#as I made the probes denser, the problem

1 messages · Page 1 of 1 (latest)

ornate gale
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Can you provide an example of that

rancid flare
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I just said it's baking at defaults... just gotta wait till its done

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which should be any second now 😮

ornate gale
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What I expect is that denser probes may make the problem that's already there appear in more places, but overall reduce the inaccuracy and leaking

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For your own sake you should be baking smaller sections of a scene when testing
And smaller scenes in general when practicing

rancid flare
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ive done that already, now im into the phase of implementing it in a larger environment and encountering new problems that didn't occour in the smaller test

ornate gale
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A local APV volume is a good alternative over scene baking before you have the settings nailed down

rancid flare
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but now my probe budget is 250mb

ornate gale
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Looks like an effect of insufficient indirect samples

rancid flare
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I know the intensity of these particular lights is part of the problem

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i considred putting them on a rendering layer excluding them from the probes

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or baking the light effect into a decal

ornate gale
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But the light is leaking less around the walls now

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Before the leaking was obscured by how few probes ended up being lit by the indirect samples, relative to area

rancid flare
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those red walls don't have a lightmap

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they are moving objects so that light is fully from the probes

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my old pre-light probe method would have been to dynamically light them from a separate light layer based on the environment

ornate gale
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Yet they are contributing to GI?

rancid flare
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they are stationary long enough that having the light from them baked into the map on the ground is worth while. They only move when triggered

ornate gale
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So them moving doesn't really matter for the purpose of baking light

rancid flare
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sometimes in other cases its been worth it to put a static lightmap on moving objects without casting a static shadow simply because their range of motion did not meaningfully impact the lighting recieved.

ornate gale
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Like I said, more indirect samples to smooth out the "fireflies"

rancid flare
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okay

ornate gale
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More probes if you want to improve the direct shadow resolution, and to reduce light leaking around the gaps of the red walls

rancid flare
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ill bake it and see

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well like I said... not too worried about shadows from probes

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just bounce light

ornate gale
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How much is up to you of course

rancid flare
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the game is going to be very stylized with a step based cell shader

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but I turned all that off for this since i work in an actual studio and that would be showing too much

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but the same problem exists without the shader

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or with*

ornate gale
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And also use the APV debugging to verify the fireflies and other problems aren't actually from probes that are supposed to be invalid

rancid flare
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the hot spots as you assume are from probes touching surfaces

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but the indirect samples were set quite low (128)

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in previous projects we used fully mapped/dynamic light on rendering layers (basically very old school) so low samples were fine

ornate gale
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APV virtual offset volume is very useful

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Offsetting probes away from surfaces can even out the light they receive, in general but especially if some are inside geometry without being properly invalidated

rancid flare
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example from the last project

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but theres no probes at all in that game

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its all lightmaps and layers

ornate gale
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Like I said APVs require more samples on average

rancid flare
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but yeah, im probably the opposite of most people on here XD lots of young people rusing into things. I'm an old dev trying to not be stuck in my ways lol

ornate gale
rancid flare
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I have made some interesting discoveries

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environmental samples seem to have a bigger impact than indirect, but indirect is involved

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but... the most mileage came from simply disabling the indirect on the bad lights

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they were so bright to throw across the ground that nearby probes could super-amplify a single ray and cause teh sparkle cancer

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This theoretical case here I was able to completely eliminate all but the very small amount of edge wrap of the light with these settings.

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but know that the red light has a 0 indirect multiplier

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if i turn it to 1x it causes sparkle cancer

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This image is at 1x indirect on the point light, but all other settings the same

ornate gale
ornate gale
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Though in the image with 2048 environment samples visible, there is no indirect or environmental light at all to be seen

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Usually when I bake APVs with very bright long range lights I use a lot more samples than you do

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In particularly problematic areas I may have to use an override to increase sample count to 512 indirect with 256 multiplier
Which adds up to 131 072 indirect samples

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So I wasn't kidding when I said APVs need more samples

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But generally that's the worst case scenario when those bright lights are very close to high albedo surfaces

rancid flare
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Ill try that tomorrow