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    Originally posted by Chosker View Post
    hi all, I've started working on the 4.24 port
    I have yet to compile and test it, but
    so far all the code seems to fit into the same places so I'm not expecting any problems at this point

    [edit]
    everything compiles and works fine
    I'll update my branch shortly but at this point it's really the same to integrate it from the 4.23 version
    Thank you for this :-)

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      4.24 is up - https://github.com/Chosker/UnrealEngine/tree/4.24

      and here's another sample: the Modular Seaside Town scene, lit with one single Directional Light (outdoors sun), Skylight with DFAO (outdoors sky), one single spotlight, and Localized IBL for the indoors ambient.

      Click image for larger version  Name:	043IBL.jpg Views:	0 Size:	376.9 KB ID:	1697788

      and the same scene without Localized IBL

      Click image for larger version  Name:	042Skylight.jpg Views:	0 Size:	417.7 KB ID:	1697789


      btw Ju2das I also tried adding a secondary reflection for metals but the results were bad.
      simply adding the same reflection again but at the highest mip like the IBL lighting does, produced a blurred copy of the reflection - definitely not convincing, just more 'muddy'
      I also tried inverting the reflection vector to simulate some sort of light rebound, but that lead to more undesirably incorrect results - more often than not you'd see an incorrect reflection coming out of nowhere.
      bottom line: metals will still only reflect the direct lighting as always. but in scenes with some more geometry and indoor lights it's enough to produce good results (just look at all the non-simplistic samples in this thread)
      Last edited by Chosker; 12-12-2019, 06:48 PM.
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      Developer of Elium - Prison Escape
      Local Image-Based Lighting for UE4

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