Saturday midday here Just finished having lunch. Will upload it in a few hours. Pushed two commits, one adds a flag to switch between bilateral blur and standard blur, and also improved quality by storing the Voxel normal and checking that on hit. It helps to reduce bleeding
Well, it’s finally uploading. Will be on . It’ll take a while though, is like 670 mb.
After it uploads I’ll let you people know, and write a short explanation of the scene and the values
Ok, git seems to be having problems uploading. Trying one last time, and if it doesn’t works I’ll upload it somewhere else, it’s just a demo after all.
Try site
Finally! Up and running now. It’s on .
Play around with it, tweak the settings and stuff. For comparison, i get about 70 fps with my gtx 970. The initial displacement changed (again), now is in voxels, so something like 2 or 3 is enough and the samples displacement doesn’t do anything now (it’s legacy, stopped using it when I moved to the exact voxel intersection sampling. Might add an option to skip voxels later). I have a terrain in place, but for now terrains doesn’t affect GI.
If you have any question feel free to ask, but play with the scene, should help get the hang of the settings.
There’s also a small cornell box inside the scene.
That sounds great
How do I donwload only your scene folder ? All 821 MB is a bit too big
Don’t think so, at least not from . If you have git set up on your pc and you cloned the repo you should run “git pull origin release” from the command line. Think that running Sync inside Visual Studio’s Team Explorer could work too.
The test scene is like 650 mb though. I’m now thinking that for the ones that update the code downloading the entire zip, makes the zip size too big. Hadn’t thought about that before. For now, it’s on , and while I know it can be difficult to set up git, i really recommend doing so, to prevent having to download the entire repo every time I make a small change. Will start uploading it to mega, and when it’s finished I’ll delete it from git.
Ok, so here’s the file uploaded to mega : MEGA
Will delete it from git later
**EDIT: ** Deleted it from git, use the mega link
Hey been following you off and on while learning more about UE4. I have a few questions and some may be iterated upon in your huge thread already but I am very tired and I hope you understand. Is going to be purchasable on the marketplace when you are more or less finished, or will it be free? It looks very good from your videos but I have not tried to integrate it with anything I am doing currently. So I wish to also ask how close do you think it is until it will rival something of cryengines GI? I hope you have a nice day, as I am now off to bed.
Tried out yourl evel. I had some flickering on materials and shadows but except from that ran on around 30 FPS:
Also ran the Blueprint level with my custom character and materials. Moved everything around to make sure that what I see are dynamic shadows and not basked ones, confirmed it is AHR. Runs around 20 FPS. That is around 4 FPS lower than CryEngine on my same machine for reference.
ALso I gotto tell. These shots I get with AHR… just sweet. Got even a hand metal reflection
And
So as a final say: I don’t know what is the deal with material/shadow flickering in Example Level but from my experence in real time GI I can summarise .
If optimsed well further, supported by Epic and combined together with DFGI for terrain system would be ready for “commercial purposes” (meaning production of games, films etc)
Cheers mate. Bloody good work
Hmmm…any clue whats responsible for that green-ish tint in the GI?
Ideally the skylight would inject into the voxel volume and being shadowed by AHR. In that case it should actually have a bue-ish tint where the skylight fills…everything else should be local bouncelighting/direct lighting.
I have a yellow value instead of blue one in Post Process volume. Also the grass int the ground may be cousing the greenish effect on tree hunk I suppose.
EDIT: Tried it, yes it is becaue I turned it yellowish.
To me, the walls in the back look a little washed out.
I agree, there should be ao at least, something is off. Plus the big white squares on the first screen shouldn’t be there.
Will look it in more detail when I get home in about 5 - 6 hours
Ok then. So to help :
- I haven’t made any changes to Blueprints level. One light (directional if I am not wrong) two Post Process volumes.
Is there a sky light in the scene? With global illumination it shouldn’t be needed… Or at least not as much. Check to see if there was any previously baked lighting if the directional light started off stationary, ahr could be applying more light on top of an already lit light map.
Checked it
- No Sky Light
- No baked lighting (moved things around, netiher shadows nor secondaries are baked)
- Directional light is on “Moving”
Why don’t you also try Blueprints level if you have it ? It can be a good comparison between each other.
Sorry about the delay, was having problems connecting. Will look into the blueprints example after I finish a report I have to write. **** latex, it looks great but takes a while to write D:
EDIT[offtopic]: Think they have to relax a bit the profanity filter, come on, d4mn is not that bad
Amen to that. I’ll be doing the same **** for the thesis next week.
I feel ya brotha’