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  1. Hey, I have a Problem with Lights and Voxel Probes. I want to add a light inside a tunnel and bake it with a VoxelProbe so that I can hide it at large distances to safe performance. I recreated the Problem in an empty scene with all default settings. Now the Problem is that it seems like the VoxelProbes dont really interact with Projected lights. The Voxel spheres are very dark and without the light visible its very hard to see any light at all. I tried a lot of different settings and nothings seems to work except bumping up the light intensity to a very high number and that makes the light itself way too bright. - Scene with active lights and voxel probe (how it should look) - Scene without light and only voxel probe (how it looks now, way too dark with barely any light) - closeup of voxels at the wall near the light I dont really know any solution and if I maybe forget something simple in the setting. Help is greatly appriciated, thanks in advance!
  2. Going 4K resolution with many lights

    Hi, we are now integrating lights for our airport scenes. We tried to implement it with LightProj Objects and are generating very much of them (>300). They have no shadows enabled but can use much screen space. We enabled visibility distance but it looks very odd when moving over the airport and suddenly lights go on or off. I did some profiling and the worst case I approached was arround 20 ms on the gpu for the deferred light pass for 170 lights in the viewport. Are there any other possibilitys in the engine to bake lights for open world environments which don't use that much processing power? Since we are running 4K we want at least approach stable 30 fps. I appended the microprofile dump to this message. Thanks in advance. Sebastian MicroProfile Capture.html
  3. Hello everyone, I'm working on projects like.... creation of virtual sets using Unigine Editor. But I'm looking for optimization methods to bring more FPS... Already studies "superposition benchmark" to get know how to optimize.... i got know that in S.positon's used LOD, OCCLUDER... but doesn't work in my project. Moreover, (In "superposition benchmark")It's having lot of probs and high resolution textures but getting excellent FPS but HOW?HOW?HOW?HOW?. I'm wondering to know that... Find attached snapshot of my small project..... with THIS TOPICS.... Please tell me... Guide me...... suggest me.... advice me......... Regards, Mayur patel
  4. Hi, i have been trying to achieve the star like glows you see on lights at night time. I realise you can turn on the "cross" option for HDR, but this is not the correct effect as it then affects everything in the scene, not just the lights. Also this is very limited as it only has 8 points maximum - the glows around lights you see at night can seem to have many many lines radiating from them in the glow. here is an example linked below of what i am talking about in the car and street lamps in the image. I thought at first this might be able to be done with the emission map with an appropriate mask to control the glow - but it does not seem to work like that. I guess if Unigine cannot do this already as one of its effects, we could use billboards to achieve the desired effect. http://ecobackup.fr/11342.jpg
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