Code:
                    Alpha = 1 - smoothstep(.8f * MaxDistance, MaxDistance, RadialDistance);
                    for something like
                    Code:
                    Alpha = RadialDistance / 65536.0f;
                    and then you need to change the way the blending works in the composite function, since the MaxDistance of the probe isn't accounted for anymore. so far I was factoring CapturePositionAndRadius.w in the blending to compensate, but haven't done it properly yet (the process is long and tedious because the smallest change causes all shaders to be recompiled)
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                      Originally posted by Chosker View Post

                      interesting. what's the effect on the parallax correction so far?

                      anyway to capture depth into alpha go to ReflectionEnvironmentShaders.usf and replace line74 which looks like:
                      Code:
                      Alpha = 1 - smoothstep(.8f * MaxDistance, MaxDistance, RadialDistance);
                      for something like
                      Code:
                      Alpha = RadialDistance / 65536.0f;
                      and then you need to change the way the blending works in the composite function, since the MaxDistance of the probe isn't accounted for anymore. so far I was factoring CapturePositionAndRadius.w in the blending to compensate, but haven't done it properly yet (the process is long and tedious because the smallest change causes all shaders to be recompiled)
                      Perfect, thanks. That's exactly what I was looking for. I'll try to share some results as soon as I can,

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