SVOGI and Ambient Light - Environment Editor Part 3
Tutorial info  
Difficulty Intermediate
Updated April 08, 2020
Software
cryengine 5.6.5

This tutorial, part 3 in our environment editor series, demystifies the global illumination system, including bounce light, diffuse bias, and ambient light provided through global illumination or just through environment probes. Global illumination related console variables for debugging and optimization, mesh settings, and light component settings are also covered.

Topics covered:

  • 00:58 Introduction to Global Illumination
  • 02:45 Review: New Environment Preset Setup
  • 05:15 Adding a Global Environment Probe
  • 05:31 Providing Ambient Light via Environment Probes
  • 06:06 Comparing Ambient Light from Probes vs SVOGI
  • 06:29 Integration Mode
  • 06:58 The two Main Components of Global Illumination
  • 07:15 Revealing GI Output with r_showRenderTarget svo_fin
  • 07:51 Diffuse Bias
  • 11:23 Negative Diffuse Bias and Short-Range Ambient Occlusion
  • 12:18 Comparing Positive to Negative Diffuse Bias
  • 14:11 Bounce Light in-depth
  • 14:49 Cone Max Length 
  • 16:26 Bounce Light and Material Colors
  • 16:52 Ambient (diffuse) Light
  • 17:03 Sky Color Multiplier
  • 17:15 Use TOD Sky Color
  • 18:50 Fog - Color (top) and Fog - Color (top) Multiplier and GI Skylight
  • 19:34 Controlling Skylight Color through SVOGI - Use TOD Sky Color and Fog - Fog (top) Color
  • 20:06 Balancing Sun Color and Skylight Color
  • 20:53 SVOGI Sky Color Multiplier vs. Fog - Color (top) Multiplier
  • 21:09 Saturation of GI light
  • 21:38 SSDO (Screen Space Directional Occlusion)
  • 23:28 Debugging and Visualizing Scene Voxelization
  • 24:01 Mesh - Rendering Settings - GI and Usage Mode
  • 24:54 Mesh GI and Usage Mode: Disabled vs. Static Voxelization
  • 25:29 Manually Re-Voxelizing with Update Geometry
  • 25:44 Mesh GI and Usage Mode Analytical Occluder Options
  • 26:30 Voxelization Radius around Camera
  • 26:47 Translucent Brightness and Vegetation
  • 27:25 Material Transparency and GI
  • 27:47 Use Light Probes Setting
  • 28:50 Diffuse Amplifier
  • 29:03 Performance Analysis and Optimization for GI
  • 29:21 Troubleshooting Missing Voxels
  • 29:50 Performance Cost Analysis with r_profiler

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