As far as I know the GI can be enabled into UE4, but Epic didn't fully
developed this feature because of GPU consumption, but I guess they're
planning to evolve the idea in the future...

Light Propagation Volumes GI
<https://forums.unrealengine.com/showthread.php?530-How-to-enable-Light-Propagation-Volumes-GI-WIP-AND-BETA>


2014-08-23 9:25 GMT+02:00 <pete...@skynet.be>:

>   I’m no specialist at all – but it’s not because the lights move around
> that there’s no baking involved.
> In my understanding and the little bit of research I did nearly a decade
> years ago – which was unrelated to Unreal – that was one of the paths being
> actively explored: baking a scene, and spherical harmonics in particular –
> which would allow to then have dynamic lights with radiosity in realtime.
> And the logistics at the time were a render/bake of a few hours and files
> running in the gigabytes...
>
>
>  *From:* Eugene Flormata <eug...@flormata.com>
> *Sent:* Saturday, August 23, 2014 7:36 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: ot: unreal engine
>
>  https://www.youtube.com/watch?v=rOkJ1-vnh-s
> this doesn't really look baked though
>
>
> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
> wrote:
>
>>  It's all about baking. Recently, I made some arch viz app for Andriod
>> and iOS and I was able to achieve good quality. It was for unity and I did
>> all the baking in soft.
>>
>> Sent from my iPhone
>>
>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>
>>  Consider that this is a kind of tech demo, means that Unreal Engine 4,
>> being a game engine, is built to manage multiple aspect ( physics,
>> characters movement and logic, enemies logic, particles and so on )
>> The video shows how good is UE4 with lighting and "atmosphere", but the
>> you actually build your scene as a game you need to do lots of
>> compromises...
>> Cryengine 2 was used as well for archivz and the results were stunning,
>> and lots of companies get a license to develop just that...
>>
>> The main issue that I found right now is that if you want to share or
>> send the work to your client ( as a walkthrough I mean ) you have to send (
>> and install ) a 1-2gb file, which most clients are not so comfortable
>> with...otherwise you can just render a video with it...the main advantage
>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>
>> Anyway this engine looks amazing and the constant updates are improving
>> it more and more
>>
>>
>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante <cgc...@gmail.com>:
>>
>>> Some more in his work in kotaku:
>>>
>>>
>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>
>>> And also a while back this Swedish apartment was done in Unreal
>>> (previously done in octane). He even offers a download if you want to test
>>> the interactivity.
>>>
>>> http://vimeo.com/m/98625270
>>>
>>>
>>> On Friday, 22 August 2014, Matt Lind <ml...@carbinestudios.com> wrote:
>>>
>>>>   Addendum:
>>>>
>>>>
>>>>
>>>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>>>> can render faster than the native viewports – less overhead.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* Matt Lind
>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* RE: ot: unreal engine
>>>>
>>>>
>>>>
>>>> Not the entire reason, but a big part of it is DCC apps must spend a
>>>> lot of time reading and evaluating construction histories and other user
>>>> interaction whereas the displayed data in a game engine is stripped down to
>>>> the bare minimum for performance.  Game engines will always be faster than
>>>> DCC apps in that regard, and by a large factor.
>>>>
>>>>
>>>>
>>>> As for look quality, it’s just a matter of writing the shaders.  You
>>>> can do that in Softimage.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
>>>> Bares
>>>> *Sent:* Friday, August 22, 2014 2:04 PM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Re: ot: unreal engine
>>>>
>>>>
>>>>
>>>> I still wonder why the viewport of our 3D apps is not as good as that…
>>>> :-P
>>>>
>>>>
>>>>
>>>> Jordi Bares
>>>>
>>>> jordiba...@gmail.com
>>>>
>>>>
>>>>
>>>> On 22 Aug 2014, at 21:34, Francisco Criado <malcriad...@gmail.com>
>>>> wrote:
>>>>
>>>>
>>>>
>>>> it seems to be, it only tales 10 minutes to build the light mapping.
>>>>
>>>> details here:
>>>>
>>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>>
>>>>
>>>>
>>>> 2014-08-22 17:30 GMT-03:00 David Saber <davidsa...@sfr.fr>:
>>>>
>>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>>>
>>>>  have to share this:
>>>>
>>>>
>>>>
>>>> UE4 Archviz / Lighting 2
>>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> F.
>>>>
>>>> wowo, this is realtime?
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>
>>
>

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