Rendering Your CAUSTICS in Movie Render Queue | Pt 5 | Intro to REAL-TIME CAUSTICS in UE4.27
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- Опубликовано: 20 сен 2024
- Rendering final pixel sequence, console variables and best practices.
Sorry about mic quality, it wasn't working today. 😅
After learning about the realtime Cautic abilities of NvRTX, I had to learn how to do it. Upon discovering that there was little to follow and long tutorials I knew it was a good opportunity to share my knowledge and what I've learned along the way while figuring out how to setup and make caustics realtime!
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wonderful!
I’m glad to help!
🔥🔥🔥🔥
Hey Owen, I used the Gumroad presets, works great. I'm wondering is there any way to get the light position to move? Say if I had a dark environment with a point light, Or does it have to be coming from the sun?
I'm trying to create caustics from within an object, shooting the caustic photons outwards.
Thanks in advance!
The same settings you use for the sun light should work with each of the other lights. Make sure your lights are moveable. There’s are some caustics check marks in each light property that are listed that you can check. If the light just won’t move you can rotate it in the properties or use CTRL + L to rotate its position in the world. Does that help?
@@owenjenkinsofficial Works! Went back to 0:30 in Pt 4, didn't do that for all the lights I was using for caustics. Thanks again, much appreciated.
Yes! I’m glad it worked! I can’t wait to see what you make! If you post it on IG tag me and I’ll repost!
Hi Owen, any feedback for the NvRTX Caustics build? It is the only build offer the full solution of drawing proper translucency in real time pipeline.
Haha more proper documentation from developers in a readable format that’s not half programming and complex jargon. Having a clear and concise guide will mean the future success of the project! The last video tutorial I could find had been compiling version 4.25 with NvRTX, and much had changed, so their workflow for hybrid translucency seemed to have changed but no supporting documentation for the 4.27 version.
@@owenjenkinsofficial You can find the docs from read me on the git page.
I should take a look. I have looked before but I was referring to the previous video instruction that NVIDIA made on the caustics build.
@@owenjenkinsofficial You are right Owen, the useability is crucial from artist perspective, things like generic quality scalability parameter should be exposed on UI side rather than tones of confusing parameters. In UE5.1 provray demo scene mentioned in git readme, you can find a blueprint call BP_RTX under content folder, just click drag it to you map will automatically scale your scene, you can config it yourself.
Ah, this is very good to know! I will be searching for this!