Not sure what you mean, can you please explain again?
Do those live reflections mix with the capture actors, and is it ‘free’ like AO?
Hi again…
@.pareschi; Hold on man… I’m not discontent or complaining…
All the story is I was absent for a while, and since there were many discussion posts here; I was accepting to see many tests posts with images… showing the wonderful abilities OR errors maybe for the **AHR **created by the generous man ****
I believe with the fact (give and gain each other)… **** had give us everything; but unfortunately till moment we didn’t give him anything…:o (feeling embarrassed) to support him to keep on developing his nice tool…
Discussion itself means nothing unless it was supported with images telling the result (for evaluation)
I wish if I was a programmer… I’m just an Archviz guy trying to get the benefit from UE4 & AHR as well…
Sorry; for botheration & being misunderstood … and sorry for my bad English Language…
Best wishes for everybody… especially ****
Think they should. Reflections are not free, but really cheap ( about 0.5 ms on a gtx 750 ti at 1080p )
Oh i understand now . Thanks for the support!
! Might be able to get away with not using any reflection spheres at all and with perfectly aligned reflections. Is there any downside to the emissive material lights, any more over an ordinary light that is?
Mainly a shorter range, and some noise for small emissive objects (voxels sized objects, for example). You do get soft contact-hardening shadows, so that’s a plus, and the time is independent of the number of emissive objects (well, the tracing time. having more objects will increase voxelization time).
Hey !
Sorry it has been some time. I was busy.
Did you release it for 4.8 ? I will have a good internet connection tomorrow. I can re-download it no problem.
Also goodluck in real life as always
Sadly there hasn’t been any new updates. The few minutes I worked on ahr lately was on the interlaced frame thing and on the conversion to 3D textures / compute shaders. After that is working I should get into 4.8
flickering & blotchy with AHR
Hi and everyone,
I did some tests with VXGI and AHR on the same scene, but something weird happened as below.
is VXGI, almost good but it’s heavy.
And is AHR, indirected lighting is so “blotchy” and flickering when I turn on “Dynamic Indirect Lighting” ( as you did in the Alpha guiding video ).
So is it a bug or wrong settings, do you have any idea ?
Anyway, thank for your works
Oh no prob mate. I am ready as always. Just drop a PM or something when you are done. Then I can get to it.
Also working on basics of a system is the most important thing I believe. So keep at it !
That’s a bug with the blur, I really need to fix that.
Also, you may get better results by lowering a bit the voxel size, and making the rays a bit longer (play with the sample counts / sample displacement).
Thanks for that screen, it helps to point out some of the issues AHR has, that doesn’t appear on all the scenes.
Also, you get better results if you have normal maps on the surfaces, helps add detail.
Hope to work on all that after the 10th
EDIT: Another thing is setting the ambient color to something that matches the color you want on the walls, instead of the gray it defaults to. That should help a lot.
Oh great, will PM you when I have something done.
That screenshot had been taken with voxel size = 1, and sample counts / sample displacement = 20. I tried with other value too, but nothing changed.
Really weird :-?
Ps : Just do your best on the exams first
Those are close to the min possible. Odd. Will look into it when I have some time, thanks anyway!
Has been release now? Is it on the Marketplace or in beta. Would love to try it out the results look incredible!
Sadly making it a turned out to not be possible. It’s on gihub, but it requires to download and compile the source. For now it’s on a beta-ish stage, still lots of work to do.
On other notes, 3 exams down, 2 to go!
so apart from performance, what are the advantages AHR have to VXGI?
hmm they are mostly similar, and after I get some more work on AHR, the quality should be equal or at least really similar. The big difference is performance, already about 3 times faster ( and that should improve a lot on the next few weeks).
Oh and another difference is that AHR is implemented directly on the source, is not using any external DLL, so all the code is there. You can see how it works, and do the changes you want, and I think that should make it easier for Epic to integrate into the trunk ( if I ever get stable enough ), as you don’t depend on external libraries.
did you pass your exams? (I hope you did )
Finally finished. For now at least.
I think I pass 4 of 5 (think. for now I only have the results of one, and I passed that one).
I’ll have to retake the one I didn’t passed( that I’m quite sure I’ll end up 2 - 3 points short of passing, but what can you do right?) and another one I had from last year, on the 28 and 24 respectivly.
In any case, while I’ll be studying, I have much more time now, so can work on .
I bought a 970! So I can now do a high end test of AHR (and also managed to pull it some nice OC , 1544 core, 8000 mem, got 13962 on fire strike !)
Back on topic, expect updates frequently (or at least more frequently ;D ) from now on