GPU Raytracing
With the support of the DXR library, it is now possible to use specific hardware to accelerate ray tracing.
Bakers casting many rays per pxiel (such as the Ambient Occlusion From Mesh) take advantage of DXR. Using this feature usually translate to an increases computation speed by a factor of 25 or more.
Enabling DXR (Hardware Requirements)
The DXR-accelerated ray tracing will automatically be enabled if the system follows these requirements:
- A compatible GPU is installed (RTX family, Titan V or Geforce 10xx)
- GPU drivers are up to date
- Windows 10 'Fall Creator' / October update (ver 1809) is installed
- To check your Windows version: click on the start menu, type 'winver' and hit the return key.
- To get the update, see : https://support.microsoft.com/en-us/help/4028685/windows-10-get-the-update
In case you are running into issues with DXR, you can disable this feature (and fall back to CPU ray tracing). To do so:
- Close the baking window
- Go into the Baker tab in the project setting in the Preferences window.
- Uncheck Enable GPU raytracing.
- Re-open the baking window and relaunch the baking process.
Rendering Modes
The list below indicate which baker takes advantage of the GPU raytracing.
OpenGL | CPU Raytracing | GPU Raytracing (DXR / Optix) | |
---|---|---|---|
Ambient Occlusion | ■ | ||
Ambient Occlusion from mesh | ■ | ■ | |
Bent Normals from mesh | ■ | ■ | |
Color Map from mesh | ■ | ||
Convert UV to SVG | ■ | ||
Curvature | ■ | ||
Curvature from mesh | ■ | ■ | |
Curvature from mesh (deprecated) | ■ | ||
Height Map from mesh | ■ | ||
Normal Map from mesh | ■ | ||
Opacity Mask from mesh | ■ | ||
Position | ■ | ||
Position from mesh | ■ | ||
Thickness Map from mesh | ■ | ■ | |
Transferred Texture from mesh | ■ | ||
World Space Direction | ■ | ||
World Space Normals | ■ |