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. Lumen provides two methods of ray tracing the scene: Software Ray Tracing and Hardware Ray Tracing. 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. Screen Traces help resolve the mismatch that can happen between the triangle scene and Lumen Scene. When disabling Screen Traces for global illumination and reflections, it is possible to see only the Lumen Scene produced by Software Ray Tracing. The example scene below uses Screen Traces first before falling back to other, more costly tracing options. ![]() Setting a large Indirect Lighting Scale on a light will cause view-dependent global illumination, as Screen Traces cannot support it correctly. 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. Screen tracing supports any geometry type and is useful for covering up mismatches between the Lumen Scene and triangle scene. Lumen features trace rays against the screen first (called Screen Tracing or Screen Space Tracing), before using a more reliable method if no hit is found, or the ray passes behind a surface. Importing an entire room, which includes furniture, in a single mesh is not expected to work with Lumen. Only meshes with simple interiors can be supported - walls, floors, and ceilings should all be separate meshes. Adjusting the number of cards is useful for more complex interiors or single meshes with irregular shapes.Īreas that don't have Surface Cache coverage are colored pink in the Surface Cache View Mode of the Level Editor. These capture positions (called Cards) are generated offline for each mesh.Ĭards can be visualized with the console command r. 1.īy default, Lumen only places 12 Cards on a mesh, but you can increase that amount by setting Max Lumen Mesh Cards in the Build Settings of the Static Mesh Editor. Lumen captures the material properties for each mesh from multiple angles. It is used to quickly look up lighting at ray hit points in the scene. Lumen generates an automatic parameterization of the nearby scene's surface called Surface Cache. The engine's Epic scalability level produces around 8 milliseconds (ms) on next-generation consoles for global illumination and reflections at 1080p internal resolution, relying on Temporal Super Resolution to output at quality approaching native 4K. Lumen's secondary focus is on clean indoor lighting at 30 FPS on next-generation consoles. The engine's High scalability level contains settings for Lumen targeting 60 FPS. Later, you can separate them again by selecting the combined object, switching to edit mode, and using Mesh -> Separate -> By Loose Parts to break them into separate meshes.Lumen's Global Illumination and Reflections primary shipping target is to support large, open worlds running at 60 frames per second (FPS) on next-generation consoles. They'll now be one object/mesh, and you can select the combined object and paint on it in "Texture Paint" mode. You can do that by selecting both cubes and then hitting Ctrl J to join them together. If you want to be able to paint on both cubes at once, you need to combine them into a single mesh. Here, because the cube on the left has a proper material set up, it shows the texture, too, as soon as I switch the Viewport Shading to "Material Preview" even though I still only have the cube on the right set up for texture painting. ![]() ![]() ![]() However, if you switch Viewport Shading to "Material Preview" or "Rendered" AND if the materials for the objects are properly set up to render the texture (e.g., you have a Principled BSDF whose Base Color is set to the texture), then non-active objects will show the texture, too. For example, here I'm painting on the cube on the right, and the cube on the left is rendered using the "Solid" setting: If the Viewport Shading mode is "Solid", then the object being painted will show the texture, but other objects will have the usual boring gray shading. The second thing to understand is that Texture Paint mode will only render the active object (the one you're painting on) with the texture that you currently have selected for painting, and other objects in the scene will be rendered according to the current Viewport Shading mode (set by Z). Even if you select multiple objects, only the active (i.e., normally the last selected) object will be set up for painting. The first thing to understand is that Texture Paint mode only paints on one mesh at a time.
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