No… I did not compile
You need to compile after downloading the new commits
Sorry for botheration … but I feel so embarrassed :o for being don’t know how to compile
Open visual studio, and press ctrl + F5. Make sure that the it says Development Editor up there in a bar, next to the green debugger triangle.
Wait a minute, if you didnt knew how to compile, how did you got it to run on the first place? mind = blown
What I had done was… opened visual studio… open project… choose ue4.sln… finally; right click on that file and choose Build… and wait till the succeeded result at the bottom of the window…
Hope I was doing right steps…!!:o
Yeah, that was correct.
Well, the scene for the video is mostly set up, got most of the objects in place, so I’ll do the matinee things tomorrow. After that, the other days are for detail passes and fixes.
http://i.imgur.com/LANUFLX.png
Yep I am getting it. I am evn getting a bit of artifacts on the ice That is no problem probably can be adjusted.
Here is a “normal” screenshot of the same scene with light baked no GI. As you can see the ice surface doesn’t even shine like that normally.
About the performance. Well I have been using another engine with great GI (CryEngine) so from experience I can say that if such a scene can be be rendered with 28-30 FPS with a single bounce then you can say that your work has reached industry standards.
I feel great to be any help . I will follow closely on your builds and give detailed feedback. If you any extra data just tell me.
Keep up the good work !
looks fantastic! What do you think the performance would be like compared to the upcoming DFGI. It looks like we will have multiple solutions to pick from.
Well, after coding for 15 hours straight, i finally managed to fix a bug with the render targets that had been there since I started integration with UE. Also, I completed the Matinee part of the video, now I only need to change a few things so spot lights cast GI , gonna work on that today, and do a detail pass to finish the video.
Basically, SetRenderTarget also sets the viewports, so call SetViewport AFTER SetRenderTarget.
Pushed a commit with that code, and a depth aware blur. A bit slower now, but looks much better.
I’m not sure, I haven’t tried DFGI (it does runs faster than VXGI, at least on the things I tried) , but for comparison, my thing takes about 8 - 12 ms at 1080p on a GTX 750 Ti to trace, upsample and composite. That part is mostly scene independent. The other is the voxelization time, and that varies directly with the ammount of geometry. The scene I showed earlier runs at about 33 FPS inside the editor.
I didn’t had the time yet, but I already know what changes I need to make to force all models to voxelize to the lowest quality LOD, that should aid with the performance and have no difference on quality.
Just pushed a new commits with improvements on the shadow system. Now spot lights are supported, and also it takes into account light color and the light indirect intensity slider.
The demo is looking good, think I’ll be able to finish on time, at least something close to what I want to present.
Hey , I don’t see he repository on your page anymore?
is the link: https://.com//UnrealEngineClone the release branch.
You need to be logged in and have your account linked to your UE Account.
yould could use imposter sprites in order to further reduce the cost of the voxelization of relatively far objects , it wouldnt be preferable to use them directly , since the materials of the other side of the object wouldnt be avaible and consequentialy wouldnt affect gi or appear in the reflections
a few imposters two impostersand then use use an extra heightmap in order to covert the imposter into fully 3d surfaces like any other voxelized one (assuming that ahr suports parallax maps or tesselation)
maybe someone reading thinks that not worth doing , which i am not totally sure about ,because the other side of the object doesnt affects the lightning enough to care and one imposter is enough , but then method has the advantage of being able to use the imposters for far closer objects .
ps : quick question is the cost of your voxelization affected by the resolution of the voxels , or is only affected by the number of polygons?
By the way I am new to . Do we have to re-download the whole thing when makes a push or does it work as a small update on our hand with our clone in desktops ?
Thanks.
Well, if you cloned with the Clone to desktop option and have the visual studio git installed, it should be just pressing Sync inside Team Explorer > Changes > Unsynced Commits. If not you have to re-download the repo from the zip. That will be just the source though, not the entire 3.5 GB dependencies, so is not that much actually ( think about 150 mb).
It also depends on the voxel resolution, same as normal rendering depends on screen res. About your idea, well, maybe it could work to have a mesh converted to two or 3 quads and voxelize with the alpha channel in mind. Have to think a bit more about it. Cool idea anyway
Well, the video is finished, at least on UE, need to make a few tweaks and encode it and will be done! Gonna upload it to youtube later, and apply for SIGGRAPH. Fingers crossed!
Wow great. Will you provide a download link for that scene ?
Also you said you will include moe than one bounce and I hope you include it. In VXGI they are only one bounce per light which is not enough to get real reflections caused by indirect lighting because such reflections need at least the margin of two bounces to be displayed on screen because SSR can’t handle reflections coming from indirect lit areas not shown on the screen. I notified NVidia about that and they are working on adding a second bounce to VXGI. I hope you are aware of delicate problematic .
work!
Will upload it later.
About the multi bounce thing , I already have the system worked out, need to implement it and test if it actually works. It will be a bit of a hack, but should be fast enough. About the reflections, how are things now , on AHR at least, SSR are computed after illumination, so you do get reflections from indirect light. You don’t get reflections from indirect on the reflections traced by AHR, as that get only the info of the voxels, that is direct lighting. With the multi-bounce thing, traced reflections will have indirect, but you still wont really get two bounces, on the way that if you put two mirrors facing each other, you won’t get the mirror reflecting onto itself. Am I making any sense? Have slept really little latetly
EDIT: Oh, before I forget, i pushed another commit to git. There’s a bug though, when you are on the material editor and you switch again to the main window, without closing the material editor first, the engine crashes with a message about a shader not found. really need to fix that bug.
I’m starting with the exams period though, so will be short on updates the next few weeks.
EDIT 2: I do recommend downloading that new commit, just be careful with closing the material editor window first.
Done ! Did it just like you described and everything, including the GitHub is setup correctly.
Thanks to your project I now know how to use GitHub and Visual Studio Team Explorerer. You really helped me improve myself. Thanks