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How to enable Light Propagation Volumes GI [ WIP AND BETA]

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    How to enable Light Propagation Volumes GI [ WIP AND BETA]

    After i found code for light propagation volumes(for the ones that dont know, its the same global illumination system that Cryengine uses), i investigated it, and after some time hunting it through the code found the way to enable it.

    Yes, you can use Dynamic Global Illumination right NOW.
    The code is still a WIP, a beta feature, it WILL change in new releases, and its not completed at this moment, it suffers for really severe light leaking bugs, and i wouldnt ever recomend it for real development, this is only for trailblazers and people who love to tinker with stuff.

    How to enable it:

    I found a CVar config in the light propagation volumes, to enable them, you need to open Engine/Config/ConsoleVariables.ini, and add this line under [Startup]
    r.LightPropagationVolume=1

    That config variable will enable their use. Now, to use them, you need to disable lightmass ( Force No Precomputed Lighting set to TRUE in global settings)
    Then you need to add a directional light and set its variable Affect Dynamic Indirect Lighting to true.
    There you go, now you have dynamic GI. For fine tuning, add a Post Process Volume to your level, and tweak the settings in the Light Propagation Volumes part.

    For the ones that want to know how it looks, RedBox, also a betatester, created this awesome level and added dynamic GI to it.
    UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
    Deep knowlegde of C++ and blueprints. Open to freelance work.
    Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
    http://store.steampowered.com/app/463870
    http://store.steampowered.com/app/500360
    http://store.steampowered.com/app/520750

    #2
    Awesome! Thanks for sharing
    Check out UNREAL 4 Lighting Academy
    https://forums.unrealengine.com/show...ng-like-that-)

    Comment


      #3
      So what are the bugs? That looks pretty good right out of the gate, Nioce!

      Comment


        #4
        How does it tie into the reflection environment? (since that is completely depending on static lighting as far as I know) any experiences?
        Check out UNREAL 4 Lighting Academy
        https://forums.unrealengine.com/show...ng-like-that-)

        Comment


          #5
          Originally posted by Daedalus51 View Post
          How does it tie into the reflection environment? (since that is completely depending on static lighting as far as I know) any experiences?
          You still need some static lighting to get good reflections.
          I personally wouldn't check Force No Precomputed Lighting, as it is still nice to have Ambient Occlusion from SkyLight.
          Originally posted by OSIAS View Post
          So what are the bugs? That looks pretty good right out of the gate, Nioce!
          It have severe leaking issues. You might notice them or not. Depends on your scene setup. Secondary bounce doesn't work, but it takes 3ms to render. Some other options also doesn't seem to work.

          Also it's dependent on camera position, if you get close, bounced lighting will look different than if you look from further distance.

          It's of course early wip, but for what it is.. I like it!. In it's current state I think it's pretty viable to use with open scenes if you tinker with settings a bit. It adds this nice lighting variations, so lighting doesn't really look uniform anymore.

          Hopefully some clever people from community will pick this up, and help working it, as it looks pretty promising/
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

          Comment


            #6
            Hmmm...I followed your instructions and I am not getting any gi. Also putting the command into the console command field should work as well which it doesnt. Pretty confused right now
            Check out UNREAL 4 Lighting Academy
            https://forums.unrealengine.com/show...ng-like-that-)

            Comment


              #7
              You added that line to the configuration file? You made the directional light add contribution to GI? you disabled lightmass? You made the directional light do cascade shadows? You need to follow every step, and you dont need any console command.
              Last edited by vblanco; 03-22-2014, 10:02 AM.
              UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
              Deep knowlegde of C++ and blueprints. Open to freelance work.
              Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
              http://store.steampowered.com/app/463870
              http://store.steampowered.com/app/500360
              http://store.steampowered.com/app/520750

              Comment


                #8
                I added the line in ConsoleVariable.ini under Startup (which SHOULD actually be the same as typing it into the console command field in the editor)
                I switched the directional light from stationary to movable (if thats what you mean by cascaded, because actually both of them do cast cascaded shadowmaps)
                and I enabled infuse this light into LPVs and forced no precomputed lighting

                still no gi
                Check out UNREAL 4 Lighting Academy
                https://forums.unrealengine.com/show...ng-like-that-)

                Comment


                  #9
                  Originally posted by Daedalus51 View Post
                  I added the line in ConsoleVariable.ini under Startup (which SHOULD actually be the same as typing it into the console command field in the editor)
                  I switched the directional light from stationary to movable (if thats what you mean by cascaded, because actually both of them do cast cascaded shadowmaps)
                  and I enabled infuse this light into LPVs and forced no precomputed lighting


                  still no gi
                  Wich is your pc?, LPV only work with Shader Model 5 cards.
                  Everything looks correct, last possibility, is add a post process volume and tweak its values for LPV there.
                  UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
                  Deep knowlegde of C++ and blueprints. Open to freelance work.
                  Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
                  http://store.steampowered.com/app/463870
                  http://store.steampowered.com/app/500360
                  http://store.steampowered.com/app/520750

                  Comment


                    #10
                    Jep...I have model 5. I also tried it with a post volume but shadows still are just black But thanks for the help anyways
                    Check out UNREAL 4 Lighting Academy
                    https://forums.unrealengine.com/show...ng-like-that-)

                    Comment


                      #11
                      Just curious to know...does anybody else have problems getting this to work?
                      Check out UNREAL 4 Lighting Academy
                      https://forums.unrealengine.com/show...ng-like-that-)

                      Comment


                        #12
                        Brilliant !!! Thanks, I've been able to implement a nice Day/Night cycle with this. Looks great. I cant wait for them to implement this fully.

                        Comment


                          #13
                          Originally posted by Daedalus51 View Post
                          Just curious to know...does anybody else have problems getting this to work?
                          I had to turn off/delete my SkySphere to see the full effect of this, so try that also.

                          Comment


                            #14
                            Originally posted by Ad3ViLl View Post
                            I had to turn off/delete my SkySphere to see the full effect of this, so try that also.
                            man...I dont know whats going on....that doesnt help as well I was so happy to get my hands on the new builds now and check out these awesome things, and now they are not working like at the office where we are still on the December QA
                            I guess I just need to wait for some more updates^^

                            But thanks again...every help is very much appreciated
                            Check out UNREAL 4 Lighting Academy
                            https://forums.unrealengine.com/show...ng-like-that-)

                            Comment


                              #15
                              This is AWESOME! Unreal was about to be the last engine to implement dynamic GI, but they just saved themselves Thank you SO much for sharing!
                              Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

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