This is exactly what Nvidia RTX is doing...!Notiusweb wrote:Does Unity-Octane plugin render the whole scene wholesale, or does it just add the Octanian reflection, refraction, and ambient occlusion 'layer' on top of the PBR?
EDIT
In other words, mechanically does it:
(1) scan the base geography/mesh ("PBR scene"), without rendering said geography/mesh, and then
(2) calculate the appropriate render passes for (a) reflection, (b) refraction, and (c) ambient occlusion, in relation to PBR-scene's arranged lighting environment, and
(3) layer those render passes over the PBR scene
Or does it just compute the whole scene outright and render it just like it does with all other plugins (say like in SketchUp)?
EDIT 2
Because the Unity Octane plugin calls its render target a "PBR Render target".
Is that just a name to familiarize the Unity user with the idea of a Render Target node as used in Octane, or does it mean something more unique is going on with regard to PBR, vs the traditional Render target as we usually have known.
Shadows, reflections, refractions, and AO augmenting an underlying base.
I Called It in this thread Jan 27!
