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Option: Irradiance Map as Primary GI Engine for both baking and rendering (CPU) - combination of Irradiance Map / Lightcache

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  • Option: Irradiance Map as Primary GI Engine for both baking and rendering (CPU) - combination of Irradiance Map / Lightcache

    We use Irradiance Map / Lightcache with high settings as our standard setup for movie / still rendering / texture baking in 3D Studio Max.
    Brute Force / Lightcache in Unreal might be very accurate, but for heavy aircraft interior scenes with many many lights, small windows and a lot of indirect light irradiance map / lightcache still seems to be the fastest solution.
    Is it possible to implement the irradiance map engine in Unreal as an option?
    Robert

    Max, VRay, Fusion:

    https://www.youtube.com/watch?v=g5fSLrVzpxg
    https://www.youtube.com/watch?v=bpmJgTb_9Ro
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