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Added 3 new nodes that will ship with my custom GI solution:
- GTAO Disable: Per material disabling of GTAO, good for stylized foliage etc. Just drop it into a material graph and there will be no GTAO for that material, it will cast GTAO on the env though.
- VolumeProbe Sampler: Multiply it with lets say an unlit shader and boom now it samples the baked GI probes so you can experiment with this for foliage and other stylized unlit materials (or realistic ofc).
- VolumeProbe Sampler DoubleSided: Apply GI on both sides
#UnrealEngine5 #UE5 #GameDev
My Source 2-like probe system + light baking for UE5 is pretty much done now fully.
As seen in the video, with the right volume setup you can have super thin walls without light leaking. Plugin releasing in like a week, after my vacation.
#UnrealEngine5 #UE5 #GameDev
Here is a full showcase of my custom Source 2-like light baking and probe implementation for Unreal Engine 5.
Features showcased:
- Volume based probe system (full density control, fade between volumes with a volume fade slider, automatic volume priority and custom priority overrides)
- GPU Lightmass with expanded features like a custom denoiser and overall QOL (like a bake volume which only bakes objects inside the volume for fast prototyping)
- Custom Box Capture implementation to make it easier to use (basically just a custom way of scaling the box capture component since its so annoying)
- A custom fullbright viewport option for easier map editing (without having to get visual clutter in the way)
Will eventually release on FAB as a plugin for UE 5.7. Everything is running inside an Epic Launcher Downloaded version of UE5 in this showcase.
#UnrealEngine5 #UE5 #GameDev
This system now fully works as a plugin, so i will be able to distribute it as a FAB plugin! 🥳
Still adding some more QOL features, then i will be able to release it :)
#UnrealEngine5 #GameDev #UE #UE5
Nearing completion on my custom UE5 volumetric lightmap probe system that is volume based (for baked environments).
Uses GPU lightmass as base and then a custom per volume probe system - Completely eliminates light bleeding due to per area control. Allows for blending between volumes and custom resolutions in custom areas.
Will see if i can make this into a plugin - currently this is a full engine fork so i am unsure if i can make it happen! Still some things left before i can call it feature complete but currently its working exactly as intended!
Fully artist controlled both visually and optimization speaking, no more auto probe placement that is affecting the whole level 💫
#UnrealEngine5 #UE5 #GameDev
So when is Valve gonna make Source 2 public? Can’t see a better time than this honestly
'The road to Unreal Engine 6' - unrealengine.com/news/the-ro…
"for UE6, we see LLMs, generative AI models, and tools like Claude and Codex playing a central role in helping you build content faster while maintaining the creative control you need."
Nearing completion on my custom UE5 volumetric lightmap probe system that is volume based (for baked environments).
Uses GPU lightmass as base and then a custom per volume probe system - Completely eliminates light bleeding due to per area control. Allows for blending between volumes and custom resolutions in custom areas.
Will see if i can make this into a plugin - currently this is a full engine fork so i am unsure if i can make it happen! Still some things left before i can call it feature complete but currently its working exactly as intended!
Fully artist controlled both visually and optimization speaking, no more auto probe placement that is affecting the whole level 💫
#UnrealEngine5 #UE5 #GameDev






























