Screenshot Thread
- Ryuken
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- Marty McFly
The little blob there casts light, which spreads throughout the air like it would in real life, bouncing off surfaces and illuminating the scene directly and indirectly. The scene is dynamically voxelized each frame. Obviously only what you can see, but I found a surprisingly good heuristic to estimate object thickness and also solve the backface problem, so light bumps off the back side of objects.
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- Duran.te
Unbelievable. Simply amazing!
I wonder how much time you spent on it.
Can't wait to see more!
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- klotim
Marty McFly wrote: Voxel based lighting transport using a LPV ( Light Propagation Volume ) with infinite bounces - on ReShade. Why? Because I can.
The little blob there casts light, which spreads throughout the air like it would in real life, bouncing off surfaces and illuminating the scene directly and indirectly. The scene is dynamically voxelized each frame. Obviously only what you can see, but I found a surprisingly good heuristic to estimate object thickness and also solve the backface problem, so light bumps off the back side of objects.
Could you upload it to git in its current state? Would love to test it!
Looks great!
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- jas01
The little blob there casts light, which spreads throughout the air like it would in real life, bouncing off surfaces and illuminating the scene directly and indirectly. The scene is dynamically voxelized each frame. Obviously only what you can see, but I found a surprisingly good heuristic to estimate object thickness and also solve the backface problem, so light bumps off the back side of objects.
Looking very interesting. Good to see you constantly improving your projects.
Is this also working for any (bright) light sources in some ReShade friendly game (essentially giving us more dynamic light sources) or working only in this specific scenery?
Are you planning to rework your global illumination (indirect lighting part of MXAO)? Can we hope to see more colorful light bouncing from object to object?
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- Ryuken
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- Ophicer
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- Marty McFly
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- Ophicer
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- Wicked Sick
[img size=450] https://steamuserimages-a.akamaihd.net/ugc/829135118405294490/59A6BF9608FD223D74459F99ACEF9B84FBE86456/ ?.jpg[/img]
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- Wicked Sick
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- Marty McFly
Ophicer wrote: Mind Blowing! Looks amazing! Bet the performance hit is huge but it looks so damn good. And I read a while back someone said it couldn't be done via shader. Any ATA on this or is this for private use only?
Probably I told you that it wasn't possible - referring to actual scene ray tracing like RTX does it, this here is screen-space ray tracing, it can't intersect any object, just the ones in the screen and only the side that's visible to the camera.
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- Bloody Eugene
Can you post a before-after screenshot?
Can't wait until you release it!
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- Marty McFly
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- lowenz
- Ophicer
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- someone_for
Love the ME screenshots. Well done. Would you please share your preset ?
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- Ophicer
I will post it on the preset page as soon as I finish optimising it for 1440p since it's only runs at 30fps at 4k. Also it needs an additional step, turning off post processing in game, that is if you want to use the provided LUT. I should mention it's not bug free, since reshade adds effects after all the in game rendering, some effects like AO and SSR clip through transparencies, fog effects and lens flare. I'd say it looks "as it shoukd" about 95% of the time.someone_for wrote: @Ophicer
Love the ME screenshots. Well done. Would you please share your preset ?
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- kaicooper
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- kaicooper
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