Nvidia RTX real time rays reflection for Eevee
hello
this is a new technology that affect real time reflection with ray tracing and precise global illumination inside of game engines , could be amazing to put it inside of blender !! nvidia realeased codes to incorpore the tech inside anything with the release of the new quadro rtx and geforce rtx ..
the problem is that direct x is microsoft dependent, i dont know if this could be done inside of linux and mac ?
14 Comments
I'm sure we will eventually see experiments with RTX for both EEVEE and Cycles. For EEVEE RTX could bring fast "real" ray-traced reflections, instead of screen-space reflections. For Cycles, it could bring overall faster rendering performance. Only time will tell.
brecht - "Cycles will support running on [RTX], we just need to find a bit of time for it. For RTX hardware raytracing support I can’t promise any specific plans, but we would like to have it."
Of course EEVEE need this. It's on the edge of CGI for today.
Ray Tracing Technology DemonstrationSIGGRAPH 2018Even for not top hardware rigs, even if it gives only few FPS of ray traced picture - it still enough good ray traced results for most cases & faster than full feature ray traced Cycles it was still enough to capture movies.
It requires very powerful video cards. I think cycles will be even faster for regular videocard than this for the moment.
@mikhail.gavrilec: 2080ti
Although this topic is specifically about RTX, we are planning to implement a solution that would work on any manufacturer. Although I put this as in development, the actual development can start only after Blender Vulkan backend is finished.
So plan:
bagus
eevee+rtx raytracing would be the best thing ever
Instead of thousand of words.
Blender does not need RTX for Eevee cause Eevee is not exactly a Real Time renderer like UE4. Whole screen space reflections are rendered accordingly when you do some changes in the scene ( or move camera ) but too long to say that it is a RT technology. That is why Blender does not need RTX. Blender has Cycles and this renderer could be used as a higher layer of generating reflections ( after screen space reflections computation for the still image ). Cycles could be used as a support for Irradiance Map to generate better shadows for the still scene (a single frame). With small amount of samples and nice de-noise alg. (i.e. some kind of AI that is going to be used for Octane Render) whole scene could have better look in small amount of time. We could say that then Blender would have own semi-RT-pathtrace technology (BTX) using tools that are already implemented. :) All depends on developers and direction that Blender is going to.
@tomek:
Let us review your arguments shall we?
"Blender does not need RTX for Eevee cause Eevee is not exactly a Real Time renderer like UE4"
Just because Eevee isn't real time renderer as of now doesn't mean it can't be a real time renderer.
"but too long to say that it is a RT technology,"
RT technology offers more than just screen space reflections.
"Blender has Cycles and this renderer could be used as a higher layer of generating reflections ( after screen space reflections computation for the still image )."
Now I would like you to note out that this is a possibility with the limitation of a single frame.
"We could say that then Blender would have own semi-RT-pathtrace technology (BTX) using tools that are already implemented"
Right, we don't need it because it's harder to implement with foreign libraries and a external vendor that has a bad reputation but delivers.
I don't want to sound rude but there is A F***ING lot of speculation in this thread and I don't want to add any more to it, so unless you can implement RTX in cycles or Eevee or make your own render engine this discussion is borderline useful.
EDIT: I just realized that AMD ProRender already supports blender and is getting updated with their variant of RTX ray tracing: Radeon Rays.
Although I agree it's too intensive for real time, having slightly slower (300ms vs 30s) raytraced reflections, ao, or shadows as an option for offline renders would be great. I really hate screenspace reflections. "Then why not use Cycles?" I like the irradiance cache of Eevee, and combining passes from the two engines is not as arbitrary considering the difference of sampling, of hair geometry, of setting materials up, light nodes, things like that.
Also, the slowness of modern gpu raytracing has been greatly exagerated to justify not even considering it, just because they used 4 $10k gpus to achieve that in realtime. But that doesn't mean it's not valuable in slightly slower than real time scenarions. Or that there aren't any other combination of techniques that could be used, like precalculating a scene to use something like VXGI, which is already used in games. youtube.com/watch
@Wo! 262: no 1x 1080tu
I'd argue that Eevee doesn't really need this. While having a realtime path tracer is shiny, we have Cycles. I bet that there's quite a few limitations with the rtx, but I'd bet that there are less limitations in Cycles.
@scott:
No this is a revolution for real time graphics