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I wanted to get up a video going over the localized GI system I built in UE4 as well as the new light probe system. None of these methods add any extra light actors of any kind, no point lights, spot lights, etc... They are all calculated through blueprint and rendered through a post process material.
Few facts:
Both of these systems are extremely good on performance and come at almost no cost.
Both the GI and Light Probes are calculated through a combination of blueprint, material collection parameters, and post process materials.
Lighting from both systems takes into account roughness, world normals, and Ambient Occlusion so their interaction with the environment feels will usually feel very natural and give correct directionality like real lighting.
Light probe system has a very low flat cost, doesn't matter how much of the world the lighting is effecting, how much overlap is happening, or how many are used, the fps cost will remain the same(Very low). This system also has the bonus of being able to light translucent objects/vfx at no extra cost and will effect them at infinite distances.
I hope to eventually get both of these systems up on the Unreal Marketplace at some point.