Sure! Need as many people trying as posible.
Yes it is. Attenuation is a kinda fake though, still working on that, and metals could use some more work, but overall it follows UE PBR system.
Hmm, and Audi R8 V10, an i7 5960X, and why of course, hookers and booze! Now for real, I actually havent asked Epic for integration, nor been approached by them. Want to have it more polished before I bring ahr to them.
Yep, that’s one use case. Also, if you are going for hyperrealistic archviz, there’s no getting around baking, but you could use AHR for the prototyping stages, and when you have everything as you like, you unwrapp and bake.
Well, I have 4.8.3 working, will push it to the repo weekend. I made changes that increased quality, but I’m still working on them, so performance might be worst, depending on the situation. Also, re-tweak the values for grid size and initial displacement. Initial displacement needs to be like 40 or so now, but play with that.
Also I’m adding two modes for the blur. One is standard box blur (using linear filtering to fetch to pixels at once), that with two passes ( the default) approximates really good a gaussian blur. That one is the faster, but doesn’t preserve edges. Then there is bilateral blur, that works similar but preserves edges. It looks quite better, and is the one enabled by default, but it’s expensive and have some artifacts. That’s something I’m actively working on improving.
You can switch them with a cvar. The non-edge preserving one was originaly only as a debug, but it’s quite fast and for some specific situations, you might not notice the difference.
At last but not least, improved voxelization performance, but still more things to do there, so should improve in the coming weeks.
There are just a few big optimization remaining, so after that and some overall fixes, will look into the particles and bake stuff, and ask epic for integration.