Btw, SVOGI in cryengine seems like to provide some larger scale AO that works really good for trees and such without actually applying that much AO to small objects and everything in the world. (See the gif below)
I don’t really have much information about it since I haven’t been using it for a long while. But is there some sort of thing to do in UE4 as well? (Asking is better since I don’t have the VXAO atm as well)
I wrote a short ‘first impressions’ on SVOGI/SVOTI/Total Illumination a couple of days back (:///cryengine5-svoti/)
I think their implementation is absolutely stunning. Especially in conjunction with Lightprobes!
Currently in the process of trying to mimic the with VXGI (and still failing albeit getting closer)
I’m afraid without the probes we’re not going to get a spot on match but we can try for a ‘as best as possible’.
VXGI/VXAO does offer large scale occlusion though.
thanks again for going in depth.
the file is super helpful.
i will experiment some more but going from the dropbox project, just trying to bounce the light from some objects does not seem to work.
also as soon as i delete the skylight VXGI is goes black. as if the world space AO just simply overrides the GI.
Light is actually not hitting the ball in a way that it can go back to the wood surfaces. the light that’s hitting the green ball is coming then towards the camera.
I was having issues because i did not have an skylight in my scene, previously the scene was just illuminated with a directional light that with VXGI illuminates by bouncing lighting everything. But when i enable VXAO with r.VXGI.AmbientOcclusionMode 1 i need an skylight or everything that does not receive light will be black. So, does VXAO does not work together with VXGI Diffuse??
hope is clearer. something definitely has to bounce .
i think i am having the same as .
as if the VXAO needs skylight and once its on, the GI from direct lights is disabled.
Instead of that try to remove the cubes and spheres and apppy the red material to the smaller wooden floor (the one that you have the cubes on it)
Also in the demo has set it to 4 cones. Try to increase it to like 8 or 16 and see if you get the red light on the wooden boards.
we go.
apologies for spamming section, gladly take it elsewhere but seems relevant.
btw the number of cones just changes the definition of the occlusion and has no other influence.
Keep in mind that enabling VXAO actually DISABLES VXGI. Yes I know that’s quite confusing but think of VXGI as VXAO+GI where VXAO is ‘just’ AO instead of SSAO/HBAO+ etc.
Ie, no bounces, no GI whatsoever when enabling VXAO. That’s why it’s much faster So ehm…r.VXGI.AmbientOcclusionMode 0 maybe?
As a tip I can’t stress the importance of actually just making a total duplicate of your lighting and PPV setup when you start fiddling in earnest with .
It can make you go insane on why something all of a sudden stops working when all you did was disable that little tiny flag on something.
way you can just enable or disable entire PPV’s and lights and trust me, it helps…a lot
I’m guessing it’s a performance thing of course (at least until 2040 or so when current hardware has caught up and we can all run dynamic voxel cone GI) but yeah, it’s not very straightforward to come to grips with for sure
I was able to play with SVOTI a while back as well and it looks amazing. Even the performance on my GTX970 in the woodlands scene was great as well.
does make me grind my teeth even harder when thinking about UE4 still having no real realtime GI solution outside of third-party ones…
I hope you can get similar results with VXGI though!
Couple of tests. VXAO in ‘performance mode’ No fluff. Skylight with cubemap (disable lower hemi black for somewhat of a fake bounce.) and a Directlight which is yoloing above the canopy.
Difference between ON and OFF is 10fps. Guess at least takes care of whether or not VXAO is able to perform OCC ala broadband.
Asset matters a good deal. Materials too. 's Koola’s Lightroom tree. It uses kind of a deprecated subsurface material (no 2 sided lighting foliage shader) 's the result with 3 different cubemaps: