Strange. I have a github account and I can download/compile any other UE4 fork, including one from your signature. But page with volumetric lighting doesn’t exist for me. Can anyone else confirm ?
Yea is pretty much the same situation I’m in.
It seems we should have a permissions from nvidia… https://developer.nvidia/gameworks-source-github . Will try
Edit. I got an email from nvidia, joined GameWorks and everything works now.
Thanks @Yura_s I didn’t know that you have to join their organisation too.
Hi.
When i enable VXAO by writing r.VXGI.AmbientOcclusionMode=1 in the consoleVariables.ini the GI from VXGI disappear after i re start UE4 and the whole scene is black now…?, so, does VXAO does not work together with VXGI Diffuse Tracing or do i have to configure the settings in other way?
Thanks:)
VXAO is already included in VXGI. If you change the Ambient Occlusion Mode you simply disable the GI part so you only get the AO part of VXGI (at least from what I’ve seen, correct me if I’m wrong). So if you want VXAO and VXGI you don’t need to change anything and just enable DiffuseTracing and that’s it.
It’s weird because when I disable UE4’s SSAO, I don’t get any other sort of AO.
r.VXGI.AmbientOcclusionMode=1 does show the AO pretty well but when I set it back to 0 I don’t get to see any AO in the full shading mode.
- If you end up with a black scene upon enabling VXAO, make sure you have a active Skylight in your scene (it helps, if not for initial check if all works only)
- If you want VXAO as your default mode, you have to add the cvar to the engine’ ConsoleVariables.ini located in X:\YourVXGIbuild\Engine\Config folder.
- You can isolate AO only by checking ‘Ambient Occlusion’ as buffer visualization (located in menu where it normally says ‘Lit’
- Works together with SSAO and HBAO+
- Diffuse tracing should still be enabled. Things like VXGI range etc. still matter since your scene will still need to be voxelized.
- Tweak VXAO via the ‘Ambient’ section located between Diffuse and Specular
- Test with setting Diffuse Color to anything but the default black.
Results -if setup properly- should be very good AO.
It’s also much faster than full VXGI.
Hope that helps!
Below is Directional light with VXGI active. UE4 SSAO intensity set to 0.
://imgh.us/1_2786.jpg
Below is r.VXGI.AmbientOcclusionMode 1
://imgh.us/2_2064.jpg
Below is AO viz:
://imgh.us/3_1814.jpg
So no VXAO…
(Sky light didn’t do anything to AO) (VXGI settings are all defaults)
thank god, i was going crazy yesterday.
i had a couple of scenes setup nicely and seemed to get VXAO pass to work for a minute but when i reopened the projects, shadows are pitch black.
also turning AOmode on and off would mess up my VXGI in a very random way. hope someone knows what is really going on.
is what said is correct?
@KillingWord > Yes
@ > Could you dropbox or so that scene? Obviously it should just work. It’s probably a very simple thing but right now I’m kinda out of ideas.
@ and the rest of NVIDIA VXGI team:
Could you guys PLEASE reconsider your point on VXGI not going to support Lightmap baking? I for one would be super thrilled if it actually would do such a thing.
It’s not only that it would offer faster (albeit inferior to Lightmass) baking, by itself would already be a HUGE plus (you could crank VXGI up to very high settings for your bake etc.)
Equally important is you’d be way more flexible with lighting your level and you’d gain the additional benefit of being able to work with reflection probes.
I fully realize VXGI was conceived as a dynamic-only system but I hope you guys agree that -given it’s current high-end hardware demand- is infact a big limiter on deployment and flexibility.
Ok I have put another small scene together. You can download below.
https://drive.google/file/d/0B5vEUA6cp-NfcE5lUmZKVmYxSGM/view?usp=sharing
is how it looks. (Multi bounce enabled)
://imgh.us/123_94.jpg
In case you can also put a small scene together where it is working and share it with us it’d be great.
Thanks guys.
I delete the r.VXGI.AmbientOcclusionMode=1 from the console and when i change the color from black to blue and rise the scale, all in the “VXGI Ambient” section and i do get results in the viewport, however when i visualize the “Ambient Occlusion” in the “Buffer Visualization” i do have the AO but when i change its settings nothing happens, on the contrary if i set the Buffer to VXGI Diffuse i do get to see the changes even if is just in the diffuse as it suppose to be.
Also, the stronger the VXAO the whiter (or whatever color the AO is) the scene gets. To the point that i can completely turn off the lights and the whole scene will have just that Ambient lighting from the VXAO…, i have never used AO before in a Game Engine, does rising AO suppose to white out the scene??
Thanks.
Ok my bad on the Skylight. Make sure when you use one it actually has something to sample from surroundings. A Skylight in a black box won’t work :D. I put a cubemap in the Skylight included in the sample so it works but just keep in mind.
Check out the renewed sample and if you have any questions shoot.
Well ehm, it’s supposed to do exactly the opposite so that’s a…no
So we’re clear on what you’re doing exactly: What do you mean by rising the scale?
Screenshots help!
's some additional info:
- Scale is a multiplier for the VXAO term.
In case, a small scale will actually give you more ‘diffuse’ AO.
So yeah, if you abuse parameter you can actually invert things.
I still don’t see any AO.
://imgh.us/156_6.jpg
How’s it looking on your end?
You sure you put the correct mode ON again? (It will default to VXGI if you have that enabled in your project but that shouldn’t matter much for actually seeing AO anyways)
's some shots:
I don’t have a VXGI Ambient component between Diffuse and Specular. I think I gotta grab my hammer and go to our programmer.
Thank you for your time.
Aaah that explains a lot
It got added in the latest version on GitHub iirc.