Hello!
As some of you may already know, I started the idea of sharing with you some of my personal projects and products with the hope of being helpful for you and if you find them good, consider donating some bucks.
This first post will be edited from time to time to reflect changes, additions and corrections of the stuff I’ll share.
The first thing I’m sharing with you is an SSGI node I created entirely with Blender’s own native compositing nodes… No scripts, no addons.
tuqueque’s SSGI node and documentation: (version 1.2): The new 1.2 version fixes a stupid clamping problem, SSGI should be more reliable with strong, direct light… The documentation also has a couple minor changes and additions.
https://drive.google.com/open?id=0B9-4MQo-2HDqU0p5RWZ4aXdMbXc
Cornell Box scene to play with: There’s a total of 6 scenes inside!.. 3 different lighting setups (Spot, Fire and Emit shaders) and for each setup, there’s an sRGB and a Filmic version with SSGI setting adapted to it! - Al scenes are animated as shown in the gifs below… You will have to re-bake the smoke simulation, of course. - If you don’t have the Filmic color profiles in your Blender install, you’ll only be able to use the sRGB scenes, the Filmic scenes would look weird/sort of dark.
https://drive.google.com/open?id=0B9-4MQo-2HDqMUpjaXFMSG5CeDQ
San Miguel scene to play with: There’s 2 scenes inside, one for the Filmic profile and one for the usual sRGB one… Warning, the scene file is HUGE (~287MB) and this is actually very optimized and somewhat simplified from the original (a lot of recycled textures). You should be able to render even in a compatible GPU with 2GB of memory. All image textures are (should) be packed into the file.
https://drive.google.com/open?id=0B9-4MQo-2HDqdEFWa2xoM0hoMnc
The SSGI (Screen Space Global Illumination) product, is a node group intended to be used inside Blender’s Cycles Compositing module to simulate what is known as indirect light, bounced light or “Global Illumination”. It doesn’t use Raytracing except for the reliance on Cycle’s Ambient Occlusion “Distance” parameter for some of its internals, everything else is worked inside the node without the use of Raytracing, just compositing nodes.
As the name states, is a Screen-Space solution, so it shares most of the advantages (speed, noiseless) and disadvantages (generally inferior quality than any “physically correct” Path Tracing solution).
Summary:
The product consists in a single node group that should be appended to the scene and connected to the proper inputs and outputs. The idea is to set Cycles’ Diffuse Bounces parameter to 0 and let the SSGI node simulate them as a compositing effect. It should be compatible with most workflows, or in most cases, those workflows could be adapted to this node.
Here’s some of the stuff that can be achieved with this node:
Plus, some animations:
The lighting is entirely solved by the SSGI node:
I hope you find it useful and remember, if you find it useful, consider donating a few bucks. In the included manual are the links for donations.
Over the next few days I’ll also share the Conell box scenes shown in the animations as well as the San Miguel scene!.. I need to sleep a few hours first! :spin:
Thank you very much!