#volumetric lighting with apv
1 messages · Page 1 of 1 (latest)
I assume by that you mean for volumetric fog to sample APVs to receive light and shadow recorded into the probes?
Afaik you don't need to do anything in particular, it'd sample APVs same as it samples any GI
https://discussions.unity.com/t/how-to-disable-volumetric-light-when-baking-with-apv/1588416
Here we see someone struggling to disable volumetric fog receiving GI from APVs
let me show you what i mean
notice how only point light is able to cast both volumetric light and shadow
the balls with emmisive material are doing a good job in lighting the fog and objects but lack any volumetric shadows
why is this so and how can it be resolved
also can apv, ssgi and enlighten be used together
or we are supposed to use apv only
I'm not sure about enlighten and APV, but definitively SSGI can be used with them : SSGI will be the first source of GI, an where the tracing fails it will fall back to baked lighting.
Are the shadow casting objects static in this example?
I think I see some "fuzzy" volumetric light from the purple and orange orbs, but it's hard to tell from this test
You should use the rendering debugger to look at the APVs directly and see if the purple and orange light seem to be shadowed by static objects
ssgi looks really bad though, atleast with my settings everything pops in and out its a mess
probably due to compression
i dont think they are static but let me check
some how the project vanished i cant find it
thats new
Ok everything except capsule is static @modern plume
Did you do a clearer test to verify if the lighting works? The one you had earlier was kind of vague
You need to check that light from emissive objects is being stored into APVs, using the rendering debugger as I suggested
With an object occluding the other side of the emissive object, you can confirm that the shadow is also seen in probes
You should also override bloom intensity to 0 so you can tell what's bloom and what's volumetric fog being lit
I have not noticed settings that would make volumetric fog not affected by APVs besides a dark Albedo, below 1 GI Dimmer value or non-0 Anisotropy
It should work with default values