Corentin Demougeot (@UTCompiler) header
Corentin Demougeot (@UTCompiler) profile picture

Unreal Engine Technical Artist.

Helsinki, Finland
Joined April 2018
Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)Photo by Corentin Demougeot (@UTCompiler)
Comparison Unreal default cine camera and Raytraced lens simulation plugin #indiedev #UE5
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Replying to @julienrln
Yes the dof is more natural and fit with the lens you use
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Replying to @KyusoWhitescale
ADOF and lens tracing dont work the same way. Lens tracing is a single pass where rays are sent through a lens prescription. I compute a ray matrix for the prescription once on CPU side, from there the GPU finds where each ray lands on the sensor in one step, so it can run in real time. If you want to see how it behaves in the editor, when r.LensTracer is set to 0, it renders through the default Unreal cine camera:
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Replying to @Alessan13244272
I add this in my todo!
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Replying to @Alessan13244272
Here’s a benchmark. For the video I used the Petzval 85 mm, the other two are more classic designs. To answer your question, it depends on the lens, and mostly on its field curvature, how much of the frame the lens leaves out of focus. The cost follows the blur, for now. Even if the ms are still high, being able to run this kind of simulation in real time is already a big step, and I now have a few technical ideas to make it game ready for a wider range of lenses. So thank you for your comment!
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Replying to @Rolf_of_the_Son
Thank you! Performances are impacted, depending on which effects are enabled and the number of ray used. Im working on new optimizations for next updates
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Replying to @sweenus987
Yes its a compute pass at the end of the post process chain
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Replying to @BurneySbb
Thank you 🙏
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Replying to @BurneySbb
Yes! Its a trace through the lens. I use real optical designs and compute how each ray travels through the lens to the sensor. For the video, this is the ue5 data asset of the lens (see screenshot). So bokeh, distortion, vignetting... are all physically based
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Replying to @MR3Dev
Yes it is!
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Replying to @MR3Dev
It doesn't, but it's something that can be implemented, I keep this in mind for a next update!
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Ray traced lens simulation in unreal using real lens data fab.com/listings/08d45037-93… ISO 100, f/2.8, 1/60s, 44x24.75 mm sensor. #UE5 #indiedev
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Corentin Demougeot retweeted
1/ Playing with lens tracing plugin to shoot footage in UE5 #UE5 #UnrealEngine5
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Liquid shader for UE5.8 now available on Fab fab.com/listings/bd1819bc-f6… #indiedev #UE5
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Replying to @Dave_MW
Thank you Dave! Feel free to reach out with any questions about the plugin 🙂
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using telephoto lens 180 mm and Petzval 50 - 100mm
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