Perfect. Thank you Juan for the explanation This makes sense. Is the intention to handle sampling of material light contributions also, not just emissive geometry? It’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!
Hi Tommy, I’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 doesn’t support it. I have a couple of quick questions if that’s ok?
Does this support GI bounce for emissive lighting? I think I’m only seeing direct lighting from emissives.
I get no Ray Tracing at all on spline meshes (not even path tracing), which I’m assuming is something Epic need to add to the RT engine itself?
Thanks again, and I’ve included I scene I’m working on which is lit 100% by RT emissives
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 didn’t add it to the engine. I’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 don’t have much programming skills. I’ve only used vs to build some versions of the unreal engine, and I’m currently using 4.23 and 4.24.
Actually, you can add support for it even in Epic Games Launcher’s build, just modify only shader code (in this case you won’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 don’t have access to GitHub, here’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