Screen Space Global Illumination for Eevee

Understandable, but it can be solved with the right defaults, I guess.
Proper GI values are important, but only for achieving photo realism.
Limiting CGI with physical laws of our universe is a serious limit for possible creativity.

So GI multiplier should have nice default, be explained and marked as “don’t touch to not to violate the physical laws of our universe”, but should not be removed in case if user want to go beyond and see what will happen…

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@rawalanche This is just to say that personally I find your comments very interesting and constructive. Then the addon by @0451 is of course a nice step toward dynamic GI.

Thank you so much to both of you for this awesome discussion here.

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it is because it is screen space.

Is using SSGI combined with an irradiance volume actually correct?
I mean,

  • is it so that the SSGI is used first and will the irradiance volume be used as a fall-back where SSGI fails?
  • or will the irradiance volume be calculated first and will the SSGI just be added on top of that ( which gives incorrect results as it applies double GI in some area’s )?

If the second scenario is true, then it would make sense to NOT use an irradiance volume.
Instead of the irradiance volume there should then reflection probes be used ( as SSR uses reflection probes as a fall-back ).

Does this makes sense?

It’s incorrect. For correct behaviour it should be treated as diffuse light, which it isn’t (treated as).

If you don’t abuse the the settings then I don’t think it doesn’t matter that much as irradiance probes are very low frequency and higher resolutions volumes don’t really improve quality as they tend to introduce more splochiness, so they don’t have that much of an overlap in use.

I’m looking into how can I improve the interaction with the fallback (as with the addon it has glitches and with custom build SSR is added on top of cubemaps not replacing them currently), but I haven’t had the time to see in practice what can be done with that with the method I have in mind.

hello is this compatible wiht blender 2.9 ?

Hi,
been playing around with SSGI. Cool stuff BUT is there any way to avoid that nasty “banding” that becomes very visible in certain scenes? For example:

No SSGI:

SSGI enabled:

Cheers, ChrisP

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This is my SSGI render scene . Love the addon!!

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No solution for viewport, at least at the moment.

For rendering you can just subtract the specular light pass from composite, denoise it and add it back in. The denoise node could add significantly to render time. If there’s a faster way to filter while preserving edges I might add it as a automated option to the addon. I’m currently not very familiar with blenders compositor.

Not sure if it will hold up for animation. From limited testing there were also some artifacts along edges in front of the world background.


I want to look in to ways to improve that part in the future, but I have minimal hopes for fixing it in the addon only version. That same noise pattern can be visible in default eevee renders without doing anything incorrect with the render settings, it’s just way more subtle.

@wev It is compatible with 2.9.

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Just tried that but the “banding” artefacts are so strong in my image that even denoise doesn’t remove them.

Also: The denoise trick seems to work much better with very low samples since it can actually denoise something then.

However, the extra GlossDir pass ~doubles the render time in my case.

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The noise patterns are very visible in 2.91 alpha. 2.90 has way less banding and noise. So using 2.91 in combination with this isn’t recommended.

2.90 for comparision to the above post:

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Hi I just installed SSGI in an architectural animation project (Blender 2.9), all my keyframes disappeared.
Do you know why ?

Hi,

That definately shoudn’t happen. Was this a one time occurance or repeatable? The addon is mainly iterating through materials, deleting and then replacing material nodes by name. Unless there’s something wrong with the addon registration or some material node properties that got replaced were keyframed I’m having a hard time guessing what could go wrong.

Thank you.

Maybe it is because I have some keyframes using the alpha channel from 0 to 1 or 1 to 0 to make slowly appear or disappear objects.

I tried on several files of that project, animation is running but no keyframe visible in the timeline and impossible to create new because I try to replace the keyframes in relation with the “alpha effect” by a location keyframe… Impossible.

Hope that help, maybe I will try to append the actions from a backup…

It doesn’t preserve keyframes on diffuse and principled BSDF nodes. Workaround would be to keyframe different node (value node as input to principled or separate transparency node).

impossible to create new because I try to replace the keyframes in relation with the “alpha effect” by a location keyframe… Impossible.

I’m not sure I fully understand this. From my testing the behaviour seems to be copying just the value from whatever it is on the current frame and ignoring the keyframes - no problems with adding keyframes afterwards.

Thank you for your help I just took a backup before the SSGI activation and restart the process, everything is fine. Maybe usefull to save, close and restart before the first activation, I don’t understand what happened. Your addon is just great.
If you want me to send you the file that don’t work let me know.
Encore bravo !

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I sent you a message.

Hey ! Is it fully compatible with Blender 2.90.1 ?
Every time I delete or add a new object, I get this message:

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There are some UI related errors that I don’t catch. Might be one of them. I’ll look into it.

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Just to re-iterate what I said since when I posted it was unavailable because of Akismet so I couldn’t edit, but I said it happened when I delete & add but it’s kinda not right.
So this message happen when:
I have the SSGI tab open AND visual on the screen. If it’s open but it’s not visual on the screen (aka you pressed N to close the panel or whatever) and I delete an object.
So to have it happen: SSGI tab open > Delete an object.
Just deleting an object without the tab open don’t do that (or atleast I haven’t seen it).

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