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Real-Time Ray Tracing - Unreal Engine Documentation

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184 views9 pages

Real-Time Ray Tracing - Unreal Engine Documentation

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10/12/21 17:16 Real-Time Ray Tracing | Unreal Engine Documentation

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Unreal Engine 4.27 Documentation


> Designing Visuals, Rendering, and Graphics
> Real-Time Ray Tracing Search Documentation...
Stat GPU

Stat D3D12RayTracing

Real-Time Ray Tracing Ray Tracing Debug View Modes

Ray Tracing Solid Angle and


An overview of Ray Tracing features in Unreal Engine.
Distance-based Culling

Evaluating Denoiser Quality

Other Debugging Notes

Additional Notes

Ray tracing techniques have long been used in film, television, and visualization for rendering photo-realistic images for a long time but required powerful computers and time to render each image or frame. For film and
television, it can take many hours or even days to render out high-quality image sequences, but the final result can create real-life 3D content that can blend seamlessly with real-life ones. For architectural visualization Materials 
companies, ray tracing has meant creating beautiful renders for the automotive industry or showing what a densely-filled house or office complex could look like when complete all while achieving realistic-looking
results.   Reflections

The power of Unreal Engine 4 (UE4) combined with Real-Time Ray Tracing (RTRT) makes it possible to create interactive experiences with subtle lighting effects comparable with many offline renderers in real time. Ray Translucency Index of Refraction
tracing effects look more natural, producing soft shadowing for lights, accurate ambient occlusion (AO), interactive global illumination, reflections and more.
(IOR)

Light Transmission for Subsurface

Profile Materials

Sky Lights

Ray Tracing Features Optimization

Geometry Considerations with Ray

Tracing

Ray Tracing Distance-based and

SEE ALSO
Archviz Interior Rendering

Real-time rendering of Ray Tracing features in the Archviz Interior sample project available on the Epic Games Launcher.

Ray Tracing in Unreal Engine

Ray tracing in UE4 is composed of two techniques:

A hybrid Ray Tracer that couples ray tracing capabilities with our existing raster effects.
A Path Tracer for generating reference renders.

Ray Tracer

The Ray Tracer enables ray traced results for shadows, AO, reflections, translucency and global illumination all happening in real-time within your project. It uses a low number of samples coupled with a denoising
algorithm that is perceptually close to the ground truth results of the Path Tracer.

Visibility and Occlusion Culling Path Tracer


Rendering Overview
The Path Tracer is an unbiased, physically based path tracer that is capable of rendering higher quality than real time ray-traced scenes. It works similarly to offline renderers by gathering samples over time and can be
used to output final results using Movie Render Queue, or its interactive viewport mode is useful for ground truth comparisons of traditional real time rendered and ray tracing features.
Materials

For additional information, see the Path Tracer.


Niagara Visual Effects

Cascade Particle Systems

Post Process Effects Enabling Ray Tracing in your Project


Render Targets

Follow these steps to enable ray tracing support in your project. 


Real-Time Ray Tracing

How to Use the Movie Rende… System Requirements

Path Tracer
Operating System Windows 10 RS5 (Build 1809) or later

Ray Tracing Features Settin…


NOTE
High Dynamic Range Display O… Verify your Windows build by typing winver in the Windows search bar.

NVIDIA Feature Support

Programming and Scripting GPU NVIDIA RTX and some GTX series cards with DXR support using the latest device drivers.

Making Interactive Experiences NOTE


For more information, see NVIDIA's site here.
Animating Characters and Objects

Working with Audio


Unreal Engine Version 4.22 or Later
Working with Media

Setting Up Your Production Pipeline


Unreal Engine Rendering Path Deferred path (See Supported Features below)

Testing and Optimizing Your Conte…

Sharing and Releasing Projects


Enabling DX12 and Ray Tracing
Samples and Tutorials

1. Go to the main menu and use the Edit menu to open the Project Settings.

Unreal Engine C++ API Reference


2. Under Platforms > Windows, use the Default RHI dropdown to select DX12.
Unreal Engine Blueprint API Refere…

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Stat GPU

Stat D3D12RayTracing

Ray Tracing Debug View Modes

Ray Tracing Solid Angle and

Distance-based Culling

Evaluating Denoiser Quality

Other Debugging Notes

Additional Notes

Materials 

Reflections

Translucency Index of Refraction

3. Under Engine > Rendering, enable Ray Tracing.


(IOR)

Light Transmission for Subsurface

Profile Materials

Sky Lights

Ray Tracing Features Optimization

Geometry Considerations with Ray

Tracing

Ray Tracing Distance-based and

SEE ALSO
Archviz Interior Rendering

NOTE
To enable Ray Tracing, Support Compute Skincache must be enabled for the project. If it is not already enabled, you'll receive a message dialogue asking if you would like to enable it now. If so, click Yes.

4. Restart the engine to launch the Editor with DX12 and to enable Ray Tracing for your project.

Real-Time Ray Tracing Features

Ray Traced Shadows

Ray Traced Shadows simulate soft area lighting effects for objects in the environment. This means that based on the light's source size or source angle, an object's shadow will have sharper shadows near the contact
surface than farther away where it softens and widens.

Raster Shadows using Shadowmaps Ray Traced Soft Shadows

Ray Traced Reflections

Ray Traced Reflections (RTR) simulates accurate environment representation supporting multiple reflection bounces.

This example shows a single bounce of ray traced reflections compared to multiple bounces of ray traced reflection. Using multiple bounces creates real-time inter-reflection between reflective surfaces in the scene.

Ray Traced Reflection Single Bounce Ray Traced Reflections Multiple Bounces

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In contrast, Screen Space Reflections (SSR), Planar Reflections, or even Reflection Capture Actors cannot capture the entire scene dynamically nor does it have some of the limitations present in these other reflection
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methods.
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In this comparison, SSR is only capable of a single reflection bounce and is limited to what is visible on the screen for representation. On the other hand, RTR is capable of multiple bounces and is not limited to what is
visible, meaning that we can visibly see the sides of the book, reflected floor behind the camera, and additional lightings being reflected on surfaces coming through the window. Stat GPU

Stat D3D12RayTracing

Ray Traced Translucency


Ray Tracing Debug View Modes

Ray Traced Translucency (RTT) accurately represents glass and liquid materials with physically correct reflections, absorption, and refraction on transparent surfaces.
Ray Tracing Solid Angle and

Distance-based Culling

Evaluating Denoiser Quality

Other Debugging Notes

Additional Notes

Materials 

Reflections

Translucency Index of Refraction

(IOR)

Light Transmission for Subsurface


Raster Translucency Ray Traced Translucency
Profile Materials

Ray Traced Ambient Occlusion Sky Lights

Ray Traced Ambient Occlusion (RTAO) accurately shadows areas blocking ambient lighting better grounding objects in the environment, such as shadowing the corners and edges where walls meet or adding depth to the Ray Tracing Features Optimization
crevices and wrinkles in skin.

Geometry Considerations with Ray


When compared with Screen Space Ambient Occlusion (SSAO), RTAO grounds objects and adds depth to the scene to produce natural looking shadowing in indirectly lit areas.
Tracing

By varying the Intensity and Radius properties of the Ambient Occlusion effect, you can control its size and strength.
Ray Tracing Distance-based and

Ray Traced Global Illumination


SEE ALSO
Archviz Interior Rendering
Ray Traced Global Illumination (RTGI) adds real-time interactive bounce lighting to areas of your scene not directly lit by a given light source.

Final Gather Method

NOTE
This is currently an experimental RTGI method.

An alternative ray tracing based global illumination global illumination method using a final gather-based technique has been developed that seeks to give back some runtime performance. This technique is a two-pass
algorithm. The first phase distributes shading points—similarly to the original RTGI method—but at a fixed rate of one sample per-pixel. A history of up to 16 shading point samples are stored in screen space during this
phase. During the second phase, the algorithm attempts to reconnect to the shading point history, amortizing the cost of the method.

The original RTGI algorithm intends to emulate the Path Tracer's ground truth reference and is similar in execution of the path tracing result. The new method trades that emulation for performance, which introduces
some limitations; it's currently limited to a single bounce of indirect diffuse GI, and reprojection of the previous frame GI sample data is susceptible to ghosting.

Enable the Final Gather method from the Ray Tracing Global Illumination section of a Post Process Volume using the Types dropdown selection.

To aid in suppressing temporal ghosting artifacts, you can use the following command to modify the world space rejection criteria.

r.RayTracing.GlobalIllumination.FinalGatherDistance [number of units]

It is currently based on a world distance measured from the original shading point. This rejection crieteria defaults to 10 units.

The Final Gather method also requires the following settings to be used in the Post Process Volume for it to work effectively:

Max Bounces: 1
Samples Per Pixel: 16

NOTE
Any additional Max Bounces beyond 1 are silently discarded and when adjusting the Samples Per Pixel, it's best to increase it by powers of two (for example, 8, 16, 32, 64).

Using Ray Tracing Features

Post Process Volume

Use Post Process Volumes in your scene to control Ray Tracing and Path Tracing features and properties. Volumes can be added to different areas for interiors and exteriors to apply the features and settings you want.

The following Ray Tracing features are controlled using Post Process Volumes:

Ambient Occlusion
Global Illumination
Reflections
Translucency

Click image for full size.

NOTE
For additional information about the available post process settings, see Ray Tracing Settings.

Lights

The Ray Tracer supports soft area shadows for all types of lights available in UE4.

Control the softness of the shadow by adjusting the following: 

On a Directional Light, set the Source Angle.


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On Point and Spot Lights, set the Source Radius. 


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On a Rect Light, set the Barn Door Angle and Barn Door Length to shape the light and soften the shadow softness.
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Sky Lights Stat GPU

On the Sky Light, use SLS Captured Scene or SLS Specified Cubemap with raytraced shadowing to capture the distance parts of the level and apply that to the scene as a light. Check the Cast Raytraced Shadow flag to Stat D3D12RayTracing
enable sky lighting in your scene.  

Ray Tracing Debug View Modes

Ray Tracing Solid Angle and

Distance-based Culling

Evaluating Denoiser Quality

Other Debugging Notes

Additional Notes

Materials 

Reflections

Translucency Index of Refraction

(IOR)

Light Transmission for Subsurface

Profile Materials

Sky Lights

Ray Tracing Features Optimization

Geometry Considerations with Ray

Tracing

Ray Tracing Distance-based and


NOTE
For RTGI to work with the Sky Light, enable the experimental console variable r.RayTracing.GlobalIllumination.EvalSkylight.
SEE ALSO
Archviz Interior Rendering

Performance and Debugging

Stat GPU

Check relevant Ray Tracing GPU performance by using the console command GPU Stats. You'll find relevant information about enabled Ray Tracing features and how much frame time is being spent to render them in
the current view. 

Stat D3D12RayTracing

Check relevant Ray Tracing resource usage using the console command Stat D3D12RayTracing.

Ray Tracing Debug View Modes

Under the Level Viewport, select the View Mode dropdown and select Ray Tracing Debug to select from the available debug view modes. 

Click image for full size.

Ray Tracing Solid Angle and Distance-based Culling

Scenes with ray tracing require objects outside of the camera view to be present in the scene, especially for highly reflective surfaces, which can increase cost of rendering. Culling objects that aren't visible or needed can
help optimize and gain some of that performance back.

Ray tracing provides a few ways of culling objects in the scene: by distance from the camera, or by projecting an area (or a Solid Angle) behind the camera and testing individual object's bounds to determine whether they
should be culled or not, or both simultaneously. The type of culling used can be set by using one of the following values for the console variable r.RayTracing.Culling:

1 culls objects behind the camera by distance and solid angle. (This is the default culling method.)
2 culls objects in front of and behind the camera by distance and solid angle.
3 culls objects in front and behind the camera by distance or solid angle.

The higher the value, more objects are culled in the scene.

The ray tracing console variables (r.RayTracing.*) for culling use two commands to configure Solid Angle culling: Angle and Radius. For example, r.RayTracing.Culling.Angle, and
r.RayTracing.StaticMeshes.WPO.CullingRadius.

Angle sets the projected area angle behind the camera (in degrees) that object's bounds will be tested against for whether they should be culled or not. Increasing the angle will aggressively cull a lot of objects.
Radius culls any object outside of the specified radius. By default, the radius is set to 100 meters (or 10000 cm/Unreal Units).

Evaluating Denoiser Quality

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Evaluate the quality of the Denoiser for different raytracing effects by doing the following: 
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Disable Temporal Anti-Aliasing and Depth of Field

Both of these are running in linear color space in Unreal Engine's renderer. They do some HDR color weighting tricks to avoid aliasing between shadows and highlights.
Stat GPU
Compare the Denoised single sample per pixel with an Undenoised single sample per pixel. 

The result will look incorrect due to the energy difference and that the denoiser is darkening the shadows too much. However, a single sample per pixel will look brighter due to the tonemapper's non-linear Stat D3D12RayTracing
operation. 
For a better comparison, the Denoised single sample per pixel should be tested against an Undenoised multiple samples per pixel. Ray Tracing Debug View Modes

The denoised single sample per pixel will not be perfect due to information loss. However, when compared to undenoised multiple samples per pixel, the results are consistent. 
Ray Tracing Solid Angle and

Also, keep in mind that the Denoiser supports up to four samples per pixel, which improves the quality and more closely matches the undenoised multiple samples per pixel result. Distance-based Culling

Evaluating Denoiser Quality
Other Debugging Notes
Other Debugging Notes
Use the command r.raytracing.ForceAllRayTracingEffects to quickly enable and disable Ray Tracing in your scene. A value of 0 will disable all effect, 1 will enable all effects, and -1 will use the previous settings
enabled for your project.
Additional Notes

Materials 

Additional Notes
Reflections

Materials  Translucency Index of Refraction

(IOR)
Testing Material Costs

Complex Materials can affect performance of Ray Tracing features. Use the console command r.RayTracing.EnableMaterials to test performance impact. Light Transmission for Subsurface

Ray Tracing Quality Switch Replace Node Profile Materials


Use this node to replace entire parts of your Material logic to lower the cost of features like RTGI, RT Reflections, and RT Translucency with less complex logic. This is a global change that affects all ray tracing
effects. Sky Lights
In this example, the Normal logic path renders as seen in the scene. The Ray Tracing path uses less complex logic for effects in Ray Tracing, such as RTGI and Reflections where textures, normals, and
roughness can be come an expensive added cost. Ray Tracing Features Optimization

Geometry Considerations with Ray

Tracing

Ray Tracing Distance-based and

SEE ALSO
Archviz Interior Rendering

Click image for full size.

Cast Ray Traced Shadows Per-Material

Use the Cast Ray Traced Shadows checkbox to set whether this Material casts ray traced shadows. This is useful for controlling specific elements of your Materials assigned to geometry that should or should
not cast a raytraced shadow.

Reflections

Ray Tracing Reflections can be expensive when rendering multiple bounces with reflections inside of reflections. Without multiple bounces, the intra-reflected material will appear black. Enable
r.RayTracing.Reflections.ReflectionCaptures to use Reflection Capture Actors as the last bounce in Ray Traced Reflections.

Dragging the slider shows a single bounce RTR, two bounces RTR with no reflection capture fallback, and a single bounce with reflection capture fallback.

Including Translucent Objects in Reflections

Enable objects with translucent materials to appear in Ray Traced Reflections by enabling Include Translucent Objects in the Post Process Volume's settings under Rendering Features > Ray Tracing Reflections.

Translucency Index of Refraction (IOR)

When setting up and using refraction for ray tracing, the Refraction material input is used to control the index of refraction (or IOR) in your translucent materials.

When defining the refraction value in your Material and setting the refraction properties in your Post Process Volume, you're able to adequately control the IOR for your translucent materials.

Raster Translucency Ray Traced Translucency


with faked Refraction with Refraction

Material Setup:

Enable Two Sided in your Material.

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While this is not a requirement, single sided/non-manifold geometry doesn't have a good way of handling volume tracking or ray medium stacking. A two-sided material provides accurate results and is the
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recommended method for handling all translucent materials when using ray tracing translucency.
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Set the Lighting Mode to Surface Translucency Volume or Surface Forward Shading.
Use the Refraction input to control the index of refraction.
Stat GPU

Post Process Volume Rendering Features Setup:


Stat D3D12RayTracing
Under the Translucency category, set the Type to Ray Tracing.
Under the Ray Tracing Translucency category, set the following: Ray Tracing Debug View Modes
Refraction: Enabled
Max Refraction Rays: Set the maximum number of rays to use. This should be a high enough value that it allows light to pass through to the other side. Ray Tracing Solid Angle and

Distance-based Culling
TIP
Use a Material Instance to dynamically control the IOR of the material with instaneous results.
Evaluating Denoiser Quality

Other Debugging Notes


Controlling the amount of Refraction

The amount of refraction and light transport that takes place is controlled by using the Refraction input in your material and using Max Refraction Rays and Refraction properties of the Post Process Volume. Additional Notes

The following translucent material is using a refraction value of 0.04 which has a maximum of six refraction rays to pass light through the material. The comparison below demonstrates the difference that refraction Materials 
makes when it is enabled and disabled for this translucent material.

Reflections
Different values applied to the Refraction input affect the index of refraction of the translucent material.

Translucency Index of Refraction

(IOR)

Light Transmission for Subsurface

Profile Materials

Sky Lights

Ray Tracing Features Optimization

Geometry Considerations with Ray

Tracing

Ray Tracing Distance-based and

SEE ALSO
Archviz Interior Rendering

Dragging the slider shows the amount of refraction being applied from 0.01, 0.05, and 0.1.

Different values for the Max Refraction Rays property of the Post Process Volume also affects light transport through the material. With a single ray, there are not enough bounces to escape the material, leaving it
appearing dark. Increasing the ray count makes it possible to see objects through refracted glass. However, depending on the number of rays used, some areas may still appear darkened because light can not refract
enough times to escape; additional rays ensure that they escape the volume.

Dragging the slider shows the result of using 1, 3, and 5 refraction rays.

Single Sided Material Refraction

While it is possible to have ray traced refraction using a single-sided material, the results are similar but not equal to that of a two-sided material that exhibits physically accurate results.

NOTE
The Post Process Volume property Max Refraction Rays is available for use with both single-sided and two-sided materials to allow light transport through the volume. However, note that only a two-sided
material provides proper results and is the recommended way of handling all translucent materials using ray tracing features.

Light Transmission for Subsurface Profile Materials

Light transmission on Subsurface Profile materials is possible when the light source has its Transmission property enabled.

Raster Subsurface Profile Ray Tracing Subsurface Profile


Light Transmission Light Transmission
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During the ray tracing shadow computation, a small scattering simulation is run to compute the expected volumetric scattering distance, through the medium, to the shadow-casting light. The scatter distance is used
during lighting to compute the in-scattering contribution. ONPerformance
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Stat GPU
Sky Lights
Stat D3D12RayTracing
Capturing distant objects, like a Sky Dome should be disabled for Sky Light contribution unless needed. This can save some performance and optmize your scene. For the BP_SkySphere provided with the UE4, this option
is disabled by default and will make reflections from the sky look different than expected. You can control an ojects contribution by enabling/disabling the checkbox for Visible in Ray Tracing in its Details panel properties.
Ray Tracing Debug View Modes

Ray Tracing Features Optimization Ray Tracing Solid Angle and

Distance-based Culling
Setting Reflections and Translucency Maximum Roughness

Use Max Roughness to set a threshold for raytraced reflections on Materials. This can be done within the Post Process Volume or using the console command r.RayTracing.Reflections.MaxRoughness. Evaluating Denoiser Quality
Setting a Maximum Ray Distance for Global Illumination, Reflections, and Translucency

This sets a maximum ray distance for each of these features to lower their cost and contribution in the scene. Other Debugging Notes

Use the console to set the MaxRayDistance console variable for each of these raytraced features. You can find them under r.RayTracing.*.
Additional Notes
RTGI Optimizations

Screen Percentage and Sample Per-Pixel now defaults to 50 and 4, respectively. If you need to set these to different values, by default, use their console commands to do so:
Materials 
r.RayTracing.GlobalIllumination.ScreenPercentage, and r.RayTracing.GlobalIllumination.SamplesPerPixel.
Light contribution to GI can be enabled/disabled with the Affect Global Illumination property on the light.
Reflections

Geometry Considerations with Ray Tracing Translucency Index of Refraction

(IOR)
Geometry with small holes or lots of little details can impact performance, such as foliage and fences. 
Indoor environments are slower to render than outdoors ones.
Light Transmission for Subsurface
For example, when light enters from outside, areas that are directly lit is faster than points that are indirectly lit. 
Profile Materials
Also, you have to consider that more ray tracing features are being used, such as reflections and translucency

Sky Lights
Ray Tracing Distance-based and Solid Angle Culling
Ray Tracing Features Optimization
Scenes with ray tracing require objects outside of the camera view to be present in the scene, especially for highly reflective surfaces, which can increase cost of rendering. Culling objects that aren't visible or needed can
help optimize and gain some of that performance back. Geometry Considerations with Ray

Ray tracing provides two ways of culling objects in the scene: distance from the camera, or by projecting an area behind the camera and testing individual object's bounds to determine whether they should be culled or Tracing

not. By default, all ray tracing features and geometry use the projected area (or Solid Angle) culling method.
Ray Tracing Distance-based and
The ray tracing console variables (r.RayTracing.*) for culling use two commands to configure Solid Angle culling: Angle and Radius. For example, r.RayTracing.Culling.Angle,
r.RayTracing.Geometry.InstancedStaticMeshes.CullClusterRadius, and r.RayTracing.StaticMeshes.WPO.CullingRadius.
SEE ALSO
Angle sets the projected area angle behind the camera (in degrees) that object's bounds will be tested against for whether they should be culled or not. Increasing the angle will aggressively cull a lot of objects. Archviz Interior Rendering
Radius culls any object outside of the specified radius. By default, the radius is set to 100 meters (or 10000 cm/Unreal Units).

If Distance-based culling is needed, it can be enabled by setting the Radius variables to -1.

Supported Ray Tracing Features

NOTE
This list is intended to give you an idea of what is currently supported and is not meant to be a comprehensive list of Ray Tracing feature support in Unreal Engine 4.23.

Feature Supported Additional Notes

(Y/N/Partially)

Rendering Path

Deferred Y

Forward N

Types of Lights

Directional Light Y

Sky Light Y

Point Light Y

Spot Light Y

Rect Light Y

Lighting Features

Emissive Surfaces Partially Supported for reflections on surfaces, but does not emit light or cast shadows.

Light Transmission N The translucent shadow is treated as opaque, meaning no colored shadows or light transmission through the material.

Area Shadowing Y

IES Profiles Y

Light Functions N

Volumetric Fog N

Image Based Lighting (IBL) Y Support for HDRI with Sky Light.

Materials: Blend Mode

Opaque Y

Masked Y

Translucent Y

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Feature Supported Additional Notes
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(Y/N/Partially)

Stat GPU
Anisotropic Y

Stat D3D12RayTracing

Materials: Shading Model


Ray Tracing Debug View Modes

Ray Tracing Solid Angle and


Default Lit Y
Distance-based Culling

Unlit Partially Evaluating Denoiser Quality

Other Debugging Notes


Masked Partially Supports casting of masked shadows.

Additional Notes

SubSurface and SubSurface Y


Materials 
Profile

Reflections
Preintegrated Skin Partially Works but the result isn't correctly raytraced. It uses the raster pipeline.

Translucency Index of Refraction

Clear Coat Y UE 4.25 includes significant improvements to the Clear Coat Shading Model. (IOR)

Light Transmission for Subsurface


TwoSided Foliage Y
Profile Materials

Sky Lights
Hair Partially Works but the result isn't correctly raytraced. It uses the raster pipeline.

Ray Tracing Features Optimization

Cloth Partially Works but the result isn't correctly raytraced. It uses the raster pipeline.
Geometry Considerations with Ray

Tracing
Material Functions Y

Ray Tracing Distance-based and

Two-Sided Y
SEE ALSO
Archviz Interior Rendering
World Position Offset Y Enabled per-Actor through the details panel with the property Evaluate World Position Offset. Supports, Static Meshes, Instanced Static
Meshes, and Hierarchical Instanced Static Meshes.

Geometry Types

Skeletal Mesh Y

Static Mesh Y

Geometry Cache (Alembic) Y

Landscape Y

Hierarchical Instanced Static Y


Mesh (HISM)

Instanced Static Mesh (ISM) Y

Splines N

Procedural Mesh Y This type of geometry can be expensive to render in Ray Tracing.

BSP Brushes N

Levels of Detail (LOD) Y Dithered LOD transitions are not yet supported.

Visual Effects (VFX)

Niagara Partially Currently supports Sprites, Ribbons, and Mesh emitters.

Cascade N

Platform Support

Multi-View (VR and Split- Y


Screen)

Tags

Ray Tracing

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Stat GPU

Stat D3D12RayTracing

Ray Tracing Debug View Modes

Ray Tracing Solid Angle and

Distance-based Culling

Evaluating Denoiser Quality

Other Debugging Notes

Additional Notes

Materials 

Reflections

Translucency Index of Refraction

(IOR)

Light Transmission for Subsurface

Profile Materials

Sky Lights

Ray Tracing Features Optimization

Geometry Considerations with Ray

Tracing

Ray Tracing Distance-based and

SEE ALSO
Archviz Interior Rendering

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