
When ray tracing looks to cast the ray toward the light, the normal is pointing away from the light, so it is interpreting the curtain as being on the back side of an object casting shadow on itself. It turns out that in ray tracing, the curtains are essentially casting shadows on themselves. They are a single layer of triangles marked as double-sided with a special subsurface scattering material. Looking closely at the scene geometry, the curtains are the sort of non-physical geometry that you often encounter in real-time graphics. However, the curtains still are not backlit as in the original raster image. Now, the light clearly streams in through the glass and strikes the floor. A Realistic Rendering sample with translucent materials not casting shadows. This can easily be disabled by setting CVar r. to 0.įigure 5. In raster shadows, potentially shadow-casting objects are single-sided by default, whereas ray tracing treats them as physical objects and records both front and back face hits. Carefully looking at the scene, a large city backdrop sits outside the patio, and it lies between the sun and the patio. The sun is clearly being blocked from a substantial distance away. Here’s how you can fix the problems with RTX-Dev: Additionally, the floor on the patio is much dimmer. The reflection on the wood floor is visible, but not the diffuse shading from the sun directly striking it. However, the sunlight streaming in the window and hitting the floor is suspiciously missing. Several more shadows are cast in the ray-traced version, helping to ground things better. Immediately, you see substantial differences. The same Realistic Rendering sample with default ray-traced shadows.
