UE4 CarShow - Raytracing Test
The goal of this beauty was to get more experience using ray tracing in real-time engines. Have allot of experience in VRay, but had to explore it here. Its FAST! That's probably one of things that's most surprising. Reflections on the vehicle were a pain in the ass, although once we figured out that it was a combination of mesh resolution and this option: ENABLE HIGH PRECISION TANGENT BASIS - then troubleshooting became allot easier. :P
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For Ray tracing we found that the higher the mesh the better, the normal maps reacted weird, which only means we need to put in more time into them ;). Outside of that, great job team! On to the next.
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The vehicle was purchased from Turbo-squid, but had to be uprezzed. Allot of modeling went into it. At first I thought the res was enough but it was clearly not once we started working on it.
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Supervisor/Creative Director/Editor/FX: Felix Jorge
Lighting/Materials: Giovanni Shull
Vehicle Modeling/Texturing: Tripp Topping
Consulting: Safari Sosebee