Made some progress on the integration of @UnrealEngine 5's Lumen into @VoxelPlugin

Cards are now properly generated, splitting chunk meshes if multiple faces are overlapping in a direction.

Distance fields still need some work though :)

#ue5 #screenshotsaturday #voxel #gamedev
As you can see below, this is not screen space anymore but proper GI!
The generated distance fields are kind of a mess for cubes though. I tried to switch to cube instances to render the DF, but it's not working very well & is pretty slow.

I'll see if I can figure out a nice DF grid alignment to better represent the cubes.
Otherwise I might just have to crank up the DF res, like below.

Since it's stored sparsely now (unlike UE4) this might not use that much memory.
Big kudos to @TNTantoine for helping me on that project :)

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More from @phyronnaz

5 Jun
I've been digging into @UnrealEngine 5's Lumen yesterday to make it work with my voxels.

Here's what I learned along the way, if anyone's curious

(if I say something wrong please correct me :) )
I'll use the following scene as an example: a sphere with a colored emissive material, a white plane and no light whatsoever
For reference, here's how it looks without Lumen
Read 17 tweets

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