Real-Time Ray Tracing Rendering Configuration
Hello everyone, today I want to share with you a configuration that I have created for rendering images within Unreal Engine 5.3.
Introduction
Real-time ray tracing is a rendering technique that simulates the physical behavior of light to generate high-quality and realistic images. Although this technique has been used for a long time in the film and animation industry, its implementation in real-time for video games and interactive applications has been a challenge due to its high demand for computational resources.
My Configuration in Unreal Engine 5.3
Recently, I have been working on a custom configuration for real-time ray tracing in Unreal Engine 5.3. This configuration prioritizes quality over performance, thus allowing the creation of impressive scenes.
It’s important to mention that results may vary depending on the hardware capabilities available on the device where the project is being developed. In addition, the frame rate may be compromised depending on the number of assets used in the scene. Therefore, I would recommend adjusting the configuration according to your specific needs.
Here are the steps to implement my configuration:
Create New Project:
Games > Third Person Template > Ray Tracing Enable
Create New Level:
File > New Level Empty Level > Create
Save Level:
File > Save Current Level As > Save
Project Settings:
Project Section > Maps & Modes
Default Maps
Engine Section > Rendering Menu
Virtual Textures
Global Illumination
Reflections
Lumen
Shadows
Hardware Ray Tracing
Software Ray Tracing
Default Settings
Mobile Shader Permutation Reduction
Restart Project:
Save All > Close Editor (X) > Open Project
World Settings:
Lightmass > Advanced
Create Environment Lighting:
Window > Env. Light Mixer
Edit Environment Lighting:
Outliner > SkyAtmosphere > Details
Transforms
Planet
Atmosphere - Rayleigh
Atmosphere - Absorption
Outliner > ExponentialHeightFog > Details
Transform
Exponential Height Fog Component
Directional Inscatering
Outliner > DirectionalLight > Details
Transform
Light
Cascaded Shadow Maps
Atmosphere and Cloud
Actor
Create Interior Light:
Quickly add to the project > Lights > RectLight
Edit Interior Light:
Outliner > RectLight > Details
Transform
Light
Actor
Create Post Process Effects:
Edit Post Procces Effects:
Outliner > PostProcessVolume > Details
Lens
Method (Convolution)
Intensity (0.675)
Exposure Compensation (0.0)
Min EV100 (5.5)
Max EV100 (5.5)
Intensity (0.0)
Vignette Intensity (0.0)
Color Grading
Shadows: Gain (On > 1.4)
Film
Global Illumination
Reflections
Brush Settings
Actor
Outliner > BoxReflectionCapture > Details
Reflection Capture
Create Cameras:
Quickly add to project > Cinematic CinemaCameraActor
Edit Cameras Outliner:
Outliner > CinemaCameraActor > Details
Current Camera Settings
Super 35mm
35mm Academy
50mm Prime f/1.8
30mm Prime f/1.4
12mm Prime f/2.8
1.77 (16:9)
1.33 (4:3)
No Crop
Custom manual
Toggle between the presented options of Filmback, Lens Settings and Crop Settigs for the different cameras.
Scability Settigns:
Settings > Engine Scalability Settings > Cinematic
Hight Resolution Screenshot:
Viewport Options > High Resolution Screenshot > Screenshot Size Multiplier (Custom)
Results and Conclusions
Since implementing this configuration, I have noticed a significant improvement in the quality of my renders, as well as more stable performance. I believe this configuration can be very useful for other developers looking to implement real-time ray tracing in their projects.
I hope this configuration is useful to you and helps you take your projects to the next level. If you have any questions or comments, please feel free to leave them in the comments section below.