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Making Ray Traced Content in Unreal Engine 4 (Presented by NVIDIA)

Richard Cowgill (RTX UE4 Game Engine Evangelist, NVIDIA)

Location: Room 153, South Hall

Date: Thursday, March 19

Time: 11:30am - 12:30pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Visual Arts

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

"This talk seeks to guide artists and designers in creating and fine tuning their content for Ray Tracing in Unreal Engine 4.

The UE4 implementation of Ray Tracing is very flexible, both in terms of how content is made and how RT features can be mixed with raster ones to best suit a project. Creating content for ray tracing involves some new considerations to fine tune it. These include best practices for materials, meshes, LOD and animated foliage. Designers will have some additional considerations in laying out a map, and lighting artists should be informed on how to best make the transition to RT lighting.


Content makers should leave this talk feeling empowered by the options RT provides them.

Intended Audience

Artists and designers developing UE4-based games featuring ray tracing.