Is it possible to implement a RayTracingScene for a system which manages a collection of meshes separately from the world and use it for a post process effect?
I want to use raytracing for a hybrid raytrace/raymarch volumetric rendering system, where sampling occurs through TLAS BVH → BLAS Tris → Sparse Volume Texture ray march.
Heterogenous volumes system has its own FRayTracingScene instance stored in the Scene class (ScenePrivate.h) for the same reason I want to do it; to manage the objects separately from the rendered scene and to have greater control. As far as I can tell, there isn’t a way to use the raytracing scene from within the project. And there’re likely more obstacles to implementing this system within a project without source code modification.
Some combination of including the below
PublicIncludePaths.AddRange(
new string[]
{
System.IO.Path.Combine(GetModuleDirectory("Shaders"), "Private"),
System.IO.Path.Combine(GetModuleDirectory("Renderer"), "Private"),
System.IO.Path.Combine(GetModuleDirectory("Renderer"), "Public"),
System.IO.Path.Combine(GetModuleDirectory("RenderCore"), "Public"),
}
);
PrivateIncludePaths.AddRange(
new string[] {
System.IO.Path.Combine(GetModuleDirectory("Renderer"), "Private"),
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RHI",
"RHICore",
"Renderer",
"RenderCore",
"RHI",
"RHICore",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RHI",
"RHICore",
"Renderer",
"RenderCore",
"Projects",
"DerivedDataCache",
"Shaders"
}
);
#include <RayTracing/RayTracingScene.h> // include this
FRayTracingScene RayTracingScene; // declare this somewhere in a class