NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Runtime Feature]: Split Ignore Baked Lighting Results into two tags, or add additional Ignore Baked Lighting Only Tag
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Description
What is the context of the feature/improvement?
If possible being able to tag particles to ignore baked lighting but keep the vertex color information would be super advantageous in certain situations.
Please describe the feature/improvement?
Either:
1)Add a check box for Ignore Vertex Colors and remove that functionality from Ignore Baked Lighting
or
2)Add an additional Checkbox for JUST Ignore Baked Lighting
What would be your solution? (optional)
With this implementation it will allow remaster devs to keep the important vertex color information for particles but allow the particles to ignore baked lighting that severely darkens the particles to being almost invisible. This will keep intact the vertex coloring used for tinting the particles final color result though which is good.
Version
6.5.6
Media
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue describes separating the particle behavior that ignores baked lighting from the behavior that preserves vertex colors, with two possible checkbox designs. No files, tests, or entry points are mentioned, so first locate the existing Ignore Baked Lighting setting and its particle handling. Done means particles can ignore baked lighting while retaining vertex color information.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100