What is 'Real-time Path Tracing(alpha)'?
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Real-time Path Tracing is D5's self-developed Global Illumination (GI) technology scheme to optimize real-time rendering + image outputs + video outputs.
In 'Preference'>'Rendering', it's supported to enable 'Real-time Path Tracing (alpha)'.
Note: After enabling ‘Real-time Path Tracing(alpha)’ feature, it could improve the quality but increase some rendering time at the same time.
● When enabled, the preview viewport, rendering images, and videos use the real-time path-tracing GI scheme.
● When the ‘Real-time Path Tracing(alpha)’ option is not enabled, the GI scheme remains the same as in 2.9 version.
The upper right scene control ‘Display - Precise Realtime Quality’, provides an ‘Accumulate’ button and custom settings.
Note:
Custom parameters do not affect the preview, only the quality of the accumulation mode, the rendered images and the rendered videos.
(After adjusting custom parameters, it is necessary to click ‘Accumulate F4’ to see the corresponding effect in the preview interface.)
When enabled, pixel samples will be accumulated until the real-time preview quality reaches the final output. Moving the camera or pressing the ESC button will terminate the process.
Note:
When custom settings are enabled, they will be applied to the accumulation.
Otherwise, it's set by default to GI Precision at 1, Reflection Depth at 2, and SPP at 64.
GI Precision: This parameter affects the number of GI bounces and includes 3 levels. The lower the level, the faster the accumulation converges; the higher the level, the more accurate the GI quality of the image.
Note: The quality of GI in reflections is also affected by the ‘GI Precision’.
Refl. Depth: Controls the number of times rays bounce between highly reflective material surfaces.
SPP: Determines the number of times each pixel is sampled. Increasing the value helps optimize artifacts in challenging areas and enhance details but will also increase the rendering time.
The new GI solution has improved both quality and precision. It utilizes path tracing to calculate and cache ray bounces before rendering begins, thereby improving caching quality.
For example: Below is a relatively special high-reflection floor scene.
In version 2.9 of the preview viewport, the floor did not accurately render highly reflective objects, appearing inaccurate and blackish. In version 2.10, the metal floor appears correct reflection effects.
GI bouncing details are more accurate in areas like the joint where the wall meets the floor.
The sampling logic has been optimized to sample more important pixels in a more efficient way. This makes indirect lighting details closer to the Ground Truth.
Especially in the corner parts of some indoor and outdoor scenes, the change is more obvious.
Improved the color shading model for plant and fabric materials, fixing the color attenuation issue in light transmission, resulting in more physically accurate transmission effects. As a result of these improvements, the color of vegetation and their reflections may change if they were created using previous versions.
Note
Due to these improvements, the color of plants and their reflections in old archives may change.