Originally posted by kurylo3d
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nvidia rtx lightmap baking?
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wut.
didn't they say in the GDC talks that they expected to start unrolling these features in 4.20?
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4.20 will have dynamic unshadowed and baked shadowed area lights. Sadly even for the release at the end of the year the only confirmed features are AO and shadows. No word on GI at GDC other than it was too expensive. As I've said before, it's such a pity since a fast GPU lightmap baker would boost productivity enormously as seen in the examples from Unity and Frostbite. One can only hope that they're working on something internally.Last edited by The_Distiller; 05-25-2018, 02:19 PM.
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Also Cinematic depth of field.
Not sure if Volume Texture Asset support is related to this demo.
Releasing RTX support now wouldn't be that useful anyway. DX12 ray tracing is tagged as "experimental" and using current Volta hardware would be very expensive. GDC was great to present incoming technology, but it isn't here yet.
Most likely will get DX12 update and new video cards before Christmas.Last edited by Doctor Ergot; 05-25-2018, 02:25 PM.
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There is always this that you can use in meantime. https://forums.unrealengine.com/deve...s-gpulightmass
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Originally posted by The_Distiller View Post4.20 will have dynamic unshadowed and baked shadowed area lights. Sadly even for the release at the end of the year the only confirmed features are AO and shadows. No word on GI at GDC other than it was too expensive. As I've said before, it's such a pity since a fast GPU lightmap baker would boost productivity enormously as seen in the examples from Unity and Frostbite. One can only hope that they're working on something internally.
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Originally posted by Kalle_H View PostThere is always this that you can use in meantime. https://forums.unrealengine.com/deve...s-gpulightmass
Either way both are over night processes plus this gpu renderer doesnt support lods or HLODS... it casts shadows on geometry that is larger (a proxy lod for example..)
Last edited by kurylo3d; 05-26-2018, 10:22 PM.
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Hi all!
Apparently Epic will share some info at SIGGRAPH 2018:
"Join Juan Canada and François Antoine in exploring the latest exciting ray tracing advancements in Unreal Engine. We’ll break down the roadmap of our new path-tracer and progressive lightmapper, then reveal our latest real-time ray-traced showcase"
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Well, RTX does not do GI of any sorts. It's used for raytracing area light shadows, reflections and AO. So there is hardly any use for it regarding baking lightmaps. GPU Lightmass is the fastest way of baking lightmaps at the moment but there is only 4.19.2 version, no updates for 4.20 yet.Last edited by AntonBoiko; 08-02-2018, 02:25 PM.
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Nvidia already showed a preview of the progressive lightmapper in UE4 earlier this year:
https://youtu.be/tjf-1BxpR9c?t=7m7sLast edited by The_Distiller; 08-02-2018, 02:28 PM.
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Originally posted by AntonBoiko View PostWell, RTX does not do GI of any sorts. It's used for raytracing area light shadows, reflections and AO. So there is hardly any use for it regarding baking lightmaps. GPU Lightmass is the fastest way of baking lightmaps at the moment but there is only 4.19.2 version, no updates for 4.20 yet.
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Originally posted by The_Distiller View PostNvidia already showed a preview of the progressive lightmapper in UE4 earlier this year:
https://youtu.be/tjf-1BxpR9c?t=7m7sLast edited by AntonBoiko; 08-02-2018, 04:50 PM.
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Originally posted by AntonBoiko View PostWell, RTX does not do GI of any sorts. It's used for raytracing area light shadows, reflections and AO. So there is hardly any use for it regarding baking lightmaps. GPU Lightmass is the fastest way of baking lightmaps at the moment but there is only 4.19.2 version, no updates for 4.20 yet.
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Originally posted by Kalle_H View Post
RTX is just generic easy to use ray tracing api that can be used with normal rendering pipeline. You can do anything with it. DICE did have demo where they used RTX to drive AI agents.
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