Realtime Global Illumination + New Video Surfaces! | SceneForge 0.6.23

Jul 18, 2022 1:26 pm

Hello there !

This is an exciting release because it comes with a few major new features:

Realtime Global Illumination, and Video/Image support for Video Surfaces!

As always, you can check out a video overview below:


image


What's New?

  • There's now a slider for Screen Space Global Illumination Intensity
  • You can now switch the input on video surfaces from Compositing to Video/Image.
  • You can now tint primitive materials to the desired color.
  • You can now disable light/camera renderers from Virtual Camera views.


Global Illumination

Global Illumination (or Indirect Lighting) is when light bounces from one surface to another. By default, most real-time rendering engines only calculate direct lighting and require indirect bounces to be handled by a post-effect or more advanced raytracer. SceneForge now has a Screen-Space Global Illumination system that will sample the lights on the screen and calculate lighting from them.


This includes emissive materials, which is super cool -- no more needing to use light bulbs to simulate neon signs!

It does have the drawback of fading out when no lights are on screen, but for static cameras, this works really well.


In the future a more physically-based system is being researched for improved accuracy on capable machines.


Video Surface Updates

Previously you could only use Video Surface objects for compositing, with no way to easily display an image or video in your 3D scene. Now you can simply switch the input of video surfaces to either compositing (how it was previously), or a Video/Image input. That allows you to select a video or image to display on that object.

This is perfect for backdrops or placing outside of windows.


As always, if you have any questions, feel free to reply right to this email.


Thanks for reading!

  • Judah Mantell, Founder @ SceneForge.app


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