Screen tracing supports any geometry type and is useful for covering up mismatches between the Lumen Scene and triangle scene. The disadvantage in using screen traces is that they greatly limit controls for art direction, which would only apply to indirect lighting, like lighting properties for Indirect Lighting Scale or Emissive Boost. Setting a large Indirect Lighting Scale on a light will cause view-dependent global illumination, as Screen Traces cannot support it correctly. The example scene below uses Screen Traces first before falling back to other, more costly tracing options. When disabling Screen Traces for global illumination and reflections, it is possible to see only the Lumen Scene produced by Software Ray Tracing. Screen Traces help resolve the mismatch that can happen between the triangle scene and Lumen Scene. You can perform this type of comparison by disabling Screen Traces from the Level Viewport's Show > Lumen menu and removing the check next to Screen Traces. Lumen provides two methods of ray tracing the scene: Software Ray Tracing and Hardware Ray Tracing. Software Ray Tracing uses Mesh Distance Fields to operate on the widest range of hardware and platforms but is limited in the types of geometry, materials, and workflows it can effectively use. #Universal media server not showing up on ps4 hardwire Offline.#Universal media server not showing up on ps4 hardwire software. #Universal media server not showing up on ps4 hardwire 1080p.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |