* r.LumenScene.MeshCardsMaxLOD controls representation quality. With 0 being a box projection
* New card placement to focus on important parts of a mesh (skip non visible parts)
* Replaced CubeMapTrees with MeshCards. Instead of a big volume texture lookup there are now 6 lists of decals (one per axis)
* Merged distance field and mesh card Embree setup code into a set of common functions
* Removed hardcoded limits of 6 cards per mesh
#fyi Daniel.Wright, Patrick.Kelly, Yuriy.ODonnell
[CL 15144947 by Krzysztof Narkowicz in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
This is later used to build static mesh derived data in cases where Nanite coarse mesh representation replaces original static mesh data and we can't depend on it. In extreme cases it lowers main thread derived data build time from ~7.5s to ~0.1s.
#rb Richard.TalbotWatkin
[CL 14578414 by Krzysztof Narkowicz in ue5-main branch]
* Fixed section filtering bug causing to generate SDF from random triangles when a single section was filtered out
* Removed plane hack, which was squashing some meshes and causing generation rays to randomly return backface / frontface hits
Tested in FortGPUTestBed and Fornite, but didn't notice any issues introduced by plane hack removal. If something breaks, then anyway we should fix it in the tracing code by improving non uniform SDF scale support there.
#rb Daniel.Wright
[CL 14571736 by Krzysztof Narkowicz in ue5-main branch]
DistanceField and MeshCards are not limited anymore to a single thread and can scale to the number of physical cores available
DistanceField and MeshCards are now both limiting their tick time length to avoid huge game-thread stalls when lots of assets are being built
Fix potential race-condition in DistanceFieldAsyncQueue found while fixing MeshCardAsyncQueue
#rb Alexis.Matte
[CL 14420000 by danny couture in ue5-main branch]
Contains all work on Lumen since shipping Reverb in March:
* New Opaque Final Gather with higher quality in clean architecture and better performance
* Improved global tracing which reduces leaking
* New basic Reflections pipeline which respects material Roughness
* New HZB traces that are more accurate at tracing against the depth buffer
* Hardware Ray Tracing paths for Lumen shadowing and Final Gather
#rb none
[CL 14274844 by Daniel Wright in ue5-main branch]