Only leaving CL 26157603 reverted since accessing GenerateSource in FDistanceFieldVolumeData::CacheDerivedData is not safe due to async mesh compilation.
#prelight 64948190a26e02126bc0a64f
#rb Krzysztof.Narkowicz
[CL 26206875 by tiago costa in ue5-main branch]
[FYI] tiago.costa
Original CL Desc
-----------------------------------------------------------------
Use FSignedDistanceFieldBuildSectionData when generating distance fields for Nanite meshes.
Context:
- Nanite meshes distance fields are generated using the original mesh data instead of the coarse representation generated by Nanite, however that code path was not checking section data such as blend mode, two sided, etc.
Fix:
- Modified FStaticMeshBuilder::BuildMeshVertexPositions(...) to also output a FStaticMeshSectionArray.
- Updated MeshRepresentation::SetupEmbreeScene(...) to check section flags when using SourceMeshData.IsValid() code path.
#prelight
#rb Krzysztof.Narkowicz
[CL 26174853 by bob tellez in ue5-main branch]
- Different mesh sections can point to the same material slot which was a problem since bAffectDistanceFieldLighting flag can be set per section but we were using an array with an entry per material slot instead of per section.
- To address this now we build array of FSignedDistanceFieldBuildSectionData (one entry per section) so section don't override each other.
#prelight 64921d9ab76bf403cda2f33f
#rb daniel.wright
[CL 26137888 by tiago costa in ue5-main branch]
BoneInfluencesLimit can be set on each LOD of an asset. DefaultBoneInfluencesLimit is a per-platform global default that can be set from the project settings.
This allows you to, for example, enable Unlimited Bone Influences on a project while ensuring that meshes don't use more than 8 influences by default, even if they've been imported with more.
#rb alexis.matte,josie.yang
#preflight 6380959cf514e1ded907774d
[CL 23265588 by henry falconer in ue5-main branch]
* Useful to hide window frames in the distance field to work around over-occlusion
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19416394 via CL 19416400
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v928-19376421)
[CL 19417073 by daniel wright in ue5-main branch]
#preflight 61eefc77ba69a4fdb220bf23
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18713191 by marc audy in ue5-main branch]
* First mesh is voxelized by tracing rays in every voxel
* Then voxel faces are clustered in parallel to build continuos cards. Clustering follows voxel distance, card ratio, density and other metrics
* Finally a specificied number of cards is selected per mesh (user parameter). This allows to tradeoff between coverage and runtime overhead
Other:
* Added surface cache coverage view mode for debugging coverage issues - r.Lumen.Visualize.Mode 6
* Fixed r.LumenScene.SurfaceCache.CardMinResolution to be able to go below 2
#preflight 61d478acdb0309127dfaf8ec
#rb Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18519098 in //UE5/Release-5.0/... via CL 18519102
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18519115 by krzysztof narkowicz in ue5-release-engine-test branch]
* SDFs are now generated, allocated from the atlas and uploaded in 8^3 bricks (7^3 unique data, half voxel padding).
* Tracing must load the brick index from the indirection table, and only bricks near the surface are stored
* 3 mips are now generated, with the lowest resolution always loaded and the other 2 streamed
* SDFs are now G8 narrow band. Lower resolution mips must be traversed when querying distance to nearest surface far away from the surface
* The Distance Field Brick Atlas is now stored for each FScene and dynamically resized based on needs with a GPU memcopy
* Brick atlas uses a 1d pooled allocator which has no fragmentation and greatly reduces packing waste over the 3d allocator
* Added new indirection for Distance Field Asset data, so that only a single entry needs to be updated when a mip is streamed in or out in scenes with millions of instances
* Compute shaders operating on distance field instances generate streaming requests, which are async read back to CPU, turned into IO requests, which are polled and when complete uploaded to atlases
* Any mesh instance inside the Global SDF extent (200m) requests mip1, and at 50m requests mip2
* Now using a batched compute scatter to upload to the distance field atlas instead of RHIUpdateTexture3d, to bypass alignment restrictions and per-upload overhead
* Distance Field streaming uses an async task to move Memcpy and IO request overhead off of the Rendering Thread
* Distance Field Visualization now computes a normal from the SDF gradient and does simple lighting to better visualize the scene representation
* Increased r.DistanceFields.MaxPerMeshResolution from 128 to 512, to better represent large objects
* Mesh SDF generation now uses an Embree point query to calculate closest unsigned distance, and then a much smaller set of rays to count backfaces for negative region determination, for a 11x speedup
* Upgraded mesh utilities to Embree 3.12.2 to get point queries
* Fixed wrong transform used for SDF normals in Lumen, causing non-uniformly scaled meshes to have incorrect Surface Cache interpolation
* Fixed Static Mesh materials not getting PostLoaded before SDF build, causing their blend modes to be wrong for the build, which corrupts the DDC. Also included those blend modes in the DDC key.
Original costs on 1080 GTX (full updates on everything and no screen traces)
10.60ms UpdateGlobalDistanceField
3.62ms LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
1.73ms VoxelizeCards Clipmaps=[0,1,2,3]
0.38ms TraceCards 1 dispatch 1 groups
0.51ms TraceCards 1 dispatch 1 groups
Sparse SDF costs
12.06ms UpdateGlobalDistanceField
4.35ms LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
2.30ms VoxelizeCards Clipmaps=[0,1,2,3]
0.69ms TraceCards 1 dispatch 1 groups
0.77ms TraceCards 1 dispatch 1 groups
Tested: TopazEntry PC, Reverb PC and PS5, EngineTests, QAGame, Rift, Frosty P_Construct_WP, FortGPUTestbed
#rb Krzysztof.Narkowicz
#ROBOMERGE-OWNER: Daniel.Wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 15784493 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf
[CL 15790658 by Daniel Wright in ue5-main branch]
* r.LumenScene.MeshCardsMaxLOD controls representation quality. With 0 being a box projection
* New card placement to focus on important parts of a mesh (skip non visible parts)
* Replaced CubeMapTrees with MeshCards. Instead of a big volume texture lookup there are now 6 lists of decals (one per axis)
* Merged distance field and mesh card Embree setup code into a set of common functions
* Removed hardcoded limits of 6 cards per mesh
#fyi Daniel.Wright, Patrick.Kelly, Yuriy.ODonnell
[CL 15144947 by Krzysztof Narkowicz in ue5-main branch]