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Is ultra engne going to support subsurface scattering for human skin out of the box?

Is ultra engine going to support some kind of realtime volumetrics out of the box?

Is ultra engine going to support screnspace effects like subsurface, reflections, refractions, contact shadows?

Is ultra engine going to support raytracing?

Generally, what kind of features graphics-wise are we going to see? Is there some posts or showcase about this? Maybe take unreal engine as reference, is ultra engine going to be comparable to that in some ways or is ultra engine just Leadwerks again with pbr textures and 1000 vulkan frames?

I may have more questions in future so if its ok i will just ask here again.

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27 minutes ago, source said:

Is ultra engne going to support subsurface scattering for human skin out of the box?

Is ultra engine going to support some kind of realtime volumetrics out of the box?

Is ultra engine going to support screnspace effects like subsurface, reflections, refractions, contact shadows?

Is ultra engine going to support raytracing?

Generally, what kind of features graphics-wise are we going to see? Is there some posts or showcase about this? Maybe take unreal engine as reference, is ultra engine going to be comparable to that in some ways or is ultra engine just Leadwerks again with pbr textures and 1000 vulkan frames?

I may have more questions in future so if its ok i will just ask here again.

1. I think this will be doable. We have very easy built-in refraction, and SSS is not much different, in terms of the inputs needed.
2. I plan to support volumetric lighting (that foggy effect Leadwerks has) as a post-processing step. This means it will even work with directional lights, instead of using godrays as a post-processing step that only appears when you are facing the light source.
3. A new post-processing system is implemented that allows a user-defined stack of buffers. It should be able to handle any effect. More information can be found here:
https://www.ultraengine.com/community/blogs/entry/2566-leadwerks-5-beta-update-adds-post-processing-effects-system/

Refraction fixes one of the issues Leadwerks had with refraction, and it's extremely easy to enable:
https://www.ultraengine.com/community/blogs/entry/2573-advanced-transparency-and-refraction-in-vulkan/4.

The 1.0 release might not support Vulkan ray tracing, or maybe it will. I've been working on a voxel ray tracing system that looks good and works very well on older hardware:
https://www.ultraengine.com/community/blogs/entry/2638-voxel-ray-tracing-and-physically-based-rendering/

This is important because PBR requires reflection data in order to look right. SImply using a skybox is not good for games. The voxel ray tracing system will be the default, and then Vulkan Ray tracing, whenever it is added, will be the high-end option.

My development log is the best source of information for this:
https://www.ultraengine.com/community/blogs/blog/1-development-blog/

 

 

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