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  • Published 28 Apr 2020

Eevee Irradiance Volume Edit Mode

An Edit Mode for Irradiance Volumes that lets you place or move points with more precision would be very welcome.

When you use a grid, even a dense one, you get probes stuck inside of objects that you need included. This leads to gross looking results and takes forever to calculate.

Eevee probes 1

Eevee probes 1

The solution is to use multiple Irradiance volumes.

Eevee probes 1

Eevee probes 2

The issue with the second solution is that it's needlessly messy in the viewport, but more importantly each object has its own distance and falloff which scales with the object.

Because the falloff is linear, it's really obvious when an object enters or leaves the bounds, especially when the distance between the inner bound and outer bound is reduced. So, if we need probes close together on the X axis we scale it down on the X axis, but then we need a giant Distance in order to bring the falloff back to reasonable levels along the X.

Eevee probes 2

If we have a lot of probes with short distances, objects flicker as it passes among them. If the distance is too large, the blending looks wrong.

I.E. managing a bunch of smaller light probes as separate objects is very limited. If we could have just one irradiance volume object that we could arbitrarily place points inside via an Edit Mode, we'd be able to get the work done faster from a usability perspective and Eevee wouldn't need to calculate as much stuff. Win-win. Separate controls for distance along the X, Y, and Z axes would help as well.

probes.png

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Development Status: Open

Upvote 22 Downvote 0
jlampel
28 Apr 2020

7 Comments

Kenzie

Would be nice but considering those "points" represent texels in a 3D texture it would be impossible to move them without a super slow to compute lookups. You could offset the position they are baked from to be outside of an object, but when it comes time to evaluate them... Not so much.

2
Emi_Martinez

❤ hope this can be implemented

1
semagnum

I know this is an old one, but I had a thought that might help as well: maybe we can connect this to geometry nodes with a "Points to irradiance volume" node. That way, along with these having their own edit mode, we could be able to generate our own irradiance volume from points, and transitively from volumes or meshes.

Vyach

I think, the problem is interpolation between nodes. So I assume, you can`t move em free. May be only delete unnecessary points and leave importand.

Also you can fix dark spots with clipping tuning

Lauloque

It seems to me that Unity can do that with what looks like an equivalent to Eevee's irradiance volume :
youtu.be/_E0JXOZDTKA

4
Vyach

* @-L0Lock- * It is great if that will be possible. Looks great but as i can understand from video, they still should have cubic graph and limited location {attachment 2020-04-29_20-59-03mp4} But even in this case it is much more optimal than dense grid.

1
Emi_Martinez

* @-L0Lock- * This feature is a MUST HAVE for eevee.

1