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so with the 5.0 release of unreal
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I've noticed across
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many message boards and forums
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that a lot of people are actually
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pretty confused about some of the
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changes we've had so far
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notably with the lumen reflections
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refractions and even
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things like how do we even turn on the pathtracer
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so this is going to be a very quick and dirty video
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just to help clarify a few issues
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that some of you may have run into
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and I'll be pointing you towards some other
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videos on my channel
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that will go more in depth about those topics
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now for starters Lumen does not require
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RTX or hardware ray tracing to work
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UE5 will work with older GPU like the 1070 to 1080
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Lumen is not dependent on that
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but those of you coming from UE4
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will undoubtedly have noticed that
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the lumen reflections and refraction
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are not nearly as good as they were with
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raytrake reflections in ue4
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but don't worry
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this is not a step back
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there's just a few settings that we need to change
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to get both the benefits of the GI and lumen
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and gorgeous ray traced reflection
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and the easiest way to do that
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is when you're creating a brand new project
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just turn on the little ray tracing checkbox right here
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that's going to enable all of the ray tracing settings
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but you're also going to keep illumin as well
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but of course
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if you have an existing project that you want to just
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enable hardware ray tracing on
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let's take a dive into the necessary project settings
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to get that to work
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we need to go to the settings tab here
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go to project settings
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and we're going to go down to the
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rendering tab down here on the left hand side
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and scroll down
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and the following
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settings are the one that you really need
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to have
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dynamical illumination set the lumin reflection method
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we can leave that aluminum for now
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we can override this in the post process volume later
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but what we really want is
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support hardware ray tracing
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turned on and
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here in the Lumen tab
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use hardware ray tracing when available
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make sure this checkbox is turned on as well
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you may
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get a message that says something along the lines of
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enabling the skincache
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when turning on the hardware ray tracing
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just click yes you need to have that enabled
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we're also gonna turn on the
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path tracing checkbox right here
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I believe it's actually off by default so
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if you want to use the path tracer
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you can turn it on right here
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I have a more detailed tutorial on the path
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tracer right here
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so check that out if that interests you
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and one last thing that
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should be on by default but isn't always it
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we're gonna search for Direct X
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and be sure that it's set to Direct X12
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and Direct X11 and 12
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SM5 is turned on
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I've seen some people who project were set to Direct
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X11 and that was breaking a whole bunch of things so
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just
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keep that in mind
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Pro Pip now with the project setting changed
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you may need to restart the engine
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it's going to have to recompile the shaders
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but once that's done
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you're good to go
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and now if we go to the lit tab here
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you should have the path tracer show up
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and it'll work as intended
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just a bit of a quick Segway here
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the path traitor doesn't work with nanite
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if you turn a path
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traitor on with a whole bunch of nanite meshes
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it's only going to path trace the nanite
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proxy mesh and not
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the actual high red nanite mesh
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is
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another thing you really need to keep in mind because
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neonite is not exactly what we call real Geo
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it's virtualized Geo
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and the path
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tracer doesn't really know how to read that
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it's the same thing if you use ray traced shadows
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and not the virtual shadow map that Lumen uses
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the ray traced shadows will be tracing on the
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nanite proxy mesh not the hi rez model
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so if you use hardware ray tracing for a few things
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nanite might not behave the way you expect it to
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just keep that in mind
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also if you've noticed that
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you cannot find the Quasal Bridge
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or you can't access any of the Mega Scans assets
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directly within Unreal
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Legend 5 like you could previously
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you're going to have to go into the Epic Games Launcher
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and in the library tab
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in the Search Vault section you need to search for
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bridge and install the Quixel Bridge plugin
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to your version of the engine
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once that is done
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the Quixel Bridge plugin will work correctly
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as intended so now with the project setting changed
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I want to show you
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some tips
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for getting better reflections and translucency
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and refraction
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using lumen so for starters I've got a blank scene here
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I'm going to make the lighting from scratch
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so we're going to go to the Windows tab here
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go to environment light mixer
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and I'm going to create a skylight
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atmospheric light zero sky atmosphere
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volumetric fog and height fog
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and so right now I have a very
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very simple quick and dirty scene
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I'm going to click my skylight here
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and set it to real time capture
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like that
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so now we got some proper sky bouncing in my scene
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and using the Control
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L shortcut I can move my son like this
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and as we can see we get this nice
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gorgeous indirect lighting on the underside of this
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very bare bone scene
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with the quick demo scene
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I know it's not super pretty
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but it gets the point across
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so taking a look at these five spirits here I've got a
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black one an 18 percent gray one
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a white one
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this here is supposed to be glass using the same
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right traced glass material I use in
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this video right here
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which again
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you should go watch if you want to learn how to make
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a nice glass material
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and here I've got a
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chrome material a perfectly reflective chrome material
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a mirror ball if you will
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I'm just gonna select these and hide them for now
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the two problematic ones are these guys now obviously
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this glass material looks like but it's really bad
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we're not getting proper refractions in there it just
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does not look right
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in any way and on the right here I've got a
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chrome material
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but you'll see the reflections are kind of
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they're very mediocre not super great
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this is the classic case of lumen reflection
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now the cool thing
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about lumen reflection is
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as I move the sun around
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you actually see the global illumination
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being reflected
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in the chromeball which is great
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we were never able to get
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global illumination
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to reflect with ray trade reflection to you before
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but you know the reflections are not super great
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as I zoom in here you'll see they're very
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blurry and not sharp
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for people who work in archvis I hear you
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this does not hold up
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this is
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usually fine for anything that's kind of like a soft
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chrome a soft metal like the table here
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this works fine it's usually good enough
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but for those of you who need the absolute
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best possible reflections
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this is not good enough
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so what do we do
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there's a few things that we can do here
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we're going to select our post process volume here
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and of course
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make sure that it is unbound
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to make sure that the post process
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volume affects the entire scene
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and we're going to search for Lumin
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and here is where we have a whole bunch of
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options to choose from
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the one that we want right here is
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the reflection section at the bottom
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and we've got the aluminum reflections quality
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now if I zoom in here a little bit
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now to aluminum quality if I toggle this between off
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you'll see it softened a little bit
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it doesn't
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really do that much so I'm going to leave this at 2
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but what really is interesting is the ray lighting mode
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if I click on this and set this from Project Default to
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hit lighting for reflections
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notice how suddenly our reflection got a whole
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lot sharper I'm going to zoom in as much as possible
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pay attention to the floor here
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if I toggle this
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back to default
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it went from
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this which is very soft and kind of blurry
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to
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this which is much sharper and actually does look
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substantially better
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it is quite a big improvement
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I'm gonna go over here where I have some other
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chromeballs here and in the shadowed area
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just to get a different camera angle on this
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I'm gonna revert this to default
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so this is the default lumen reflection
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and this is the hit lighting for reflections
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the reflection got a bit sharper
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but notice the reflection
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of the reflection
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right here as I zoom closer we kind of see
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this
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we don't see the reflection of the reflection in the
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chrome ball in theory
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this chrome ball should be reflecting
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its neighbor here
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and it sort of does
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but only on a screen space basis
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okay so if not a perfect solution
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with a bit of a tradeoff
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you get some sharper
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cleaner reflections at the cost of losing
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subsequent bounces
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so if you have a lot of shiny object
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reflecting one another
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this might not be the best approach
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but I did want to point out that you can absolutely get
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sharper cleaner reflection using lumen reflections
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with the hit lighting for reflection method here
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again this is default settings
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and this is with the
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hit lighting reflection
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so this is a very useful tip to know about
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now as you know this is not perfect
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it's not exactly what we're looking for
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so we're going to go ahead and
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instead of using lumen reflections
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we're going to use the hardware ray trace reflections
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which we have access to now
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because we changed our project settings earlier
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so again
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in the post process volume I'm going to search for
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ref for reflection
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and you'll see here in the reflections method Lumen
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I'm going to turn this off
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and I'm going to set it to
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standalone ray traced deprecated
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and you'll see our reflections got
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super tac sharp like
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really really crisp and clean reflections
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pay attention to the shadows in the reflection
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this is lumen
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and this is hardware Ray trace
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everything is way sharper weight cleaner
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you get much better reflection that way
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but now you'll notice that
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we kind of lost our global illumination in our scene
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pay attention to the whole top of the chrome ball here
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hardware Ray tracing
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never did reflect global elimination
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00:09:59,133 --> 00:10:01,566
and that's kind of a bummer we kind of lost that
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nice lumin reflection
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00:10:03,133 --> 00:10:05,733
feel here right if I reset this to lumin reflections
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00:10:06,100 --> 00:10:07,566
we get a better reflection
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00:10:07,566 --> 00:10:10,133
it's not a sharp but it's a more accurate one
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00:10:10,166 --> 00:10:12,733
but we still have a few tricks of our sleeve
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00:10:12,866 --> 00:10:14,300
so again I'm going to set my
287
00:10:14,333 --> 00:10:15,800
reflection method to
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00:10:15,800 --> 00:10:17,766
ray traced in the post profit volume
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00:10:18,266 --> 00:10:20,066
and we're going to go to the
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ray tracing reflection section here
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00:10:22,000 --> 00:10:23,766
and we're gonna turn on a few things
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00:10:23,766 --> 00:10:25,866
I'm gonna turn on max roughness
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00:10:26,366 --> 00:10:27,766
Max bounces
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00:10:27,800 --> 00:10:31,066
and I'm gonna set the max bounces to something like 5
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00:10:31,166 --> 00:10:34,266
and before I hit 5 I want you to pay attention to
296
00:10:34,400 --> 00:10:37,000
the black spot in the spheres here
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00:10:37,166 --> 00:10:38,366
and the ceiling
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00:10:38,900 --> 00:10:40,666
so when I set this to something like 5
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00:10:40,800 --> 00:10:41,966
you'll see suddenly
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00:10:42,066 --> 00:10:42,866
boom
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00:10:43,133 --> 00:10:45,933
we now have all those subsequent bounces
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00:10:45,933 --> 00:10:46,800
pay attention
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00:10:46,900 --> 00:10:47,700
right here
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this sphere is reflecting
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the reflection of the reflection of the reflection
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00:10:52,300 --> 00:10:53,966
it looks much more realistic
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00:10:54,533 --> 00:10:58,100
and we kind of got our reflections back on our roof
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00:10:58,100 --> 00:11:01,500
it's not quite the same as Lumen reflection
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00:11:01,600 --> 00:11:03,900
right if I go back to Lumen reflection we do get
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00:11:04,166 --> 00:11:05,666
a more accurate
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visualization
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00:11:07,533 --> 00:11:09,366
and now we can also in a Mac roughness
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I'm gonna set this to 1 for maximum quality
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00:11:11,800 --> 00:11:13,800
but keep in mind this could have a
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performance impact on your scene
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so again getting a little bit better
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and if you notice that your
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reflections are a little bit noisy
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00:11:21,766 --> 00:11:22,733
I'm not sure if you'll be
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00:11:22,733 --> 00:11:24,000
able to see this on YouTube
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00:11:24,000 --> 00:11:24,933
because of the compression
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00:11:24,933 --> 00:11:26,500
and the denoising that happens
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00:11:27,000 --> 00:11:29,566
but my reflections are very noisy so I can
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00:11:30,100 --> 00:11:33,133
fix that by increasing the sample per pixel down here
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00:11:33,133 --> 00:11:35,100
and set it to something like 10
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00:11:35,300 --> 00:11:36,666
and now again
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this will have a performance impact but
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it will clean things up nicely
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00:11:40,966 --> 00:11:41,800
so again
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not the perfect solution because
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you know
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the reflection of the Chrome balls here are not
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00:11:48,966 --> 00:11:51,333
quite matching the
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00:11:51,666 --> 00:11:52,766
environment they are in
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00:11:52,766 --> 00:11:55,066
like we're not getting the same dark shadows
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as we did with the lumen reflection right
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00:11:56,800 --> 00:11:58,800
again I'm gonna toggle it back and forth
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00:11:58,866 --> 00:12:00,933
just for demonstration purposes
339
00:12:01,766 --> 00:12:03,700
does it with lumen reflections you'll see
340
00:12:03,800 --> 00:12:06,466
the chrome ball here do seem to integrate
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into the scene
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much better
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than they did with the ray traced reflections and
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ray traced so
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00:12:14,566 --> 00:12:16,566
you know it doesn't quite integrate as well
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00:12:16,566 --> 00:12:17,500
but sometimes
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you need this sometimes you need to get the better
348
00:12:20,300 --> 00:12:23,000
crisper sharper reflections depending on your scene
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00:12:23,133 --> 00:12:26,300
so in true classic Unreal Engine fashion
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00:12:26,600 --> 00:12:28,700
you're going to have to pick the lesser of two
351
00:12:28,700 --> 00:12:31,166
evils here you're going to have to pick and choose
352
00:12:31,300 --> 00:12:33,066
which of these options
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00:12:33,166 --> 00:12:35,933
suits your specific use case the best
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00:12:35,933 --> 00:12:38,700
it's just something that you need to be aware of and
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00:12:38,700 --> 00:12:40,400
art direct accordingly
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00:12:40,700 --> 00:12:41,900
now with that out of the way
357
00:12:41,900 --> 00:12:44,066
the last thing I want to touch base on is
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00:12:44,100 --> 00:12:45,400
the refraction here
359
00:12:45,400 --> 00:12:46,400
you'll see the refraction here
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00:12:46,400 --> 00:12:47,666
it looks really really bad
361
00:12:47,666 --> 00:12:49,866
and so this glass material is very simple
362
00:12:49,866 --> 00:12:53,666
I just have a base color of 0 a specular of 1
363
00:12:53,733 --> 00:12:58,100
a roughness of 0.05 and opacity set 2.1
364
00:12:58,200 --> 00:13:01,333
and the refraction set to 1.5
365
00:13:01,700 --> 00:13:06,000
1.5 because the IOR or the index of refraction of glass
366
00:13:06,000 --> 00:13:10,000
is 1.5 then I have my blend mode set the translucent
367
00:13:11,466 --> 00:13:14,466
and lighting mode set to surface forward shading
368
00:13:14,666 --> 00:13:15,466
and that's it
369
00:13:15,500 --> 00:13:18,300
hit apply I go way deeper into the
370
00:13:18,300 --> 00:13:20,400
glass setting in this video right here
371
00:13:20,600 --> 00:13:22,466
but obviously this glass doesn't look very good
372
00:13:22,466 --> 00:13:23,533
so what do we need to do
373
00:13:23,533 --> 00:13:24,566
what do we need to change
374
00:13:24,566 --> 00:13:26,533
to get this to display properly
375
00:13:26,533 --> 00:13:28,566
the same way it did in ue4
376
00:13:29,466 --> 00:13:32,000
so again we're going to go now our post process volume
377
00:13:32,000 --> 00:13:34,200
and in the search detailed panel of the post process
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00:13:34,200 --> 00:13:37,000
volume we're going to search for translucency
379
00:13:37,400 --> 00:13:39,666
and we're going to change the type
380
00:13:39,966 --> 00:13:42,200
from raster to ray tracing
381
00:13:43,266 --> 00:13:46,400
and now this is actually behaving the way it should be
382
00:13:46,400 --> 00:13:48,533
the same way it was in ue4
383
00:13:48,800 --> 00:13:49,966
this is now possible
384
00:13:49,966 --> 00:13:52,666
all because of the project setting that we changed
385
00:13:52,666 --> 00:13:54,366
at the start of this video
386
00:13:54,366 --> 00:13:55,966
so that's very very important
387
00:13:55,966 --> 00:13:57,533
and it should go without saying
388
00:13:57,533 --> 00:13:58,933
but I'm gonna say it again because
389
00:13:59,000 --> 00:14:01,066
people seem to not realize this
390
00:14:01,600 --> 00:14:03,766
if you're going to be using hardware ray tracing
391
00:14:03,766 --> 00:14:06,766
you need to have a ray tracing capable graphics card
392
00:14:06,766 --> 00:14:08,066
so ideally
393
00:14:08,300 --> 00:14:09,933
an RTX GPU
394
00:14:10,966 --> 00:14:13,933
I shouldn't have to say it but I'm going to say it
395
00:14:14,733 --> 00:14:15,933
now the downside is
396
00:14:15,966 --> 00:14:17,866
we seem to have lost the
397
00:14:17,900 --> 00:14:20,933
shadows cast by the glass in UE5
398
00:14:20,933 --> 00:14:24,000
in Unreal Engine 4.27 we did have
399
00:14:24,566 --> 00:14:27,900
glass casting shadows so I'm not sure why we lost that
400
00:14:28,100 --> 00:14:31,100
it kind of sucks because it was really cool to have
401
00:14:31,100 --> 00:14:32,666
and we don't have any caustic
402
00:14:32,666 --> 00:14:33,966
so we don't have any of that
403
00:14:33,966 --> 00:14:35,700
refraction being cast
404
00:14:36,333 --> 00:14:37,166
on the ground
405
00:14:37,266 --> 00:14:40,300
the only way to get shadows and proper caustics
406
00:14:40,300 --> 00:14:41,933
is with the path tracer
407
00:14:42,066 --> 00:14:44,733
so I'm going to go ahead to the lit tab here
408
00:14:45,066 --> 00:14:48,133
turn on the path tracing and you'll see now glass looks
409
00:14:48,366 --> 00:14:49,533
way way way better
410
00:14:49,533 --> 00:14:51,200
we're getting proper shadows
411
00:14:51,266 --> 00:14:53,466
and caustics being refacted here
412
00:14:53,466 --> 00:14:56,666
if I use this glass material on one of the tables here
413
00:14:56,933 --> 00:15:00,300
you'll see it is actually casting its correct shadows
414
00:15:00,366 --> 00:15:02,600
it's refracting light in a really pleasant way
415
00:15:02,766 --> 00:15:04,533
it looks way better than
416
00:15:04,766 --> 00:15:07,566
in regular lit mode like this just doesn't
417
00:15:08,466 --> 00:15:09,333
this looks weird
418
00:15:09,933 --> 00:15:10,800
real time
419
00:15:11,100 --> 00:15:15,166
glass still does not look nearly as good as true
420
00:15:15,400 --> 00:15:16,666
past trade glass
421
00:15:17,266 --> 00:15:18,766
that's just a limitation of real time
422
00:15:18,766 --> 00:15:19,733
engines at the moment
423
00:15:19,766 --> 00:15:22,266
but at least now with raytray translucency
424
00:15:22,900 --> 00:15:26,766
we can get proper refraction in our glass materials
425
00:15:26,766 --> 00:15:29,333
and so that covers the main issues
426
00:15:29,333 --> 00:15:31,366
I've seen a lot of people struggle with this week
427
00:15:31,600 --> 00:15:32,566
if you want to learn more
428
00:15:32,566 --> 00:15:35,366
about the Path Tracer or raytray Translucency
429
00:15:35,466 --> 00:15:36,866
or Lumen or Nanite
430
00:15:36,866 --> 00:15:39,666
you can watch all of my videos on the topic right here
431
00:15:39,766 --> 00:15:41,600
so I hope you guys found this video helpful
432
00:15:41,600 --> 00:15:42,466
and if you did
433
00:15:42,533 --> 00:15:43,666
do consider subscribing
434
00:15:43,666 --> 00:15:45,200
because I do have a whole bunch more
435
00:15:45,200 --> 00:15:46,733
tutorials like this coming soon
436
00:15:46,900 --> 00:15:48,866
so as always thank you so much for watching
437
00:15:48,866 --> 00:15:49,966
and I'll see you next time
31984
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