Lord Seppuku Posted June 17, 2017 Share Posted June 17, 2017 Just a quick question, I've been exploring the technologies of other engines and I've seen some very unique lighting techniques for global illumination in real-time. Is there any technology implemented within the Leadwerks to allow this feature, or is there any way to implement Nvidia's tech (Voxel-based Global Illumination, as seen in the Unreal Engine) through the use of their GameWorks SDK which requires direct contact to the OpenGL implementation (I believe, don't quote me on this)? Quote Link to comment Share on other sites More sharing options...
Josh Posted June 17, 2017 Share Posted June 17, 2017 No. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Lord Seppuku Posted June 17, 2017 Author Share Posted June 17, 2017 Thank you. Quote Link to comment Share on other sites More sharing options...
Josh Posted June 19, 2017 Share Posted June 19, 2017 It looks like a cool technique. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Lord Seppuku Posted June 20, 2017 Author Share Posted June 20, 2017 Yea, it gives the artist a lot more versatility without having to jump hoops too much, though it does really kill performance. Allows for better testing of maps too. Quote Link to comment Share on other sites More sharing options...
Josh Posted June 20, 2017 Share Posted June 20, 2017 Right now SSR is my favorite technique. I bet with some scattering that would make a good GI effect. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Lord Seppuku Posted June 20, 2017 Author Share Posted June 20, 2017 I have an idea, by using that technique and adding radiance from the edges of the reflection based on color detection in the first-pass, I could probably fake GI. Though, one thing with GI (VXGI), it allows for reflections. I'll probably have to add PBR before SSR (Love me some of that sweet, sweet, PBR). Quote Link to comment Share on other sites More sharing options...
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