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Lightmass only for Static Light, how can I create movable light global Illumination

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    Lightmass only for Static Light, how can I create movable light global Illumination

    I find some question... Lightmass only for Static Light,while to create the movable spotlight , and create the light animation , lightmass is disappear , how can I create movable light global Illumination .

    same this demo:
    realtime global illumination - color bleeding - lightsprint
    http://www.youtube.com/watch?v=lB5_x2BVRH0
    http://www.youtube.com/watch?v=Pdp3rfyFF14&NR=1
    http://www.youtube.com/watch?v=B-_pn...eature=related

    how can I do ?

    #2
    You can't. The current engine cannot handle dynamic global illumination.

    Comment


      #3
      thx ^_^

      I has some advice hope UDK beta3 increase dynamic global illumination , and increase this tech to UDK by beta3 is no very hard .

      http://www.youtube.com/watch?v=B-_pn...eature=related
      http://www.youtube.com/watch?v=lB5_x2BVRH0
      http://www.youtube.com/watch?v=UsYzI...eature=related
      the room is very Beautiful ! ^_^


      oh , I find ... 15years old engine QUAKE 2 , rewhite the Source Code , increase the realtime global illumination .
      http://www.youtube.com/watch?v=c9Lyy...eature=related

      so I think increase realtime global illumination is no hard tech.

      Comment


        #4
        well.... i'm speechless ^^

        but i like the idea of realtime GI xD

        Comment


          #5
          It's not hard from a technical standpoint for them to integrate Lightmass into real-time, seeing as they obviously have the calculations setup. It's more a practical speed issue. Quake 2's engine is not rendering anywhere near the amount of detail as UE3 is in the UDK, so it has a lot of extra room to implement new stuff like real-time global illumination. From a technology standpoint though, it's not really all that difficult to extend what they have into real-time.

          Is it possible, and would it run in real-time on some hardware using UE3? Sure. But take a look at the Crytek demonstration. They're using very high-end hardware in low detail rooms to achieve their real-time global illumination demos with color bleeding.

          If you want real-time lighting without the color bleeding and such, you can already do that in UE3 with dynamic lights. It just won't be near the quality achieved by Lightmass.

          Comment


            #6
            There is a third party plug in which introduces real time global illumination into Unreal Engine 3. This is not for the UDK however.

            Comment


              #7
              Think of it this way: Have you ever used VRay? It produces incredible GI, but at the cost of a very long render time.

              A high-end PC would render a 1920x1080 frame with full GI, caustics and everything else in about 4 or 6 hours.

              There is NO WAY that any PC nowadays can have that kind of processing power to deliver that kind of quality realtime.

              Comment


                #8
                Originally posted by schenksmill View Post
                It's not hard from a technical standpoint for them to integrate Lightmass into real-time, seeing as they obviously have the calculations setup. It's more a practical speed issue. Quake 2's engine is not rendering anywhere near the amount of detail as UE3 is in the UDK, so it has a lot of extra room to implement new stuff like real-time global illumination. From a technology standpoint though, it's not really all that difficult to extend what they have into real-time.

                Is it possible, and would it run in real-time on some hardware using UE3? Sure. But take a look at the Crytek demonstration. They're using very high-end hardware in low detail rooms to achieve their real-time global illumination demos with color bleeding.

                If you want real-time lighting without the color bleeding and such, you can already do that in UE3 with dynamic lights. It just won't be near the quality achieved by Lightmass.

                the answer is Detailed , thx ^_^

                but I hope the UDK beta3 can give designer choose [enable/disable realtime global illumination( color bleeding) for lightmass]
                global illumination the most Beautiful Effect is color bleeding .

                Comment


                  #9
                  I think this is what you are looking for
                  http://www.illuminatelabs.com/produc...-3-integration

                  Comment


                    #10
                    Originally posted by Thewiruz View Post
                    I think this is what you are looking for
                    http://www.illuminatelabs.com/produc...-3-integration
                    yes , i see , but the lightmass is static light , if the light have animation... oh , the lightmass is Disappear

                    Comment


                      #11
                      Why not just include beast in UDK ?

                      Comment


                        #12
                        Because it costs money, ask the makers of Beast if they want to give their program to you for free

                        Comment


                          #13
                          Originally posted by Xendance View Post
                          Because it costs money, ask the makers of Beast if they want to give their program to you for free
                          hahahahaha Listen, Speedtree is free then, GFx also free

                          What a good world speedtree free and beast costing strange....

                          Listen i havent started building maps yet rather programming UI, if lightmass can REALLY REALLY do same as beast then i close my mounth.

                          Comment


                            #14
                            No it's not free. IDV and Scaleform have come to an agreement with Epic to include Speedtree and GFx respectively in UE3 to be given to UE3 licensees for no extra charge. In return for that, IDV and Scaleform will get a cut from Epic directly.
                            So with that deal Epic will earn less money, but UE3 will be more attractive to others because it comes with a much better tool set. Also, it saves Epic development cost and effort for the parts that IDV and Scaleform create.

                            Comment


                              #15
                              UT2007.
                              Are you beast fans ?

                              my two post is 3month ago , thank you pash my post... ^0^

                              Comment

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