Short lawn grass should work well because it will take fewer verts than long grass and can be culled less noticably. Performance can vary a lot depending on the specifics, like if nanite or shadows are enabled, how lods are set up, culling distance and so on. But even without any further optimization I expect most machines should be able to handle hundreds of thousands, if not a few million blades of grass.
Hey, thanks for making this! it's nice that to generate the depth you just have to generate the y channel of the normal... I am certain I would have overthought that hah.
Hi Alex, I hope you don't mind if I ask you about a problem I can't solve. I am using UE 5.4. My reflections are very bad in my mirrors in my architectural projects. There are no pink parts in the surface cache. In Post Prosses, global and reflection sections are set to lumene and all are at ultra settings. Ray Traced aids are also on. So you can see that there is no problem with my settings. My project gets enough light. But there are extremely disgusting fluctuations in my TV screen and mirror reflections and darkening in the textures of my furniture. Is it really possible to get ray traced stallone quality reflections? I almost quit the program because I can't figure it out! I can send you my pictures if you want. Please help me. Sincerely.
The only true solution to what you describe is more direct light. Indirect light in reflections is what causes the ugliness. Another bandaid is to use more texture, the issue is most noticeable on a plain smooth surface. Another option is to use "r.Lumen.HardwareRayTracing.LightingMode 3" this will turn off GI in the reflections and use the skylight instead. See this post where I use this technique to achieve a noise free reflection although it requires hand tuning of the sky light settings. forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/1768?u=bananableoffense
@@TechArtAlex First of all, thank you very much for your answer. I saw a message saying "In UE 5.4.2-Main, now r.Lumen.HardwareRayTracing.HitLighting.Skylighting.Skylight 1. In UE5-Main, PPV has priority." I wrote the command you suggested me and this command but I did not see any change. If we talk about the other option you gave, lighting the room with sunlight is not enough as far as I understand. When we put several lights in the rooms, we get unbalanced light. What would you do if you were you. My last question is again, I would appreciate if you answer by giving an example from yourself. Do you use the reflection part as lumen or rt stallone? When I use ray traced stallone, my reflections are good, yes, but when there is no light right next to it, my mirrors are black. I assigned aluminum material to my sink but it looks black. Can you tell me how to overcome this blackness problem in ray traced reflections? I apologize if this is too long. Thanks again
I would not use standalone RT with Lumen. Use mode 3 instead as necessary, as the thread mentions, you may need to alter settings in the PPV for the command to work. This will give a similar result as standalone RT, but as you can see from the post, indirectly lit areas will take on the skylight color instead of being black.
This is great, how is the performance? especially for short lawn grass
Short lawn grass should work well because it will take fewer verts than long grass and can be culled less noticably. Performance can vary a lot depending on the specifics, like if nanite or shadows are enabled, how lods are set up, culling distance and so on. But even without any further optimization I expect most machines should be able to handle hundreds of thousands, if not a few million blades of grass.
@@TechArtAlex awesome will keep a watch for the next vids
Hey, thanks for making this! it's nice that to generate the depth you just have to generate the y channel of the normal... I am certain I would have overthought that hah.
After having to deal with derivatives for the rest of the normals, this part is delightfully simple.
Hi Alex, I hope you don't mind if I ask you about a problem I can't solve. I am using UE 5.4. My reflections are very bad in my mirrors in my architectural projects. There are no pink parts in the surface cache. In Post Prosses, global and reflection sections are set to lumene and all are at ultra settings. Ray Traced aids are also on. So you can see that there is no problem with my settings. My project gets enough light. But there are extremely disgusting fluctuations in my TV screen and mirror reflections and darkening in the textures of my furniture. Is it really possible to get ray traced stallone quality reflections? I almost quit the program because I can't figure it out! I can send you my pictures if you want. Please help me. Sincerely.
The only true solution to what you describe is more direct light. Indirect light in reflections is what causes the ugliness. Another bandaid is to use more texture, the issue is most noticeable on a plain smooth surface.
Another option is to use "r.Lumen.HardwareRayTracing.LightingMode 3" this will turn off GI in the reflections and use the skylight instead.
See this post where I use this technique to achieve a noise free reflection although it requires hand tuning of the sky light settings.
forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/1768?u=bananableoffense
@@TechArtAlex First of all, thank you very much for your answer. I saw a message saying "In UE 5.4.2-Main, now r.Lumen.HardwareRayTracing.HitLighting.Skylighting.Skylight 1. In UE5-Main, PPV has priority." I wrote the command you suggested me and this command but I did not see any change. If we talk about the other option you gave, lighting the room with sunlight is not enough as far as I understand. When we put several lights in the rooms, we get unbalanced light. What would you do if you were you.
My last question is again, I would appreciate if you answer by giving an example from yourself. Do you use the reflection part as lumen or rt stallone? When I use ray traced stallone, my reflections are good, yes, but when there is no light right next to it, my mirrors are black. I assigned aluminum material to my sink but it looks black. Can you tell me how to overcome this blackness problem in ray traced reflections? I apologize if this is too long. Thanks again
I would not use standalone RT with Lumen. Use mode 3 instead as necessary, as the thread mentions, you may need to alter settings in the PPV for the command to work. This will give a similar result as standalone RT, but as you can see from the post, indirectly lit areas will take on the skylight color instead of being black.
ı wait another tutorial, can you explanin procedural mesh,draw call and optimization? thks for help