The following limitations exist when using the Stellar Physically Correct engine (ray
tracing).
When ray tracing (Stellar Physically Correct engine) cannot be used on some objects, the
rasterizer (Stellar Realtime Native engine) is used instead. The following
artifacts might occur:
Incorrect transparency order between meshes.
No depth of field effect is displayed for these specific objects.
Contrary to the Stellar Realtime Native engine, when the display of edges is activated, edges
are always drawn in front of the scene and in front of transparent objects.
The following filters are not managed:
Clipping plane/sphere/volume
Curve clipping
Scissor
Profile or trihedral section.
If a mesh uses GPU rendering, then the depth of field effect is
not applied.
The Print command does not take into account ray tracing. To generate
pictures with ray tracing, use Live Rendering commands.
Immersive virtuality commands and devices are not compatible with ray tracing view modes.