Some screens of the test scene so you people can compare. Playing with the blueprints demo right now, will maybe upload a video explaining how to set it up when I have it, well, set up.
http://i.imgur.com/6mV3kfS.png
http://i.imgur.com/x8BpZxn.png
http://i.imgur.com/cXIVHTz.png
http://i.imgur.com/tIQxA5D.png
EDIT: One more
http://i.imgur.com/ri7iAkS.png
Ok these are nothing like the ones I get. Even the Example Level. It is obvious something is wrong with what I have. Can you share these setting .
- You Post Process Volumes sizes. Both of them.
- Type and settings of the light you are using.
- A list of main settings you ar adjusting in volumes and the values you advise as “default”
I’m away from my computer for a while because of school. I’m stuck writing out pseudo code for my next UE4 session and lurking the forums until I get back.
Actually that scene is the same I upload, it should look exactly like that.
Think the blueprint scene is broken for some reason, looking into it, will tell you when I have that sorted out.
For the settings I recommend 3 for the initial displacement, and not much else really, try to make the bounds a tight as possible and go with a Voxel size of about 20 for starters, tweak that later. Look into the test scene, that should aid. And check it looks like on the pics, if not something is broken
Actually that scene is the same I upload, it should look exactly like that.
Think the blueprint scene is broken for some reason, looking into it, will tell you when I have that sorted out.
For the settings I recommend 3 for the initial displacement, and not much else really, try to make the bounds a tight as possible and go with a Voxel size of about 20 for starters, tweak that later. Look into the test scene, that should aid. And check it looks like on the pics, if not something is broken
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Hey , I guess you missed my earlier post, but is still going to be available after you complete it? And only a directional light the GI right now, right?
For now don’t worry about “when I complete it”, cause I don’t really know when that would be ;D
About the second thing, you can use up to 5 lights, directional or spot. No point lights.
Found out what the problem was with the blueprint scene. It had objects that were transparent on some part, and when rendering the shadows I’m not taking into account transparency. The fix is not hard to do, but as I was just rendering depth, i now need to add a pixel shader to check for transparency and discard transparent pixels. Also the godrays where being voxelized, that caused issues. The opacity switch on the voxel stage was easy to do, and culled away the godrays from the voxel volume, that only caused problems, so now need to do the same for the shadows.
Hey btw, had an idea about reflections that I had to try out. They are still broken, need to fix that, but played with (totally experimental) multiple bounces. 5 bounces here (only the reflection buffer is shown, so it can be strange to see black stuff with reflections. Imagine as the “Reflection” mode of UE4. something like that):
http://i.imgur.com/bCf0w74.png
It’s quite experimental and buggy, and really limited on the surfaces angle, but thought it was something cool that you guys would like to see
I found a bug. when I toggle use dynamic indirect lighting(or something like that) in the light properties engine stops working.
And in the log I got a lot of warnings.
@
That’s great.
Ok, I don’t get that bug, it works fine on my end, so, could you please do that again, and after it crashes open notepad and paste. When the engine crashes it copies to the clipboard the call stack. If you can also copy the log, that would help too.
Hi . What version of the engine is your solution currently working in? (Sorry if i missed the info). Its looking by the way!
Latest release, 4.8.3
! Thanks for the ultra fast response!
I think you’re really going to like the paper “Stochastic Screenspace Reflections” on here: Advances in Real-Time Rendering- SIGGRAPH 2015
Exact same principles of multiple resolve samples, multiple importance sampling should apply to your attempts at reflections as apply to the SSR used here. Heck same for diffuse as well.
To note: If you can make your GI extend reliably to 10 meters/equivalent UE units you could switch to UE’s heightfield GI/Skydome GI and not lose energy from having to short of a sampling radius.
Hmm, looks interesting, thanks for the tip!
About the note, heightfield GI only works for terrains, and I think it’s the best fit for that. Not sure what you mean by skydome gi.
Just wanted to say that I’m still working with the blueprint scene. Turns out it’s a complex scene for AHR, so it’s good to fix some bugs, mainly related with the shadow maps that get used later by the voxelization stage. Added a check that ignores pixels that are under 0.55 alpha on the voxelization stage, so that transparent stuff don’t get voxelized as solid. That commit is on git already.
Will have more news as I make progress on that scene.
I just needed to wait a bit.
Nop, can’t reproduce it D:
Could you post the data I asked? Will really help get an idea of what’s wrong
I wrote that wrong(“I just needed to wait a bit.”)
I meant to say: when I toggle use indirect lighting engine stops working but I just need to wait a minute and then it starts working again.
Sorry my English is not great