Screen Space Global Illumination for Eevee

Not sure why you say this, but I have an animation with 180 deg. pan of the camera and SSGI worked perfectly.
I had lights behind the camera, lights in front, lights on the side, and it worked perfectly regardless if lighting was in the screen space.

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It will work for some scenes, it won’t for others. In particular it won’t work well when a bright surface pans out of the camera view. There’s ways to mitigate this, like by also using irradiance probes or increasing the overscan, but this really isn’t a great experience.

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Hello

Thank you for this great Tool .

Please can you compile it whit new version of 2.93 .
There is this new Setting for lights.

v01_A_

I tried to overwrite the blender files. But it seams it is some how written directly to (blender.exe)

Cant seam to get it working.

Thank you …

You the best.

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1.13 up on Gumroad and builds drive folder. Uploaded also a new diff based on yesterdays master to the drive folder (updated patch on developer site also).

Based on the newest SSR shader so some small improvements from there mainly the half res trace resolve is now improved and doesn’t result in visible half resolution pixel grid being present.

I’ll try to do a Linux build today and Mac later during this week.

@TeDoma
New version up.

@philo_vivero @BluePrintRandom
Diff is uploaded. Code would benefit from some clean up though.

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a penny for anyone who could combine this build with the Eevee Parallax Occlusion build :open_mouth:

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Removed by popular demand

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@0451 the new build seems to have lowered the intensity of the SSGI bounce.
Not sure if this is because the Eevee lights have changed in the latest official builds or something else happing?

Now I have to set diffuse intensity to 2 to match the brightness of Cycles comparatively. I liked having the default setting of 1 as close to Cycles’ intensity for any given light source.

Keep up the awesome work. :metal:t2:

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Just a heads up, I tried using the native 1.12 build to test out one of my old scenes, and it crashes Blender immediately upon opening. Running it from the terminal tells me it’s due to a segmentation fault.

This may be something that’s fixed with the upcoming version, but if not, here it is.

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@Renzatic
1.13 had that issue in my linux VM. I can’t recall without looking through it if it could be same issue with 1.12 (wasn’t occurring on my end), but hopefully I just fixed it for Linux (untested Linux version with fix for that will be up soon). I’m not having that great of a time figuring out the CPU side of things in Blender source - I’ll need to go through it again anyway in more depth. For now the Linux build is slightly different since that issue isn’t occurring on Win even though there are issues in code. Any reports of crashes is welcome.

@philo_vivero
Thank you for providing the Mac builds! 2.93 has had plenty of rendering artifacts for a while (currently not SSR related), but seems it doesn’t affect everyone. (https://developer.blender.org/T86578)

@Binke
Theoretically I could add the patch for that in. Haven’t looked at it in depth, but there should be no technical compatibility issues as far as I can tell at the moment.

@CookItOff
Can you send me an example? That’s not an intended change and I haven’t noticed anything major on my end with limited testing.

Edit:
Linux version uploaded to drive.

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Imma check it out!

edit: IT WORKS! :smiley:

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Id kiss your feet if you did!

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0451, don’t ever let anyone tell you you’re not rad. Because you are rad.

I’d show off what I’ve done, but I feel like I’ve already spammed that one scene too much already. Needless to say, it looks shockingly close to the Cycles render.

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I’ll say it once more, how is Clement Focault not totally and 100-percentedly contacting you to bring this amazing magic to the official Blender builds?!?

I realize it’s not perfect, but IMHO between SSGI and the new EEVEE DoF Blur, it’s more than 90% at visual parity with Cycles.

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I’ve been toying with all my old scenes to see what all I could get out of this.

By overdriving everything to ridiculous degrees, I managed to light my room using nothing more than the emission shader on the lantern. It’s got issues, especially those fireflies that show up during render, but still…

…it’s realtime. :open_mouth:

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@0451
Here are the different images one from 1.12 and one from 1.13
All settings are identical between the two; the only difference is the SSGI fork versions.
You can flip between the two with the side arrows if viewing from a desktop browser.

Eevee SSGI 1.12

Eevee SSGI 1.13

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@philo_vivero the Mac version isn’t doing anything.

Eevee Stock

Eevee SSGI

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Ah “adult language” … that is close to be unbelievable

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Removed by popular demand

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The version that you uploaded and which I tested this afternoon totally works fine on my machine. I did have issues if a Volume is present, but I assume that’s just not supported yet.

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Yes, I was using the version you provided from the link above.
Saying that, I do have four different versions of Blender with alt naming schemes in my applications folder, and one of them may be conflicting with the SSGI build.
I know MacOS and Windows handles duplicate/similar apps differently with Mac sharing operations folders between identical apps.

I’ll try to isolate the SSGI build and try again.

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