Localized-IBL implementation

Looking really really good =D

@, Last test difference is like 2001 vs. 2009.

And here we are at 2018.

UE4’s new lighting features are so advanced it requires a couple cards worth $20,000. Yet such cheap/nice IBL solution is still missing.

What happened to game engines…

I agree. at times it doesn’t feel like I’m doing something new, but rather just trying to advance UE4’s tech to “only” be 1 generation behind :smiley:

it stopped being a game engine (and that’s the sad part for us game devs)
and the issue with such drastic tech jumps is that they aren’t scalable. imagine you ship your game with RTX lighting (which most people won’t be able to run), and then the scalability will be like switching between a Playstation5 and a Playstation2 :smiley:

The woes of trying to support lighting on mobile, bleeding edge mobile, desktop (static, hybrid and dynamic), researching new lighting (DFGI), Unreal Studio, and supporting new lighting from partners like Nvidia. Plus adding missing/requested features.

I really like this project, unfortunately ue4 doesnt really allow any way to get realistic indoor lighting with a sky light which is why i was excited when i saw this project. i seem to have a problem trying to get it to work though. im not seeing any the effects from it. i couldnt find a download button on github so i just copy and pasted all the code into there respective files.

glad someone finally decided to try it out!
if you check the first post on this thread I explain the usage in bullet points. you probably missed it, but I mention you need to set r.LocalIBLFromCaptures to 1 in the console (or the ConsoleVariables ini)

I was going to be trying it out, but then I decided to move both my major projects right now to static lighting :o

Ive done that but unfortunately it does not work for me. i have noticed though im getting prompted to rebuild captures and now the captures arent working properly anymore either so its definitely effecting my engine on some level. thanks for the quick feedback though!

I would try this thing out. It looks really awesome. I havent tried it out becuase using custom builds made by other people is just kinda a pain and a risk.

Edit: Oh, I read the OP and now I see I dont need to use custom builds.

strange. which version are you compiling?

you don’t need custom builds made by other people, but you do need to build the engine yourself

quick update: soon I’ll be updating the code to the “latest” 4.20 code on the 4.20 branch (which I guess is 4.20.2). I’ll report back eventually :slight_smile:

@GUH_13 just tried it again on a fresh 4.20.2 clone and everything works fine
the code is still in the same places. only a few lines shifted on BasePassRendering.h but nothing major

Great work ! Hope you get your pull request accepted.

@ Wanted to give this a quick go on the elemental demo…awesome stuff man! Having the ability to get some larger scale occlusion and bounced lighting while using a dynamic lighting workflow has been such a desired feature. Really going to miss having this in the main engine build :frowning:

https://i.imgur.com/lEeTIuA.gif

https://i.imgur.com/UlF4K8A.gif

Cool work! We do this in ARK: Survival Evolved, except we also can bake and stream time-of-day IBL captures (diffuse + reflection). There is an overview of how to use the system in the ARK Devkit Documentation, but it is missing some information on how to create new time-of-day IBLs. Lighting - ARK Dev Kit Documentation

Probably not directly useful to your work, and we have a lot of source code changes from default UE4, but maybe it’s interesting to you. Cheers!

And why don’t contribute to this or help the community ?

Cause the system you show isn’t public and the per time of day isn’t a feature here, so would be cool if the big companies help others, but looks like isn’t the case since your company showcase this 2 years ago in a stream and many times and well this still like this.

Here this guy did a lot of source code from shaders change and addition for free to all the community, and you come with Blueprint actors that just call the system you company did…

Sorry but no idea how will help and article of a wiki that isn’t from a engine feature… like is under different EULA and not source available…

Hevedy, there are many possible reasons the ARK team might be unable to share their code, which they may or may not be able to discuss, and you shouldn’t poop up 's thread by dunking on them.

I just asked why don’t contribute that its all, I have no problem if they don’t share contents cause legal reasons or because the reason that is. After all was himself who come here to showcase his tool that after all we can do nothing with it ? Like if you release a shooter and someone come and post images saying him worked on other shooter and show us his shooter images, what that means in others post ? And what I said isn’t any poop related thing or any rare things so don’t get me wrong, just asking how that will help, cause its like if you tell me how execute the engine, but you don’t have an engine so that is my point.

Other than this will contribute here with some pics I take some days ago:


If someone still don’t think this is need for realtime light then don’t know what is need to showcase it.

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[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]
[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]thanks but I already had a look at the Ark sdk based on evilmrfrank’s comment (on the first page of this thread) :D[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]
[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]indeed when I tried it I missed how to make the time-of-day IBLs since it wasn’t covered in the documentation. could you maybe explain a little how it works?[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]these companies spend a lot of money from their budget in such systems, so expecting them to release their stuff freely isn’t the most reasonable thing to do
just having pointed me into Ark so I could see for myself how it works is already a contribution :)[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]trust me what Ark’s system has is much more than just Blueprint actors. their shader code is probably similar to mine (plus a few more optional things), and on top of that they built some very good engine features around it (re-using a capture in multiple places, streaming the captures)[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

[COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px][COLOR=#252C2F][SIZE=13px]this though. I only saw the stream when I started working on my system, and it was disheartening to see the Epic guys’ hyped reaction to Ark’s IBL and then I know that years later UE4 still has no hint of an IBL system[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

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oh that looks awesome. this is again night and day of what lighting can be :slight_smile:
testing the system on the elemental demo was something I wanted to do at some point but I guess now I don’t have to :smiley:

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you’ll get even more drastic comparisons with scenes that are less exposed to the outdoors, but this looks nice already :)[/SIZE][/COLOR][/SIZE][/COLOR][/SIZE][/COLOR]

Hi, .
I just wonder is possible to dynamic update at runtime?