It is a known, we will try to improve the compile times. It is unavoidable that changing the âUsed with VXGIâ checkbox, or changing the material graph, will force recompile, but hopefully weâll be able to do something about those compile times.
Would someone like to try and see how inter-object reflections look? It sound pretty complicated to build a branch so I will wait until I see some more pictures or videos!
Before I compiled, I got ane error when I clicked setup telling me that the libs have been modified and would like to overwrite (y/n)? I clicked yes.
Edit: I checked again the download link of the zip now, it is the same link from yesterday that I downloaded, it seems zip doesnât get updated, or it maybe something else.
Could you please download the zip file and compile it to see if you get same errors? Thanks !
Everyone who compiled the VXGI branch editor, you used github clone and not the zip file right?
Iâve been told: the Cornell Box has a single shadow mapped light and the shadow is taking into account in the VXGI emittance voxelization, so sounds like you might have encountered a bug. Could you point us to a repro map?
Iâve been told: the Cornell Box has a single shadow mapped light and the shadow is taking into account in the VXGI emittance voxelization, so sounds like you might have encountered a bug. Could you point us to a repro map?
Thanks,
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is from using a point light after starting from scratch. It works for spotlights.
At first I thought it may be something to do with using RSMs in technique (not sure if you do) but even so, the composite lighting should equal indirect plus shadowed direct so there shouldnât be any issues with point lights.
So Iâve noticed that technique uses cascaded voxel grids (i.e. lower res voxels further away) and it works very smoothly.
Is there a console command for adjusting voxel resolution? I have found through my own experience in VCT that 32x32x32 grid resolution is sufficient enough for high quality diffuse gi - there will be a huge performance boost (which will make using multiple bounces much less intensive). will have an impact on specular gi however, that can be covered up by the SSRs.
I tried but I was getting some weird results which I am trying to figure it out. Will post it once I get it. Other than that its really cool and performance is also good, I was getting around 45-50 fps in both âNightRoomâ and âNightRoomNoLightsâ scenes.
Yes, thatâs me. Iâm downloading the latest zip now to see if I can reproduce the problem.
When you ran setup, did you overwrite the nvapi libs? I chose ânoâ in the command prompt, and I was able to build UE4 from the solution without error.
I seem to be getting specific error; I do not know the root cause of scenario. I built the VXGI branch successfully but Windows 8.1 complains of a missing entry point in a .dll file. Is there an easy fix for ?