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Discussion in 'HDRP Ray Tracing' started by SebLagarde, Apr 4, 2019.
Got it to work. I had to change the default HDRP Pipeline to the new one I created.
Is it the active pipeline asset or do you have other assets that are active but don't have those settings activated?
1st one Corona and 2nd Unity?
Stitching on the 1st one's left chair looks a bit odd... and the couch's cushions texture is tiling a bit....
1st one looks a tad more vibrant and 2nd looks slightly desaturated (but onky when compared to the 1st). If you look at the 2nd one by itself, loosk pretty good!
I dont know which pic is which, but I think I like the 2nd one more...
OF course we have still some issues in Unity like glass quality or Direct Sun/background issue.
But numbers tell everything what to choose:
- corona can be 2h time render for this quality. Impossible to do animation (horrible render farm cost and waiting time)
- Unity: under 1 sec.(animation can be done in home in 3-4 h !!)
Generally in commercial work you do not need ultra quality images. More important is efficiency, pipeline and speed.
Some final renders:
Here is one question: how about Direct Light and Background light GI issue? Is there some progress with this or...maybe I do something wrong in UNITY settings?
You need to precise your question. What do you refer to as "Background Light GI"?
Sorry for not clear question. Here are examples:
Now example of correct effect:
Point Light (as Sun)
Area Light as fill light simulated Sky
Use the "Directional Light FallBack" and "Extend shadow culling" Both available in the ray tracing settings volume.
auzaiffe this option doesn't work....since I remember. I ask because maybe I do something wrong. Unity latest beta.
"Directional Light FallBack" only reduce brighness of GI.
"Directional Light FallBack" doesn't reduce the intensity of the GI. It avoids leaks due to the lack of some information in the directional light cascade shadow map.
Either i don't understand what you are describing as a wrong behavior there must be something wrong in your setup.
If the problem is with the sky's lighting. You need to set your ambient probe to black if you do not provide an proper fallback for the indirect diffuse (light probe light map)
I think I am here the only stupid one
"You need to set your ambient probe to black" how/where?!
""Directional Light FallBack" doesn't reduce the intensity of the GI. It avoids leaks due to the lack of some information in the directional light cascade shadow map." how to make working correct Direct Light?
Settings are basic (fresh DXR)...simple it doesn`t work this option.
auzaiffe if you can post more screenshots or maybe basic scene (wetransfer) how to setup Directional Light and Background Sky correctly would be great. Still I cannot make it working properly.
Also I found another "issue" with distance denoiser filter: when I go far with camera (Point Light):
auzaiffe nevermind, I found "problem"...simple in Game Mode everything is ok! I do not know why in Scene Editor I have those issues.
auzaiffe so I manage to get correct GI effect with Direct Light and Sky. Tell me now why I have differences between Scene Editor and Game?
@auzaiffe - Could you explain how to set your ambient probe to black please?
So far I see two problems right now in Scene Editor:
1. It looks like Game and scene editor are different. In Scene Editor sometimes is problem with Direct Light and SKY GI. I got sometimes working properly these two features in Scene Editor when I go to and back from Game (refreshing RTX problem?)
2. Denoiser do not work in Scene Editor with distance:
Everything is ok in Game.
Here is sample from my Scene Editor. No BAKE, no reflection probes, Ampere 3090.
I can't get anywhere close to results like this with raytracing, I don't know what kind of magic you're using but I could use a bit of that sprinkled on my archviz work.
Maybe the clipping distances in your scene view are to be adjust? Not sure.
You can always report a bug if you think something unexpected is happening
auzaiffe I will confirm you bugs with Direct Light, Sky and denoiser. Need more time (making new scene right now so I will investigate more deeper).
So far everything works well in Game...is just something wrong in Scene Editor.
@Janusz_Biela the second part of my last message was for you
auzaiffe will check everything. Thanks!
Multiple requests were made (mainly for performance reasons). We've decided to add a new control level for ray tracing acceleration structure on the HDRP side. This code is not available yet (its just pseudo-code), we are still working on it. But here is an overview of how it will look like.
For the on demand modes, a c# api will be available on the camera for you to force a rebuild.
The manual mode implies that you will manage the RTAS yourself and assign it to the camera for rendering. We will provide a helper function for you to be able to have the same flags for the renderer than what HDRP would generate. Without duplicating internal code.
Cool! I will test
FYI for the developers (as it only happens with RTX):
This seems to happen with the newest build of windows 10. Everything worked fine for all unity scenes (and versions) until I upgraded to windows 20H2
This only happens with SLI enabled (Maximise 3D performance), newest windows build (20H2) and RTX enabled in unity (if RTX is switch of this does not happen). Drivers are all up to date and it doesn't matter which version of unity you are running)
To note, nothing changed on the PC apart from the windows update
I can post a video if it helps
Processor AMD thread ripper 3970x
2 x Titan RTX cards
Windows 10 20H2
Is there is chance to get screenshot from path tracing editor/game window ?
I found strange behavior of Direct Light which affect Area Light. It looks like by activating Direct Light Unity deactivate Area Light (it is in window).
I do something wrong?
btw I checked Point Light and this problem doesn't exist.
You probably have 4 slots of screen space shadows declared in your HDRP asset, the directional takes 3 and the area light takes 2. The directional light has precedence over all other lights which means your area light ends using the shadow map instead of the ray traced shadow (probably).
That said you are not showing anything from the editor or the light setup so am I just guessing.
...I just started fresh tutorial project: that's why I got this suddenly while in my project is already more than 4.
We noticed that frames with Path Tracing take far longer to converge when recording using multiframe rendering vs not using it...for example, the same scene takes 5 seconds to converge to 256 samples vs 25 seconds when multiframe rendering (PrepareNewSubFrame) is being called. Is that expected? I would assume rendering time for each sample should be the same since multiframe rendering is just accumulating frames?
auzaiffe so far everything works perfect in latest beta. Will give you sign when I found something.
auzaiffe still I have problem with this reflections: can you explain again this static light sky or how to setup Sky+Sun not to have issue with reflection?
Is like metal surfaces gives me light because of Sky.
When I disable background and use only Area Light everything is ok.
auzaiffe you can post bug to Unity team about background light sources. Sky, Background generate light leaks from high reflected surfaces. This problem is less (or not) visible due more complex scene when we have more light sources.
Having only backdrop as only light source shows problem.
On my preview render this problem is vanished by more light sources like Area Light and general brightness of scene.
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free work potfolio
I tried raytracing in 2021.2.a06
Raytraced GI seems buggy in 2021.2.a06, anyone else? Seems like something is wrong with the way it reads materials and indirect light explodes.
Also trying Path Tracing, I like it, but why is it limited to 4096 samples?
There has been a regression with RTGI quality mode that has been fixed a few weeks ago that was over-exposing everything but I think it should have been included in the fairly recent a6.
Is this it or is it something different ?
It's still overexposing in 2021.2.a06
i converted my car game to Unity 2021.1.0b12 and am seeing some shocking improvement in both raytracing and performance. thank you unity team <3
List of changes in b12 is huge - seems that months of bugfixes & improvements have arrived all at once ).
Does someone ever make some instaned object in DXR ? I have made a customed GPU instancing shader modify from HDRP/Lit shader. After some experiments. I found it's not that similar to the "Normal object".Llike the instanced objects can't be reflected (The plane only reflect the cube and also can't reflect the cylinder themselves). They can receive the indirect light from other object。But didn't cast any indirect light by themselves and so the base color didn't affect each other. Not sure what's the reason and is it possible to avoid this?
I have tested the newest version in Unity 2020 and Unity 2021.
Also I have noticed there is a Ray Tracing Mode property in MeshRenderer. Not sure if there is a way to set the related property in the custom shader/material~
Other gpu instancing experiment in DXR ( https://twitter.com/i/status/1373066781187706880 )
Hi. I have a problem which makes me crazy.
I once added a SkinnedMesh Layer on 13 and used this for my charakter.
No several versions later i am in Unity 2020.3.1 and all geometry who were given to the layer are gone from the scene and project. No object is on the Skinned Mesh Layer anymore.
In recursive rendering overide i have all my glass material on the glass layer.
But the glass layer and the skinned mesh layer is needed in the overiddes.
When i deactivate my empty skinned mesh layer in the recursive rendering layer overides all glass layer objects become invisible.
I also tried to rename or delete the empty skinned mesh layer.
But this one is needed to render my glass layer materials recursively.
It seems to be an crazy bug and i tried everything i could imagine.
Did someone know what happens here or has an idea what i can try?
I also tried to redirect the skinned mesh layer, which is definately empty with this great tool
to my glass layer.
The Layer Mask from Recursive Rendering needs the empty layer to render my objects who are on the glass layer.
Sorry for the crazy try to explain this.
There seems to be something like zombie layer references in prefabs you cannot change anymore.