NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Runtime Feature]: Allow Distant Lights to shine through skydomes

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#985 4 comments 5 reactions 0 assignees View on GitHub

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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

  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.

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

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