Roman Still Life
Personal project. In almost every project in Unreal Engine I use rasterization render techniques. This involves a lot of baking of assets and lightmaps, which is quite inefficient when working with an iterative workflow since it is very time-consuming. Realtime raytracing is a fairly new technique in Unreal Engine 4 and very resource intensive. But since I focus on cinematics within the engine, resource management is less of an issues. The artwork is made primarily with Megascans assets. The materials range from rough to glossy finishes and give a good estimate on how the raytracing engine deals with them.
No baking, no lightmaps. Everything is updated in realtime. I can say I’m extremely excited for the possibilities of realtime raytracing in my future projects.