NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Toolkit feature]: Give placed lights a source/body

Open
#491 1 comment 0 reactions 1 assignee View on GitHub

@nvdamien is already working on this.

Since May 4, 2024.

feature jira toolkit
Dominant language
No language data
Stars
1.7k
Forks
99
PR merge metrics
No merged PRs in 30d

Description

Contact Details (Optional)

No response

What is the context of the feature/improvement?

So I was feeling something vital was missing for placed lights, and it struck me, the poor things lacks a fiery soul, a bright center point serving as its source. It's totally missing. I was expecting something like this:
image

A workaround to this problem is, of course, to add a custom mesh, then make it emissive, then place the light just underneath it, and then use cone settings - OR - place the light inside the mesh and then fiddle with subsurface settings. But that is all a lot of extra work that shouldn't be necessary IMO.

The same goes for distant lights, you get your scene bathing in light sure, but look up and no sun is visible. I believe in Composer, they have something called Visible in Primary Ray that gives us this, but I'm not sure.

Please describe the feature/improvement?

In Composer, we can have stuff like this:
image

And play around with FFT Bloom styles to have cool artistic representations for lights:
image

What would be your solution? (optional)

...

Version

2024.3.0

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.