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Raytracing & Baking?

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    Raytracing & Baking?

    I am using the new Raytracing Feature for GI, Reflections, AO & Translucency.

    I am a bit confused... when I use Raytracing, do I still have to Build Lightmaps?
    Do I still have to consider Lightmass?
    Do I still have to "bake"?

    Or does Raytracing just replace that?

    Thanks for any little help,
    appreciate that!

    #2
    Raytracing is all real-time so you don't have to bake anything. If you aren't satisfied with the results that raytracing provides or you want to run it on a computer that doesn't have a raytracing card then you would need to use baked lighting with Lightmass. Eventually baked lighting will be accelerated by raytracing cores.

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      #3
      This is great. Thank you so much for your help!

      Ok, but what I don't understand is why the Unreal Engine still tells me that I have so many objects in my scene and they have to be re-build?

      For example, I am testing a simple lamp:
      1 x Stationary Light
      4 x Static Lights

      please see attached images with the BEFORE vs. AFTER "Build".

      I am using Raytracing in the PostProcess Volume for GI, AO, Reflection & Translucency.
      Raytracing is also activated in the project settings.

      But even so, the Unreal Engine tells me that I need to "BUILD" the scene.
      On the geometry it says: "PREVIEW".

      Questions:
      • So if I don't need to Build anything when I fully Raytrace the scene.. how the heck do I get rid of the "Preview" text on the geometry?
      • And when using Raytracing, does it matter if the light source is static, stationary or movable?
      • And if I just use Raytracing, I don't need to consider the Lightmass Resolution at all?
      thank you so much for your help - that is awesome!
      I really do appreciate that!

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