Realtime Dynamic GI + Reflections + AO + Emissive - AHR

I don’t made any change,I simply created a project whith the realistic rendering demo map.
I don’t know the settings of the torch’s spot light.

I couldn’t reproduce it, but I also couldn’t find the torch. How did you got it there?
What you posted is really really bizarre, so if I can’t reproduce it on my end, I’m going to ask you to send me the .uproject file, and the .umaps. think that ones are small, should work with the assets here.
Also, what are the settings of the post-pro volumes? Samples displacement and all.

To find the torch you must load the level “night whit no light” or something like that(Is in the maps folder in the content browser).The torch is a blueprint placed in the level,when you click play it will appear in the screen.

The settings are:
Initial displacement = 20
Sample per displacement = 20
Voxel size in the first screen is 10,in the second is 1

Oh. Haha. Just did that, and the light blueprint has two meshes for the cones. It’s voxelizing that. You can fix that by entering the blueprint and un-ticking the affect dynamic indirect on the objects checkbox. Also, you need to enable the Affect Dynamic Indirect on the torch spot, shouldn’t even be working with that off tbh.
Man, was kinda scared for a while, that seemed so strange XD

Pushed a new commit where I fixed the saturation that happened when the light for a pixel was over the range. I now convert to HSV, clamp V to 32 ( value for the voxel intensity), and then reconvert to RGB before doing the packing. Chroma stays always the same, but intensity it’s clamped. Looks way more natural.
Next commit will be 4.8!
After that, I’ll try to get multiple bounces up and running, as it should help a lot with the overall quality, and also allow to have a low quality / high speed version that only samples the emissive grid. It would give smooth GI without any tracing or blur cost, but won’t have much occlusion quality, and no reflections. That could be added later though.
I’m also planning to add interpolation in the voxels, remove the blocky look, mainly on reflections.

Please do that please !!!

A fast, reasonable-quality real-time GI is the only reason I am hesitant about UE4. If you do that you will remove that barrier for me and I’ll be free !

And then ask any kind of demo from me you wish your tech to be showcased in ! I 'll tuck my buck in a chair and do it !

I have some characters ready already in fact and we can start by trying their shaders (skin-hair) and see how they respond.

128b40fda80144d15da25cb30299e99ec2cb34d3.jpeg

EDIT: I will try it in . Looking forward to it ! :smiley:

Will do my best ;D
I wanted to test SSS, so if you can do that it will be . Think that it should work, as i add the lighting right after all the direct lights, even to the same buffer, but I havent had the time to try it. Don’t download the last commit, it’s broken, it was created with the 4.8 update.
is the last working commit :https://.com//UnrealEngine/tree/a6e78633a2e54b8cd0895b7202a0253260464fd0

Will do. Expect a reply at the weekend.

By the way am I doing it right ?

fbbae31511a61294a5292ba79d0539a9920ed832.jpeg

Hmm.** Sync, fetch** and pull gives the same error. Should I redownload or something ?

That’s cause you modified some files, you can see what the changes are on the output window. If you hadn’t done any change on purpose, you may have touched some file or something, if it detect even the slightest change it will complain.
Anyway, I messed up, should have created a new branch while I worked on 4.8 and then re-merged. Until I get 4.8 working, please download the code from here https://.com//UnrealEngine/tree/a6e78633a2e54b8cd0895b7202a0253260464fd0 as a zip. The zip is about 150 . Just copy the engine folder from the zip to the folder, replace everything, and then recompile.

Wow thanks . You are fast :smiley:

Software development, one of the places where that is a compliment ;D

Well, there were some problems updating to 4.8, I let the visual studio auto-merge do most of the the work, and well, let’s say it didn’t do a good one. I reverted the repo to the last working commit. Update to 4.8 will take a while, so think I’ll work a bit on the features, and leave update to 4.8 on the side of a few weeks.
Visual Studio merge is a good tool, you just have to take some time to see what it’s actually doing.

Well, something odd happend. I went and tested using hardware trilinear interpolation. And it looked better, as expected. But there was some other, unexpected thing. I ran equal OR FASTER!
I’m gonna leave a screen of only reflections. Reflection trace takes about 0.6 ms on my GTX 750 Ti at 1080p (it does render at half res). Here’s a pic, overly exaggerated to show the hw interpolation sweet stuff:
http://i.imgur.com/4Vc1lJF.png
There are still work to do, but, well, guess that screen at that time speaks for itself right ;D
GI tracing is a bit slower now, but looks better. There are some artifacts I need to solve, that’s why it’s not yet on GIT.

EDIT: The fact the chairs aren’t reflect on the ground and the light on the front that shouldn’t be there are some of the artifacts I talked about. Early stuff, but wanted to share.

Hey . Let me give a little report.

I managed to update it as you said. I also imported my character into the engine and placed it nicely in a map (Blueprint examples) I tried to open it but since I compiled that map to 4.8 I couldn’t open it with AHR. And My internet speed is slow and most importantly I am out of SSD space (I really hate it that UE4 is such a big sized application).
I guess I will wait for your 4.8 update and then try it. Until then here the screenshots with normal lighting. I hope they will be even better with your AHR :wink:

Man that looks nice!
Will try to update ASAP, will probably do it on the weekend. Hope so at least

Well, i have good an bad news.
Good ones first : I think i’ve cracked how to add GI for particles at an acceptable time. Will probably be a high end , as the math tell me ( computing numbers out of the amount of rays I can cast per second, about 300 million/second (need to re-check that number, it’s old, might be more now) ) that my GTX 750 Ti will take about 1.75 ms for the low quality preset (lighting computed at each vertex of the quad. Actually, it’s a bit more complex, but the lighting will be sampled at vertex level) and a high quality preset at about 4 - 5 ms (lighting sampled at pixel level, 6 rays spherical interpolation, the same thing i use to get the normals to show in GI ), for each particle system.
The bad one is that due to the fact i’m only one guy, i need to prioritice time. I have exams coming in a few weeks, so the time I work on is after studying quite a lot, therefore I want to do some fun stuff, like new features, particle lighting, better interpolation, multiple bounces, etc, and updating to 4.8 is going to be a tedious (and maybe long) job, so I’m postponing that until late july-early august, when my exams are mostly over and I can have some more time. Want to push features first, or at least make some more work on them. I know can be a problem to the ones that want AND the features on 4.8, but hope you people understand the.

Don’t worry, we understand you. :slight_smile:

Thanks for the support, means a lot

Yeah exactly don’t worry mate. I’il be waiting for your update to make some showcase vids-screens. Just post here when you are ready and we can get to it when you are available.

Good luck with your exams also ! :smiley: