I hear ya and I agree with what you are saying but it’s not like this is going to become the official implementation in Blender, it’s just an option that people will have until we get the real thing.
It’s more of a situation where the microphone is locked to the raw output so you must either hack the microphone or use it as is until you get a better solution.
I’d love to see a proper SSGI implementation but until then this is the best we have and no-one bothered to do it until 0451 came along so let’s appreciate the work while also trying to improve it
And to users starting the practice:
YOU CAN COMPENSATE OFF-SCREEN LIGHTING SIMPLY BY ADDING AREA LAMP.
(SINCE YOU CAN INSTANTLY SEE WHERE, WHAT COLOR & HOW INTENSE IT NEEDS TO BE)
@kkostovas
Updated the disclaimer on Gumroad. Might probably even need to make it longer?
There are few things that I can think of that are doable to improve this hacky approach that I’ll try to implement. But overall it’s not going to fundamentally change.
Main issue being that even with full 100 roughness the SSR still looks to be biased towards the mirror reflections and for diffuse you need a hemisphere not a elongated lobe. It’s less visible on organic geometry, but for boxes it’s pretty visible.
I didn’t expect much more traffic than the original WIP thread, but that has definately not been the case with all the extra complications from that.
I have made this node which I use in the world shader sometimes to control color and intensity of the shadows. It is not perfect but maybe some part of it can be useful for SSGI when an HDRI is present.
Some world material manipulation would probably be the best band aid possible in only a addon form. At least a way to easily disable specular world lighting.
I might have a solution for a modified build. It’s pretty easy to kill the overall material contribution of a node and leave only the SSR. Fallback cube maps needs to be gone too, but that’s done inside the SSR fragment shader and I haven’t figured out the best way to pass a variable to that per node so I don’t mess any other shaders up. The resulting isolated SSR is way cleaner too compared to what I was doing with nodes.
This is so awesome. I’m having a real good time with it. It’s clearly not ready for prime time, but it’s so much a step in the right direction.
I discovered that when I was using Cycles that some noisy textures I created (like dirt or gravel roads) ended up a lot more flat without cranking up my samples to ludicrous proportions. Eevee however, showed all the detail of these noisy textures (and was so much faster). But I mourned the loss of GI. Then, literally the next day, everyone started talking about this plug in and I was like “Oh, I gotta try this”.
Early tests were hopeful. After a little tweaking I managed to get a pretty good render.
@cymon
Can you send me just the dirt plane in a private message?
Testing the modified build. No problem with world lighting, but with higher intensities the dithering like noise pattern of SSR is pretty visible (unlike the subtracting of nodes that got rid of more minute detail). Also I didn’t notice any variable from node materials directly being passed on to SSR shader. Unless I can find a way to do that then the SSR will be just added on top of cubemap/world lighting with no occlusion.
I am so impressed by this that I wanted to go back to GumRoad and give you more money for it, but GumRoad is being a pain about taking my money. Is there somewhere else I can throw money at your for this?
Info about futher plans:
I’ll update the addon only version with things I can do to improve it, but I’m also going to add a modified build of Blender with addon only designed to work with that as there are some things I can’t do with only material nodes. It will be the same hacky approach at it’s base and not a separate effect from SSR.
Materials are added (a simple cube on plane, both has their own material)
I tried to check in Python code, when I comment out the lines, others keys are not found…
That’s weird, it’s the same addon version on both computers, maybe I say something wrong, I will check again on my other computer if the error appears.
Actually, my laptop seems to have problems with latest versions of Blender (2.83.x), that I don’t have on my desktop computer. Let me check for a couple of minutes, I will see if I can find informaiton.