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Light Volumes v.2.0.0 released! Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time) Ability to project images and cubemaps. Also baked shadow masks and even more features! #VRChat #Gamedev #Unity #Shader #VR

129,321 Aufrufe • vor 1 Jahr •via X (Twitter)

39 Kommentare

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

Light Volumes became my non-paid full time job recently, so you'd really help me if you support me on Patreon: There you can also get a lot of other VRChat and other Unity assets I worked on, so check it out! Thank you for using Light Volumes and supporting me!

Profilbild von TFMJonny 🐺 Stinky Wolf Vtuber
TFMJonny 🐺 Stinky Wolf Vtubervor 1 Jahr

This year's horror Halloween maps are gonna be terrifying. Can't wait to see what ppl do with this.

Profilbild von asylum_vr
asylum_vrvor 1 Jahr

you've been grinding! awesome work. How does backwards capability look? i.e A world baked with 1.0 LV still work on avatar shaders updated for 2.0?

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

Full back compatibility excluding the newer features!

Profilbild von asylum_vr
asylum_vrvor 1 Jahr

Fantastic!! <3 TY!

Profilbild von Kathy Rayna 🦝🥽
Kathy Rayna 🦝🥽vor 1 Jahr

I cannot stop showcasing how important and flatout amazing your work on this is! I completely decided to scrap half the work I was doing in a world and completely reimplement and redo lighting using your Light Volumes... and my god... it changed everything. I wholeheartedly thank you very much for your fantastic work on VRCLightVolumes!

Profilbild von Derek Traver
Derek Travervor 1 Jahr

Can you put light volumes in a prefab like bakery volumes? Also can they be rotated? My game is proc gen with room prefabs and my current workflow is each room prefab has a rotatable bakery volume in it, using bakery lightmapped prefabs

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

Yes! You can both prefab and rotate them in all axises.

Profilbild von Derek Traver
Derek Travervor 1 Jahr

One more thing... how do you do the volumetric light stuff on the train you show? is that frostbone's bake volumetrics? if so how do you get it to work with light volumes?

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

It's a special fork of Baked Volumetrics:

Profilbild von Derek Traver
Derek Travervor 1 Jahr

one more question: can I use the speculars in the light volume on my static, lightmapped geometry, instead of bakery baked SH (so i'd basically bake with no directionality in bakery)? Bakery lightmapped SH cannot be rotated

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

You can if your shader supports it

Profilbild von TONTONDEMON
TONTONDEMONvor 1 Jahr

Unbelievable bravo for your work

Profilbild von かいざー
かいざーvor 1 Jahr

Thank you very much for the update work! I'm a World Creator — is there anything I need to do when updating from version 1.x to 2.0.0? Or can I simply proceed with the update without any additional steps?

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

You should simply update the package through VCC and that's it. Should be no migration problems.

Profilbild von Vaii ≽^·⩊·^≼
Vaii ≽^·⩊·^≼vor 1 Jahr

Will liltoon be supporting v.2?

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

I hope so! I think @lil_xyzw should integrate it soon o:

Profilbild von Sournetic / The Sour Knights
Sournetic / The Sour Knightsvor 1 Jahr

GUHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! love

Profilbild von Robbie Campos
Robbie Camposvor 1 Jahr

Awesome! Can't wait to explore some new worlds. It's crazy how this has changed where I hang out, if the world doesn't support these then it's a hard pass. Kudos on the new release.

Profilbild von Salena Moon
Salena Moonvor 1 Jahr

Congrats on the release!

Profilbild von shohei
shoheivor 1 Jahr

you're doing God's work. i hope you get more financial support for this!!!!!!!!!!!!!!!!!

Profilbild von lufz
lufzvor 1 Jahr

Can you please add our projector asset as an optional prefab for users to drop in world to light all avatars? I was at The Tower last night which used Light Volumes and counted only 4 of 80 avatars had light hitting their avatars which reduces the visual immersion when 95% of the instance does not appear lit.

Profilbild von Luis
Luisvor 1 Jahr

This looks so freaking awesome!

Profilbild von Fatalution
Fatalutionvor 1 Jahr

Holy shit

Profilbild von chausie
chausievor 1 Jahr

seriously impressive!!!

Profilbild von Lars Sørensen
Lars Sørensenvor 1 Jahr

You should clamp LV intensity to [0;+∞), as negative values lead to various artefacts appearing in most SH handlers (attached are: linear, non-linear, zonal, zono-axial). Even linear handler struggles with it. Adding instructions to combat this at runtime is bad practice.

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

I actually left the possibility to use negative intensity just for fun, I don't know if it's a serious problem, because why should you even set it to negative if not for fun?

Profilbild von Lars Sørensen
Lars Sørensenvor 1 Jahr

My main concern is that voxels themselves can contain negatives. I actually encountered this exact issue a few days ago in RootGentle's Japan Shrine, seemingly at volume terminators, in the bottom-right corner of the courtyard. It's fixed in its current version, though. 1/?

Profilbild von Lars Sørensen
Lars Sørensenvor 1 Jahr

Composite luminance of normal light can't fall below 0, that's just how light behaves. Though unity fails to sanity-check this themselves when gathering bounces as seen here: There are actual use cases for negative values, but only as hacky solutions. 2/?

Profilbild von Lars Sørensen
Lars Sørensenvor 1 Jahr

The most common use case for negative light is creating quick shadow/faux-AO zones, kind of like using decals/projectors. Off the top of my head the most recent example is Warframe, especially in Entrati labs tiles. This is mostly relevant when G-buffers are involved, though. 3/?

Profilbild von Lars Sørensen
Lars Sørensenvor 1 Jahr

Practically every SH solver is made with the assumption of valid [0;+∞) luminance range, and in the case of ZH hallucinators we even scale by L0 coeff at one point. Sans div-by-zero, negative divisor throws that out the window. Can't really abs() the divisor either. 4/?

Profilbild von Lars Sørensen
Lars Sørensenvor 1 Jahr

Wrapping this up: to handle light in a sane way, avoid user error by clipping intensity value, and add a post-gather (or marching) negatives check, otherwise math can break, as we can only assume that SH data is used as intended. 5/5

Profilbild von el venezolano XD
el venezolano XDvor 1 Jahr

do I need to update poyomi?

Profilbild von Kuiper Cunningham
Kuiper Cunninghamvor 1 Jahr

Can we have a list of worlds that was showcased :3

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

I think I should make it later... But now, you can search them by names, specified in the video.

Profilbild von 현이림 / E-RIM
현이림 / E-RIMvor 1 Jahr

I'm sorry, but I'm leaving a question through a mention. On sample shader, light penetrate wall, On compatible shader(filamented and orels), wall doesn't react to light How can fix to compatible shader also react like sample shaer?

Profilbild von RED_SIM
RED_SIMvor 1 Jahr

Can it be that you didn't enable it in filamented or in orels? In filamented there's a flag for it on advanced mode. Also glowing through the walls is normal because point light volumes does not support real-time shadows

Profilbild von 현이림 / E-RIM
현이림 / E-RIMvor 1 Jahr

oh i didn't notice about that flag thanks for your quick advice

Profilbild von ♔KingTodd♔
♔KingTodd♔vor 4 Monaten

Hey, figured i would let you know with V2+ "Packages\red.sim.lightvolumes\Scripts\LightVolume.cs(71,16): error CS0246: The type or namespace name 'BakeryVolume' could not be found (are you missing a using directive or an assembly reference?)" (cant use bakery due to Drivers)

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