Hi there,
I’m opening a discussion here to get feedback in order to be able to complete the module before I open a pull request. This is a rebrand of the old GI module hosted here for now: armory and iron. You must checkout to “voxelgi”.
For now voxel_light compute shaders are not working, so I’m left with the decision of trying more (that I’m going to do first), or pass the lighting mechanism into the voxel’s fragment shaders.
There are a few things I can’t get, like why the image needs to be RGBA64 for voxels to hold colors, and why compute shaders don’t read / write from opacity to voxels.
I’d also like to re-implement the GPU particles mechanism ; there is the option but I don’t think this works, it will be a matter of copying the old branch’s code into this one.
We’r using clipmaps (for AO and GI) to get high scale voxelization, this means revoxelize and center voxels around camera are no longer options. Keeping the temporal filter and everything else.
DONE:
Clipmaps
Voxel irradiance (allows diffuse, specular, and refraction)
TODO:
Voxel light (lamp shadows)
Bounces
Particles (don’t know if related to voxels, will probably not do anything more that retrieving the old code).
Thanks for any feedback.