[-50% off in Fresh Assets Sale! Save $600 Bundle offer!] Lumina GI -Real time Voxel based global illumination for URP-HDRP, no SDFs baking

Lumina GI URP work on GI screen space reflection on water like surfaces.

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Without LUMINA

With LUMINA


Lumina GI URP work on rocky surfaces with GI.

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Lumina GI HDRP work on next version demo scenes.

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nasos_333 still waiting for this interior which I uploaded :sunglasses:




Hi, i had a first go with the model and post first results for reference :slight_smile:

nasos_333 That’s a good start! Area Light or LEM must fill that window and of course, photos must be produced by your engine (No area Light from Unity). It can be Physky also instead of Area Light. The quality must be raised strongly up but this I can do by myself if you will improve the engine.

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You mean the whole window covered with an area like light to emulate the sun or just a local light ?

Yes.
Since you do not have LightPortals (and probably you will never have) you must use not elegant solution by boosting Light from the outside by using Physical lights or LEM.
LEM - Light Emitting Materials are more useful but more difficult to implement in Engine.
Physical Lights (especially Environment without Sun) mostly is decorative do their limitations by the complexity of the scene.

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I see, will try this aspect also asap

I post few images of a new demo i work on also, with sun light through door




Added mesh lights to emulate the sun, is this something close to the described effect ?

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This looks good:

Propagation of GI is correct (resolution of GI is low but this is no problem: more voxels density - better quality - low performance…remember that we talk about High-Quality, watch my example in Override Mode)
If you will add LEM system (by Object or by Area Light from Unity) that would be great!
Voxel rendering has a second life right now after many years of being abandoned and forsaken. Codders try back to this idea again and I saw really nice high-quality renders from voxels.

That would be a nice target :wink:

100000001218704--1121384--clear.png

Nice, will try out to imbue more detail to the solution and get back asap.

The room is 40m and GI volume 66m in this demo scene, so there is room to improve detail with the same resolution as well.

[quote=“Yanus3D, post:131, topic: 886462, username:Yanus3D”]
This looks good:

Propagation of GI is correct (resolution of GI is low but this is no problem: more voxels density - better quality - low performance…remember that we talk about High-Quality, watch my example in Override Mode)
If you will add LEM system (by Object or by Area Light from Unity) that would be great!
Voxel rendering has a second life right now after many years of being abandoned and forsaken. Codders try back to this idea again and I saw really nice high-quality renders from voxels.

That would be a nice target :wink:

[/quote]
Here is one image with 46m voxel distance that covers the room with more detailed voxels, for reference





Lumina GI URP work on next version demo scenes.

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Lumina GI URP work on next version demo scenes.

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on Twitter: x.com

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Looks amazing :), is it using LUMINA URP or HDRP ?

**Lumina GI **work on next version demo scenes.

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**Lumina GI **work on next version demo scenes.

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Sky Master ULTIMATE and Lumina GI, **ARTnGAME **research on integration of fluids interacting with the Voxelized world representation.

The 3D fluid fire system is now fully integrated to the SEGI Global Illumination system rendering in Sky Master ULTIMATE and in LUMINA Global Illumination for URP - HDRP and the goal now is to input the voxel texture to the fire fluid for interaction of the fire with the world. Also inject the fire into the voxel volume for contribution in the global illumination.

The video is software recorded in a 5 years old DELL XPS Laptop (1050GTX GPU).

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