A normal baker...Slow one, but works haha. I'll try to improve it. If I can get all the aspects of this right, I should get back to the painter. https://youtu.be/KlNeGY87chc It bakes a world normal map, which gets transformed to tangent space. I should automate this after the baking is done, instead of transforming it in…
It is specific to unreal engine's material functions and how it generates the hlsl code, if you use UE4's global shader it works fine.From what I remember it just copies the code into the material expression and based on the error message I am guessing that when it translates the expression it cant compile function…
It looks like one solution to speed up the normal map baking could be to split up the rendering into workers (duplicate actors) rendering smaller sections, parallal. From what I see, reading the huge array of pixels is the bottleneck here. This is why it gets faster when its split up into smaller sections (shorter arrays).…
Here is a list of current issues with ray tracing that I encountered during my experiments: Volumetric fog: - Volumetric fog isn't visible in any ray tracing pass. - Ray traced shadows aren't working with volumetric fog, so when you have ray tracing shadows on, and you have volumetric fog in the scene, the fog doesn't have…