are some results from testing emissive lighting:
I have noticed that if the emissive part of a texture is too small, its color will not be included in the voxelization:
Also with emissive textures like the one I used, there isn’t a smooth transition when you move further away from the object due to .
I understand that there must be a threshold where the emissive part of a texture will not be included in the voxelization if it is too small - for optimization purposes. Is the vxgi voxelization thickness parameter? Doesn’t seem to do anything when I adjust it.
I found a workaround for : I used my own texture, which is less clean than the one found in the starter content. i.e. since there is more “color” in it (even something that is close to black but not zero), it gets included in the voxelization.
Btw, how is filtering of the voxels done? Is it completely handled by the hardware mip map interpolation or is additional blurring done using a compute shader?