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