this uses the vulkan ray tracing extension to path trace a scene. the geometry comes from
one or more bvh
modules which collect input for bottom level acceleration structures.
the rt
module uses hero wavelength spectral sampling for accurate colour reproduction.
(scene: nikita sky demo)
output
the rendered beauty imagetex
an array connector for input textures, connect to an i-jpglst or i-lut moduleblue
blue noise texture as input lut, as those provided by christophirr
irradiance buffer, that is: beauty output divided by albedoalbedo
fake diffuse albedo for use with svgf, demodulated from the irradiance buffergbuf
packed normal and depth of the first intersectionthe tex
connector expects an array of input textures, as the
i-jpglst module provides, or the
i-lut module if you pass a .txt
file with a list of
filenames.
you can download a blue noise texture from this github issue. this was too large to just ship with the vkdt distribution.
this still changes so often.. be careful to trust this text.
cam
position, direction, and up vector of the camerafog
homogeneous global background fogspp
samples per pixelenvmap
filename of the environment map, 2:1 aspect latitude/longitude, .hdr preferably 8kcam mode
use custom camera in this module, or grab camera, simulation time, and fog from another modulecam_mod
if cam mode is set to another module, this is the other module's namecam_inst
if cam mode is set to another module, this is the other module's instancesampler
choose which path space sampler to use for rendering: path tracing/env-nee, markov chain path guidingwd
width of the render in pixelsht
height of the render in pixels