Working emissive materials in RTGI (with screenshots)

Perfect. Thank you Juan for the explanation :slight_smile: This makes sense. Is the intention to handle sampling of material light contributions also, not just emissive geometry? Itā€™s a distinction for me because of the detail you can get from any animated material light source versus a large flat light geo light.

Anyway, thank you very much for replying. All the best!

Tommy.

Hi Tommy, Iā€™d just like to say a massive thank you for making this possible. I make heavy use of emissive lighting in my projects, and it was really disappointing that the stock Ray Tracing implementation doesnā€™t support it. I have a couple of quick questions if thatā€™s ok?

Does this support GI bounce for emissive lighting? I think Iā€™m only seeing direct lighting from emissives.

I get no Ray Tracing at all on spline meshes (not even path tracing), which Iā€™m assuming is something Epic need to add to the RT engine itself?

Thanks again, and Iā€™ve included I scene Iā€™m working on which is lit 100% by RT emissives :slight_smile:

Dan Govier

GI bounces count should affect this. The original code was taken from the RT-PT path and is almost identical to it

For 4.23, BSP brushes and Splines are not supported for RT. Iā€™m sure Epic will add support soon.

Hey no problem! Looks cool. Glad it was useful.

Tommy

This is really beautiful. We have been looking for ways to use self illumination materials to illuminate the scene in the virtual engine. We have tried vxgi before, but the effect is not so good.

This function is really great. Unfortunately, epic didnā€™t add it to the engine. Iā€™m not very familiar with programming, but I want to add this function to the engine I use. Can you give me some simple help? For example, what steps should I use to add this cool feature to the engine I use?

I donā€™t have much programming skills. Iā€™ve only used vs to build some versions of the unreal engine, and Iā€™m currently using 4.23 and 4.24.

Thank you for your help

The link seems to be down, is there any other way I can get it to test out? :slight_smile:

@TommyBear Hi i am struggling to get emissive lighting with raytracing.
It will be great help if you show step by step process of achieving it.

Yeah, that would be awsome, iā€™ve faced many issues with emissive lights.
Unreal documentation isnā€™t useful about emissive lights with RT.

Thatā€™s because itā€™s not yet a supported feature. Itā€™s currently being worked on but Iā€™m not sure if itā€™ll land in 4.26 or not.

Once the feature is part of a release, Iā€™ll add it to the Ray Tracing documentation with additional details.

Tim

Hey!

Is there a possibility to use this feature on the launcher version of the engine? As a plugin or something? :slight_smile:

Actually, you can add support for it even in Epic Games Launcherā€™s build, just modify only shader code (in this case you wonā€™t have a console switch to turn off this feature, but since it works only with brute force method (which is too heavy for real-time, but good for making screenshots/movies) and not in final gather, it still could be useful.

If you donā€™t have access to GitHub, hereā€™s the modified version of the shader: RayTracingGlobalIlluminationRGS.usf - Google Drive
Put it here (editor should be closed): Epic Games\UE_4.25\Engine\Shaders\Private\RayTracing
Tested on UE 4.25

compilation error in 4.26ā€¦ no way to use it?