#aec-visualization

1 messages · Page 2 of 1

royal osprey
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I got swarm to work, but I had to completely disable Bit Defender.. it's so paranoid it stops X Normal and other tools from working, sigh.

cinder oriole
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Is there a way to host a project on a website or VM so people/clients can test it without havin to download ?

royal osprey
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yes

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you can export a "game" as WebGL

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there is still a download on their end, but it's automatic and you don't have to send an exe, just a link.

cinder oriole
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@dann#6226 the server needs to have something special? or just need the storage space

royal osprey
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I haven't tested unreal, I did test a unity game once, I uploaded it to itch.io for testing and it worked fine just having the files there.

brisk oracle
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I had the problem that the project size was too large. Needs some optimization in the project

mystic marsh
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U can try on itch.io if .data <200mb, or googledrive or smth for larger files

brisk oracle
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For testing purposes if you launch the project as html5, the editor starts a local web server that you can use to test it.

onyx shard
cyan ether
cinder oriole
dusk pelican
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what are the ceiling light sources? doesn't seem to be any fittings modelled

cinder oriole
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there are some but the border is "white plastic"

solemn hawk
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@cinder oriole try adding some direct shadows from outside, currently the scene lacks natural light, I'd also look at dimming down the light sources in the ceiling/eliminating the "overflow" lighting

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I'd also try fixing the carpet to remove the stains, it's good practice, looks like you're using the one from the epic demo

cinder oriole
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@solemn hawk ty im indeed using that same carpet heheh i have a question on a workflow for archviz, the "sun" its facin the fafacade since it looks quite dark when i tried putting it from behind i think thats why i added that many lights to the interior u whink i should work exteriors and interior in diferent levels? or what would u do?

solemn hawk
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adjust the exposure instead of lighting

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I always use accurate lighting (hard in unreal currently because of non standard lighting mesaurements (this will be fixed in 4.19)) and adjust the camera exposure if a scene is too dark

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also, use the skylight, for baked scenes I change the lower hemisphere lighting from black to white to give more even global illumination, also if you haven't already add a skylight portal to your window

cinder oriole
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i did i used.portals in all the windows and mm i think i have a skylight just dont remwmber if it is static or starionary

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ll play witg the exposure i disabled the auto because it was washin the colors

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what about nightshots? i tried to look for lumens and kelvin but im not 100 something looks off

cyan ether
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wow, beautiful work dude

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tip: stick a 360 pano on google photos, it will wizard it into a sphere viewable on the web

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dino's advice is good. in vray interior projects i had similar problems with interior lighting making the visuals unaesthetic. then i fou d over time the more natural sun and sky from outside made it look so much nicer. balance it so 80% of your light comes from outside, boost up your skylight intensity and 5 bounce it, 20% interior lights, sky bg can go brighter too

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what you have now is similar to a twilight scene, just darker and bluer sky i guess

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light grey rug could really help things if you're allowed

cinder oriole
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Thank you for all the feedback i will implement all of them in the upcoming project since that one takes freakin forever to build the light!

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if i were lookin to apply for an internship or something like that u guyhs happend to know where should i look?

brisk oracle
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Hm, is using a custom intensity for global illumination in post processing a good thing to do if one wands to emulate natural lightning or no?

solemn hawk
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Think of post process as camera settings

brisk oracle
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Hm, so far I tried to have it as perfect as possible without changing it, but I am not sure if going high skylight or directional light intensities is the way to go, or keep them low, if possible, and crank up that option (or exposure) instead.

cyan ether
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i hiked mine up, seems to have done what i wanted anyway

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i dont think the light preservation calcs are realiable enough like vray and corona to not 'cheat' with lighting

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not for the moment, until i think 4.19

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the outside of my building is bloomed af lol cause of all the energy im trying to pump in from the outside

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gr33dy if you're happy going the arch route, theres plenty of building developers wanting what you got, or interior outfitters, i worked at spacelab and ibi, then modus. most of my skills are google style hipster office visuals

clear stag
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@brisk oracle By all means, stay away from exposure to compensate for brightness

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Exposure is too volatile to work with, and frankly, most of the time it works really awfully

brisk oracle
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Yes, I usually try to stay away from it, but also the approach to crank up skylight and directional light to bump more light into the house/appartment doesn't always work that nicely, especially it gets way to bright outside (as johnline also mentioned). But as with exposure, I guess also messing with GI is only the last resort, right?

cyan ether
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+-1EV is ok, what you want to avoid is the exposure giving you false representations of whats really going on, or you're forever tweaking mtls and lights etc

brisk oracle
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Yeah, I usually try to stay with 0.

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Or at least now I do. My first scenes, not so much.

cyan ether
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even games do it, it simulates that sun straining your eyes when going outside, quite realistic once you get the adaptation swift enough

dense ginkgo
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maybe someone from archviz vill know answer to my question in #graphics ... ty

cinder oriole
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hey guys anyone have rented a swarm ? have any idea about pricing?

mellow crater
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Hi everyone, I have sort of a general question. I'm a computer science student who works part time at the chair of computer science in architecture of my university. We are planning to develop a framework for architects and planners to design and evaluate public buildings like hospitals, offices etc. Essentially buildings that are used by multiple distinct user groups.

The general idea is that an architect can design a building in Revit, import it into our framework (built in Unreal Engine), conduct tests on performance (experience per user group) using VR (for user studies) and/or AI for simulations and use the gathered information to make informed changes to the design.

This project will be open source and hostet on either Bitbucket or GitHub.

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I wanted to use this discord to see if I could get some sort of discussion going on how to go about such a task and maybe get some pointers of people who might have done or are doing something similar.

dusty gyro
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@wursteimer#0412 hey, you might want to register for the Datasmith beta. Sadly you will still need to use a 3d modelling program (3ds max) to add your revit projects into UE4, but in the long term Datasmith will have a revit addin to synchronise your models directly.

mellow crater
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@dusty gyro yeah I registered for datasmith beta a month ago or so. still no invite sadly 😦

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attended the archviz webinars too

dusty gyro
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argh 😦

cyan ether
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the arch vis character doesn't seem to have a blueprint, which is limiting my ability to make interaction in my level

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i love its smooth movement, but wondering how some other guys more far along with interaction did theirs

cyan ether
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oh nice, this helped me a lot to get what i need, the bp creation part, and the camera part are important

cyan ether
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crouchin and jumping now

cinder oriole
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@cyan ether whats the diference between an arch vis character and a normal fps character? beside the weapon and arms

cyan ether
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just the movement is a lot smoother, the rotation is dampened and the character moves slower

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but with that comes a lack of jump and crouch

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but i built those back in, by following that vid first ^

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i managed to get linetraces to a button that played music in the building

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tomorrow i'll try get mousewheel bound to character walk speed

cinder oriole
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nice! i love workin with linetraces XD , i tried the archviz thing but dunno felt odd probably becasue im used to fps D:

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u or anyone have some exterior shots or videos that wanna share?? im looking for ideas since i have no clue how to make a good realistic exterior shot in UE yet =/

cyan ether
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still fiddling around with my non inventive beach home

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with overpowering white exterior

cinder oriole
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u have a shot around? besides the one with the wood piece

cyan ether
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oh, turned off pc now

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will try make gifs tomorrow

cinder oriole
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aight! man exteriors are the only thing that makes me miss lumion xD easy as cake ad a bunch of trees some terrain sclupt, and u r done!

cyan ether
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had a mate raving about luminon 8,sounds like they really stepped things up

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I've never used it

cinder oriole
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mmm it does what it says, creates good renders witin minutes. thats all nothing spectacular

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the selling point to the firm was that it is easy and almost anyone can use it

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so we decided to create the unreal team and we r stuck on exteriors xD im playing with height maps but dont know something looks off like the peaks or hills are too stiff

cyan ether
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a lot use worldmachine first, then port the heightmap and terrain tex data over

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you're lucky you got a work that is forward thinking enough to use ue4 for viz

cinder oriole
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indeed they just needed to see a couple of uearchviz and some quick demo projects to agree its not hard to get good results, but ~great ! or stuning im finding that quite hard

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but he wow factor its been working clients are dont know amazed they can actually experience their house or loft way before even get to live in it

lethal vigil
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hi guys ineed some advice/workflow about gardening for archviz projects. some experiment with foliage tool for lawn grass..

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There are 2 ways to go. one of the foliage mesh sizes reduce the size of the latter and increase the density. but in this way dynamic light can not be used due to FPS drops in the shadows. I do not even think of static bake. I use a moveable directional light setup with static skylight on stage. I am using static light architecture in interior and exterior lighting for dynamic light foliage lighting.

visual quality is good at the point I arrive, but I am having problems with shaping and filling. I could not figure out how to fill a single surface of a pattern, for example, square or cylinder, perfectly covering it. I also could not open the pathways in a smooth and smooth direction.

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how can i improve that? any advice?

cinder oriole
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@lethal vigil not an advice ha! but that grass looks very nice, is that one for sale? when i tried to use foliage and encounter that situation, i reduced the brush size and dont remember if i increased the density but that helped me to kinda fill some spots, still had to be very carefull because mesh went inside the house heheh

cyan ether
cyan ether
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back in my ue4 newby days

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still a newbt

mellow crater
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ooo tv!

lethal vigil
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@cinder oriole it is not for sale as it is not ready for the moment. maybe in the future: D thx.

cyan ether
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he did it better :v

mellow crater
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nah man, they both look great!

cinder oriole
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whoho ! both great lookin projects 👌🏼

cinder oriole
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have anyone managed to create a decent lawn/ shortgrass??

glossy delta
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I've used the Archmodels from Evemotion grass in the past, can recommend it! https://evermotion.org/shop/show_product/archmodels-for-ue-vol-4/13204

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@cinder oriole

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Or you could create your own with the megascans grass atlases https://megascans.se/library?search=grass

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It's still on sale for 50% off and really easy to setup imo

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I've got some footage lying around somewhere of the grass gimme 2 sec

cinder oriole
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That megascans thing looks really badass cant check right know but the round examples are materials? or meshes

glossy delta
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Megascans is a must imo, really on top of the industry right now

cinder oriole
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but that is about 12k meshes

glossy delta
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I've been using substance source mainly, but going to switch to megascans in a week or two

cinder oriole
glossy delta
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Hmm, are you using the vegetation tool in UE?

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Nice colors though

cinder oriole
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nope im using advanced grass something its a free bp

glossy delta
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Aha

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What's the performance like?

cinder oriole
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i set it to movable an i can barwly notice any change

glossy delta
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And is it for a realtime project or just to render out a video?

cinder oriole
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direct and skylihht are stationary

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its for realtime

glossy delta
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I'm checking out the forum post of the blueprint, does look great indeed

cinder oriole
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it does it takes sometime to tweak and some try and error but u can get nice results

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u know how exactly make tje foliage mesh collide with anothermesh? mine goes tru the walls hah

glossy delta
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No idea, I usually just paint the grass mannually on a landscape and uncheck bsp/meshes so it only spawns on the floor

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It's tedious work from time to time

cinder oriole
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ohhh ic im not using lanscapes atm since cant create any lifelike enviorement ha! but ill try that also that grass its like the coolor i want ;O

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u said u using substance they provide meshes?

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ive tried the free version but no grass mesh only textures

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and parallax grass mm dont know doesnt look as nice

cinder oriole
brisk oracle
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The color is nice, but the grass stems look too thick on those screenshots.

cyan ether
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wow

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yep, grass and fur is my next obstacle

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thanks for the namedrops

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whats the free grass bp name?

cyan ether
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thanko!

cinder oriole
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@cyan ether yes! that one! sorry im 1v1in with openwrt x.x something worst than programming has to be working with network stuff

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u got it working??

cyan ether
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just been playing with a dynamic sky bp

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i get sidetracked easy

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lol yeah networking is way harder than it ever needed to be

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acroynm hell... when they coulda just gone the extra effort and made explanations or hovers

cinder oriole
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hahah i know the feelin im not playin with animations but i have 0 clue xD seems harder than 3ds max im just not sure if i should invest time in that right know im not a fan of using "extras" in projects

brisk oracle
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If you need help with networking stuff, there I'm a bit better than with 3d stuff ;)

glossy delta
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Can recommend for simple networking purposes

brisk oracle
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as he was talking about OpenWRT I hope he ment that kind of networking. No clue about networking in ue4, yet. 😃

cinder oriole
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@brisk oracle Yes indeed i was talking about that kind of networking, i flashed an acces point to try OpenWRT and/or CucumberTony but i cant get it to work xD u have any experience with those firmwares?

brisk oracle
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I am using dd-wrt on my Linksys WRT160NL. What's the problem? I will go off now,but I read tomorrow. Better whisper me to not "conterminate" the archviz channel ;)

cyan ether
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trying to figure out how to contrain all of this in a bp

cyan ether
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til: 'scene' components in blueprints are what dummies are to max users

grizzled nest
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That's a nice looking death trap.

dusty gyro
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@johnline#5681 very nice concept ! Although I would prolly not be at ease standing on it 😄

cyan ether
cyan ether
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yo @cinder oriole @glossy delta did you by chance have issues with supergrass4 having black artefacts?

glossy delta
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Nope, never seen that before

dreamy canyon
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Hey

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can you like combine maps in unreal

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like different maps from different files?

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or different assets

royal osprey
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<-- wonders what kind of maps

brisk oracle
cinder oriole
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@cyan ether sorry i was on vacations xD never seen that that ! btw that looks like a perfect round circle how did u achieved that??

cyan ether
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i have patches of my new landscape i just made, completely unable to 'paint' foliage on them

cinder oriole
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ohhh ic did fixed the black artifacts? the only problem i had was then lowered the wind height they turned black but adjusting the strengh i think was enought

cyan ether
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thanks gr33dy, reading the thread they seemed to have the same issues until they made the bp interact with the grass in some way

jovial pilot
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Hey! I'm using "Landscape Grass Type", but I couldn't find any way to use Affect Distance Field Lighting on them. I can handle it on Foliage Painting Tool, but it's not what I'm looking for. Is there anyone else who has an idea?

cinder oriole
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No prob man, u modeled those scenes?? i need to keep practicing buit dont know if should start modeling or download the models xD

cyan ether
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ya this one is years old, just to test datasmith. really coming along

cyan ether
opal parcel
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hey guys,
if i added some dynamic lights with casting shadows off does that have low perfomance hit as a static light or not ?

cinder oriole
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@opal parcel im not sure, but wouldnt put my money on that, there has to be some kind of extra requirements even without shadows, what u tryhing to achieve?

opal parcel
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@cinder oriole hey thanks for replying back ,
I am trying to light up some dark areas, in a very large scene so i don't have the time keep testing how does it look, i will do some profiling incase i didn't get an answer

cinder oriole
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ohh ic, been there, people have said they play with exposure, but to fill ive never tried but you should be ok is not thaaaat big of an impact without shadows

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also lightbounces could help

cyan ether
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sorted the blank patches and the black artifacts thanks guys,
surprised me how much those 5 grass assets were hardcoded into the bp

cinder oriole
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damnn that looks great man gud job!

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hey what software u use to create that gif??

opal parcel
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@cinder oriole true i didn't get any perfomance hit using that method
light bounce didn't help in that spot it was completely dark, and increasing the bounces will make other areas too bright,

dim ether
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Got a question for you arch viz folks. Can anyone tell me if this sort of interior has a name? I'm wanting to create a house with an interior with the characteristics of this example but I'm not sure what it's specifically called, if anything. https://www.artstation.com/artwork/XXer3

ArtStation

UPD: Playable build available on Gumroad: https://gumroad.com/l/IHaY
Hello guys,
Welcome to Emily's house!
I started this project about a year ago in rainy October and creating it in my spare time. I was very impressed by Uncharted 4 and wanted to at least partially repeat visual aspects of this game and also improve my texturing and lighting skills.
In this scene, I tried to convey a feeling of the autumn evening. Hope you can feel it too

Environment and real time render: Unreal Engine 4;
Textures: Substance Painter, Substance Designer;

Facebook: https://www.facebook.com/AndrewAlexArt
Polycount WIP thread: http://polycount.com/discussion/178663/wip-ue4-emilys-house

cyan ether
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just need to upload a <30s mp4 to imgur and they have a video 2 gif convertor

timber osprey
cyan ether
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wow, serious modelling

vital thicket
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I have the question,maybe whos know this. I create the level with geometry BSP walls. And when i go away from the walls i see the bug lighting in the top of the walls. When i come to the bug lighting on the wall it fixed. And when i go back this bug come again on the walls. If someone know how to fix this please write the answer.
https://imgur.com/a/17UxV

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Oh light resolution 32 on the BSP wall

cyan ether
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never thought of doing bsp walls here , whats the uvunwrap (for lightmass) look like on them

cinder oriole
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@vital thicket dont know if thats your case but try changing the lightmap resolution, when using BSP lower is better, unlike static meshes, try goin low

cinder oriole
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Creating custom and autogenerated lightmaps

vital thicket
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@cyan ether I think it is flexible to make the walls first with the BSP and later translate them into static mesh. But how work UV on the BSP i dont know..

vital thicket
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@Gr33dy#2780 I tried to reduce lightmap in the BSP walls resolution did not help, as well as to transform BSP into static mesh. In the static mesh i changed UV (1) channel and lightmap resolution (512). Not working.. But i can make the walls wider but it's not a great way to fix this

cinder oriole
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@vital thicket have u tried building in production quality? to see if it fixes?? most of the problems ive had with lightbleed are because bad modeling, in this case dont know, check normal faces that arent oriented correctly, also if the meshes overlap that can cause problems otherthan that try using planes to detect where is the bleed source

vital thicket
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@Gr33dy#2780 Yes i try to build in the production quality and did not help. This bug from point light in the room. I think only the way to make walls wider and this will hide the bug of lighting. Here is a point light details.

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And when i make walls wider ones it fixed. I dont know more ways to fix this bug on BSP and static meshes walls.

sullen ingot
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@vital thicket Lightmap issues with BSP is usually because of the way you built your geometry. When your geometry is not optimally constructed you can get light bleeding at lower lightmap resolutions. If increasing the resolutions doesn't help you should rebuild your geometry. I'm pretty sure that's your issue here.

vital thicket
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@sullen ingot oh okay

lethal vigil
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hey guys. i working on interior archviz scene with open / close doors. i have some problems with moveable door lighting. everything set static mesh except doors. bp_light studio for scene lighting with hdri. how can i mix true lighting static and moveable. i check distance field intrect shadows for doors but too many archifact mix with static lighting.

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volume lightmap detail cell size even 20 not effect

lethal vigil
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well it worked . my door mesh was broken

cyan ether
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v nice

cyan ether
brisk oracle
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Very cool nucturness!

vital thicket
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lighting from the sun is amazing..

cinder oriole
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not "archviz" just a promo i made what do u guys think

mellow crater
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What are you using for the sky/clouds?

grizzled nest
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The car is hollow! But you can only see that in one shot. And when I think about it, all cars are hollow. That's strange. Moving on, the car needs a dust trail. Also interesting would be having the lights off and shiny instead of being a flat glow. Although complex reflecting materials are enormously tricky.

cinder oriole
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@mellow crater unfortunately thats not UE, it was made in lumion a while ago, ill b trying to get the same car model to unreal but since it have something like 800meshes it wont be easy @grizzled nest completely forgot about the dam dust ha! now that u mention that it makes sense but again wasnt made in unreal, and i think i couldve used some particles and animated 🤔

cyan ether
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wow, really nice composition though, terrain and sky colours are perfection

royal osprey
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One thing thar bugs me is that I find the car out of it's element, if this was an off road vehicle it would make more sense.

cyan ether
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bsp is powerful for arch designing

vital thicket
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nice

prime summit
cyan ether
vital thicket
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cool with bsp did

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Maybe someone know how to fix this light on the BSP wall ? Yes i reduce to 4 lightmap resolution.

cinder oriole
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anyone knows what "skylight radiosity" means and why the hell takes forever to process?? its being like 20 mins and only 5%

solemn hawk
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I believe skylight radiosity is the "multi-bounce" they added in 4.18, I'd check to see if you had a crazy number in the global settings for your light building

cinder oriole
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im not sure xD i lowered to quality and they still took some time but not as long as before

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a total of 15 mins in production so no that bad x.x

violet trench
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Can't wait to build things like this...going to take forever to learn. Worth it! 😄

cinder oriole
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totally worth it

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hey guys anyone have a house/room or something model that can share?

royal osprey
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All the interesting stuff has been for cients, so no.. I cant share 😬

cinder oriole
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rip! x,x

cinder oriole
dusty gyro
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A very quick workflow test using Revit > Max > Datasmith

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few material touchups here and there to avoid shinyness of materials

cinder oriole
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@dusty gyro that lighting tho looks very nice is it static?

dusty gyro
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stationary sky and directional 😃

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and a few pointlights for the neons

cinder oriole
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wow rly? how everytime i try to use stationary skylight it looks like palid or washed out x.x haha

dusty gyro
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I've been using baked stationary skylights for a while, it just needs the same tweaks as a static light

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but you get the ability to use it with a dynamic time of day since you can change the color/intensity at runtime 😃

delicate garden
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Hello. I'm trying to import a building from 3ds max into Unreal. I prepare models converting them into meshes and unwrapping their UV's.
When i do that with models from one scene, the import goes well, the models are visible, cast shadows, are solid. But when i'm doing the same with a lot more complex model from different scene, the only thing i see in the view port of unreal engine is the pivot of the model. I use milimeters in 3ds max, convert model into centimeters, i exlude possibility of that being backfaces, because i would see at least something instead of clear viewport. I wonder where did i turn wrong, so my models don't show up.

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If anyone would respond, i'd like to ask to @ me.

dim ether
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I'm wanting to start messing with arch viz rendering with UE, but was curious if a Sketchup > Blender > UE workflow was doable or if there are any weird/odd things to look out for when using Sketchup (never used it before, but it seems good to make buildings).

cinder oriole
delicate garden
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I have solved my problem, apparently after importing from FBX pivot point went way too far from the model, but the model was actually present in the scene.

cinder oriole
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cull distances are 0 on both, ut still im able to see the ground texture

lucid orbit
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has anyone there made success with getting high resolution hdr for skybox? i can't push the 512 res limit

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im talking about 8k+ images

lucid orbit
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hm, seems importing hdr files in ue4 forces them to be marked as 'texture cubemap', which limits to default 512 res, can be adjusted to max 2048

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but if its different graphic format, like png, its marked as 'texture' and can be 8k, but i lose ability to adjust brightness nicely like in hdr

warm sentinel
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.hdr is for cubemaps only. for standard textures you can use .exr IIRC

lucid orbit
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yeah, resaving hdr as exr made it marked as 'texture'

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and plain sphere is needed instead sky sphere because on latter you get mirrored when texture is applied

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with text coord

tawny lichen
mellow crater
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ssssssssssssssssssssssssssssssss

lucid orbit
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guys, how do you make a nicely filled light for small toilet room?

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emissive being used for static light helps a lot, but there are some areas that give too darks shadows, even if i set lightmass settings to high values, including bounces

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how do you counter it?

tired agate
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I'd wager what your'e seeing is an artifact of freedom in real-time combined witht he agressive default eye adaptation/auto-exposure in UE4

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Lightmass is still a perception-based, biased renderer. That means it's going ot "give-up" at some point when things simply get too dark or occluded

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In normal renderings you wojn't see this becauea normal rendering can't adjust the exposure on the fly. But, take a render and crank up the exposure, you'll see similar issues: Splotches, noise and areas where it transitions from a smooth gradient to absolute black.

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The solution is to be careful about too much variation in your lighting values and to reduce the ability of the auto-exposure system to over expose the scene

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I tend to use several, pre-determined lighting levels for my scenes: Brightly lit outdoors: Looks good at 1/2 brightness, Main indoor areas: Looks good at default exposure and Dark areas like closets or bathrooms. These I want to look good at 2x brightness. This lets outdoor areas bloom and look bright but doesn't require the Lightmass renderer to pump photons into every corner

lucid orbit
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@tired agate thanks, but i meant to ask how people make light sources for these small interior areas

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so far, emissive light enabled for baked light, skylight (since its literally just toilet room with door hole for skylight) and spotlight with large beam angle to light darker areas (basically it covers bottom half of toilet room), gives decent results

#

some shadows in small gaps and behind toilet are pretty dark/black

#

i dont think i can push it further, except lightening up darkest shadows in post process or adding fake lights there for filling

#

asking for another scene, how would you get rid of black shadows in plant? material has already enabled foliage shading, two sided, multiplied up subsurface texture, lightmass has upped bounces

royal osprey
#

I got rid of some overly dark shadows on plants by removing the wind animation it had on the material and re-baking. Unreal can be very inconsistent on shading, we have gotten good results, but the setup time and troubleshooting has been hellish, I think we are going back to traditional 3d software for rendering. Some things just don't behave like they should. Like two identical items having totally different shadows under the same lighting conditions.

gentle sonnet
#

If in max I export out in cm when I import Into unreal do I have to convert again?

solemn hawk
#

no, unreal units are centimeters

spiral socket
#

Hello, do you have any suggestion about dark sides?

#

for GI Effect?

solemn hawk
#

@spiral socket switch your skylight to stationary

lucid orbit
#

@royal osprey ive workarounded it with adding subtle emissive green, surprisingly not bad band aid, probably could be tweaked like by coupling emi with ao mask

mellow crater
#

Hi Guys. What are the settings you usually use for interior scenes? Lightmass I mean.

#

no matter what I do, I can't remove these artfacts

#

For this result I am using these settings

torn cove
#

40 is overkill in terms of Lighting quality

#

Reduce to 8, bump smoothness to 1.5

mellow crater
#

Thanks I will have a go with that. I just reseted everything to the default values to start over.

lethal shuttle
#

@mellow crater u need more resolution

#

could also be the uv mapping

#

like if it's a box and there's more faces on the top

#

will need more resolution for that

mellow crater
#

@lethal shuttle Thanks for the reply. Are you talking about the Lightmap? I will have a look at the UV mapping as well

lethal shuttle
#

yeah that i mean

#

i usually allow UE to generate my lightmap

#

but if the UV map is good then it does it well

#

it creates the lightmap from the UV map

mellow crater
#

I went trought every single object adjusting the Lighmap. I am avoiding the red colour and keep a nice balanace between green and orange

#

btw I am using Datasmith to export all my objects

#

however, doing what @torn cove mentioned actually helped quite a lot

torn cove
#

my pleasure 😃

gentle sonnet
#

Is this the place to ask for Unreal Import questions?

silent hawk
#

?

mellow crater
#

is it normal that I get better shadows and light for an interior scene with the PREVIEW settings instead of the PRODUCTION?

grizzled nest
#

It's not normal, but it's plausible.

mellow crater
#

Is just that when I build the light with the Production Quality, I get more artifacts. I actually get a very clean light and shadows just by using Preview to Medium Quality.

#

@grizzled nest any idea why is plausible?

lucid orbit
#

@Cyrus3v#6954 probably because low quality light is more blurried so you dont see artifacts clearly 😄

#

you can either pump up quality settings, or keep low quality, or mask artifacts with smart ways

#

like putting another light sorce in problematic areas or hide it with objects, like plants

mellow crater
#

Is the marketplace the best place to get stuff from

warm sentinel
#

for arch-viz i think there are better places. the marketplace is mostly for game stuff imho.

tulip prawn
#

Is this place much active?

mellow crater
#

Thans @lucid orbit . I am still struggling to get a clean interior. I guess because everything is basically white it makes difficult to get clean shadows.

lucid orbit
#

overbright light and shadow usually means too intense skylight

#

maybe just drop intensities of both light sources to really low values and tune up gradually

mellow crater
#

@lucid orbit are things like this

#

these dark areas

#

in the corners

lucid orbit
#

those small lights

#

i bet theyre just spotlights?

#

if so, try spotlight + pointlight combo

#

should give better light filling for those corners

honest harbor
#

hey guys i need some help, im making a 3d vr house world(mabey entire neighborhood) can you guys donate some models of houses? the must match the following criteria, photorealistic, work with unreal engine, and include doors to go in and out of the house. ill release the game right here on discord so you guys can play (in vr).

mellow crater
#

thanks @lucid orbit I will try that. Yes I am using just spotlights, skylight and using the post process volume to increase the Global illumination.

#

forgot to mention that I am using the HTC VIVE headset to walk around this scene. That also has an impact on what I can have in this scene

dusty gyro
#

@mellow crater Are these all stationary lights ? There's an overlap limit of 5 btw

mellow crater
#

@dusty gyro they are

#

I can't get good shadows with the static

#

maybe I am doing something wrong

#

but I get a lot of artifacts

dusty gyro
#

strange it should be the other way :p

mellow crater
#

I know, right?

dusty gyro
#

hehe

mellow crater
#

but, even with crazy lightmpas

dusty gyro
#

the black spots right ?

mellow crater
#

still there is a lot of artifacts

dusty gyro
#

can you show us a lightmap res view ?

mellow crater
#

yes

#

I know the small objects need to be optmized

#

do I need to increase the resolution?

dusty gyro
#

hmm

#

maybe for the lighter green assets

#

I'm not sure about the lightmaps being angled too

#

can't remember if straight lightmaps are giving better results or not

mellow crater
#

good point

#

maybe is the process from 3ds max to Unreal. I am using Datasmith to export and import

dusty gyro
#

what is your lightmapping in world settings ?

#

Yeah I'm using DS aswell

mellow crater
dusty gyro
#

pfiuw

#

100 is too high 😂

mellow crater
#

half of that?

#

😲

dusty gyro
#

This was before the new lightmapping dll

mellow crater
#

oh geez

dusty gyro
#

(I was using the hacked one from luoshuang)

mellow crater
#

ah ok

#

I am using 4.18 btw

dusty gyro
mellow crater
#

so clean

dusty gyro
#

yeah its really smooth

#

Need to take the time to reevaluate these settings with 4.18 though

mellow crater
#

don't understand why I am getting such a hard time to get a clean scene

#

should I try the ones you are using?

dusty gyro
#

sure thing

#

its gonna be a lot faster too

mellow crater
#

ok, I will have a go

#

yeah, doing the Preview takes like 40 minutes

dusty gyro
#

ooh wait

#

are you baking in preview quality ?

mellow crater
#

I thought it was because of the Sky light bounces

#

yeah, but let me tell you

#

with Production quality

#

is actually worse

dusty gyro
#

medium is enough 😄

mellow crater
#

don't know why

dusty gyro
#

that scene I posted is baked with medium

mellow crater
#

I get better results with Preview then with Production

#

oh geez

#

I am going to try your settings

dusty gyro
#

probably the cfg file has been fucked at some point in the engine

mellow crater
#

hummm, maybe I should reinstall it

dusty gyro
#

nah

#

its always been like that

mellow crater
#

ah ok

dusty gyro
#

tbh production feels like a placebo

#

try changing your lights to static aswell

mellow crater
#

ok

#

I will do that

dusty gyro
#

unless you want them to be toggleable

mellow crater
#

no need to be honest

dusty gyro
#

but less is more as we say 😉

mellow crater
#

at least for now

#

how would you light an interior scene? I am on the process of switching what I know it works with 3ds Max and Corona to Unreal. Which is a different beast

dusty gyro
#

I don't really have much experience with max lighting, the best I did was baking AO with RT

#

But I like to only place the lights where they are supposed to be

#

no artificial lighting

#

other than that, IES are great

#

gives a bit of substance to your lights

#

although they work more or less well with stationary lighting

mellow crater
#

because I am lighting this scene the same way I would in 3ds max

#

and I guess that is my problem

dusty gyro
#

well both tools have different ways of lighting the scene

#

lemme grab you a few screenshots of an interior I did for a Vive demo

#

I was under time constraints so I had to lower the quality of the lighting a bit

#

all furniture is fully interactable btw

mellow crater
#

still, is really good tbh

dusty gyro
#

thanks

mellow crater
#

wow. nice

#

and you managed to get the 90FPS?

dusty gyro
#

skylight is stationary, directional is movable, and all the other lights are static

#

yeah

#

this one is running on a custom branch though

#

using VRworks improvements

#

wait I may have a bonus video to show you

mellow crater
#

i gotta try getting back into this sort of stuff lol.

dusty gyro
#

hehe

#

Video is uploading rn

mellow crater
#

Thanks @dusty gyro

dusty gyro
#

Most of the time I'm working with much, much bigger models though

#

Datasmith and UE are having a hard time

mellow crater
#

my scene isn't that big, but the interior is just white. Dear God, everything is white. The floor is white, the cabinets are white, the walls are white

dusty gyro
#

😄

#

this project was full of tradeoffs 😂

#

it acts more as a prototype to show what we can do within VR for real estate and Building Information Modelling

mellow crater
#

oh boy

#

amazing

#

nice work man

#

I love that you use the motion controllers to control the scene

dusty gyro
#

🤗

mellow crater
#

at the moment I am gliding around the scene and using triggers to open the doors

dusty gyro
#

you should have a look at the example content package

mellow crater
#

is it difficult to create that setup? Highlight the geometry and control it

#

?

dusty gyro
#

this is what i used to build my tools on

mellow crater
#

ok, for the blueprints?

dusty gyro
#

its on the forums

#

its a bunch of sample blueprints yep

#

that said we went a lot deeper with blueprints to suit our needs

mellow crater
#

I can see that

dusty gyro
#

all the doors are parametric

#

teleportation is using a custom raytracing solution instead of navmeshes

mellow crater
#

model switching can just be done with Enumerators. if the enumerator == i dunno counterModel2 you can set the static mesh to whatever.

dusty gyro
#

its checking for the normal of the surface the user is aiming at

mellow crater
#

the guys here didn't want teleportation, so I managed to setup a gliding system. But, these are as you can see my first steps with VR

dusty gyro
#

I hate gliding :p

#

I'm demoing for people who, most of the time, NEVER tried VR

clear stag
#

I personally feel a lot more comfortable just using KB/Mouse while sitting down tbh

dusty gyro
#

and I've had too many problems with sick people on gliding locomotion

#

@clear stag sitting down almost eradicates the problem

clear stag
#

I beg to differ 3:

dusty gyro
#

your internal ear isn't going as bonkers as when you are standing up

clear stag
#

It's still going bonkers though

#

For me, anyway

dusty gyro
#

hehe

clear stag
#

I'm very sensitive to that stuff

#

I just really want to use VR so I deal with it ;3

#

Got that damn headset for a reason

dusty gyro
#

I've played doom on the Rift DK1 while standing up, my brain isn't VRsick anymore 😂

mellow crater
#

I am actually dealing with that issue. People getting stuck

dusty gyro
#

@mellow crater use colliders to virtually restrain movement

mellow crater
#

I reduce the player's size by make it more slim.

#

but still some times it gets stuck

dusty gyro
#

yeah

#

teleportation + predefined areas is a good solution to avoid that kind of situation

mellow crater
#

I think eventually they will see that,

#

and ask me to get back to teleporation

#

thanks for tips

dusty gyro
#

try out both solutions and show it to them 😃

mellow crater
#

I am learning how to implement all of these blueprints

#

so, to do that

#

can I create 2 maps with different motion settings and then "import" the basic level?

#

does this makes sense?

dusty gyro
#

hmm

#

it would work

#

but you'd better add a switch somewhere to change your teleportation

clear stag
#

Could just make a trigger on button press that switches a bool

#

And then through a switch that runs through either teleportation or gliding

mellow crater
#

yeah, but all of these is quite new for me

clear stag
#

You literally just take the BP code you have for both the gliding and the teleporting

#

You put a switch before them

#

If true you go to branch gliding, if flase branch teleporting

#

And when a certain button's pressed you switch the bool

dusty gyro
#

@mellow crater have done any programming before ? Or something that comes close to it ?

mellow crater
#

I did a little bit of C and Python

dusty gyro
#

you should be at ease then 😃

clear stag
#

It's just an if statement

dusty gyro
#

if you know how to code, BP is a piece of cake

clear stag
#

Depends, not if you hate coding

#

;3

mellow crater
#

the problem is that before I got here, they imported everything to a VR template. So, I am not using something done from scratch

#

I really like the blueprint concept

#

it is also easier for other people to understand what I am doing

#

giving an example, how to I swithc from the VR headset to the normal WASD keyboard navigation

#

is this kind of stuff that I get lost

dusty gyro
#

hmm

#

you can migrate your content to a new project

#

and import the content examples stuff in that new project as a second step

#

for the VR to wasd

#

needs some BP tinkering

mellow crater
#

I think I will do that then. At this moment is a lot of Research and Development to see what is possible. But at the same time I still have to do Arch Viz work

#

but thanks for the tips, they are really useful tbh

dusty gyro
#

👌

#

I've been in this kind of R&D phase for a year now

#

and it still goes on

mellow crater
#

oh boy

#

for me is just 2 months, so I can see I have a lot to cover

dusty gyro
#

are you working alone ?

mellow crater
#

on Unreal yes

#

I am basically the main guy. I know a little bit of Unreal, normal stuff is Ok. But then they asked me to have a look at VR

#

which is another league

dusty gyro
#

hehe

#

compared to the standard Vray/Corona workflow its another world for sure

mellow crater
#

but I love to learn and the Unreal team does an amazing job with tutorials and help

#

it is. But even using Unreal to create RT is ok and you can cheat a lot. But with VR, everything needs to be balanced because of the FPS

dusty gyro
#

learning a game engine might be one of the most interesting stuff I ever got to do

mellow crater
#

and then you have the motion controllers as well

#

true @dusty gyro

#

it was one of my best decisions

dusty gyro
#

yeah there's a lot of Man Machine Interface stuff to learn and apply

#

I've been doing VR for almost 5 years now (damn) and I'm still surprised almost every day

#

feels like I'm pushing the limits of the software AND hardware with my current job though

#

I mean look at that fat bastard 😂

mellow crater
#

geez

dusty gyro
#

and I'm supposed to get it into VR

mellow crater
#

oh boy

#

are you going to use level streaming?

dusty gyro
#

well Datasmith doesn't handle it so

#

I'd have to split it into parts first

#

I can't even HLOD it, the editor runs out of memory before finishing

#

its been a year already and I haven't found a quick and efficient solution

#

the main problem is that we need to keep EACH separate element

#

and each must have meta data tied to it

mellow crater
#

if you can explore each floor, then that is a crazy amount of work

#

so glad all I have to do for now is an interior scene

dusty gyro
#

well we don't expect the same quality as Archviz

#

for that we use some other tools than unreal (although the one we use currently is using UE4 as a base)

mellow crater
#

I told them that.

#

in particular with VR you can't get photorealistic results at least for now

#

btw, any books you may recomend?

dusty gyro
#

hmm

#

been self learning most of it

#

😬

#

Renders of the same building

mellow crater
#

are you doing this in Unreal?

dusty gyro
#

No baked alighting, using Global Illumination

mellow crater
#

it looks good

dusty gyro
#

well its kinda unreal

#

its a tool called Twinmotion

mellow crater
#

ahh yeah

#

I know it. I used Lumion

dusty gyro
#

the new release uses UE4 with a custom Global illumination

mellow crater
#

4.19?

dusty gyro
#

no idea

#

custom branch for sure

#

problem is, its unstable as fuck when you work on massive projects

mellow crater
#

Lumion is like a game engine as well, but you need to have a crazy graphics card

#

it is

#

and if is like Lumion, very diffiicult to manage the scene

dusty gyro
#

well its not difficult with TM

#

just

#

not really well thought

#

a lot of the tools aren't really intuitive

#

well they are simple

#

but maybe TOO simple

#

and redoing them in UE4 is too much work

#

there's no in between :/

#

That's where the idea of Datasmith is awesome

#

gotta AFK, brb

mellow crater
#

no worries. Thanks for your help @dusty gyro

dusty gyro
#

and back

#

@mellow crater so what's the result with the new lightmap setting ?

mellow crater
#

is that 69%

#

almost there

dusty gyro
#

nice

mellow crater
#

i did one with Preview

dusty gyro
#

69% in the log or in the UI ?

mellow crater
#

wasn't bad tobh

#

in the UI

dusty gyro
#

check out in the log :p

mellow crater
#

70%

#

not a big difference. But why? There is a difference between the log and the UI?

dusty gyro
#

most of the time the log gives a more accurate %

#

no idea why though

#

the ui/bars screen tends to accelerate at the end, since its baking the small bits last

#

but swarm is a mystery sometimes

#

slaving computers with swarm is kinda hard to figure out too

#

and there's absolutely NO doc at all

mellow crater
#

I still need to setup our render farm

#

so I can use multiple computers to calculate lighting

dusty gyro
#

good luck with that @mellow crater 😂

mellow crater
#

is that difficult?

#

87%

dusty gyro
#

well it needs tinkering depending on the network setup

#

we have a very heavily firewalled network here

#

and it took me a fuckload of tries to find a kinda working solution

#

had to share a folder on the network with the swarm stuff

#

and open the exe file on each machine

#

then get a machine to coordinate everything

#

and most of the time half of my machines are "busy" and can't work, even if they have like 5% cpu used

mellow crater
#

oh boy

#

maybe would be better to have a better machine

#

we actually using a Alienware laptop to run the scene into the Vive headset

#

@dusty gyro this is the result

clear stag
#

Looks better

#

Might want to tone down the points a bit though

#

Bit too much

mellow crater
#

yeah, but I have some jagged shadows

clear stag
#

I do think that'll be less if you make the light less strong

mellow crater
#

Medium quality

#

ok, I will try again

dusty gyro
#

the jagged stuff is definetly low res lightmap

#

and the fact that its not straight

#

same for the small bits in the corners

#

since its approximating the lighting, you'll get some blotches here and there where the pixel density is low

lucid orbit
#

Honestly, this black spot earlier was weird

#

doesnt make sense considering how well light were nearby areas

dusty gyro
#

true

#

@mellow crater see the black splotches over the painting ?

#

the wall is kinda angled

#

and doesn't follow roofings in a straight manner

#

so it gives this aliased look

mellow crater
#

but how do I get the straight lighmaps?

dusty gyro
#

unwrap them manually :p

mellow crater
#

I mean I didn't rotate it?

#

oh dear God

#

it makes sense nao

#

now

dusty gyro
#

datasmith uvs into slot 2

#

you can use slot 1

#

most of the walls you see on my interior project were remodeled and manually UVd

#

had no choice (and I like clean stuff)

lucid orbit
#

i wish datasmith devs finally made sketchup plugin

#

datasmith been up for long time, no plugin yet available

#

and sketchup is darn popular archviz soft

dusty gyro
#

@lucid orbit I wish the same for Revit 😄

#

Engineers where I work only use Revit, and the FBX workflow through max is such a hassle

lucid orbit
#

yeah, i kept hearing revit pretty often in arch circles

dusty gyro
#

max doesn't really like massive projects from revit

lucid orbit
#

what, cleaning up sketchup geometry in real 3d soft is fun

#

how dare you

dusty gyro
#
  • most of the fbx exports are a mess since the files are coming from other softwares like autocad
#

baha

lucid orbit
#

yea, know this pain, luckily theres good importer plugin for sketchup->blender

dusty gyro
#

I had a 500k wc once

#

everything has way too much faces

lucid orbit
#

toilet made with diamond i bet

dusty gyro
#

hehe

mellow crater
#

@dusty gyro I unwrapp some of the geometry, but I still have the crooked lightmap

#

I am seein that the problem is the extra UV channels that Unreal creates when importing the datasmith file

dusty gyro
#

what UV channel is the lightmap set on your crooked model @mellow crater ?

#

by default datasmith sets it to 2

#

if you use custom lightmap UVs you should channel 1

#

(and texture goes into channel 0)

mellow crater
#

for this geometry I had from 4

#

Do get the straight lightmap, I had to change the Source Lightmap Index from 2 to 0

#

yup

#

3ds max, I unwrapp the geometry. Export using Datasmith. Import the geometry to Unreal. Open the Mesh Editor and I can see that I have 4 sets of UV channels. The lightmap is crooked. Change Source Lightmap Index from 2 to 0

#

lightmap gets straight

dusty gyro
#

hmm

mellow crater
#

wonder why Unreal is creating 4UV channels

dusty gyro
#

I think its the max side of datasmith that doesn't know (yet) how to handle uvs

#

so it adds UVs instead of replacing them

mellow crater
#

so, that means for the main geometry I need to do this workaround

#

I am building the light again to see how these new lightmap impacts the quality

dusty gyro
#

alright, keep me updated 😃

dusty gyro
#

turned out pretty well for an eyeballed substance 😄

dusty gyro
#

They are using .1 100 30 1 as settings for the lightmass

#

as in 0.1 lighting level scale, 100 indirect lighting bounces, 30 skylight bounces and 1 lighting quality

mellow crater
#

Hi @dusty gyro . I was off sick yesterday. I will have a look and also share the result by using straight lighmaps

dusty gyro
#

alright, hope you are getting better 😃

mellow crater
#

thanks man

#

I saw the project

#

really goo. and getting 20-30 FPS is amazing

#

I think the settings you shared are working quite well, but I need to rebuild the light again

#

I am getting this

#

yellow geometry

#

I saw the previous image. Are you using substance as well?

#

ignore the yellow geometry - double geometry

lucid orbit
#

hm, theres option to disable lightmass compression

#

not best solution as it apparently increases memory usage by a lot, but perhaps will minimize those artifacts

#

also, do you use lightmass importance volume + portals?

mellow crater
#

so isn't double geometry

#

for some reason, when say to use another UV channel for the lightmap

#

this is what I get

#

@lucid orbit yes I am using lightmass importance and portals

lucid orbit
#

maybe try increasing smoothness in lightmass settings, it may lose some details though

mellow crater
#

being honest, I think for this try I will leave it for now. They want to see something by the end of this month. I will switch my attention to more interactive stuff. I want to start a new project where I am in control from the beggining.

#

@lucid orbit I will have a look on that as well

lucid orbit
#

is it normal that changes done to landscape mat instance arent shown in realtime? changes are applied once i release slider/confirm color

#

in realtime, as in viewport

mellow crater
#

from my experience, it should be visible

#

straight away

dusty gyro
#

@mellow crater yeah I use substance when needed (ie simple patterns the client wants for the finishing touches)

#

light baking from the screenshots look good imo

#

maybe a tiny bit of compression on the corners

mellow crater
#

thanks @dusty gyro , but for some reason, I can't remove the yellow colour. I think it happens because I changed the Change Source Lightmap Index from 2 to 0

dusty gyro
#

after baking ?

#

or before ?

#

never had this kind of stuff btw

#

kinda weird

mellow crater
#

.after baking

celest vapor
#

the yellow color is showing that you have overlap uvs for those meshs. that's why it only appears after building the light.
I don't remember how you can disable that color

dusty gyro
#

hey archviz people, just a quick survey, what GPUS are you using ?

mellow crater
#

Thanks @celest vapor

#

@dusty gyro I use both a Nvidia Quadro K4200 and MSI R270X

#

on diffrent computers

solemn hawk
#

R9 390 on my home machine, gtx 1080 at the office

royal osprey
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980ti

dusty gyro
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thanks a lot !

median mural
#

I am not very happy with how this kind of geo bakes and I think probably it's better to do via texture

wide quest
#

@median mural Typically, you don't want to represent seams like that in your low poly.

median mural
#

then objects don't read well

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btw then I refer to bake I am talking about lightmap

elder scaffold
#

Is there any kind of list of preferred settings for an Unreal project that's used for rendering out a scene or arch viz?

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And also, is there a way of rendering a scene out instead of just going into game mode and taking a screenshot?

royal osprey
#

For arch viz we just turn everything up in quality settings. And tweak the lightmaps till they are just high quality enough not to be noisy, To render out a sequence use sequencer.

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There is a great article and video about this in the evermotion site. (just search evermotion unreal archviz) as far as sequencer there is the unreal documentation and many vids on youtube also.

median mural
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wasn't there something about changing engine ini settings?

dusty gyro
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I don't think that's relevant anymore since 4.18

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you can setup well your lighting with the tools exposed in the editor

cunning igloo
#

Re: Lightmaps.. Anyone here who knows what the lightmaps consist of?

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Its packing multiple types of data into RGBA channels. But which are what? And why does the lightmap consist of 4 copies of the total lightmap UVs? (2x2 on generated lightmap)
I'm assuming color & intensity, light directionality.. Anything else?

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If anyone knows, please tag me 😃

tired agate
#

@median mural I typically model that and use a separate Material that I can darken manually. Getting lightmass to correctly illuminate very thing geometry is really trricky

median mural
#

huh interesting idea to use another material

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but I think I might make them movable objects not sure

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Volumetric Lightmap in theory looks nice. I wonder if I can generate it in a small enough size

median mural
#

what is the best way to cast multiple shadows from chandelier?

tired agate
#

Dynamic?

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If you just want fancy looking shadows, I'd suggest a Material Function go get patterns in your shadow

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Dynamic Point lights are VERY expensive, especially in scenes with a lot of triangles

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So, using more than one at a time is inviting bad performance

median mural
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atm I set my chandelier to another light Chanel and will use material function. Shadows from lights to harsh anyway.

green pulsar
#

Hey Im doing a project of an apartment for visualizing on VR. How high can I go with my textures so that I mantain performance and realism? And do you guys have any tips for making realistic enough glass and mirror materials?

green pulsar
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I found this tutorial https://www.youtube.com/watch?v=JrbPlPOavzU. I was using Planar Reflection but its too heavy on performance and it doesnt work properly with vr, but this works. Still heavy. I can decrease the texture resolution, and it helps a bit. Do you guys know if theres a way to decrease the reflection size? The reflection is too big

Creating a Basic Mirror Material in Unreal Engine 4 (UE4) There isn't a simple enough solution for creating a basic mirror in UE4 that reflects properly. Thi...

▶ Play video
median mural
#

and for texture budget you need to test things there is no way to know exactly what you can allow yourself for project

#

the best you can do is to optimize the best you can at all times. But think about speed/quality and then check if something slowing things and fix that.

delicate garden
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Does anyone here know a script to convert vray material to standart, it takes long time to prepare standart material for export into UE manually.

solemn hawk
#

Sign up for the datasmith beta by epic, it'll allow you to import straight from 3ds max and vray

median mural
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for the best result you should probably set up all your materials anyway

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and use material instances

delicate garden
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I have signed up.

median mural
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you can create material that inputs your vray textures in convert way to convert them to metal rough workflow

delicate garden
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but i still have no clue how to get it.

sweet fossil
delicate garden
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a hundred dollar script

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i can't even treat myself with a videogame on steam

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But thanks for the link

tidal ridge
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I am a newbie and have been trying to get this Refrigerator textured properly. I am pulling my hair out trying to figure out how to properly align the texture for the LED panel. I have spent hours trying to figure out what exactly I need to modify to fix this to no avail 😦 If someone could just say a few words pointing me in the right direction, it would be GREATLY appreciated. I attached a photo of what it SHOULD look like..

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I have quite a bit of experience of level editing from years back. What I am trying to achieve could be done by selecting a brush face and choosing 'align/fit planar' .... this is what I need =/

sweet fossil
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ADjust the UVs in 3D package

tidal ridge
#

hmm.. are the packaged in the FBX file?

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they*

sweet fossil
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Load the model into a 3D package > adjust UVs until it lines up properly then reimport to UE4

tidal ridge
#

I have blender, this will work, right?

sweet fossil
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yeah

tidal ridge
#

ok... not sure how to go about that, but that is a good lead

sweet fossil
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Also you might need to crop that image as it doesn't look square

#

your texture needs to be power of 2. E.G 1024 x 1024

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You can do 1024 x 2048 ratios as long as it's power of 2 but square textures are easier to manage

tidal ridge
#

should I check 'power of 2' in the LED texture from in UE4?

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'power of 2 mode'

sweet fossil
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you could try that but I don't think it will fix the alignment

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Also having that many materials on one object is very inefficient. You should be using maps to define metal/rough values

tidal ridge
#

oh ok.. sorry I'm totally new to this mesh stuff 😃 I would rather fix it 'right' in blender

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ok, which kind of map would I need to create?

sweet fossil
#

There are plenty good resources available for free on learning blender.

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I think you should look at a beginners guide rather than trying to jump in with no experience

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Even learning the basics will save you a lot of time and stress

tidal ridge
#

Alright... that's what I will put my focus into then. Wasnt sure if it was a material issue or UV Map issue

sweet fossil
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Blender Guru will have everything you need to know

tidal ridge
#

as for the 'samsung' logo, I should use a decal right?

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awsome thanks!

sweet fossil
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Yeah a decal could work. You could also just have a low res texture applied to a plane that sits in the right position on the mesh

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There are many ways to skin a cat 😉

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(British metaphor)

tidal ridge
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ok.. This is great help, thanks man.

median mural
cunning igloo
#

Thanks!

grizzled nest
#

Doesn't go into much detail about how "light direction" is calculated.

median mural
#

well looks like vector to me. Like normal maps so probably it traces to light source or something

cyan ether
#

my hyper realistic dino sim is nearing completion

storm condor
#

amazing

median mural
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How do we properly use exposure?

median mural
#

I am working on interior and everything is too dark by default

dusty gyro
#

dynamic exposure based on distance ?

cyan ether
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nice alexander

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i had to make that light fixture once for a project

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nightmare

median mural
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not exposure it is focusing

median mural
#

Is there ideas how one could make variations for baked lighmass?

#

like 2-3 different types of couch(different mesh)

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I think that I can use day, night. And like 3 maps.
probably it's best way to achieve that.

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also you gave me idea that there should be mid gray exposure set up in the controller

dusty gyro
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@median mural would lighting scenarios be what you search for ?

median mural
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No. I need to make variants for all sort of meshes.

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possibly walls too

#

and this thing on top of it

dusty gyro
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ah alright

#

You'll need to rebake for each object variant though

noble geyser
#

How do you folks deal with Blender to UE4 export for archviz?

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I modeled my house in inches/feet and when I brought it into ue4, the scale was obviously off. Then I changed scene settings in Blender to metric and centimeters, scaled it up so that dimensions in cm proportionally match dimensions in inches, re-exported, but the scale was still off.

median mural
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@motorsep#8292 I made custom scripts

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btw by default blender will export in meters

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I have every wall as separate object it's easier to work that way.

#

Scripts export in fbx properly but everything as separate file

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another script exports selected to export groups.

noble geyser
#

ouch 😦

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is there are way to measure objects in UE4 ?

dusty gyro
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@noble geyser top view

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or side views

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mousewheel click

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and drag

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its based on your grid resolution, so you have to lower it if you want more precise measuring

noble geyser
#

tried that - I see white line, but no measurement value over it :/

dusty gyro
#

😐

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not even like this ?

median mural
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I think it works only in orthographic views

dusty gyro
#

yeah you need to be in ortho (top, left, right, whatever)

median mural
#

but not sure why would you do that

#

like I don't have any reasons to measure things in ue4 yet

#

probably would be nice to be able to have some sort of default Actor for measuring to display as UI

noble geyser
#

are there any good texture sets for archviz, ready for UE4 ? (set of textures ready for PBR) Preferably textures of something they actually sell in HomeDepot or Lowe's ?

median mural
#

substance subscription is very nice option

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Substance Designer is the best for recreating real materials

noble geyser
#

aye

#

what are those circles with folded corners and blue arrows?

#

(I tried baking lighting in 4.19p4 yesterday, just to see about indirect lighting bounces and whatnot.. My scene looked like sh#t 😦 So I am wondering if there are some things that I am missing in my setup)

dusty gyro
#

@noble geyser waitasec, I have a cheat screen with good enough lightmass parameters somewhere

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this is pre 4.18 though

#

I was using luoshuang's multi bounce skylight lightmass.exe

#

but now its integrated to the engine so

#

if you want good looking indirect shadows and lighting, you can lower the smoothness value

#

and up the indirect lighting quality

noble geyser
#

do I need anything special besides Skylight (and portals) and directional light ?

#

my test scene was all indoors, no windows, so I am not sure if Skylight worked there at all

dusty gyro
#

maybe a lightmass importance volume

noble geyser
#

yeah, I have that

dusty gyro
#

no windows at all ?

noble geyser
#

right

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currently I am trying to get proportions of the geometry right, so when I put HMD on it feels right. Once I get rooms roomy enough, then I can cut in windows and start adding props and such

dusty gyro
#

hmm

#

you'll get now light from the skylight if there's no window or light entrance

noble geyser
#

otherwise I'd hate to do all this work and then it feels totally off in VR, and I'd have to redo it all over again

dusty gyro
#

yeah for sure

#

oh you can stick to medium quality aswell btw

#

in the build lighting quality level

#

high and production kinda are placebo imo

#

the screen I posted was baked using medium

noble geyser
#

it aids light bleed, I've tested

#

(Production quality)

dusty gyro
#

ah well :p

noble geyser
#

what does Static Lighting Level Scale do? Right now it's 1.0 (default) ?

#

Also, why turn off AO ?

dusty gyro
#

AO adds bake time

#

but if you have a skylight, baking it makes your AO

#

at least that's what I read a while ago

#

for the level scale

#

its kinda like supersampling for VR

#

you can stay at 1 and bake with your lightmap resolution

#

or push it smaller and bake a supersampled lightmap

#

I guess 🤔

#

it looks better with small value 😃

#

for example here I was using 1 for the scale I think

#

you can see awful AO bakings in corners

#

and the noise in the darker areas are caused by indirect smoothing

#

for quick testing its decent enough though

noble geyser
#

I see

dusty gyro
#

(this one is using a stationary skylight and movable directional light btw)

#

pretty awesome for ToD setups 😃

noble geyser
#

the main challenge for my archviz project is to get virtual scale feel correct

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so that 10 ft x 10 ft room VR feels as it's indeed 10 ft x 10 ft in real life

dusty gyro
#

you can check if your dimensions are good with your controllers :p

noble geyser
#

heh

dusty gyro
#

I do it all the time

noble geyser
#

it's for mobile VR

dusty gyro
#

aaah

#

oh well 😄

#

I don't really have to check for size stuff on our projects since all the models come from accurate AEC modelling tools like Autocad or Revit

#

maybe make a template with an empty box or something, and make that box IRL to check if the size is right

noble geyser
#

aye, but I've heard that even though it's modeled to size, in VR scale looks off

dusty gyro
#

or model your room even !

#

I guess you tried to change the world to meters value already ?

noble geyser
#

eeh, nope.. I don't even know what that is :/

#

(I haven't done archviz before)

#

VR archviz that is

dusty gyro
#

oh

#

its in the world settings

#

one of the last parameters

#

you can change it to change the scale (probably some engine IPD tweaks)

noble geyser
#

gotcha, thanks

dusty gyro
#

👌

median mural
#

probably in vr if you set wrong eye height there you get wrong scale

dusty gyro
#

by default its at 100 yeah

#

no idea how UE4 behaves with mobile VR though

#

sweet sweet dynamic lighting

median mural
#

like then you are a kid everything looks big and when you get older everything start to become small

#

so real world values is the best bet

median mural
#

also you should consider that humans need reference object to understand scale. If you have something in the wrong scale this can destroy illusion of correct scale very quick

noble geyser
#

I'd rather model geometry in actual scale in correct units and then tweak something in UE4 to make scale feel right in VR (and not mess with scaling geometry all the time). Hopefully World to meters would help with that

cinder remnant
#

can someone tell me how people manage to have dark sceneries with SkyLIght only?
No matter what, completely occluded rooms ( = Rooms without windows) are always affected by skylight...

royal osprey
#

set the geometry as static and rebuild your lighting?

noble geyser
#

Does sky sphere with dark and cloudy lighting affect actual lighting in the scene ?

#

I have one and no matter how much I crank up values for sky light and directional light, my interior scene remains dark

median mural
#

try changing number of indirect light bounces

still furnace
#

Hello folks,
I'm trying to create an archviz interior. Everything is ok but I don't know why I'm getting soo dark my house staticMesh body. I have checked normals, lightmass settings, material, lightmass uv index etc... but still can't get rid of that. I would be happy for any suggestion. Thank you.

rotund ruin
#

well, you only have a skylight there

#

you don't have lightmass portals on the open gaps like windows and doors

#

(those tell the baker to put extra effort there)

#

have you built the lighting? Have you unwrapped a second UV channel for lightmaps?

still furnace
#

Just tried the portal but it has no effect. Yes. I have unwrapped UV for 0 (3dsmax) and 1 made UE as GenerateLightmap [tick]. Exposure is set to 0. Also tried to increase lightmass enviro intensity to higher value but still same.

#

btw I have 4.18.3

#

light quality is set to production.

rotund ruin
#

could you post a shot from inside the house after its built

tawny lichen
#

Swear its that hdr....

#

What other difference between the mesh preview window and your scene are there?

rotund ruin
#

preview scene has directional light while his scene doesn't

#

for starters

tawny lichen
#

LOL

rotund ruin
#

(I assumed that was intentional)

tawny lichen
#

It makes sense

#

Suffice to say the scene is doing its job then

rotund ruin
#

@still furnace is it intentional that you aren't using a directional light?

green pulsar
#

Hey do you guys know if Anodized metals is still metallic surface, dialetric or 50/50?

#

eg: white anodized aluminium looks like its painted

tawny lichen
#

if its perfectly coated I would see no reason to make it metallic

#

but understanding anodizing process' might be better suited asking google

#

there may be metallic flake variants, sheen filaments all sorts of variables

#

slightly opaque materials more like a polish

dusty gyro
#

@still furnace if you intend to not place any directional, at least boost the intensity of your skylight

still furnace
#

Thanks guys for suggestions. I will check when I arrive home.

median mural
#

what types of light are you all mostly using?

noble geyser
#

finally figured out what was causing dark lighting - skysphere

#

now I am wondering if there is a way to set up directional light intensity to match intensity of 10am sun in real life, for example

#

otherwise it might look good, but might have nothing to do with how real-life interior with real-life lighting will look like after it's built :/

noble geyser
#

also wondering why lighting looks so different from Blender

#

pretty much same setup, but Blender looks more realistic (effortlessly) than UE4 (spent all evening tweaking lighting).

dusty gyro
#

@noble geyser are you sure your direcitonal light is setup the same way as in blender ?

#

looks like there's a different angle

royal osprey
#

and intensity