I can't get particle reflections (Cascade and Niagara) in UE4 in raytracing mode. The latest update of the engine and drivers + RTX3070 everything else in raytracing works, reflections of other objects. Please tell me how to enable it.
That was a fabulous tutorial. Thank you so much. I was hoping though that you talked a little bit a about the check box for "Include Translucent Objects" that is grayed out. We are have a huge problem right now on our projects where we have beautiful translucent clouds painted on cards in our scene but would like for them to reflect and move on the windows of a fighter jet. Just can't seem to crack this nut.
Hi Ben great content as always. I have been following all your ray tracing tutorials and my project is looking fantastic thanks to them! One quick question about ray-traced reflections and the max roughness threshhold. Do the screen-space reflections which the engine falls back on for surfaces rougher than the threshhold still require reflection captures to look their best. Or can a level with ray-traced reflections look good without any reflection captures at all?
Great question. If you turn on Hybrid mode via the command line (more on this in next week’s video!), the engine will use ray tracing or SSR below the roughness threshold depending on if the screen space data is available. Above the roughness threshold, it will fall back on using reflection probes. And those you have to place by hand and make sure they’re baked. It’s going to be awesome when hardware is powerful enough to not need that, but for now we still need to do the work of placing the reflection probes/volumes.
Great video! I'd like to make a question if I may How do the max roughness parameter deals with clear-coated materials where we have two layers with different roughness values?
Hey Ben! I was following along your other tutorial about creating water shader. And i got a problem with Screen Space Reflections. I enable them in Material and then in postprocess but they still dont work. Do you have any clue what may be the problem?
UE 5.0.2 - My reflected shadows (ray traced from a perfect mirror) from spotlights are almost black. No matter how many combinations of settings I try, they just don't look the same as when viewed directly. What's happening?
Screen space refers to effects that are created using only the data on the screen (color, normal, and depth) after it has been rendered instead of having access to the full 3d scene. So in the case of ray tracing, screen space ray tracing means that I can trace a ray - but the only available data that I have for that ray to hit is what is on the screen. It can't hit something that's behind the camera or anywhere outside the view - because that data doesn't exist in screen space. So screen space reflections can only reflect things that are on the screen.
@@BenCloward oh, so I have character with groom hair applied, but when I do Ray Tracing Reflection on a plane or sphere, the character looks fine as your lesson, but the hair groom effects is not visible in the reflection
Ben, I think you're oversimplifying this, you don't cast just one ray for each reflection, there's actually a ray for every pixel that the reflection is comprised of.
Yes, that’s what I meant. Sorry if it was unclear. When you create pixel shaders, they work on one pixel at a time - so I tend to speak in those terms. For each pixel, we’re casting one ray per frame. In the case of rough surfaces, each ray is cast in a random direction within the cone and the results are accumulated over time.
If you name a video "ray traced reflections" do not talk about screenspace and cubemap reflections. Seriously, this is a problem with lots of tutorials. Name it "reflections" then or something but if you name it 1 specific thing, talk about that. I'm thankful and all that but this is really pissing me off. I work in education so when stuff like this happens I get really riled up. I get it, longer video is better on youtube but when the actual info abount ray traced reflections is like half of the full vid at best... not good at all. For example, for me, even if I switch to ray tracing reflections, nothing happens. Meaning I probably need some setup but this vid doesn't actually talk about what you need for rtreflections...
The reason you didn't find the information you're looking for here is that this video is the forth one in my ray tracing series. The one that explains all of the setup is the second one - here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Y44Ttd_5UG4.html Hope that helps! "I work in education" - When you teach, do you help your students understand the history of a subject and/or give them context for what they are learning and why one thing has advantages over something else? I find it most helpful if people understand why ray tracing is good and why they might want to use it instead of something else. It's a LOT more expensive in terms of performance and requires high-end hardware, so it's important (to me anyway) that people understand its advantages over the alternative methods. When ray tracing was first introduced as an option, there were a LOT of people saying that it wasn't worth it because of the really high performance hit. They said that it didn't look much different but reduced the frame rate by half. What I'd like to communicate about the subject is that real-time artists have spent decades trying to figure out how to mimic the look of ray tracing without actually being able to use it. Doing so requires a LOT of work on the part of the artist, but if they're good at what they do, they can generally achieve something that looks similar - but not quite as good. So it's a real compliment to game artists for people to criticize ray tracing and say it doesn't look that much better. The reason it doesn't is because the artists have worked really hard to set up the lighting just right. With ray tracing, the artists don't need to spend all that time with specialized lighting set up and place light probes all over the place and fiddle with their positioning. They can just turn on ray tracing and it works. (except in your case - sorry about that) So the real advantage of ray tracing is not that it looks so much better but that it saves artists a TON of time that they can then use to make the environments look cooler or something else. Anyway, I'm sorry that messages didn't come across for you.
screw performance ....what you do to increase it really hurts my feelings plz don't do that.... performance shouldn't be our problem as an environmental artist .that is the problem of those damn software and hardware engineers. If there is something that makes the scene looks better plz plz plz use it until the highest level of it and yell at those damn engineers to deal with the rest :D:D
Hope I don’t offend you, but I have never read a comment on my channel that is more wrong. If you choose to be an artist creating real-time content, the whole point of your craft is to create efficient content that runs at a high frame rate. If you assume the engineers will make it run, you’re giving up control to them and letting them decide how to optimize - which may result in quality cuts that are much worse than you want. Much better to give them something that’s already optimized AND looking great. Specifically about the optimizations I’m doing here, my intent is to show a range of possibilities and allow you to select the ones that work best for your application and performance targets. So you certainly don’t need to use all of them.
@@Mehmet_KISSACIOGLU My bad - sorry about that. It's a joke that would have worked better for me had we been together in person and I could hear your tone of voice.