Global Settings

Ray Count

This parameter defines the pixel spacing between screen-space probes, affecting the number of probes spawned. Ray Count has the biggest impact on the overall performance , memory consumption and visual quality.

  • Performance - 1 probe per 8x8 pixel block. For 1080p, this is 240x135 probes / 518400 rays.

  • Quality - 1 probe per 6x6 pixel block. For 1080p, this is 320x180 probes / 921600 rays.

  • Cinematic - 1 probe per 4x4 pixel block. For 1080p, this is 480x270 probes / 2073600 rays.

Ray Length

This defines the maximum distance a ray can travel in world space. Lower values improve performance but may cause rays to miss surfaces, resulting in darker and noisier GI. Higher values can degrade performance when many rays travel long distances (e.g., toward the sky) without hitting any objects.

Setting this value to 0 will automatically calculate the maximum distance for each ray from its origin to the nearest wall of the voxelization bound along the ray's direction.

Multibounce

Defines the method used for gathering multiple light bounces.

  • None: Use only a single bounce.

  • Irradiance Cache: Use a real-time irradiance cache to gather temporally accumulated multiple light bounces in a world-space structure using a spatial hashing approach.

  • Adaptive Probe Volumes: Use baked APV data (if available).

Debug Mode

Use this dropdown to inspect and debug different stages and resources of HTrace WSGI.

  • None: Debugging is disabled.

  • Main Buffers: see the next section.

  • Global Illumination: Displays the final indirect lighting buffer.

  • Geometry Normals: Shows the primary source of normal data for HTrace WSGI, generated from the Depth Buffer.

  • Shadowmap: Displays the custom directional light shadowmap used for light evaluation at ray hit points.

  • Voxelized Color: Displays the diffuse color of voxelized surfaces

  • Voxelized Lighting: Represents the final lighting seen by world-space rays, including direct and indirect contributions (in the form of an Irradiance Cache).

  • Light Cluster Color: Displays cluster cells occupied by registered punctual light sources.

  • Light Cluster Heatmap: Displays the occupancy level of cluster cells.

Main Buffers: displays all pipeline buffers used by HTrace SSGI at different stages.

  • Multi: shows a grid output of the four most crucial buffers: Depth, Diffuse, Normals, Motion Vectors (.rg) + Motion Mask (.b). All of them can also be inspected in full resolution via their respective debug modes.

  • Depth: shows linear depth, which defines the geometry against which the screen-space part of tracing is performed.

  • Diffuse: shows the diffuse (albedo) color of objects.

  • Normal: shows the shading normals (including normal maps) of objects.

  • Motion Mask: highlights moving objects. If a moving object isn’t visible in this debug mode, it may receive incorrect denoising. This buffer contains valid data only in the Game view.

  • Motion Vectors: shows the motion vectors of the camera and moving objects (only in the Game view). Objects with missing or incorrect motion vectors may receive improper denoising.

Last updated