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    Baking + Ray Tracing Reflections

    Hi eveyone,

    I'm making a big Archviz interior and I would use baking for lighting and Ray Tracing for reflections.
    Is there any way to turn on reflection Ray Tracing only? If I activate Ray tracing on the projects preferences, it activate every Ray Tracing functions but I need only reflections!
    I have tryed to deactivate all the Ray Tracing Effects by command but then if I reactivate them individually they don't work... even if I try from Post Priocess Volume I can't.

    Probably I make something wrong!

    Thanks!


    #2
    Read this:

    https://devblogs.nvidia.com/introduc...al-engine-422/

    It contains CVars that are for turning on/off specific ray-tracing functions after having enabled RT for a project.

    Comment


      #3
      Originally posted by Stefano Longo View Post
      Hi eveyone,

      I'm making a big Archviz interior and I would use baking for lighting and Ray Tracing for reflections.
      Is there any way to turn on reflection Ray Tracing only? If I activate Ray tracing on the projects preferences, it activate every Ray Tracing functions but I need only reflections!
      I have tryed to deactivate all the Ray Tracing Effects by command but then if I reactivate them individually they don't work... even if I try from Post Priocess Volume I can't.

      Probably I make something wrong!

      Thanks!
      For shadows
      Static light cannot be raytraced. If you think its raytracing, your doing lighting right.
      If you want to disable on stationary/dynamic lights, theres an option for it in the light, but, theres no reason to disable.

      The rest is in ppv, remember to set it to infinite extent.

      Comment


        #4
        Originally posted by Bits360 View Post

        For shadows
        Static light cannot be raytraced. If you think its raytracing, your doing lighting right.
        If you want to disable on stationary/dynamic lights, theres an option for it in the light, but, theres no reason to disable.

        The rest is in ppv, remember to set it to infinite extent.
        With my GTX 1080 Ti the raytracing performance are too low so I thought to bake all the lights and take advantage of the raytracing only to have a better realism for the reflections.
        I think that it's possible?

        Thanks

        Comment


          #5
          Originally posted by Stefano Longo View Post

          With my GTX 1080 Ti the raytracing performance are too low so I thought to bake all the lights and take advantage of the raytracing only to have a better realism for the reflections.
          I think that it's possible?

          Thanks
          Well, its obviously possible, and is more common than not, you should not encounter issues with it or even have any trouble doing it as its just setting some lights to static and nothing more, if you do your encountering a bug.
          Btw: Reflections are the reason raytracing is so expensive, shadows are not. Set reflection max bounces to 1, add 1 reflection capture per room (Box reflection, not sphere. Incredibly common mistake that even pros make.), and add r.RayTracing.Reflections.ReflectionCaptures 1 to your .ini or just use it as console command.

          Comment


            #6
            Originally posted by Bits360 View Post

            Well, its obviously possible, and is more common than not, you should not encounter issues with it or even have any trouble doing it as its just setting some lights to static and nothing more, if you do your encountering a bug.
            Btw: Reflections are the reason raytracing is so expensive, shadows are not. Set reflection max bounces to 1, add 1 reflection capture per room (Box reflection, not sphere. Incredibly common mistake that even pros make.), and add r.RayTracing.Reflections.ReflectionCaptures 1 to your .ini or just use it as console command.
            Thanks a lot Bits360!! I will try
            At the moment I have some problem to understand the correct method to illuminate my foliage.... Unfortunately I cannot use the Landscape material with my static mesh and I have paint the grass over it, but baking doesn't properly illuminate the grass
            Attached Files

            Comment


              #7
              Originally posted by Stefano Longo View Post

              Thanks a lot Bits360!! I will try
              At the moment I have some problem to understand the correct method to illuminate my foliage.... Unfortunately I cannot use the Landscape material with my static mesh and I have paint the grass over it, but baking doesn't properly illuminate the grass
              Foliage is a nightmare to light up decently, i suggest raytracing your directional light and ONLY your directional light.

              Comment


                #8
                Originally posted by Bits360 View Post

                Foliage is a nightmare to light up decently, i suggest raytracing your directional light and ONLY your directional light.
                Thanks Bits360!
                Now I have another problem... it's my first job in Unreal so I have a lot to learn!
                I have baked all the static light but now if I add some Anima animated people how can i illuminate them? Obviously they are not seen by the bake because they are movable...




                Comment


                  #9
                  Originally posted by Stefano Longo View Post

                  Thanks Bits360!
                  Now I have another problem... it's my first job in Unreal so I have a lot to learn!
                  I have baked all the static light but now if I add some Anima animated people how can i illuminate them? Obviously they are not seen by the bake because they are movable...
                  As in recieve or shadow them?
                  If you need them to cast shadows, use stationary not static and keep an eye on the 4 stationary light overlap limit, and in the light itself disable raytraced shadows in settings

                  If you just need them to recieve light, Unreal already has you covered. You may need to turn up volumetric lightmap density in world settings.

                  Tip: Light cost and bake time is based on source radius, not brightness, lower radius on small, low contribution lights to save fps, but, setting it too low will make it clip out at the edge.

                  Heres each raytracing feature's cost/best settings in opinion on an rtx2060 from my experience.
                  Shadows from point/spot/rect/directionallight: Low, no settings need to be tweaked here, keep an eye on source radius here
                  Shadows from skylight: Currently broken. Use AO instead for the results your looking for.
                  Translucency: Currently mostly broken, reduce refraction rays to 1 and turn off refraction to get any use out of this.
                  Reflections: Medium, Only use 1 bounce 1 sample, with use reflection captures to hide the fact its 1 bounce (Set up your reflection captures without rtx temporarily, it makes a big difference in quality.)
                  Global illumination: Too high. Use at own risk of framerate.
                  Ambient occlusion: Medium-low, You will need to set samples to 4 to get rid of noise.

                  Comment


                    #10
                    Originally posted by Bits360 View Post

                    As in recieve or shadow them?
                    If you need them to cast shadows, use stationary not static and keep an eye on the 4 stationary light overlap limit, and in the light itself disable raytraced shadows in settings

                    If you just need them to recieve light, Unreal already has you covered. You may need to turn up volumetric lightmap density in world settings.

                    Tip: Light cost and bake time is based on source radius, not brightness, lower radius on small, low contribution lights to save fps, but, setting it too low will make it clip out at the edge.

                    Heres each raytracing feature's cost/best settings in opinion on an rtx2060 from my experience.
                    Shadows from point/spot/rect/directionallight: Low, no settings need to be tweaked here, keep an eye on source radius here
                    Shadows from skylight: Currently broken. Use AO instead for the results your looking for.
                    Translucency: Currently mostly broken, reduce refraction rays to 1 and turn off refraction to get any use out of this.
                    Reflections: Medium, Only use 1 bounce 1 sample, with use reflection captures to hide the fact its 1 bounce (Set up your reflection captures without rtx temporarily, it makes a big difference in quality.)
                    Global illumination: Too high. Use at own risk of framerate.
                    Ambient occlusion: Medium-low, You will need to set samples to 4 to get rid of noise.
                    I have baked the light setting the skylight on static and the directional light on stationary. People project the shadow correctly but on the internal view they are too light...
                    At the moment I didn't use RT

                    Thanks a lot for your advices!!
                    Attached Files

                    Comment

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