Forums Gallery Downloads LOGIN |REGISTER

Voxel Based Global Illumination



 

User avatar Cry-Adam
CRYENGINE Developer
CRYENGINE Developer
 
Posts: 11686
Images: 182
Member since: 09.01.2008, 01:11
Location: Crytek HQ
Likes: 1013

Voxel Based Global Illumination

Postby Cry-Adam » 19.04.2012, 14:41

Please provide any feedback/issues regarding the Voxel Based Global Illumination below. Steps to reproduce the issue are necessary in order to find and fix any issues.

Please keep chatter to a minimum in these threads so that it's easier for us to find important information. This first post will be kept up to date with any known issues. Any work-arounds will be posted here also.

See Voxel-Based Global Illumination for more information.

Known Issues
  • NA
User avatar TAN
Producer
Producer
 
Posts: 1055
Images: 7
Member since: 12.02.2008, 15:34
Location: Turkey-Ankara
Likes: 233

Voxel Based Global Illumination feedback

Postby TAN » 20.06.2015, 20:52

Just tried it. Documentation says feedback is welcomed for improvements.

Turning it as it is simply dropped too much performance on my system (4-5 FPS) So I played with the settings and found a sweet spot that I liked and made almost no no performance drop. Maybe 1 FPS or less. Wanted to share with settings with dxdiag for intel.

Hope this helps.

On:

Image


Off

Image
Attachments
DxDiag.txt
(81.55 KiB) Downloaded 21 times
---Longtime Unknown Member---

ArtStation

General Development Blog
User avatar themodman101
Executive Producer
Executive Producer
 
Posts: 3006
Images: 3
Member since: 26.11.2007, 02:03
Location: USA
Likes: 167

Re: Voxel Based Global Illumination

Postby themodman101 » 20.06.2015, 21:01

Oh wow, thanks for that mate! Good result too. GI is the key to soft lighting and at least this implementation works properly. This solved my issue.
WIP Portfolio:
http://www.ryanschake3D.weebly.com (Very old now)

"True redundancy is when you are writing a description to describe the word that describes the description you used to describe it." - Christopher Purches
User avatar Cry-Adam
CRYENGINE Developer
CRYENGINE Developer
 
Posts: 11686
Images: 182
Member since: 09.01.2008, 01:11
Location: Crytek HQ
Likes: 1013

Re: Voxel Based Global Illumination

Postby Cry-Adam » 20.06.2015, 21:02

Some settings that will heavily affect performance are the Cone Max Length and the Low Spec mode. You should really try and use Low Spec mode because its significantly better on performance with only little visual loss. Though I'm not sure '2' is a valid number, should be '1'.

Image
Image
No dev/modding PM's please, use the forums! :)
Achievement Unlocked: Wear the Winter avatar all year.
User avatar itrollatyou
Just getting started
Just getting started
 
Posts: 92
Member since: 19.08.2011, 04:13
Likes: 14

Re: Voxel Based Global Illumination

Postby itrollatyou » 20.06.2015, 21:20

Image

Working like a charm for me with e_svoTI_IntegrationMode 2


Would like to see glow from materials contribute to the lighting and and a voxel debug mode.
Will try to play around with it more tomorrow. Maybe do a cornell box comparison of VXGI and This.
User avatar TAN
Producer
Producer
 
Posts: 1055
Images: 7
Member since: 12.02.2008, 15:34
Location: Turkey-Ankara
Likes: 233

Re: Voxel Based Global Illumination

Postby TAN » 20.06.2015, 21:40

@ themodman101 : No prob mate, glad to be of any help ;)

@ Adam: Yeah the documentation said " Any value greater than 0" so... I had to try it :D

@ itrollatyou: You gonna use the Lunar landing demo ?
---Longtime Unknown Member---

ArtStation

General Development Blog
User avatar itrollatyou
Just getting started
Just getting started
 
Posts: 92
Member since: 19.08.2011, 04:13
Likes: 14

Re: Voxel Based Global Illumination

Postby itrollatyou » 20.06.2015, 21:45

TAN wrote:@ itrollatyou: You gonna use the Lunar landing demo ?

No. I have Unreal Engine 4.8 with VXGI built been playing around with that for a month now, So pretty much gonna try and make identical scenes with both the engines and see what kind of results I get.
User avatar diego2021
Intern Dev
Intern Dev
 
Posts: 138
Images: 1
Member since: 03.12.2011, 19:14
Likes: 9

Re: Voxel Based Global Illumination

Postby diego2021 » 20.06.2015, 22:55

A nice thing about VXGI is that i can create overcast scene in 2 clicks =), lower sun multiplier to something 0.1-0.5 and enable probes in GI calculations and i get so cool results that looks really like overcast cloudy rainy day, and of course VoxelVolumetricFog give a nice look and mood, so thank you for this feature!
User avatar modsuki
Has seen it all
Has seen it all
 
Posts: 5472
Member since: 02.02.2007, 07:25
Likes: 342

Re: Voxel Based Global Illumination

Postby modsuki » 20.06.2015, 23:49

I want too see many samples.
My Crytek News Blog - http://bit.ly/aFSbnP
My Massive Crysis Maps Guide - http://bit.ly/f5ifhe
My CryEngine Screens - http://bit.ly/wIDNDJ
My Youtube - http://bit.ly/xIg1l1
My Twitter - http://bit.ly/yZtaoH0
User avatar itrollatyou
Just getting started
Just getting started
 
Posts: 92
Member since: 19.08.2011, 04:13
Likes: 14

Re: Voxel Based Global Illumination

Postby itrollatyou » 21.06.2015, 06:48

Image

weird halo of voxels on the wall ?
User avatar TAN
Producer
Producer
 
Posts: 1055
Images: 7
Member since: 12.02.2008, 15:34
Location: Turkey-Ankara
Likes: 233

Re: Voxel Based Global Illumination

Postby TAN » 21.06.2015, 07:30

Yeah that sometimes happen with voxel based methods. UE4 user RyanTorrent is making his own voxel based GI and had that exact same problem.

You can try to play with settings especially cone length and quality specs to see that if you can fix it.

Also I strongly advise checking it wit reflective surfaces like metal and glass. There is a decent chance that you might experience this at that surfaces too.

Thanks for letting us know though. This is the experimental stage after all ;)
---Longtime Unknown Member---

ArtStation

General Development Blog
User avatar itrollatyou
Just getting started
Just getting started
 
Posts: 92
Member since: 19.08.2011, 04:13
Likes: 14

Re: Voxel Based Global Illumination

Postby itrollatyou » 21.06.2015, 09:23

SVOTI seems to only bounce with the color white...

Image

Variables just in case if I am doing anything wrong...
Image

And the same in VXGI
Image

More VXGI stuff
Image
Image
User avatar diego2021
Intern Dev
Intern Dev
 
Posts: 138
Images: 1
Member since: 03.12.2011, 19:14
Likes: 9

Re: Voxel Based Global Illumination

Postby diego2021 » 21.06.2015, 10:19

Point light bounce ignores surface material color and also ignores dynamic objects. - this is current limitation, and also about your test scene - did you generate environment probe? seems like no, but you still need EnvProbe to act like specular bounce for VXGI, so thats why you dond get proper GI in scene ( black shadows cause there is no EnvProbe and no light bleeding cause of it, and cause point light bounce ignore surface color )
User avatar itrollatyou
Just getting started
Just getting started
 
Posts: 92
Member since: 19.08.2011, 04:13
Likes: 14

Re: Voxel Based Global Illumination

Postby itrollatyou » 21.06.2015, 10:28

diego2021 wrote:Point light bounce ignores surface material color and also ignores dynamic objects. - this is current limitation, and also about your test scene - did you generate environment probe? seems like no, but you still need EnvProbe to act like specular bounce for VXGI, so thats why you dond get proper GI in scene ( black shadows cause there is no EnvProbe and no light bleeding cause of it, and cause point light bounce ignore surface color )

Well i had a projector light with the _TI_DYN suffix , and i tried the Environment probe even. The Bounce are just too random sometimes the shadows are not so dark , sometimes they are pitch black.
User avatar Synce
Intern Dev
Intern Dev
 
Posts: 157
Images: 1
Member since: 17.08.2011, 18:55
Likes: 101

Re: Voxel Based Global Illumination

Postby Synce » 21.06.2015, 16:05

Here is some tests:
No GI:
VBGI_01_noGI.jpg

GI mode 0:
VBGI_01_GI0.jpg

GI mode 1:
VBGI_01_GI1.jpg

GI mode 2:
VBGI_01_GI2.jpg


 
Connect and collaborate with CRYENGINE developers in the official Forums.
Visit the Gallery to share what you have created and be inspired by what others are creating with CRYENGINE.
Community