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    válasz Abu85 #29 üzenetére

    Current Limitations:
    - Large scale AO and indirect shadows may be cast properly only by static geometry.
    - GI is not working on some forward rendering components like particles or water.
    - Some artifacts like ghosting, aliasing, light leaking and noise may be noticeable in some cases.
    - Procedural vegetation and merged vegetation do not cast occlusion or secondary shadows.
    - If the camera is teleported to a completely new location it may take up to a few seconds until occlusion is working properly.
    - Only objects and materials with enabled shadow map casting may produce proper bounced light.
    -For dynamic objects indirect light bounce is working only in the areas near voxelized static geometry.
    - Bounce light may have a noticeable delay of 1-2 frames.

    "A számítógépek hasznavehetetlenek. Csak válaszokat tudnak adni." (Pablo Picasso) "Never underrate your Jensen." (kopite7kimi)

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