Limitations with Ray Tracing

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.