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Ray Tracing Overview - Unreal Engine 4.22 Preview

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  • replied
    Please see attached pics for tests using RTX. Are these Post Process Volume Settings correct for Glass Translucency and Reflections? Any suggestions on where I can improve? Thanks

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  • replied
    Hello! Answering both questions, UE4 doesn't support Dual cards yet, althought they do are looking to implement that feature in future versions!

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  • replied
    Hi Guys

    Newbie question1, for raytracing to work, should my main monitor I use the editor on, be connected to may raytracing enabled card, or can that card be my secondary card without monitor connected? (I have a Gtx 670 as my primary and 1080Ti as my secondary)

    Newbie question2, For raytracing, can 2 X RTX2080Ti's be used in SLI to double up the VRAM, or is SLI not supported currently?

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  • replied
    If possible, you may want to upgrade to UE 4.23. There have been a number of improvements over 4.22 with regards to Ray Tracing, including support for Landscape and many other features.

    Keep in mind that RT support in 4.22 was our first release with it and it is in Beta. While in 4.23, it's still in Beta, there have been improvements across all RT features that you may find helpful.

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  • replied
    hi everyone i need your help im working with unreal engine 22.3 activate a raytracing and direct x2 in my project create a landscape added a landscape-material or simple material like that. the proble is when i add a reflection a mirror material in a box or plane whatever the landscape don projected in relfection.

    any idea how can i do to solve this problem

    the first image looks like reflection gets a huge zoom with sphererelfection.

    the second image i create new project enable raytracing , directx12 in a third person blueprint . you can notice the landscape doesnt show as to be, its looks black



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  • replied
    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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  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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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  • replied
    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.

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  • replied
    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

    Leave a comment:


  • replied
    Woo!

    (Ten more characters.)

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  • replied
    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.

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  • replied
    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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