True Photorealism in Real-Time
summary
A McLaren car configurator runs in Unreal Engine 4 at ~9 million polygons and demonstrates how to get crisp, photoreal reflections by raising reflection capture resolution from 128 to 1024 cube faces (per-face cube maps, roughly a 6K wrap) at a ~384× memory cost, switching GBuffer to 16-bit per-channel normals, enabling High Precision tangent bases, and turning on the dual normal clearcoat (second normal) for layered carbon‑fiber and clearcoat speculars; an Automotive Material Pack with these shaders is available free on the Unreal Engine Marketplace.
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chapters (6)
- 0:00Introduction to photorealism
- 1:22The McLaren car configurator
- 5:36High-resolution reflections
- 9:34High-precision mesh normals
- 12:54Dual normal for materials
- 17:32Automotive material pack
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