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SVOGI Offline Voxelization

Posted: Mon Nov 27, 2017 11:15 am
by currve
Hey devs,

I'm working on some stuff that requires expensive svoti settings. In the roadmap I saw 'SVOGI Offline Voxelization' and an option in the recent 5.4 build where I can turn on svoti_diff_offline or similar (can't remember the full cmd). Is this already implemented as an experimental feature to bake lighting? How about a multi bounce option (more than 3 [0-2])?

Is there a way to test beta releases which are non public?

I am looking forward to your answers and future releases.

EDIT:
Here's the correct command from the CE 5.4.0 build 164

CMD

Code: Select all

e_svoTI_Diffuse_Cache ? Pre-bake lighting in SVO and use it instead of cone tracing
When turning it on (e_svoTI_Diffuse_Cache 1) the engine answers:

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[Assert] Condition: pInstance->m_nMaxVecs[eConstantBufferShaderSlot_PerBatch] > 0 [line 228] [File=D:/jk/gamesdk_release/Code/CryEngine/RenderDll/XRenderD3D9/DeviceManager/DeviceObjectHelpers.cpp]
The best, Stefan.

Re: SVOGI Offline Voxelization

Posted: Mon Nov 27, 2017 10:03 pm
by currve
edit bump

Re: SVOGI Offline Voxelization

Posted: Wed Nov 29, 2017 3:10 pm
by sdswz19831
Offline voxelizaiton allows you to store voxelized scene on the hard disk. Runtime cone tracing is still needed.
It's already in the main branch. https://github.com/CRYTEK/CRYENGINE/com ... ca8f7396cd

Re: SVOGI Offline Voxelization

Posted: Wed Nov 29, 2017 5:08 pm
by junfanbl
This sounds very interesting, what is SVOGI and what is voxelation? I've heard the terms before but I'm not sure what they are.

Re: SVOGI Offline Voxelization

Posted: Fri Dec 01, 2017 8:13 pm
by currve
OK thanks for the link to the git diff! The question is now, how to use it?

Re: SVOGI Offline Voxelization

Posted: Sat Dec 02, 2017 10:38 am
by launcherTutorial
Currve

This feature will function much like the Terrain Occlusion Mesh and you will go to File->Export SVOGI Data. Then you will have to wait a decent bit of time to let it write to disk as mentioned. Keep in mind this time is directly correlated with the complexity of your scenes. Just like the Pak files it will prioritize anything written to disk first and will take the SVO data. The only integration that it is currently tested a decent amount on is the integration mode 0.

Collin (Oops on the account)

Re: SVOGI Offline Voxelization

Posted: Sat Dec 02, 2017 12:19 pm
by currve
Hey Collin,

thank you for the reply. I'll give it a try and report back asap!

Re: SVOGI Offline Voxelization

Posted: Sat Dec 02, 2017 2:40 pm
by noise
How will it look in general? It will be like Lightmass Global Illumination? That is, after the lighting building, will there be shadow from indirect lighting? Which can now only be obtained using Analytical GI

Re: SVOGI Offline Voxelization

Posted: Wed Dec 06, 2017 1:37 pm
by currve
Can someone @crytek give some feedback here please? I would be really happy to have a feature on board for high precise lighting baking + SVOTI. Thanks a ton :)

Re: SVOGI Offline Voxelization

Posted: Wed Dec 06, 2017 2:17 pm
by lavizh
Not sure when the feature will be made available. You cant use the file menu for that now since its not in 5.4. Perhaps with 5.5 when its available?

What Collin said requires a modification to the Sandbox Editor which again requires the Editor sourcecode, which is not available (yet).