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Ray Tracing Overview - Unreal Engine 4.22 Preview

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  • replied
    Just wondering, are there any extra parameters to enable to ensure the denoiser works? Currently it seems to have no effect regardless of whether if its enabled or not. Based on the PDF, it suggests that 1 SPP should be enough with a Sky light, but the shadows I am getting are still incredibly noisy.

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  • replied
    Thank you for this doc! Very appreciated!

    Andrew

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  • replied
    We used this document to test Raytracing yesterday (we are an architecture office)...and OMG this is awesome. The potential is huge.




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  • replied
    It would be good if you could add something addressing raytracing + VR support to the FAQ. Where it stands in 4.22, how the plans are for the future.

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  • replied
    Default raytracing settings and the rolling ball template produce the effect for me. I turned on skylight tracing for that screenshot but it's more pronounced in the default configuration. Running the preview rather than the dev branch.

    There's no outline shader, nothing is stenciled, so it must be some raytracing pass.

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  • replied
    Originally posted by Antidamage View Post
    Any plans to apply the denoiser to the path tracer? Go on, you know you want to.

    And is there some kind of buffer UV issue? I'm getting outlines on everything:
    Just curious.. how is it setup ambient occlusion at that scene? Is it contributing to the outline?

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  • replied
    Any plans to apply the denoiser to the path tracer? Go on, you know you want to.

    And is there some kind of buffer UV issue? I'm getting outlines on everything:

    Last edited by Antidamage; 03-04-2019, 04:06 PM.

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  • replied
    Could be useful for beginners but for example there is no info about how to use denoiser commands, what they do etc. like r.GlobalIllumination.Denoiser.HistoryConvolution.KernelSpreadFactor, r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount, r.GlobalIllumination.Denoiser.ReconstructionSamples, r.GlobalIllumination.Denoiser.TemporalAccumulation

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  • replied
    There are several problems

    1. When can Mask materials be supported? Existing Msak materials, such as vegetation, are heavily flickering in DXR Shadow, which means that Mask objects cannot be used in DXR scenarios, that is, most existing projects are difficult to actually use DXR.

    2. The support of Landscape and HISM, Foliage System, although we know from many places that these objects do not seem to be supported in 4.22, will we have a hybrid alternative? For example, let CSM Shadow complete the content that DXR does not support. Otherwise, these unsupported modules under DXR rendering have no good processing method at all. Even the early preview version of 4.22 can not be applied to many projects.

    3. Can GI and AO be used separately? When we first saw the preview version, we were shocked by AO, so excellent performance and effect performance that we were waiting for the follow-up RTGI, but after the emergence of RTGI, we faced worse performance and noise reduction performance, so we hope to use AO alone instead of using GI with unsatisfactory performance and effect, but after the launch of GI, it seems that GI and AO did not. Can any way be used separately?

    4. With regard to noise reduction devices, in the initial demonstrations of NVIDIA, and even in many DXR Demos made in Unreal, there are excellent performance of noise reduction. Perhaps this is based on AI noise reduction of RTX graphics cards? But our existing DXR does not seem to have this performance of noise reduction. When moving, the noise point is very obvious. This is obviously not from NVIDIA's AI noise reduction. Will it be supported by AI noise reduction in the future?

    Thank you in advance for your answer!

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  • replied
    Will RTGI Denoiser enhance with the stable release of UE4.22 or will maintain its current state?
    I think these diffuse black dots (+ ghosting) in darker areas are a drawback to use GI.

    PDF is great and clear, thanks!
    Last edited by Jhosep_Chevarria; 03-01-2019, 08:14 PM.

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  • replied
    Great PDF, super useful. Thanks Stephen.

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  • replied
    Originally posted by Stephen Ellis View Post
    We have prepared a document to provide additional information for the 'early access' ray tracing feature as it currently exists in the Unreal Engine 4.22 Previews.

    This document is targeted specifically at designers and visualization artists in the Architectural Visualization industry, although much of the information will be applicable to anyone interested in ray tracing in the Unreal Engine.

    Download the PDF here: [ATTACH]n1590263[/ATTACH]
    Thanks for the document. It is very concise, so really good as quick guide.

    One question that could be handled as FAQ and which many are looking to know is: Will multi-GPU get support with RT? We know that currently the engine has no multi-GPU support.
    Last edited by NilsonLima; 03-01-2019, 05:43 PM.

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