I’m so pumped for this feature! In today’s Unity blog they talk about the Octane Renderer and its use of GPU lightmapping, is this the same thing featured in this weeks GDC talk or a seperate GPU lightmapping solution?
Two different things (with a very similar purpose). Unitys own GPU lightmapper is scheduled for a public preview via a build of 2018.2 at some point I believe (I dont know if it will be in the actual 2018.2 release)
No problem. Also note that at this stage OctaneRender is still Windows & Nvidia only. They are working on rewriting their systems to be based on cross-platform and cross-vendor stuff rather than CUDA, but they are not there yet. Whereas the presently unreleased Unity GPU progressive lightmapping is based on cross-platform/GPU stuff from the start.
guys, what about segi dynamic voxel-based global illumination, are you gonna support it in hd pipeline ? its now open source and i hope u guys make it in good use.
Daemonhahn as far as i know segi doesn’t support HD pipline and as every open source the development will be slower. it will be great if unity support segi same as they did for pro-builder.
I imagine the correct approach will involve possibly path tracing in part, things like that, it’s where GPUs are putting their muscle. Even DX12 has a raytracing API and Vulcan to follow I guess…
I mean GI, we’ve got enlighen and with some wise massaging it fulfils all but the most dynamic use-cases.
SEGI being open source, perhaps it will have a HD version some day.
Is there a reason you can’t convert them? the built-in renderer seems by large the same as 2017. You should know the GPU lightmapper isn’t out for 2018 for a while yet as well, they’re still just talking about these things being generally sometime in 2018, not specific.
Yeah those should all still work the same. Is there a specific upgrade problem you’re having? (note: you should only ever attempt upgrading a project on a copy)
For the record, I use all custom shaders and all custom post processing, they all worked fine in 2018 (at least from my limited testing, but I did get a build running).
You don’t have to switch to the new rendering pipelines.