NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Runtime Feature]: Allow Distant Lights to shine through skydomes
Nobody has claimed this yet.
- Dominant language
- No language data
- Stars
- 1.7k
- Forks
- 99
- PR merge metrics
- No merged PRs in 30d
Description
What is the context of the feature/improvement?
Allowing distant lights to shine through skydomes would be very useful.
Please describe the feature/improvement?
Perhaps if materials are tagged as sky, and reproject sky is enabled, there could be an option to prevent these meshes / materials from casting shadows, or otherwise a general mesh flag to disable shadow casting from meshes.
Or, if there is otherwise any method to achieve having both a raytraced / HDRI skydome, and a distant light in a scene working, please let me know!
What would be your solution? (optional)
No response
Version
x.x.x
Media
No response
Contributor guide
No contributing guide indexed for this repository
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
No files, tests, or entry points are named. Start by clarifying how skydomes, distant lights, and shadow casting currently interact, then define a single implementation path and an observable rendering result before locating the relevant runtime code and tests.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100