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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

Profilbild von Leon
Leonvor 3 Monaten

Some satisfying screenshots

Profilbild von Aaby
Aabyvor 3 Monaten

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?

Profilbild von szilard
szilardvor 3 Monaten

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

Profilbild von Clash of Adventurers
Clash of Adventurersvor 3 Monaten

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.

Profilbild von CountrysideRage
CountrysideRagevor 3 Monaten

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.

Profilbild von Denys Hoida
Denys Hoidavor 1 Monat

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

Profilbild von sweenus987
sweenus987vor 2 Monaten

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

Profilbild von Anthony Ivanov
Anthony Ivanovvor 3 Monaten

Does it still need lightmap UVs as classic VLM?

Profilbild von Alastoir De Faruh
Alastoir De Faruhvor 3 Monaten

Does it support mobile renderer and world partition?

Profilbild von Iron Tarkus
Iron Tarkusvor 3 Monaten

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

Profilbild von damdeuce
damdeucevor 3 Monaten

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

Profilbild von Dick Applehead
Dick Appleheadvor 3 Monaten

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.

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