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[Experimental] Volumetric Global Illumination

Plugins + Scripts [Experimental] Volumetric Global Illumination

Stopper

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Stopper submitted a new resource:

[Experimental] Volumetric Global Illumination - Adds volumetric global illumination

An initial attempt at importing SEGI global illumination into VAM.

This project hasn't been updated in ages, so I doubt I'll get it to perform better than it currently does. The upside is that it runs on VAM's ancient version of Unity.

Getting it to look good takes a good bit of tinkering. I'll add documentation for what the settings do when I figure them out. Feel free to post your own findings!

Usage
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It worked for me, but it doesn't work reloading, it only works the first time it loads
 
A bug I've noticed is that it breaks the loading of new CUAs. What I did was: loading up an empty scene > add CUA environment > add directional light > add GI plugin > load new CUA > stuck on infinitely loading the new CUA....
Also trying to load a new scene that contains a CUA will just be stuck on loading the CUA forever, which needs a restart of VAM.

Nonetheless, amazing seeing you add so many graphical improvements to VAM with your plugins!
 
This is awesome but you cannot load in cuas after loading in the plugin. You cant load in huntingsuccubus' subsurface scattering plugin either.
 
A bug I've noticed is that it breaks the loading of new CUAs. What I did was: loading up an empty scene > add CUA environment > add directional light > add GI plugin > load new CUA > stuck on infinitely loading the new CUA....
Also trying to load a new scene that contains a CUA will just be stuck on loading the CUA forever, which needs a restart of VAM.

Nonetheless, amazing seeing you add so many graphical improvements to VAM with your plugins!
This is awesome but you cannot load in cuas after loading in the plugin. You cant load in huntingsuccubus' subsurface scattering plugin either.
Thanks for flagging. Will take a look!
 
Dug around a little and there were quite a few improvements in this fork ninlilizi/SEGI apparently, which is sadly deleted now. It included improvements from CK85/SEGI and it sounds like it may have had some form of time slicing?
  • Samples cones across frames. Giving a 32cone result for the cost of 2 per frame.
The last source code version seems to be archived. I think given the MIT license it would be fine to use (but asking probably wouldn't hurt).
Archived releases page
Archived source code releases

Also if you are feeling graphics-engineery you could look into the improvements suggested in this issue which might boost performance a little (gut feeling 10%ish + the VRAM savings but I have not looked into the source code at all). The point light support would be neat.

Time slicing would be the biggest improvement performance-wise of course.
 
Confirming that reloading plugin seems to make it stop working as well as prevents other scenes with CUA from loading requiring a VAM hard reset. Very promising otherwise though and looking forward to playing around more with it.
 
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