Hi there,

Have had some success with total dynamic Raytracing for my interiors and exteriors. Adding bloom and volume fog seems to blow the image to being very exposed. So I’m guessing they aren’t fully supported?

Has anyone else tried a hybrid approach of baking the lights? Would you still need to do this with lightmass? For me the joy of Raytracing has been working totally dynamically.

Would love to hear anyone else’s tips for saving out quality still images? So far I have found the best way for myself is to record a frame through cinematically for set cameras. Can do a high res screen grab through the camera by turning to game mode-but it’s never sharp.

Hopefully in future versions they make it more simplified for the visualiser!


I’m using a hybrid approach in production, raytraced GI is not very good yet, so I bake the skylight with gpu lightmass and use raytracing on the directional light to get nice sharp shadows and animation possibilities.
Also, I think the best thing about raytracing is the reflections, as we can get very good lighting with lightmass already.
For renders I’m using Ansel from Nvidia, it outputs very high resolutions very sharply.

Hi Corviera,

Thanks for the good suggestions! Haven’t been able to get Ansel going but will give it another shot. Have heard about a GPU lightmass, is this a plug-in? Or on marketplace? Many thanks!

You can find it on this forum, Luoshuang's GPULightmass - Rendering - Unreal Engine Forums

One thing I’m confused about it which I haven’t had time to test so putting it out there!

If you bake all lights as static to take the load of the GPU, but have a dynamic sun that is moved after the bake, would this break the bake?