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Copy file name to clipboardExpand all lines: RtxOptions.md
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@@ -647,7 +647,7 @@ Tables below enumerate all the options and their defaults set by RTX Remix. Note
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|rtx.terrainBaker.material.bakeReplacementMaterials|bool|True|Enables baking of replacement materials when they are present\.|
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|rtx.terrainBaker.material.bakeSecondaryPBRTextures|bool|True|Enables baking of secondary textures in replacement materials when they are present\.<br>Secondary textures are all PBR textures except for albedoOpacity\. So that includes normal, roughness, etc\.|
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|rtx.terrainBaker.material.maxResolutionToUseForReplacementMaterials|int|8192|Max resolution to use for preprocessing and baking of input replacement material textures other than color opacity which is used as is\.<br>Applies only to a case when a preprocessing compute shader is used to support baking of secondary PBR materials\.<br>Replacement materials need to be preprocessed prior to baking them and limitting the max resolution allows to balance the quality vs performance cost\.|
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|rtx.terrainBaker.material.properties.displaceInFactor|float|1|The max depth the baked terrain can support will be larger than the max depth <br>of any incoming draw call, which results in a loss of detail\. When this is <br>too low, the displacement will lack detail\. When it is too high, the lowest <br>parts of the POM will flatten out\.|
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|rtx.terrainBaker.material.properties.displaceInFactor|float|1|The max depth and height the baked terrain can support will be larger than the max <br>of any incoming draw call, which results in a loss of detail\. When this is <br>too low, the displacement will lack detail\. When it is too high, the lowest <br>and highest parts of the POM will flatten out\. This affects both displaceIn <br>and displaceOut, despite the name\.|
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|rtx.terrainBaker.material.properties.emissiveColorConstant|float3|0, 0, 0|Emissive color constant\. Should be a color in sRGB colorspace with gamma encoding\.|
Copy file name to clipboardExpand all lines: documentation/TerrainSystem.md
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- Using too high resolution replacement textures can have noticeable performance impact. Adjust [rtx.terrainBaker.material.maxResolutionToUseForReplacementMaterials](../RtxOptions.md) to balance quality vs performance cost of baking replacement textures.
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- Terrain baking is not free. It has a computational and memory cost. You can parametrize its properties to suit your needs and memory limitations. In the future there may be a more adaptive mechanism to fit in-game scenario and resource availability. Tune following settings to adjust resolution and memory overhead of the Terrain System [rtx.terrainBaker.cascadeMap.*](../RtxOptions.md) and [rtx.terrainBaker.material.maxResolutionToUseForReplacementMaterials](../RtxOptions.md).
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- Programmable shaders with Shader Model 2.0+ utilize a preprocessing compute pass to support baking of secondary PBR textures. This is an expensive operation both performance and memory wise. Draw calls using fixed function pipeline and programmable pipelines with Shader Model 1.0 instead rely on shader injection. This shader injection functionality is controlled via [rtx.terrainBaker.material.replacementSupportInPS_programmableShaders](../RtxOptions.md) and [rtx.terrainBaker.material.replacementSupportInPS_fixedFunction](../RtxOptions.md) that needs to be set prior to launching the game on modification. Both of these are enabled by default. While these options should work they are still in experimental stage. If you observe any crashes or quality issues which get fixed by disabling the two options then file github issues for them.
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- Differences between the UV tiling size of the incoming terrain draw calls and the baked terrain map can cause precision loss in baked heightmaps. Specifically, the baked heightmap's max displacement distance may be significantly larger (or smaller) than the actual max displacement distance of any of the incoming draw calls, resulting in a loss of detail. [rtx.terrainBaker.material.properties.displaceInFactor](../RtxOptions.md) can be used to fix that by shrinking the baked heightmap's max displacement. When it is too low, the displacement will lack detail. When it is too high, the lowest parts of the POM will flatten out. The `Calculate Scene's Optimal Displace In Factor` button in the terrain material properties panel can be used to automatically calculate the highest safe value for a given scene. `rtx.conf` creators should use that button in representative sample of a game's levels, and then set `displaceInFactor` to the lowest observed value.
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- Differences between the UV tiling size of the incoming terrain draw calls and the baked terrain map can cause precision loss in baked heightmaps. Specifically, the baked heightmap's max displacement distance may be significantly larger (or smaller) than the actual max displacement distance of any of the incoming draw calls, resulting in a loss of detail. [rtx.terrainBaker.material.properties.displaceInFactor](../RtxOptions.md) can be used to fix that by shrinking the baked heightmap's max displacement. When it is too low, the displacement will lack detail. When it is too high, the lowest and highest parts of the POM will flatten out. The `Calculate Scene's Optimal Displacement Factor` button in the terrain material properties panel can be used to automatically calculate the highest safe value for a given scene. `rtx.conf` creators should use that button in representative sample of a game's levels, and then set `displaceInFactor` to the lowest observed value.
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Future considerations / not supported (yet):
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- Material constants per input terrain replacement material.
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- Supporting Quadtree POM with baked heightmaps.
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- Orthogonal surfaces (i.e. walls with floor) and separate multi-layer surfaces (i.e. baked road on a bridge over another baked road below). For these cases you can use the decal system. The benefit of the terrain system to the decal system is that the terrain baking exactly replicates original game's blending while the decal system only approximates the original blending. On the other hand, decal system supports blending in any direction and the input decal textures are sampled at the desired resolution at the time of ray hits the surface while the terrain system resamples original textures to a shared terrain texture. This can result in a of loss of image fidelity depending on the parametrization of the terrain system (see [rtx.terrainBaker.*](../RtxOptions.md)).
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