![]() ![]() With Deliver Us The Moon, we focused on reflections, since those have the most visual impact. ![]() Implementing RTX after your game is practically finished means you’ll have to adjust some Materials and lighting setups. ![]() RTX demonstrated by the astronaut’s reflection in the window and the shadows of the handlebars to the left. All objects get sharp contact shadows and become softer the further they are from the shadow casting object. This gave a huge boost to realism and seems to be the ideal application of ray-traced shadows for now. We also decided to have our directional lights cast ray traced shadows. The increasing softness made by area lights over the length of the shadow is one of the things that make ray-traced shadows stand out and look realistic. The sad part is that ray-traced shadows are the prettiest when their source isn’t just a single point, but an area from which light originates. When it’s just a single point from which the shadows are cast, the renderer doesn’t need to denoise the shadow, and the frame takes less time to render. One thing to keep in mind is that using any source radius, source length or soft source radius in a light makes it heavier than when it’s just a point. When it comes to lighting, we tried to keep it subtle and focus on a few spotlights that actually benefit a lot from ray-traced shadows. Current hardware can do amazing things, but this is only the first generation of ray-tracing hardware, which means we couldn’t do crazy things like ray-traced shadows from all lights. The result is a greater level of realism and believability to your game.Ī big part of implementing ray tracing is about performance. Similarly, RTX renders shadows in a manner that isn’t just a semblance, but an actual representation of how shadows behave in reality. The blue holographic image reflected in the window is actually in a room behind the astronaut. The floor and glass materials reflect objects outside of screen space. ![]()
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