IDK if it's just my settings but I have a DX10 (Not dx11) card set to ultra and most all the indoor scenes from crymod (Like the Prism.cry level) have practically no global illumination. I really want to see some cool indirect light and compared to what they showed and gdc and in other presentations I am a little disapointed.
I was expecting something like this:
[ame="
http://www.youtube.com/watch?v=OyfBoYo6khU"]http://www.youtube.com/watch?v=OyfBoYo6khU[/ame]
but it looks no different with GI on or off in most indoor scenes, and in places that it does work, sometimes the lights will bleed through walls. outdoor scenes all have supplemantary lights placed by artists to help it look correct. Thats not dynamic at all!
Pehaps the LPVs are too sparse? any way to increase the density or the ammount of lights?
Is there any console debug commands to visualize the indirect lights? I tried looking online, found nothing.
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Anyways, Global illumination multiplier should make GI more pronounced. Speaking of errors, I'm guessing that they are bound to happen as their solution seems to be an approximation. It might be possible that it's precision can be tweaked via config files. In CE2, you could modify advanced graphical settings outside of the editor, so I'm assuming the same is possible for CE3.
I see. I've seen some comparisons between these two versions and haven't noticed any significant differences in the quality of GI. I'm using the free SDK and have yet to see any problems with GI.
Anyway, The problem is not in the GI Multiplyer, there is nothing to multiply in a lot of indoor areas for some reason. Is GI enable for all light sources or just the sun?
Vis Areas have a setting called IgnoreGI but toggling it doesn't make any difference.
The biggest WTF is half of the console commands they reference in the manual don't exist according to the console.
This page: http://freesdk.crydev.net/display/SDKDOC2/Irradiance+Volumes
r_IrradianceVolumes? nope. r_DeferredShading? nuh-uh.
It really doesn't add too much, the differences are minor, they're supposed to be, it's light bouncing not light casting, but their there.
You can although, really pump up the GI strengh in the TOD.
OFF: (0)
ON: (1 = max)
Values of 0.3/0.4 usually create good results, it really depends on your ToD, how bright the sun is, etc, play around.
VizAreas have a IgnoreGI on and off flag, but again, this only works if you have sun inside your viz-area.
To fake GI in interiors, we used manually placed deferred lights, their cheap so you can use a lot of them.
Helder, Could you explain the irradiance/Light-propagation volumes? I want indoor GI with light entities.
Also, does any of these indirect lights occlude like in the video with the couch? (2 minutes into the video embeded in OP)
also, where is that screenshot taken?
I'm not a coder man, so I can't go into details too much, I only know how to use it and where to go to turn it on, eheh.
But check out the Lighting presentation to see how we did our lighting on C2:
http://crytek.com/cryengine/presentations
Bottom line is, we did not rely on GI too much to do our lighting, it's there, it adds a nice light bouncing touch to exteriors but the effect is not ground breaking, hence why we complement it with manually placed deferred lights.
I set up a scene with 6 solids for walls inside of a visarea with black ambient light, a LPV that I scaled to encompass the room and increased density, and a deferred light with LPV checked on. Still no radiosity, what gives?
Seems to be only good for small scenes anyway and doesn't support shadowed lights.
Id just use normal deferred lights, with manually placed bounced lights to get a similar effect with more control and shadows. Aslong not too many lights overlap and eat all your fillrate then it should look similar.