Ray Tracing
Judah Mantell
Last Update 2 years ago
SceneForge uses Ray Tracing to improve the accuracy of its Indirect Lighting/Global Illumination and Reflections on a Per Object/Light basis.
SceneForge's raytracing functionality is not RTX Raytracing. They're simplified versions that run on all platforms. Thus they are not as accurate as true RTX, but still are technically "Ray-Traced" and have the added accuracy of traced rays.
That being said, proper RTX/DXR Support is being explored for future releases.
Raytraced GI
This is referring to the GI/Indirect mode that can be set on Rig Lights in your scene.
This GI mode sends out rays to test where the light would bounce, then places small, fast point lights at those intersections. This ends up being much more realistic and accurate than Multiplied GI, but is not suitable for fast-moving objects as it takes a second to calculate. Additionally, this mode should be used sparingly because it is more taxing on the computer.
There is also the possibility of rays being miscalculated, resulting in undesired areas being illuminated. Experiment to find out which mode best suits your scene/purpose.
Raytraced Reflections
This is an option that can be toggled on a per-object basis (Pro Only).
This effect is a combination of Screen Space Reflections (SSR) and Raytracing. So you get the performance benefits (and limitations) of SSR, with the added accuracy of ray tracing in realtime.
Unlike the global reflections that are updated when the scene's lighting is changed, this option updates much more frequently to get 100% realtime reflections on the enabled surfaces. The intensity of this effect varies depending on the metallic-ness/smoothness of the object's material(s). This is more taxing on your GPU so the effect should be used sparingly.
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