Rayflux showcase ( global illumination )

Rayflux is going to be opensource once i add all wanted features and do the needed optimizations. The scene has around 800 light probes for the best result.
It would take many and many more time to bake one “light map” with any plugin, atleast, i think.


By the way the lighting calculation parameters is almost the same as in real life, I’ve been configuring it precisely to get some better results, i will try to add auto calculation based on the scene that light probes are going to be put in.

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Some additional screenshots:


image

These use only 100 probes

this looks pretty cool, but how does this differ from the tons of other gi projects on the platform?

also there seems to be quite a bit of light leaking.
image

This is just because the grid wasn’t the same size as the box, and it was the wall’s color because light bounced of the wall.

The difference is, module has glass refraction, and almost real time scene light calculation, it only takes around 1 second for all the light to be calculated fully for the first time.(by fully i mean that the scene has completely been computed)
As for the next updates it takes less than 0.7 seconds to fully calculate the light again for all the probes, while having 0 stuttering.

this would absolutely be useful for some of my games, do you have an ETA?

do you multithread? i ran something similar with over 8,000 probes and 60 raycasts per probe for a personal GI system I’m developing. i got 2.3s total render (though i designed with static scenes in mind). i like your design, and the refraction is a great idea.

This is cool and all like all the other GI systems people have made but why does noone go into any detail about why their GI is better? How does it work? How are probes placed? What is a probe in your GI system? Does it model the inverse square law?

I just posted on this… and I pretty much do all this, and props to you on mentioning inverse square law!

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Its just pseudo multithreading for now, not actors.

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My GI right now is not better than any other GI but it has some additional features like proper reflactance from different materials refraction etc… Just a bunch of math with raycasts and functions from wikipedia. Prob placing is not optimized for now, they are just everywhere, Probe is a light parented to attachment which is parented to Terrain. “Does it model the inverse square law?” Lol i am stupid it actually does the inverse square law.

It’s very unique, but I have a suggestion. With too many lights, shadowmap causes problems with splotching and breaking. Future addresses this, as well as light leaking. It’s up to you, but I think future may also be better for this type of thing. Keep up the good work though!