I Build the Unreal 5.4, i and saw the raytracing reflection is gone from the post-process volume
i working on jewelry and watches industry and the Lumen is really nice but we are not there yet.
Lumen working very well for environement but on Luxury visualisation is not working
saw the difference between the raytracing and lumen.
My only advice if they do take it out is to not use Nanite meshes(because of proxy) and Raise reflections roughness threshold that way it’s not falling back on Radiance cache.
Make sure Lumen reflections are not downsampling too.
My issue, i am working a lot for a luxury jewelry company, and Lumen is not quality enough for sharp and clean reflection when you have mirror metal render is not working
You could just stick with that version of Unreal. Making watch ads (?) probably doesn’t require any advanced features. Then just check back in later versions until Lumen is up to par for your needs.
thank you for your response, but we don’t do ad, we develop 3D real-time experience
for our new client we want to use nanite to make a real-time engraving with displacement mapping coming in 5.4. but if I can’t have raytracing is not going to make it .
Another example is really simple just an HDRI and an engraving texture with normal
i tried to put the quality to the maximum on lumen, as you can see is really blurry , maybe I am doing something wrong, it seems nothing works… it’s really unusable for the kind of job I need.
@UE_FlavienP can I rebuild unreal5.4 from source with raytracing?
Not an expert, what are your project and post process settings? for lument and reflections.
Getting the feature back is not going to be easy, you better stay on 5.3.
I also have been told that he could be some settings to tweak, you could look at
disabling the screen traces (in the lumen reflection settings of the post process)
enable hardware raytracing for lumen in the PRoject settings with Ray Lighting Mode at “Hit-Lighting for reflections”
making sure raytracing is enabled to r.raytracing.enable 1
it helps I little bit, thank you, but is still blurry especially when we move.
I am currently working on developing a high-end 3D configurator for a prestigious Swiss watch brand using Unreal Engine. As we strive to achieve unparalleled quality in our renderings, we have encountered significant challenges with the shift from Raytracing to Lumen in the latest Unreal versions.
While Lumen offers promising advancements, it currently does not meet the high-quality reflection standards required for our luxury product designs. Our project heavily relies on advanced features like Nanite with Tessellation and Displacement Maps, which are available in UE 5.4. These are crucial for implementing real-time engravings on objects, an essential aspect of our configurator.
Given that Raytracing has been deprecated in favor of Lumen, which is yet to reach its full potential, staying on UE 5.3 is not a viable option for us due to the lack of support for certain features we need in UE 5.4.
Could the community advise on the possibility of recompiling UE 5.4 with Raytracing support, or if there are other workarounds or advocacy paths to ensure Raytracing can remain available until Lumen fully matures? The removal of Raytracing seems premature as it still plays a critical role in product design where precision and clarity in reflections are paramount.
Thank you for any guidance or insights you can provide. It’s vital for the entire Unreal community, especially those of us in product design, to maintain access to the highest quality reflection capabilities as we transition technologies.
i push the quality at 4.0 is not changing anything.
i setup also for “high quality normal”.
let me know if you need some other information.
I believe that while Lumen is well-suited for rendering organic materials and matte surfaces due to its rapid calculation of reflections and global illumination, it does not yet meet the needs of luxury watch design. In our specific context, where we deal with highly reflective materials like polished metal, the precision of rendering is paramount. Lumen prioritizes speed and uses algorithms that quickly approximate light and reflections, which is generally effective but insufficient for applications requiring high accuracy. This approach lacks the necessary precision for materials like polished metal, where each reflection significantly impacts the overall visual quality. Conversely, Raytracing provides much higher precision in calculating reflections and lighting, which is crucial for achieving the realistic and detailed effects essential in high-end product design. Therefore, I think that for our specific requirements, where precision is more critical than speed, Raytracing remains indispensable. At this point, it appears that Lumen is not capable of matching Raytracing’s level of detail and accuracy for reflective materials.
Just i quick preview with Lumen ON and OFF (without reflection (“off” settings in “reflection” post processing ) on Unreal 5.4
we can see when we zoom out I little bit is blurry and mostly unusable.
thank you for your help
I wish you a nice day.
Daniel
As others above said, make sure you enable Hardware Ray Tracing and make Lumen use it (you already do it but I am repeating it anyway for others just because it’s crucial):
The console variable which will solve the reflection blurriness is: “r.Lumen.Reflections.Temporal 0” but it will come at expense of some noise, which will require increasing lumen reflection samples.
If you do Jewelry design renders, just use Path Tracer. Use realtime renderer with lumen just as a preview, in the same way you use viewport in offline DCCs, and when you are rendering finals for client, switch to path tracer. It will be much better than just rasterizer with ray traced reflection pass.
Set your Unreal Editor theme to something that doesn’t make others’ eyes bleed
The thing is that Raytrace reflections doesn’t take into consideration global illumination as you all can check in 5.3 where shadows on reflections are just plain and bad looking. for your use case that may not be important. but having mirror like reflections that are unreal for other cases is not a great solution either.
to improve your reflections in 5.4 use
r.Lumen.Reflections.DownsampleFactor 0
By default, the value is 2 (in high settings)
and documentary says that it should change to 1 in epic or cinematic but that doesn’t happen i guess from a performance point of view because as you said most projects won’t benefit from this.
this will improve default reflections by a lot but still isn’t enough for mirror like reflections by itself
pair it with
r.Lumen.Reflections.Temporal 0 although this may introduce a little of noise which is reduced a little with
r.Lumen.Reflections.RoughnessFadeLength 1 but not completely
i think is good enough for most cases but check if this works for you.
if i manage to find a better solution i will come back to this.
Note. Remember to increase max reflection bounces accordingly depending on your needs to avoid black reflections from subsequent bounces.
Like others have expressed, removing RT Reflections and what’s more GI has severely impacted quality. Especially since lumen is not up for the job at Present. with No RT GI there is no AO and therefore no artistic control of proximity based shadowing … which is a must for automotive and other visualisation fields requiring this artistic control. This despite Lumen working in a more ‘realistic’ and ‘truer’ fashion.
What’s required for a large market of users that aren’t worried about game optimisation is the upmost quality without having to attempt to quell newly occuring artefacts and limitations introduced by new lighting implementations, within full release (and not beta or branched software).
I LOVE Unreal Engine (and I do) and all it enables from a creative visualisation standpoint but I can’t help but think there seems to be a danger of rushing through new innovations to push envelopes, that some may say appear half baked, at the expense of refining existing tech that the community has come to know and depend upon.
Change is good and inevitable, but change to something that doesn’t offer what the previous iteration did at the level it did and which brings new issues to boot, is a bit of a sore spot for myself and others I know.
I completely agree. For now, I am stuck on Unreal 5.3 because the quality of Lumen is not there yet.
You need to tweak so many console commands to have what you want and even then is not perfect.
i spent three days trying to have something similar, it’s close but is not as sharp as ray tracing.
Lumen is fantastic for the organic environment, but for the jewelry or watch industry we are coming back 2 years back in quality.
i understand the need to go forward with lumen, but keeping the raytracing until lumen is mature was in my opinion a better choice.