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UE4 Raytrace Archviz Interior | Realtime GI, Reflection, Shadow | no bake | RTX 2080 ti

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    UE4 Raytrace Archviz Interior | Realtime GI, Reflection, Shadow | no bake | RTX 2080 ti


    Hi guys,

    Testing DXR cababilities on 4.22.3 with fully dynamic level.(no bake)
    Realtime GI, Shadow and reflection activated.
    Raytraced translucency disabled. (cant manage refract/ior)



    #2
    Looking great. I'm planning to play around with ray-tracing as well once the issues with translucency have been fixed.
    Gabriel Enriquez
    3D Environment Artist | VR Developer

    ArtStation | Facebook | Twitter | Instagram | LinkedIn | Steam

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      #3
      another test :

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        #4

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          #5

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            #6
            hi guys just first try 4.23.0 p1
            i think hdribackdrop must have brightness and contrast settings for hdr. The desired lighting mode seems difficult to capture without these settings.(compared with 4.22.3 level)

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              #7
              hi!

              adding contrast isn't difficult. thanks for the suggestion i will see what i can do
              Pierre-Felix Breton

              Sr Technical Product Manager AEC, Unreal Engine Enterprise
              Epic Games - LinkedIn


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                #8
                Fps are very low.

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                  #9
                  Originally posted by pf_breton View Post
                  hi!

                  adding contrast isn't difficult. thanks for the suggestion i will see what i can do
                  thx! u know i talking about settings like bp_lightstudio. if we have these settings, we can play with the values of the hdr image we want to reach the lighting mode more easily.
                  Attached Files

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                    #10
                    correct. its just a few nodes in the master material. i already made modifications locally
                    Pierre-Felix Breton

                    Sr Technical Product Manager AEC, Unreal Engine Enterprise
                    Epic Games - LinkedIn


                    Unreal Studio Documentation
                    Unreal Studio Technical Support
                    Report Unreal Studio Bugs

                    Comment


                      #11
                      Originally posted by pf_breton View Post
                      correct. its just a few nodes in the master material. i already made modifications locally

                      one more feedback? i dont know doable or not.. just suggestion.(btw i'm not dev)

                      I've done a lot of tests on Raytrace in 4.22.3, but I get constant noise in reflection, refraction and rtgi. I know I need to increase the number of samples to fix this (or we should use a good advanced rt denoiser parameters)

                      can we create RT settings group to sequencer export > u know i want to be use different settings on animation export. (rtgi , reflection, translucency bounce and samples)

                      I naturally have big contractions when I apply high sample and bounce settings from the post process. for this, I think we need a set of different RT settings that controlled these sample values during export animation.

                      I also think we need a system that applies all "RT sample parameters" for each frame and passes it to the next frame. (we use in sequencer export settings like: warmup frame count, delay every frame, delay before warmup etc. )

                      Most of my 4K 60 fps attempts could not be completed. (crash or noisy) if we can apply the features specified during export as stable, it will be indispensable for archviz users like me.

                      system spec : RTX 2080ti, 48GB ram and 5820K

                      Click image for larger version  Name:	delay.JPG Views:	1 Size:	27.0 KB ID:	1641982
                      Last edited by Nocturness; 07-13-2019, 09:53 AM.

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