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    Light Shafts on Point Lights?

    Is it currently possible to have light shafts emitted from Point lights? Right now it only shows the option for Light Shafts on the Directional light class, is this something that is going to be added once the lighting system is more developed?


    Twitter - @TheCSilverman

    Ancient Cistern | Advanced Material Pack Ed. 1 | Advanced Material Pack Ed. 2 | Advanced Material Pack Ed. 3 | Texture Pack Ed. 1 | Container Pack Ed. 1 | Road Sign Pack Ed. 1

    #2
    Hi CharlestonS,

    This is only available on the Directional Lights at the moment. I have reached out to a developer to see if this is something that will be implemented in the future. I saw that this was available in UE3/UDK before.

    I'll get back to you on this!

    Tim
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation

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      #3
      The code mostly supports point lights but it's not exposed because there are some severe problems remaining.

      For the bloom component of the light shafts, it's really unwieldy to use with a point light because you have to make sure there are bright opaque pixels right near the light's actual position. In practice it is very difficult to setup so that it looks right.

      For the occlusion component of the light shafts, lights don't have a volumetric inscattering effect yet so there's nothing to shadow. This is where light shafts on point lights could really excel, but we're missing the other feature that needs to be done first.

      Comment


        #4
        Originally posted by DanielW View Post
        The code mostly supports point lights but it's not exposed because there are some severe problems remaining.

        For the bloom component of the light shafts, it's really unwieldy to use with a point light because you have to make sure there are bright opaque pixels right near the light's actual position. In practice it is very difficult to setup so that it looks right.

        For the occlusion component of the light shafts, lights don't have a volumetric inscattering effect yet so there's nothing to shadow. This is where light shafts on point lights could really excel, but we're missing the other feature that needs to be done first.
        Looking forward to some Lords of the Fallen/AC4 like implementation in the indeterminate future.

        Comment


          #5
          Yes, it was available on point lights in UDK and it would make some of the things i'm trying to achieve much easier if it were available in UE4 as well, thanks for looking into this!

          Originally posted by Tim Hobson View Post
          Hi CharlestonS,

          This is only available on the Directional Lights at the moment. I have reached out to a developer to see if this is something that will be implemented in the future. I saw that this was available in UE3/UDK before.

          I'll get back to you on this!

          Tim


          Twitter - @TheCSilverman

          Ancient Cistern | Advanced Material Pack Ed. 1 | Advanced Material Pack Ed. 2 | Advanced Material Pack Ed. 3 | Texture Pack Ed. 1 | Container Pack Ed. 1 | Road Sign Pack Ed. 1

          Comment


            #6
            It would probably be cooler to use some sort of ray marching volumetric light solution instead. That would allow for awesome shadowmapped volumetric lights as well and the cost isn't insanely high from what I recall.

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              #7
              A volumetric shadowmap based method would definitely be higher quality. Light shafts kindof suck due to their screenspace nature. However it's a lot of work to implement a performant version of that, have a look at these

              https://software.intel.com/en-us/art...ght-scattering
              http://groups.csail.mit.edu/graphics/mmvs/mmvs.pdf
              http://www.sfb716.uni-stuttgart.de/u...s/espmss10.pdf

              One day =)

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                #8
                Natural Selection 2 had some awesome tech demos of volumetric light scattering. I'm wondering how they achieved it.

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                  #9
                  Originally posted by DanielW View Post
                  A volumetric shadowmap based method would definitely be higher quality. Light shafts kindof suck due to their screenspace nature. However it's a lot of work to implement a performant version of that, have a look at these

                  https://software.intel.com/en-us/art...ght-scattering
                  http://groups.csail.mit.edu/graphics/mmvs/mmvs.pdf
                  http://www.sfb716.uni-stuttgart.de/u...s/espmss10.pdf

                  One day =)
                  Think you're missing the new hotness there. http://bglatzel.movingblocks.net/publications/ Less than 1ms on a PS4. Ubisoft did something similar for AC4. Render time depends on shadow map complexity/number.
                  Last edited by Frenetic Pony; 07-01-2014, 08:20 PM.

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                    #10
                    That's some very cool and clever stuff, Frenetic Pony.

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                      #11
                      Any news about light shafts on the spot/point lights?
                      Would be very, very useful.
                      GiM - Games in Motion

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                        #12
                        At some point they will probably add volumetric lighting which will will be much better (current effect is a post process and not physically based). It's on the list of things they want to do but no set time for when they could get to it.

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                          #13
                          Would be great if it could finally get some attention
                          GiM - Games in Motion

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                            #14
                            It probably will take a while before they get something similar to a marching ray algorithm going.

                            Comment


                              #15
                              I would also highly welcome the addition of true volumetric lighting. Games like Killzone: Shadow Fall and Alan Wake show how it can greatly enhance the atmosphere.
                              ArtStation - Portfolio

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