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Continuing my custom GI experiments - here's a "Light Propagation Volume" prototype in #UE5 (from a plugin)! It's unoptimized right now, it has just a single volume and the reflected light looks a bit strange, but still!
17,765 просмотров • 11 месяцев назад •via X (Twitter)
Комментарии: 23

I remember this in cryengine Sadly the results were never good enough. They then moved to SVOGI which is almost as good as Lumen but much cheaper

I'm still an LPV believer 😄 if combined with modified DFAO, it gives very much good enough results:

Can’t wait to see the final combo sir 🤝

Yeah, me too! SVOGI is interesting but requires a voxelization pass and it's definitely not my area of expertise yet... LPVs on the other hand require just RSM capture, which is possible to do relatively cheap since 5.5

I would take this over Lumen any day of the week!

I'm asking out of ignorance but, do light propagation volumes work only with directional lights? If so, is doing a dynamic GI (for every type of light and etc) something you've ever thought about doing? Your work is amazing 🙏

Currently only directional lights are considered... But will see how this turns out.

unreal engine 🤮

I'm looking forward to this!

LPV is back baby!

alright amazing if cost is neglectable, care to show a tease using a green forest with brow dirt floor?

Maybe later when cascades are going to be added.

I wonder what happened to the original UE4 light propagation volume

It just got removed entirely since UE5.

I would love an alternative to SSGI since it's very unstable.

LPVs are cheap and temporally stable by nature :) Also would love to add something extra on them using SDFs. So, high hopes on them.

Could it support dynamic lights? I would happily be a customer if you bring a decent result 😁

If you mean point/spot/area lights, I definitely can't guarantee that.

Yep, those kind of lights set as movable, not baked

LPV can't restrict that for sure, they just won't emit any indirect light.

An chance of getting SSGI? or is LPV more better in everyway?

There's SSGI already in UE4/5. I'm personally not a fan of screen space GI approaches.

Since other reply you said only works for Direct light, I guess Indirect or Emmisive doesn't work yet
