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Ray Tracing Overview - Unreal Engine 4.22 Preview

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    Leo Rakes Does the plugin also reports unsupported games when using the NVidia Creator's driver? This specific driver says it supports UE4.22, but the release number is delayed when compared with NVidia Gamer's driver. I didn't test it myself, but would be a good opportunity to check this.
    Nilson Lima
    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
    Join us at Discord: https://discord.gg/uFFSEXY

    UE4 Marketplace: Cloudscape Seasons
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      Originally posted by NilsonLima View Post
      Leo Rakes Does the plugin also reports unsupported games when using the NVidia Creator's driver? This specific driver says it supports UE4.22, but the release number is delayed when compared with NVidia Gamer's driver. I didn't test it myself, but would be a good opportunity to check this.
      I tested the Create driver and Game driver, and I couldn't start Ansel. The only available way is to uninstall the NVIDIA Geforce, and then Ansel will go back to the old version and use it. But once the NVIDIA Geforce is installed, no Ansel, including AnselRT, can be used.

      Amazingly, I started AnselRT successfully in a preview version in March or so. Although AnselRT was not supported in the engine at that time, it did include AI functions.

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        Super cool
        Last edited by BernhardRieder; 06-06-2019, 05:18 AM.

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          How's landscape and foliage support going? I haven't checked in on github for a while.

          Edit: I see some landscape, HISM and ISM raytracing commits. Might be worth taking a look.
          Last edited by Antidamage; 06-06-2019, 10:42 AM.

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            Originally posted by Antidamage View Post
            How's landscape and foliage support going? I haven't checked in on github for a while.

            Edit: I see some landscape, HISM and ISM raytracing commits. Might be worth taking a look.
            4.23!

            We'll have support for some new features that were unsupported in 4.22, but primarily 4.23's release is focused on stability with DirectX12 and performance with Ray Tracing, and more specifically you should see performance improvements with GI, and multi-bounce reflections.
            Tim Hobson | Learning Resources | Epic Games
            UE4 Documentation

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              Woo!

              (Ten more characters.)

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                I am confused about Raytracing and Baking and considering Lightmass?

                When I am going to Raytrace GI, AO, Reflections and Refractions (Translucency).. well.. do I still need to bake and build the light?
                And do I still have to consider Lightmass when using Raytracing? Or can I forget about it?

                Thank you so much for bringing light into the darkness

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                  Originally posted by remozseo View Post
                  I am confused about Raytracing and Baking and considering Lightmass?

                  When I am going to Raytrace GI, AO, Reflections and Refractions (Translucency).. well.. do I still need to bake and build the light?
                  And do I still have to consider Lightmass when using Raytracing? Or can I forget about it?

                  Thank you so much for bringing light into the darkness
                  Whenever we are discussing the raytracing now in UE4.22, we are talking about "realtime" raytracing. That said, all the reflections, shadows, GI and AO will be realized in realtime now, meaning no bakes. However for that, requires quite a powerful hardware to see it perfect in "realtime", so UE4 allows a mix of techniques and you can decide what and where the "realtime" raytracing will actuate. For this, you can spawn a Post Processing Volume and define that raytracing will occur only inside that volume, or you can also say what you want from the realtime pipeline: just shadows raytraced or just reflections or just GI, a combination of them too. Elsewhere you can still use the traditional static methods of baking lights & lightmass if you wish. There is a lot more than that from what I said, and for that you need to read the documentation and experiment yourself, but since 4.23 will bring some missing features I would start doing it now (the testing and reading) because we are about 3-4 weeks for the 1st preview I think.

                  There is a Livestream happening this day about this, check it out later at twitch.tv or YouTube @UnrealEngine channel.
                  Last edited by NilsonLima; 06-06-2019, 02:22 PM.
                  Nilson Lima
                  Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                  Join us at Discord: https://discord.gg/uFFSEXY

                  UE4 Marketplace: Cloudscape Seasons
                  supporting: Community FREE Ocean plugin

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                    I've been looking at the ray generation shaders for both the Ray Tracer and the Path Tracer. These seem to be very different approaches under the hood.

                    Path Tracer: The ray generation system under the path tracer is pretty straight forward with the pinhole camera sensor.
                    Ray Tracer: I have been looking for something similar to the path tracer within the Ray Tracing system and I can't find anything equivalent. Instead, it looks like each feature has its own ray generation shader (RGS)? For example, if you look at RayTracingSkyLightRGS.usf, you can see that it has its own ray generation shader. And there's lots of these independent ray generation shaders from what I can tell.

                    So, I'm trying to apply a lens distortion effect based off of a physical lens model and I am trying to do this by modifying the direction the rays are being casted by the ray tracer. It's relatively easy with the path tracer because there is only one ray generation shader. As a proof of concept, here is a dumb distortion effect I created with this technique using the path tracer:
                    Click image for larger version

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                    You'll notice that I apply some pretty extreme distortion on some parts of the default grid and there is no artifacting as you'd get with a post process distortion effect. I think this proves that ray tracing is the ideal way to go for modeling camera lens distortion without artifacting.

                    So, if I wanted to produce this lens distortion effect with the Ray Tracer, would I have to go into every ray generation shader and modify the direction the ray is cast? Or is there a single ray generation shader that casts the rays into the world from the camera position, which the other shaders use as a baseline reference? Would it be crazy to hope for a future engine level feature which lets us fiddle with ray generation shader values as an injected step during the rendering pipeline? ie, the ray generation shader is like a virtual function which can be overridden by a user specified function.
                    Attached Files

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                      Originally posted by Slayemin View Post
                      So, if I wanted to produce this lens distortion effect with the Ray Tracer, would I have to go into every ray generation shader and modify the direction the ray is cast? Or is there a single ray generation shader that casts the rays into the world from the camera position, which the other shaders use as a baseline reference? Would it be crazy to hope for a future engine level feature which lets us fiddle with ray generation shader values as an injected step during the rendering pipeline? ie, the ray generation shader is like a virtual function which can be overridden by a user specified function.
                      Actually, I don't think even that would be enough, since no "camera rays" are actually emitted directly with ray tracing at all. Instead, the main pass is rasterized as usual, and ray traced lighting is applied on top of it.

                      That said, a potential workaround is to place a curved mirror or lens (or quad with manipulated normals, etc.) in front of the camera, so that reflection/refraction rays are used as "camera rays." This will have a much stronger effect on performance, and the image won't look exactly the same as the rasterized version. In theory, though, it will allow you to precisely control the direction of "camera rays" provided that you correct for the angle between the camera and the lens.

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                        Hi, I've followed the instructions and am using the latest 4.22.3 available. I've got the simplest scene to verify GI etc. and I'm receiving a huge amount of noise on my scene.

                        Any suggestions would be greatly appreciated.

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                          Originally posted by Johan.Germishuys View Post
                          Hi, I've followed the instructions and am using the latest 4.22.3 available. I've got the simplest scene to verify GI etc. and I'm receiving a huge amount of noise on my scene.

                          Any suggestions would be greatly appreciated.
                          your graphic is turing (rtx) or pascal ???
                          sky light has tooo much noise
                          use another lights for raytracing

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                            Originally posted by Johan.Germishuys View Post
                            Hi, I've followed the instructions and am using the latest 4.22.3 available. I've got the simplest scene to verify GI etc. and I'm receiving a huge amount of noise on my scene.

                            Any suggestions would be greatly appreciated.
                            I have the same, alot noise coming from RTGI
                            Originally posted by Farshid View Post

                            your graphic is turing (rtx) or pascal ???
                            sky light has tooo much noise
                            use another lights for raytracing
                            Im using a 2080 TI.
                            I removed my skylight and have only one spotlight with light source.

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