Just playing around adding VXGI on koola’s scene.
relevant parameters:
Vxgi Diffuse Tracing Intensity: 0.11
Vxgi Diffuse Tracing Num Cones: 32
Vxgi Diffuse Tracing Sparsity: 4
no specular tracing
35fps (80fps without VXGI) - gtx780
is a 16 cones version at 50fps: ://i.imgur/yZb8chY.jpg?1
I’ve rotated all the SpotLights 180 degrees so they can actually contribute with the lighting.
I’ll do a VXGI + HBAO version as soon as I get the time to compile the merged branches.
is the original scene with lightmaps:
update: I’ve tried another approach. I’ve replaced all the spotlights on the windows by meshes with emissive materials. I’ve added some yellow tint on the right planes and blue tint on the left ones. I’ve also decreased the sunlight intensity and turned the Diffuse Tracing Intensity up to 0.6. Now I get nice indirect shadows similar to those ones on the original scene:
VXGI off:
Update 2:
Direct Lights are not casting shadows on voxels for me. The debug vision revels that : ://i.imgur/ZNx8SAC.jpg
In particular scene, doesn’t make too much of a difference because the main light contribution comes from the emissive materials I’ve applied on the windows. Those ones are causing the soft indirect shadows.
If I replace de Direct Light for a Spot Light, the shadows work: ://i.imgur/arvdLpJ.jpg
The final render now has more depth. The foreground wall is darker, as it should be in kind of lighting. It’s closer to the lightmass version :