
Dmitry Karpukhin
@skx_doom • 7,134 subscribers
Unreal Engine Developer/Tech Artist. Made Sky Creator, SSFS, Blockout Tools and more. https://t.co/aJihpxFQkP
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Proof of concept: Sky Occlusion via LPV extension. Super low res and low detail, but temporally stable. Perhaps could be used instead of DFAO... Gives more like a feeling of a shadow on a scene, than something detailed. SSAO could be still used for contact details or so 🤔
Dmitry Karpukhin32,647 Aufrufe • vor 21 Tagen

I've recently released the Light Propagation Volumes (custom GI plugin) for #UE5 LPV is an algorithm of resolving the diffuse light bounce from the perspective of the sun in world space (firstly introduced in 2009 by Crytek). It's non-temporal, performant and lightweight.
Dmitry Karpukhin42,196 Aufrufe • vor 1 Monat

"Screen Space Fog Scattering" is now completely compatible with unreal's Height Fog, so the blend is really nice! On/Off at the end of the video, so you can see the difference. Also used Sky Creator to quickly setup the lighting. #UE5 #gamedev #shaders #fog
Dmitry Karpukhin159,014 Aufrufe • vor 3 Jahren

I got something crazy for today - custom GI from a plugin in #UE5!! This is super rough and unoptimized sketch, but it's already faster than Lumen, though of course it's muuuch less accurate. Here I'm just imitating Large Scale AO using Global SDFs, no sun light bounces yet.
Dmitry Karpukhin24,070 Aufrufe • vor 1 Jahr

The idea with averaging several soft shadows have worked! And thanks to SDF, it's possible to have super soft long shadows! The demonstrated effect is simulating dynamic global ambient (sky) occlusion, rendered only on the GPU. Also, very temporally stable, outside of SDF lods.
Dmitry Karpukhin17,885 Aufrufe • vor 1 Jahr

Finally figured out Cloud Material Density Sampling by a compute shader directly. You have no idea how many hours I've put into this... 😂 But the benefits are crazy - you can fast async sample clouds for lightnings placement or for the general gameplay purposes.
Dmitry Karpukhin16,851 Aufrufe • vor 1 Jahr

Testing a silly (or genius?) idea - accumulate custom shadow maps in a buffer to make some sort of Global AO. The implementation or the sample pattern could be better of course, this is just a rough sketch. It's pretty fast too, since you can do just one scene capture per frame.
Dmitry Karpukhin12,418 Aufrufe • vor 1 Jahr
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