Source Code for HBIL Technique
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Latest comments
by Frank
6 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
9 hours ago

Hi, what version of blender does this work with?

by anonymous
14 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

Source Code for HBIL Technique
21 September, 2018

Have you heard about HBIL by Benoit Patapom Mayaux? It is a fast and efficient screen-space indirect lighting technique that might be an ideal complement to any far-field illumination strategies like probe-based solutions. The thing is that the developer has recently shared a source code for this technique on GitHub. 

Check out the technique in action below, the little insets present the direct lighting-only images:

Basically, the technique that offers a cheap but efficient way to add ambient occlusion and indirect lighting by exploiting the screen-space information at its maximum potential.

This near-field technique is described as “an exact complement to the far-field indirect lighting offered by environment probes and, together, they should bring a lot of realism to your renderings.”

You can learn more about the mathematical theory behind HBIL in the following paper: 2018 Mayaux – Horizon-Based Indirect Lighting (HBIL).pdf.

Get the files and read more about the technique on GitHub.


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