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Vam RTX/Vam Remix/Vam with path tracing

UncleBurrito

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Jun 30, 2026
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Decided to try integrating RTX Remix with Vam.

No, it's not automatic. Every type of object needs custom integration since I'm working with the Remix API to submit data. A loooot of bug fixing goes into each data type. It's a very slow going process.

So far, I've gotten character bodies, hair strands, clothes and game lights working.
Things that I've added to the remix renderer.

- Custom GPU readback for d3d11>Vulkan for performance purposes
- Custom shader that uses specular color as an input
- Custom Chiang BSDF shader for hair rendering (didn't really work that well but I tried!!)
- A buncha stuff that I'm forgetting right now. Will update later.
1000113306.png


There's a lot I'm glossing over right now.
Performance numbers are not representative of what it could perform like. There are some heavy CPU bottlenecks thanks to the hair strands and despite my best efforts, there isn't much I can do here so we'll see. At worst, this can act as a super fast offline renderer that works directly in vam.
Big thanks to MeshedVR for giving me the source shader code for vam.

I fucking love instant messaging so I probably won't be updating this as often. If you want to see progress as soon as I'm finished implementing something, join the damn Virtamate Discord already.

Oh and also. The attached media is all out of order. The latest work is the image attached in the post and the video of me playing around with the lights. The rest is older work.
 

Attachments

  • Desktop_2026.06.30_-_20.06.37.01.mp4
    63.5 MB
  • image-42.png
    image-42.png
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  • Desktop_2026.06.29_-_16.32.34.05.mp4
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Great!
I'm curious whether the effect of semi-transparent clothing (and shadows) can be improved — for me, that's the biggest pain point with VAM's image quality.
 
Great!
I'm curious whether the effect of semi-transparent clothing (and shadows) can be improved — for me, that's the biggest pain point with VAM's image quality.
Shadows aren't really that hard. Accurate shadow casting is basically just built-in with a modern path tracer like this. I haven't talked about the amount of pain I've had to go through in order to detect material intent from the old spec/gloss material system and bake it into rough/metal. It's still imperfect but I've got clothing to work mooost of the time.

 
Shadows aren't really that hard. Accurate shadow casting is basically just built-in with a modern path tracer like this. I haven't talked about the amount of pain I've had to go through in order to detect material intent from the old spec/gloss material system and bake it into rough/metal. It's still imperfect but I've got clothing to work mooost of the time.

View attachment 603463
I mean, in VAM, shadows only have two states, 0 or 1.(as the video shows)
Can RTX Remix make the shadows of translucent materials between 0 and 1?
 

Attachments

  • Record_2026_07_01_14_12_09_424.mp4
    711.1 KB
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