Video wird geladen...
Video konnte nicht geladen werden
My Source 2-like probe system + light baking for UE5 is pretty much done now fully. As seen in the video, with the right volume setup you can have super thin walls without light leaking. Plugin releasing in like a week, after my vacation. #UnrealEngine5 #UE5 #GameDev
18,727 Aufrufe • vor 3 Monaten •via X (Twitter)
12 Kommentare

Some satisfying screenshots

this is probably a dumb question but how does it compare in terms of bake times? is it similar to how unreal builds volumetric light maps?

sorry for my ignorance is this baked globall illumination if yes does it work in forward rendering?

Thin-wall light leaking in dungeon interiors has been a real thorn for us — genuinely excited to see a Source 2-style probe solution land for UE5, marking the release on our calendar.

How does this compare to traditional lighting methods? From the example it looks pretty clean. Im also curious if lighting data takes up more space or not with this method.

That's would be awesome! Want to expiremet with this GI

What's the difference between this and UE4's volumetric lightmaps?

Does it still need lightmap UVs as classic VLM?

Does it support mobile renderer and world partition?

What does Source 2-like means? Probe placement? Is it a hierarchical system?

How well does it work with odd angles? All the big shapes here are 90 degrees

Looking forward to this! Please make sure do a good tutorial and complete documentation, and give thorough clear requirements (works with forward shading? needs SSAO?, etc) on the product page. So many Fab products shoot themselves in the foot by not doing this.
