That's looking really great. Those comparison shots are awesome.
Announcement
Collapse
No announcement yet.
Localized-IBL implementation
Collapse
X
-
^^ thanks. I can only hope
and pull request is done!
https://github.com/EpicGames/UnrealEngine/pull/4856
Upvote / like / share / etc!
if anyone integrates it into their engine please share some comparison shots as well. I'd love to see it at work on a real level
also by now it would be awesome to hear the opinion of DanielW / RyanB
Comment
-
Awesome !! it would be awesome to see it working on outdoor sceans and maybe an "IBL influence" slider to control the amount of skylight blocking in each probe would be nice for more control in semi occluded areas if feasable !
Anyway nice addition to the engine that a lot of games would use it (even fortnite) big up and hope to see more things from you in the futur
Comment
-
Originally posted by Amiot View PostAwesome !! it would be awesome to see it working on outdoor sceans and maybe an "IBL influence" slider to control the amount of skylight blocking in each probe would be nice for more control in semi occluded areas if feasable !
Anyway nice addition to the engine that a lot of games would use it (even fortnite) big up and hope to see more things from you in the futur
I don't think fortnite would use it since it has a dynamic time of day. Recapturing the scene for an IBL probe is the same process as capturing regular reflection captures, right? It causes a very noticeable hitch in the frame time (I would love to have some sort of async re-capturing).
Comment
-
Originally posted by Amiot View PostAwesome !! it would be awesome to see it working on outdoor sceans and maybe an "IBL influence" slider to control the amount of skylight blocking in each probe would be nice for more control in semi occluded areas if feasable !
Anyway nice addition to the engine that a lot of games would use it (even fortnite) big up and hope to see more things from you in the futur
I actually had the same idea a couple of days ago of an "IBL influence" amount (I called it Alpha) and got it working with very little effort. I should probably update the PullRequest with the change.
Since then I've been trying to make this Alpha something dynamic that can change at runtime. This way it would be possible to blend the IBL in and out based on gameplay effects (i.e. for opening/closing a door to a house for a subtle effect, or completely blending it out of it if the house gets destroyed as in Battlefield). So far I've had no luck, it's a bit tricky because all the ReflectionCapture data is static and once again this is something new to me. But I'll keep trying
Originally posted by jonimake View PostI don't think fortnite would use it since it has a dynamic time of day. Recapturing the scene for an IBL probe is the same process as capturing regular reflection captures, right? It causes a very noticeable hitch in the frame time (I would love to have some sort of async re-capturing).
Comment
-
Ok this was much easier in the end, I was just going at it the wrong way
Changing the contribution value and then calling MarkRenderStateDirty() was all I needed to allow altering the IBL contribution at runtime
a simple interpolation between the localized IBL and the skylight can cause quite an impact!
- 2 likes
Comment
-
Originally posted by jonimake View Post
I don't think fortnite would use it since it has a dynamic time of day. Recapturing the scene for an IBL probe is the same process as capturing regular reflection captures, right? It causes a very noticeable hitch in the frame time (I would love to have some sort of async re-capturing).
Comment
-
Originally posted by Manoel.Neto View Post
Just to elaborate on this, updating a reflection capture (or IBL probe) is an intensive process because on top of requiring 6 views of the scene to be rendered into a cube target it needs to generate the mipmaps for the resulting cubemap, which is far more CPU intensive than generating the mipmaps for a 2D texture since it needs to blur across the cubemap faces in order to obtain a correct result.
Comment
-
Originally posted by Chosker View PostOk this was much easier in the end, I was just going at it the wrong way
Changing the contribution value and then calling MarkRenderStateDirty() was all I needed to allow altering the IBL contribution at runtime
a simple interpolation between the localized IBL and the skylight can cause quite an impact!
- 1 like
Comment
-
Oh man that's sexy. Okay so if you can't sell it, can you start a poll or something where we can vote to have this included in the engine? I want to do something to support this!-TorQueMoD
www.torquemod.com
Comment
-
thanks for the comments, it's really encouraging
I'm off this week but when I'm back I'll work on changing the Brightness at runtime, so gameplay can alter the IBL to become darker (for example for turning off a light). And then I'll probably make a somewhat better showcase using either the Sponza atrium or maybe the Elemental demo
TorQueMoD I don't want to sell it, I'd just like it to be integrated into the engine (that's what the Pull Request is for). If you want to support it at this point the right way would be to thumbs-up the pull request and maybe add a comment there. I guess I also could add a poll to the main post here
- 1 like
Comment
Comment