It is using PBR.
So; AHR would be very helpful in (ArchViz projects) to get rid of 2 steps which are time consuming (especially in primary design stages):
1- Unwrapping meshes inside 3D Applications (3ds is my case).
2- Building lighting map inside Unreal engine.
If that is true… it would be Really wonderful…
Unless you have textureless models, you’ll still have to uv unwrap
In some cases you still have to do a second UV unwrap in addition to the first UV for the textures to get the optimal result, but Epic improved the automatic Lightmap-UV so might not be an in most cases anymore.
You wouldn’t have to unwrap for lightmaps though, since the dynamic GI solutions don’t use lightmaps.
I know, I was adding to cDubs’ and cadviz’s posts ^^
Anyways, nice to see progress , I hope everything works out like you want it to
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.
You have an estimate on that ?
Nope, sorry. Think somewhere early-mid september should be enough to implement the optimizations.
HAHAHAHA Great reply , you got the sense I tell ya
While I don’t have much knowledge of MG(S), do have contacts that know
Back on topic,a bit of an unexpected delay on the update, but should be up by wednesday top.
Sounds like things are moving on nicely. San i would also activly advise that why trying to get to work with 4.8 you also start on 4.9 with a preview build. 4.9 has some very nice stuff like being able to set tick intervals, and area lights. Last time i played with our test build AHR i found you can use baked lighting and AHR at the same time, Baking sky illumination with no sun, and world lights like interior lights etc worked well, But still allowed me to use a movable dynamic sun light. May well be slower but being able to achieve the photorealism of baked lighting mixed with dynamic sun for archviz will be fun to play with.
Keep up the great work.
Hey can you put the link of Git Repo in your signature ? I think I am downloading the wrong thing. Everything seems to be updated 2-3 months ago or something.
https://.com/Mizugan/AHRUnrealEngine
Also can you remember me again how to update with .rar downloaded fro ? I am supposed to extract it over to build again ?
TAN_, is the correct link: https://.com//UnrealEngine
Thanks mate !
EDIT: Pushed the changes to release branch now, the link is here .
While I want to add some more things, and fix others, they are minor changes that I should be doing along week, so you guys can start compiling and using 4.8.3
Main changes are:
1) Updated to 4.8.3
2) Improved voxelization culling and performance
3) Added the (disabled until I add a cvar later week ) new blur version. Slow, and with some artifacts, but good edge preservation
4) Improved tracing quality by switching to 3D textures and an exact voxel traversal algorithm. Performance is about the same at same samples count, but much better quality now. Voxel size now influences quite a bit tracing speed.
5) BUG Sadly, reflections are broken.
There are some minor fixes that I should solve along week, and there are some other bigger optimizations like fixing the voxelization pixel shader stage(using weird and obscure hack right now) and increasing the step size when using higher mip levels (now I’m using lower mips as the ray gets further away, but just for the emissive, the scene volume that is the one I use for the intersections remains the same. While sub-optimal, it does improve quality over only using the finest mip). Also I have not yet finished, but should’d take long, a version of anisotropic voxels, to reduce light leaking, but using some spare bits I have now. Also using spare bits on the scene volume, I plan to average the voxel with the prev one, to make movement smoother. is tricky though, given that I’m now using 3D textures and there’s a stupid limitation (that was lifted with DX 11.3/12) that prevents you from reading from a RWTexture3D if the format is not a 32 bits single component, so will have to work my way around that.
Please test it and report findings, interested mainly in tracing and voxelization performance, and if you still have your old build around, please run a profilegpu and write down the times for all the things that start with AHR, and compare that with the new times. Would be really useful.
OK I’ll download and try it with my character in blueprint examples levels I posted before. Not sure how it will turn out though, since she has reflective metallic parts.
Also can I also ask, do we have real time “Godrays” basically sun shafts in AHR ? Also does things like fog contribute to that ?
Thanks and keep up the work
Hey, I mixed up my branches names. Updated last post, but in any case, the link is https://.com//UnrealEngine/tree/release
About sun shafts, no, but it’s something to look into, should be quite easy to implement, basically just tracing in the direction of the sun.
EDIT: Well, screwed it, again. Updated the post, that’s the correct link
Ok, fixed everything with Git. All the changes in release now ( https://.com//UnrealEngine/tree/release )
Sorry about that guys, git can be a ***** D:
You da man. I would like to contribute that part with my utmost efforts !
Also downloading now… again
EDIT: UE4 had it’s own Fog system right ? You think that would be a problem with the overall AHR ?