ok, so with the latest vxgi build, I’ve figured out a few more things.
When distance field shadows are turned on (for spotlights), the shadow isn’t voxelized. I am assuming that has something to do with shadow depth maps deactivated or not used when distance field shadows are turned on. I have searched through the code and cannot find anything that fixes . Cubemap shadows seem to be a completely different story.
Particles aren’t getting vxgi because they are translucent - i don’t think translucent materials are covered by vxgi yet. Also they don’t contribute to the vxgi (they’re not voxelized) because they’re screen space?
I’m hoping that one day, we will be able to achieve again [Source: Unreal Engine 4 2012 Walkthrough]: