Would the trick that mentioned regarding shapes attached to characters work out of the box or is that something you will have to add specific support for?
It’s great that even without DF characters can receive GI, I think mostly that would even be enough for some time and if the shapes trick would work, that would be really cool.
Great to be watching the progress with reatlime GI while having in mind that just a few years ago software/offline renderers were dealing with similar problems, really amazing it’s now something we deal with in realtime applications
Well that’s what you’ve got bent normals from SSAO/Ambient occlusion raytraced primitives for right? Or… Crytek changed it to a spherical harmonic occlusion term with even better results, but the same idea.
Stick with a dynamic cubemap of the sky with multiple taps/importance sampling for that? Usually the sky isn’t terribly costly to re-rendering twice.
Well it’s better than representing the scene with a volume texture that can’t even have an empty/null representation.
I’m at a loss here, I can get distance field GI to work in a launched .exe from UE4 4.7 preview 5 by editing the ConsoleVariables.ini file, but no matter what .ini files I try editing, I cannot get distance field GI to work in the editor, help?
I can’t stop looking at that gif, it’s amazing - it reminds me of the first time I saw SVOGI in action. Imagine what 2 bounce of indirect light would look like Keep up the work !
i’m at a loss on how to get any results. I’ve built mine from master branch on and I’ve enabled both variables in the consoleVariables.ini files?
am I missing something else? are there other ini files? did I put it in the wrong one?
i’ve put a directional light/point light, atmospheric fog, turned on force precompute lighting, can’t think of anything else to get this thing going?
Is it me, or do Shadows look insanely dark even at midday? Mind you I don’t think this is necessarily anything to do with the DFGI implementation, more just games in general. I mean, if you go outside in that environment IRL, you’d probably see hardly any shadow at all, or if you did it’d be considerably more lit up and faded than that.
This whole thread is crazy though… man. Epic have some of the smartest rendering people. Turnaround time on this has been insane.