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VXGI Voxel Irradiance pass missing?

I am using VXGI 4.15 build. Today, when I booted up my test project to learn more about VXGI, the Voxel Irradiance pass renders only black. This was not the case just a few hours ago when I saved and closed.

I was, and still am, having a major light bleed issue when I enable VXGI, so I made one change in an attempt to resolve this (which didn't work) found here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/

To be accurate, I didn't switch to that pass only today before I made that change, which I have since reversed, so I can't guarantee it was there. However, it was just a few hours ago and that was the only change I made. Not sure what could cause this.

Screenshots included (one shows the light bleed) and thank you very much.

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Product Version: UE 4.16
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asked May 27 '17 at 03:15 AM in Rendering

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avatar image logan683 May 27 '17 at 03:23 AM

OMG, as the kids say...

The variable r.VXGI.MultiBounceEnable was apparently set to 0...

However, I am still interested in whether anyone has been able to resolve the light bleed issue with VXGI. Yes, all walls and floors have plenty of thickness. 3ish" and 6ish" respectively.

Thank you everyone.

EDIT: I was just looking at how to improve the GI and I thought some of these Voxel Irradiance passes looked kinda interesting. Particularly that third shot that shows the whole model. What would make the voxels in the middle of the walls so dark? Why are the voxels in that first interior shot so bright when they're supposed to be inside in the dark?

I have manipulated the following variables: r.VXGI.MultiBounceEnable 1 r.VXGI.MapSize 256 (I found the variables range from 32 up to 256 max) r.VXGI.Range 60 (small model, more concerned with GI quality over quantity) PostProcessVolume(unbound)/ VXGI Diffuse/ Number of Cones 32

It seems to me those four settings are what really control the quality. Still can't solve this bleed.

Thank you very much.

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