




Docs (please refer to the Input Description to learn how to fly in the Demo)
Number of materials:
- main (includes gravitational lensing, accretion disk, galaxy, stars): 17
- architectural: 10
Number of textures:
- main: 6
- architectural: 11
Texture Resolutions:
- HDR backgrounds: 4096×2048
- Noise-based and various masks: from 512 to 2048
- Architectural textures: from 1024 to 2048
Supported Development Platforms: Windows
Important Notes:
- materials were NOT tested with Real-Time Ray Tracing;
- to correctly render the brightness of the post process materials in UE versions prior to 5, it might be necessary to disable Pre-Exposure in the project settings;
- In UE5, TAA may provide better image quality and performance compared to TSR;
- In UE5, DirectX 11 with SM5 provides better performance than DirectX 12 with SM6;
Known issues in project versions 5.0 – 5.2:
- visual artifacts (thin lines) in the surface version of the materials of a black hole with an accretion disk (not noticeable in 5.2);
- visible transition to background in black hole materials using scene capture cube (less noticeable in 5.1 and 5.2);
材料数量:
- 主(包括引力透镜,吸积盘,星系,恒星):17
- 建筑:10
纹理数量:
- 主要:6
- 建筑:11
纹理分辨率:
- HDR背景:4096×2048
- 基于噪声和各种掩码:从512到2048
- 建筑纹理:从1024年到2048年
支持的开发平台:Windows
重要事项:
- 材料未经过实时光线追踪测试;
- 要在5之前的UE版本中正确呈现后期处理材质的亮度,可能需要禁用 预曝光 在项目设置中;
- 在UE5中,与TSR相比,TAA可能提供更好的图像质量和性能;
- 在UE5中,具有SM5的DirectX11比具有SM6的DirectX12提供更好的性能;
项目版本5.0-5.2中的已知问题:
- 带有吸积盘的黑洞材料的表面版本中的视觉伪影(细线)(在5.2中不明显);
- 使用场景捕捉立方体在黑洞材料中可见过渡到背景(在5.1和5.2中不太明显);
The materials use calculation methods that are far from physically accurate models, but can nevertheless produce images resembling those obtained using accurate methods or astrophotography. The black hole materials are presented in the Surface and the Post Process domains (post process materials have the suffix “PP” in their names). Surface materials are simpler but do not allow falling into the black hole. Post Process materials are more complex, have more instructions, but allow falling into the black hole and can also blend with scene objects. Both types of the black hole materials compute distortions only for the flat accretion disk and for the specified background texture, therefore, for a realistic look, the scene objects should be relatively small compared to the black hole outer radius (that is, the radius of a sphere bounding distortions). As the background, you can use cubemaps or static textures of equirectangular projections. Dynamically updating cubemaps can imitate gravitational lensing distortions of scene objects but it yields realistic results only for objects remote from the player’s camera, and the Scene Capture Cubes used for that purpose cost a lot of performance. Static cubemaps cost less instructions than equirectangular projections but the latter have better filtering methods when dealing with gravitational lensing distortions.
In UE5:
-
TAA may provide better image quality and performance compared to TSR;
-
DirectX 11 with SM5 provides better performance than DirectX 12 with SM6;
Demo Footage (extremely leisurely)
Credits:
-
Earth and clouds textures used in the HDR background with the planet: Tom Patterson, www.shadedrelief.com
-
Architectural textures: #cgbtextures
这些材料使用的计算方法远非物理上精确的模型,但仍然可以产生类似于使用精确方法或天体物理学家获得的图像。 黑洞材料呈现在 表面 而 后期处理 域(后处理材料的名称中有后缀”PP”)。 表面 材料更简单,但不允许落入黑洞。 后期处理 材质更复杂,有更多的指令,但允许落入黑洞,也可以与场景对象融合。 这两种类型的黑洞材质都只计算平面吸积盘和指定的背景纹理的扭曲,因此,为了逼真的外观,场景对象应该相对于黑洞外半径(即球体边界扭曲的半径)相对较小。 作为背景,您可以使用立方体贴图或等距柱状投影的静态纹理。 动态更新立方体贴图可以模仿场景对象的引力透镜扭曲,但它只对远离玩家相机的对象产生现实的结果,以及 场景捕捉立方体 用于该目的花费了大量的性能。 静态立方体贴图的指令成本低于等距柱状投影,但后者在处理引力透镜失真时具有更好的过滤方法。
在UE5中:
-
TAA 与TSR相比,可提供更好的图像质量和性能;
-
带有SM5的DirectX11 提供比具有SM6的DirectX12更好的性能;
学分:
-
HDR背景中使用的地球和云纹理:汤姆*帕特森, www.shadedrelief.com
-
建筑纹理: #cgbtextures

评论(0)