Working emissive materials in RTGI (with screenshots)

Hey @TommyBear ! I’ve just now noticed Epic’s reply on your Pull Request, and I must say, I’m really disheartened.

The project I’m involved in relies hugely on emissive lighting support on geometry, baked using GPU Lightmass, and any migration over to DXR would require this same functionality.
I tested your code change here, and it just worked! And worked very well indeed. There was negligible impact on adding a new geometry-based light source.

I just wanted to say thanks for your efforts on this (should-be default in my opinion) feature.

I’m having difficulty in determining what ‘noise generator’ means, have you got any insight into what Epic meant in their reply?
GI Noise is relatively bad in the current state of DXR implementation in UE4, but I don’t know how that would relate specifically to your approach, which simply adds a new light source, it doesn’t create any noise that doesn’t exist with point/spot lights. Unless I’m misunderstanding something?

Cheers!