rabellogp
(rabellogp)
March 9, 2016, 4:58pm
3045
It is supposed to work. But it works in different ways, depending on the “r.VXGI.AmbientOcclusionMode” cvar. When it’s 0, i.e. VXGI is working in regular illumination mode, there is no ambient by default. You can add it by setting “Diffuse Color” in VXGI Ambient section to a nonzero value, then it will be added to indirect illumimation, and the other controls will be effective. When that variable is 1, it works in VXAO mode, and modifies or replaces the engine’s Ambient Occlusion channel instead of adding illumination (which is left up to you, for example using a sky light). In case, the controls are always working, and the intensity of VXAO effect is controlled by “Mix Intensity” parameter.
Speaking of ambient occlusion, I’ll be giving a talk at GDC next week about VXAO, including the Unreal Engine integration. If you’ll be at GDC, come take a look!
://schedule.gdconf/session/advanced-ambient-occlusion-methods-for-modern-games-presented-by-nvidia
Hey,
When I set r.VXGI.AmbientOcclusionMode to 1, all I get is a black and white image that looks like a view mode that just shows the AO channel. Is that right? Where is the “Mix Intensity” parameter you’ve talked about?