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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.

44,202 просмотров • 5 месяцев назад •via X (Twitter)

Комментарии: 42

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

The best results are achieved if used alongside Distance Field AO, which is a built-in feature of the engine. The plugin also uses global DF data to occlude the bounce light to prevent most of light leaking that the method is known for.

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Cascades system is also used to resolve GI on greater distance than you've previously might have seen in the UE4 implementation of the algo. But it's still moderate compared to Lumen. In fact Lumen is infinitely more reaslitic, but has issues you might be already familiar with.

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

It's only the first release however and man it's ambitious. Tired as hell... And there are still issues mainly related to the RSM capture (which is the only current performance bottleneck), which I intend to work on further. Anyways, hoping you liked this little presentation!

Фото профиля Gabriel Devin
Gabriel Devin5 месяцев назад

The goat Dmitry releasing another great plugin 😁 congrats!

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Thanks, just doing stuff I'm personally interested in, haha

Фото профиля spiralarchitect
spiralarchitect5 месяцев назад

Spectacular work! 👏

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Thanks 🤝

Фото профиля Peter Brand - Wishlist The Void
Peter Brand - Wishlist The Void5 месяцев назад

wait its already out??? Where??

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Yeah, forgot about the link... You'll also find the link to download the runtime demo there:

Фото профиля RG | Tyberious
RG | Tyberious5 месяцев назад

I need this in my engine.

Фото профиля Freddy
Freddy5 месяцев назад

This is an amazing product. I believe you will have a lot of success in marketing it if you have side by side comparisons with lumen or a video with lumen shots and the same exact frame right after the lumen shot showing your system so it's very easy to see. Also show the fps

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Thank you! Already did that recently: Comparing it to Lumen is tough, since there's a major loss in realism. However I'm not really pushing realism, but that's what eye is good at catching for anyway.

Фото профиля Dick Applehead
Dick Applehead5 месяцев назад

It is very cool but the bounce seems to not cover enough distance in many situations compared to lumen. even in this demo video there are instances where the whole side of the street across from the sunlit side should be bathed in bounce light but it's not at all. just blue

Фото профиля ExagonuM
ExagonuM5 месяцев назад

Good work, gonna look at implementing this in onr of my next projects.

Фото профиля Nickxs
Nickxs5 месяцев назад

love your work man, will definitely be getting this. Once you've had a good rest do you plan on including other light types to the contribution?

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Thanks! Didn't planned it initially, but I'll consider... if not emmissive materials, custom light actors are possible, such as area lights and so on.

Фото профиля Redstackerred
Redstackerred5 месяцев назад

Many thanks! Have you tested this in VR yet? I’m very eager to try it in VR production!

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Well I made sure it renders in stereo mode, but haven't tried VR itself yet... Going to test a little bit later. Also might be a major drawback, but it's deferred only. Currently can't do much about it, since an engine limitation.

Фото профиля Lucas | Nory 💡
Lucas | Nory 💡5 месяцев назад

Thank you sir! Looking forward to test it and see the updates! Good job as always 🫡

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Thanks 🤝

Фото профиля ZacheryDew
ZacheryDew5 месяцев назад

Wans't the main drawback of this is that it doesn't handle thin object very well?

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Yeah, it still pretty much doesn't.

Фото профиля ZacheryDew
ZacheryDew5 месяцев назад

I'm curious how you would overcome that. Like those canopy in your example

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

I would embrace it instead :) Game development is often about iteration and the longer it gets, the more expensive it becomes. Elden Ring has numerous instances of light/ao/fog leaking and nobody ever complained... everybody is just playing the game. I'm very inspired by that

Фото профиля ZacheryDew
ZacheryDew5 месяцев назад

That's a fair take. Although, personally, I might reach into OCD territory Perfect is the enemy of Good Enough I suppose

Фото профиля Kera
Kera5 месяцев назад

Thank you for your work, I always loved playing with LPVs in UE4! I'll get it for my next project, but I'm stuck in 5.0 for my current one. I probably already know the answer but Is there any way previous versions of UE5 will be supported?

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Can't do :( There's a specific engine thing that I'm using and that is available only since 5.5.

Фото профиля Kera
Kera5 месяцев назад

I'll hack something else and buy it later then, thanks!

Фото профиля chrisperrella
chrisperrella5 месяцев назад

We shipped XCOM 2 with LPV it was great

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Oh nice!! I've recently tried to compile a list of games where LPV was shipped, but didn't find anything outside Crysis 2 itself.

Фото профиля Peter Brand - Wishlist The Void
Peter Brand - Wishlist The Void5 месяцев назад

@ChrisPerrella Arkham Knight has all lights using LPVs with single bounce. Speaking of which, does all lights use LPVs or sunlight? I remember in UE LPVs was limited to just directional light.

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

@ChrisPerrella Same here, just a sunlight. LPV wouldn't provide enough resolution for anything else imo... it'll always be not enough. That's why Voxel GI was introduced, but that's a completely another story :D

Фото профиля chrisperrella
chrisperrella5 месяцев назад

@EyeOfScar We added “ambient” light actors that allowed for injecting fake GI for artistic direction and gameplay visibility. It was all linked to the main light and toggled with destruction - great stuff.

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

@EyeOfScar Oh I actually experimented with it as well! But didn't figure it'll be practical for someone. I was wrong :D

Фото профиля Koahlah
Koahlah5 месяцев назад

If you ask me, we would only be using techniques like that for dynamic lighting and standard baked lighting for static scenes. Sure it’s less accurate than a path tracer but it’s temporally stable and runs way better.

Фото профиля ASCII | Gamedev
ASCII | Gamedev5 месяцев назад

I'm highly interested in this. I have several of your other plugins, including the SS Fog Scattering, and I'm interested in the Sky Creator, CMAA2, and this LPV system. Silly question maybe, but do these all play well together? Could I DM you what I'm trying to accomplish?

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Sure :)

Фото профиля NinjaGaiden
NinjaGaiden5 месяцев назад

Whats its use case

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin5 месяцев назад

Primarily games that don't strive for performance hungry next-gen visuals, but still needs somewhat believable GI

Фото профиля infinity-online.net
infinity-online.net5 месяцев назад

where's the model for this, please. want to try our tech engine on it.

Фото профиля infinity-online.net
infinity-online.net5 месяцев назад

appreciated.

Фото профиля Danil Anufriev
Danil Anufriev5 месяцев назад

Incredible 🔥

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