I don't have the original code anymore since it was for an old version (4.16) and they implemented transmission since 4.20, so its probably better to use that. https://docs.unrealengine.com/en-us/Resources/Showcases/DigitalHumans#skinshading The code below should be added into SkyLighting.usf. I haven't tested this, so you…
I think it should actually be forward scattering... most likely the light vector, L, on line 19 should be negated, g should be positive and set somewhere between 0.25 to 0.5. These values were obtained visually because the transmission effect doesn't really show up too well otherwise. I guess at the time I felt 0.25 looked…
A continuation from the previous post. I have been working on getting screen space global illumination working for the skylight. It's currently using 32 samples, which is an extremely high sample count, and still only a single bounce. I think its starting to look plausible, but still got a lot to do. References:…
Implementing sky/environment lighting using SSGI. Gives results similar to path tracing, but you unfortunately get all of the usual artifacts from using screen space techniques.
Experimenting with screen space global illumination. It works by raymarching the depth buffer and uses the scene color to determine the amount of indirect lighting. Got a lot of bugs with the ray marching at the moment, but I think the indirect light still looks pretty good.
I worked on adding conventional bloom effect found in games, and some artistic parameters to control the generated diffraction pattern. Blade Curvature Blurs the spikes of the diffraction pattern. Obstacle Image Glare Size Size of the diffraction pattern based on image size. Conventional bloom (approximated by successively…
I managed to get the the diffraction pattern of the apertures working for the visible light spectrum. Reference http://nishitalab.org/user/nis/cdrom/pg/glare_m.pdf
Made some progress with the GPU based implementation of convolution FFT bloom, still lots of things left to do. * Currently it is limited to monochromatic light for the diffraction through the aperture. * Still need to figure out how to create artist friendly parameters to change the appearance of the glare. * Needs to be…
For the past couple days I have been trying to understand the fourier transform. One of its applications is faster convolutions and also being able to approximate the diffraction of waves through an aperture typically seen as glare on an image. The bottom shows the amplitudes after applying the fourier transform on…