I hope you can reply to me. I'm a mining engineer. in geology field or mining field we using blocks to represent our geology information. such as different types of rock . then we using spatial estimation method to sign estimated grade value to each blocks according to real world data such as drill holes. after that we using that block model or you can call them voxel to do scheduling. things like when where we going to mine that block will give us the best money value!!! so I really want to implement that whole working procedure inside UN5. I just want to hear your opinion whether we can or not.. geology block model has different resolution usually 3*3*3 or 1*2*1for production. I want to have different mining schedule scenarios to compare which one is best! all that information have to stored inside each block. and we also need to retrieve those information easily. thank you for your time!!!
like if we do short term schedule. like two weeks schedule. we need mine some blocks to transport to other places. then we have to those information how many blocks we transfered , what's the grade for each block, when we transfered that individual block. all those kinds of information.... I hope you can understand...
Thanks! By soft shadow I assume you mean the new virtual shadows - I have yet to look into that. When I tried to enable them they brought the editor to a crawl due to the amount of voxel geometry :)
It is because in UE5 light does not move with the speed of light as we know it. UE5 is it's own medium with different properties then empty space where light can reach full spead. In UE5 light moves slower so your eyes are able to catch it slowly and smoothly propagating across the space! Hope that settles it for you
@@UnchartedWorlds All you say makes sense. But that's not physically correct but UE5 is striving to look so. So that's strange that it is as minimum is not configurable (is it?)
@@manapotion1594 I think he was joking. The reason why you see this here, and pretty much in any modern real time GI solution, is because those algorithm are temporals: they dont get calculated over a frame but over multiple, that prevent the calculation from making your game stutter.
Качество освещения Lumen на уровне шейдеров SEUS PTGI. Потрясающе!
This is honestly amazing! Cheers mate!
purchased the plugin, did you ever do a tutorial for setting up a system like this? cheers
Amazing, i want to make minecraft in UE5 one day.
So how do I add the pro version to UE5? Right now I was only able to use the free plugin.
So satisfying to watch :)
I hope you can reply to me. I'm a mining engineer. in geology field or mining field we using blocks to represent our geology information. such as different types of rock . then we using spatial estimation method to sign estimated grade value to each blocks according to real world data such as drill holes. after that we using that block model or you can call them voxel to do scheduling. things like when where we going to mine that block will give us the best money value!!! so I really want to implement that whole working procedure inside UN5. I just want to hear your opinion whether we can or not.. geology block model has different resolution usually 3*3*3 or 1*2*1for production. I want to have different mining schedule scenarios to compare which one is best! all that information have to stored inside each block. and we also need to retrieve those information easily. thank you for your time!!!
like if we do short term schedule. like two weeks schedule. we need mine some blocks to transport to other places. then we have to those information how many blocks we transfered , what's the grade for each block, when we transfered that individual block. all those kinds of information.... I hope you can understand...
Quite impressive!
Are you going to integrate the soft shadow sampling as well? Or does it work but you turned it off for this demo.
Thanks! By soft shadow I assume you mean the new virtual shadows - I have yet to look into that. When I tried to enable them they brought the editor to a crawl due to the amount of voxel geometry :)
@@voxelplugin Yes, that's what I meant, don't know much of UE terminology :) And understandable, voxels via polygons can be hard.
@@voxelplugin Is the Lumen functionality only on the pro version?
Is it possible to replace the "cubes" with custom nanite meshes?
Not currently no
@@voxelplugin will it be possible in voxel 2.0? :D
The smooth light transition looks odd when you put new blocks :)
It is because in UE5 light does not move with the speed of light as we know it. UE5 is it's own medium with different properties then empty space where light can reach full spead. In UE5 light moves slower so your eyes are able to catch it slowly and smoothly propagating across the space! Hope that settles it for you
@@UnchartedWorlds All you say makes sense. But that's not physically correct but UE5 is striving to look so. So that's strange that it is as minimum is not configurable (is it?)
@@manapotion1594 I think he was joking. The reason why you see this here, and pretty much in any modern real time GI solution, is because those algorithm are temporals: they dont get calculated over a frame but over multiple, that prevent the calculation from making your game stutter.
Hi there, is this using UE5 with Voxel Plugin PRO?
Ah, Minecraft, finally.
Wow you brought Minecraft Ptgi to unreal 👾