details I’ve noticed so far about ray-trace:
- translucent materials act weird, they get invisible in “game view” . Material instances are even invisible inside material editor
- there is no roughness/diffusion for refraction. Hard refraction all the time
- RT GI brute force is really slow and blotchy. The denoiser is more of a noise-rescaler / Van Gogh pointilizer than a denoiser/smoother, please look into implementing techniques like VXGI
- I’m getting strange edge artifacts seams to have sth to do with roughness, the edges appear and disappear if roughness is changed.
- emissive materials don’t emit light into RTGI, the path tracer (ground truth) is rendering emission correctly.
- I can’t exclude objects from “seen in reflections” /shadow casting, important feature for things like visible studio backgrounds or background-spheres/-cubes
- r.RayTracing.SkyLight and r.RayTracing.GlobalIllumination.EvalSkyLight are unclear and combinations leads to a lot of unrealistic light situations
- playing with ray-trace in real time gets addicting very fast. It’s basically the same as with a real-time renderer in Max or Maya but god, in an real-time engine? This is awesome.
