EDIT: nvm, instructions seems to be included.
Hey thanks for answer. IT would be really nice to get it working.
Ie. On elemental demo scene, default settings voxelization takes about 8.88ms on GeForce 1080 TI (enabled Diffuse and AO pass). And that scene is mostly static. I gues trade off for much faster voxelization (but with less quality due to less often updates), would be acceptable especially for diffuse and AO.
But it is so nice that tech is still being worked on.
Those settings are most closely matched with Quality = 0 (which doesnāt mean off).
Just for reference, 's the code that translates the new-style parameters (Quality and Sampling Rate) to the old-style number of cones and angle.
float quality = saturate(params.quality);
const float minAngle = 15.f;
const float maxAngle = 60.f;
float coneAngle = (minAngle - maxAngle) * quality + maxAngle;
int numCones = int(clamp(directionalSamplingRate / (1.f - cosf(deg2rad(coneAngle * 0.5f))), 4, 128));
The Elemental scene perf appears to be CPU limited just because of its mesh count and the thickness of UE rendering code. I would try to carefully filter the meshes and only voxelize those which matter.
Iāve asked one of our technical artists to try VXAL, and 's what he came up with. Only two area lights with shadows.
Exactly what i was looking for, thanks . VXAL is truly looking amazing.
Hi @, Just dropping by to say is amazing! So much control over things and the first results look absolutely gorgeous. You deserve a statue, street name, river and tons of hot girls and camel! Many thanks for amazing new version
Yes, Iām using Development Editor. Launch from the shortcut. The assembly of the engine runs without errors and warnings. Everything is clear.
I thought Russian would be better explained in Russian.
Hey ! Thank you so much for delivering VXGI 2.0 and VXAL! Iāve had an absolute blast playing with it so far, and itās closer to perfect now than ever before! I do have a single recommendation that I believe would greatly enhance itsā capabilities!!
Iām no engineer like you, so please bear with me while I noob my way through .
Setting up an Area Light has been dreamy, and I love how one can set it up with a material for the plane and a texture for the light emissive - does pose a restriction, however, in that the light is āstuckā I guess - in being that itās static - it would be AAAAMMMAAAZZZIIINNNGGG if it was possible to apply the material itself as emissive to the light, where the materialās emissive value is output as the area light - OR - to be able to plug either a media texture or scene capture 2d into it as well. These features would MASSIVELY improve the flexibility of the area lights!!
I did manage to do on my own using a veeeeery expensive (and therefore totally unreasonable) workaround - I built a blueprint that takes the output of a scene capture 2d texture, saves it overwriting a texture2d thatās applied to the area light - on every tick (and I did tests to see how it would look with various tick times) and yeah - it worked - but itās a suuuuuper expensive process, obviously. So being able to apply a material or scene capture, or media texture - into the area light texture slot as the emissive - thatād be AMAZZZZIIIINNNNGGGGGGGG!!
Hello , also wanted to say great work and a huge thank you!! These are some amazing improvements
I do have one question though ā where did the ār.VXGI.Rangeā console command go? It doesnāt seem to appear and I canāt find it in the PP settings either.
Hello , also wanted to say great work and a huge thank you!! These are some amazing improvements
I do have one question though ā where did the ār.VXGI.Rangeā console command go? It doesnāt seem to appear and I canāt find it in the PP settings either.
[/QUOTE]
Itās been replaced with r.VXGI.VoxelSize.
Since the voxel volume can now have different dimensions along X, Y and Z axes, specifying a single ārangeā no longer makes sense.
Hey ! Thank you so much for delivering VXGI 2.0 and VXAL! Iāve had an absolute blast playing with it so far, and itās closer to perfect now than ever before! I do have a single recommendation that I believe would greatly enhance itsā capabilities!!
Iām no engineer like you, so please bear with me while I noob my way through .
Setting up an Area Light has been dreamy, and I love how one can set it up with a material for the plane and a texture for the light emissive - does pose a restriction, however, in that the light is āstuckā I guess - in being that itās static - it would be AAAAMMMAAAZZZIIINNNGGG if it was possible to apply the material itself as emissive to the light, where the materialās emissive value is output as the area light - OR - to be able to plug either a media texture or scene capture 2d into it as well. These features would MASSIVELY improve the flexibility of the area lights!!
I did manage to do on my own using a veeeeery expensive (and therefore totally unreasonable) workaround - I built a blueprint that takes the output of a scene capture 2d texture, saves it overwriting a texture2d thatās applied to the area light - on every tick (and I did tests to see how it would look with various tick times) and yeah - it worked - but itās a suuuuuper expensive process, obviously. So being able to apply a material or scene capture, or media texture - into the area light texture slot as the emissive - thatād be AMAZZZZIIIINNNNGGGGGGGG!!
[/QUOTE]
Thank you for the feedback!
Using a dynamic texture should be possible to implement, I mean, VXGI can use any texture with mip-maps as area light texture. Whether it comes from an asset or is a render target, doesnāt really matter. I just need to figure out how to properly do that in the engine.
Just using a materialās emissive output without rendering it to a texture first is not possible. It has to be a texture.
Did few 4.19 merges:
https://github//UnrealEngiā¦4.19-Flow-VXGI contains UE 4.19.1 combined with Flow, HBAO+4 and VXGI2
and https://github//UnrealEngiā¦4.19-GameWorks contains UE 4.19.1 combined with Blast, Flow, HairWorks 1.4, HBAO+4, TXAA3 and VXGI2
Do note that TXAA 3 crashes the engine immediately on forward shading atm, so avoid that combo with repo (you can always reset it back from projects Config/DefaultEngine.ini)
I didnāt merge Flex as Iām hoping Nvidia will update Flex integration into Flex 1.2 and UE 4.19. Latest Nvidia Flex branch is still at 4.17 so it would make sense that theyād update it but thereās no official word if they are working on or not.
Btw, I did experience a crash on Flow if I brought it into VXGI sample level, my naive fix for that was: https://github//UnrealEngiā¦7662e7daf5e4e7 (included in previous posts repos). I didnāt make PR for as I wasnāt completely sure why was happening (development editor didnāt give much info and didnāt have time to make a debug build for the engine to dig in deeper), just noticed that it threw nullpointer on missing Actor.
How is the performance for you guys who already tested it? Is it much better or can we say āproduction readyā at state?
People who have tried it feel like it might be slightly slower than the previous one. To properly test the perf difference though, one should run benchmarks on same scenes using same UE version and both VXGI 1 and 2 and also try to match the settings/visuals between them. Itās just that thereās no official integration for VXGI 1 on 4.19 so it makes it harder to make fair comparisons.
hi guys some test VXGI 2.0 VXAL
https://youtu.be/GjpFL0g-GhU
voxel size=1
mapsize XYZ=128
some trouble with contact shadows. need advice
VXGI 1.0 test
watch?v=Ts76Y_828Hk
what is the technical parameters? voxel size? mapsize? contact shadows looks beautiful!
[quote=āNocturness, post:4638, topic:16686ā]
hi guys some test VXGI 2.0 VXAL
https://youtu.be/GjpFL0g-GhU
voxel size=1
mapsize XYZ=128
some trouble with contact shadows. need advice
VXGI 1.0 testhttps://youtube/watch?v=Ts76Y_828Hk[/QUOTE]
Your car test looks amazing, thanks for sharing it ! I could watch beautiful car in amazing lightning for a couple hours ^^.
Area Light test:
watch?v=g3kLO-4fZRc
is a performance test i did with the Scifi Hallway:
making a new one, previous one had copyrighted music
I put together a 4.19.2 : VXGI 2.0 - Blast - Flow - Hairworks, Substance plugin and Victory plugin.
Itās available : https://github/MaximeDup/UnrealEā¦HairWorks-Flow
@. Thank you for quick job. But In version of the engine, there is a critical bug on Material. Changing on Material Instances not saving and reset on restart the engine. According to Epic, will be fixed on 4.19.2 (https://issues.unrealengine/issue/UE-57086) Do you have any plan for 4.19.2?