Just want to say how great this thread is! GI is surely one of the most important features UE4 needs in the coming years.
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Would be awesome if someone posted a before/after of a fully fledged demo scene like the suntemple demo inside talked about.
Especially at the very end of the hall with all the flame lights. (supposing it works with point lights), else the day light areas.
Would do it myself but i don't have 4.7 atm.
Again amazing work, seems like we can end up having 4 fully fledged GI solutions by summer time.Last edited by Bladerskb; 02-03-2015, 08:47 PM.
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This looks wonderful.
I think a bit of noise and some imperfections are completely OK (more so if this can get better with years coming due to more hw performance). Not so long ago software renderers in 3d apps have been struggling with AO/GI flickering during animations and so it feels like a game engine should have the privilege not to be perfect
What I wanted to ask is how will these techniques work with characters (deformable meshes). Docs mention a few times that limitation is that it works only with static meshes. Can the DF GI light the characters (without characters "lighting" the environment)? Are there some options, workarounds or complementary techniques in plan that could be used on deformables while the DFGI works on static geometry?
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Last edited by Midnight640; 02-04-2015, 07:09 AM.TA on :
Assassins Creed Origins
Assassins Creed Origins: Curse of the Pharaohs
The Division 2
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Originally posted by Midnight640 View Posti think Dynamic skeletal mesh cubemaps would work for skeletal meshes.
But, it's possible you could use a primitive shape aligned with bones that could be used with the distance fields. Or if you're using a rigid animated object (like a robot) then you could still use distance fields, it would just have to add support for that.
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Especially at the very end of the hall with all the flame lights. (supposing it works with point lights)
So characters are actually able to receive that DFGI?
Does this DFGI work in the latest 4.7 preview or is it still only in the github source?
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Would the trick that darthviper107 mentioned regarding shapes attached to characters work out of the box or is that something you will have to add specific support for?
It's great that even without DF characters can receive GI, I think mostly that would even be enough for some time and if the shapes trick would work, that would be really cool.
Great to be watching the progress with reatlime GI while having in mind that just a few years ago software/offline renderers were dealing with similar problems, really amazing it's now something we deal with in realtime applications
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I built a little DFGI testscene. It's such a promising approach, keep up the fantastic work Daniel!
Time of day GIF
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Originally posted by DanielW View PostInstanced meshes are fully supported by all distance field lighting methods (AO, GI, shadows) in latest. For foliage you have to go into the instance settings and enable bAffectDistanceFieldLighting. It's off by default because stuff like grass and bushes with high instance counts can really destroy performance.
Originally posted by DanielW View PostI am working on landscape GI at this very moment =) My goal is to combine surfel GI with heightfield GI to get a dynamic GI solution for outdoors. It has to be a separate implementation because surfels don't scale up to huge surface area that well, and terrains need to be represented by heightfields instead of distance fields, so a different ray tracing kernel is needed.
Originally posted by DanielW View PostCompared to LPV here's how I see Distance Field GI:
+ Vastly higher quality indirect shadowing - leaking is actually solvable
+ More detail in color bleeding - material is evaluated per surfel (disk) isntead of for a huge voxel
+ Much higher view distance, not limited by volume texture scaling
- Only single bounce for now (can be improved)
- Have to be able to represent your scene with distance fields / heightfields
Originally posted by DanielW View PostYeah I haven't done anything for indirect specular yet, and metal is fully specular. I will keep thinking about this. The problem is that one of the expensive steps (irradiance cache interpolation) is already heavy with just interpolating float3 Irradiance, if I try to store directionality which is needed for specular it will get a lot slower. Will probably have to bite the bullet on that anyway.
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Originally posted by ZacD View PostI'm at a loss here, I can get distance field GI to work in a launched .exe from UE4 4.7 preview 5 by editing the ConsoleVariables.ini file, but no matter what .ini files I try editing, I cannot get distance field GI to work in the editor, help?https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.
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Originally posted by Bladerskb View PostWould be awesome if someone posted a before/after of a fully fledged demo scene like the suntemple demo inside talked about.Support my RTS Game (Agora) on Patreon!
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Some quick screenshots:
Support my RTS Game (Agora) on Patreon!
Unreal Nexus - Create Share and Experience!
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[PLUGIN] Aws Gamelift Client Plugin
[TOOL] Create your own binary release of UE4 from GitHub source
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