#aec-visualization

1 messages Β· Page 4 of 1

molten spear
#

i must be stupid

dusty gyro
#

sec I'm opening UE

molten spear
dusty gyro
#

right so my settings are

#

in order

#

0.07

#

10

#

10

#

2 or 3

#

1

#

and building lighting in medium

molten spear
#

those are like your everytime settings?

#

they work in most of your project?

#

s

dusty gyro
#

most of the time yes

#

for the debug

molten spear
#

and how much do you wait for building lights?

dusty gyro
#

well it depends on what resolution you've set on your meshes for the lightmap

#

and the quantity of assets

#

keep in mind that its better to have a like 10256 than 22048

molten spear
dusty gyro
#

woh there's a lot of problems here :p

#

red = too high

molten spear
#

yes ik

dusty gyro
#

blue = too low

molten spear
#

it's about the lightmap?

dusty gyro
#

yep

#

tweak it in the detail window of each object on your scene

molten spear
#

yah ik the lightmap is fked up. it's a project from archicad given by someone

dusty gyro
#

aaaarchicad

molten spear
#

what should i tick? light map res?

dusty gyro
#

yeah I know the woes of these models πŸ˜„

#

yep tick it and change the value by *2 factors

#

ie 32/64/128/256/etc.

molten spear
#

damn, this light map debug thing is hell of a trick

#

i didn't know about this

#

i love you

dusty gyro
#

there's a plugin to kinda automagically do the balance for you too πŸ˜ƒ

molten spear
#

do you want to move the conversation to private so we will stop spamming the group? xD

dusty gyro
#

πŸ‘Œ

#

yeah ofc

#

I'm sure it'll serve to people here though πŸ˜ƒ

solemn hawk
#

Curious to know what the plugin is called, I haven’t heard of something like that before

dusty gyro
#

LightMapUer @solemn hawk πŸ˜‰

solemn hawk
#

Neat, I'll check it out

gentle osprey
#

ARGH! I was reading that with interest too!

#

xD

molten spear
#

sorry xD

#

i'll answer for any question of yours guys if i know the answer xD

median mural
#

it's not too many conversations here on arch-viz channel got to read everything you can get πŸ˜ƒ

#

I wonder if light map resolution accessible via construction script

dusk pelican
#

pretty low settings

gentle osprey
#

He did mention its for developmenty

#

-y

pale prairie
#

@molten spear your lighting level scale a lot lower then it probably needs to be and you don't have enough bounces for your directional light or skylight. I would recommend moving both light bounce settings to 10, and static lighting scale to a value close to 1 and only decrease it if necessary. I would also up lighting quality to 4 or higher

molten spear
#

i'll look on it. thanks for your advice

pale prairie
#

NP I would also recommend using HDR lighting aswell

hard oar
#

Anyone understood how new lighting system work? I set up lumens on a spot as it should be in real life but it gets too bright after building

median mural
#

I wonder if there is some talks about it on forums?

gentle osprey
#

I recall from documentation somewhere that lumens in the engine do not correspond directly to lumens irl

#

sorry, not documentation but a lighting tutorial

median mural
#

we now have candles lumens and unitless

#

in 4.19

#

and a nice bug with light baking

#

there your long lights turned 90 degrees

gentle osprey
#

If it's consistent, we can add it to the new "features" list

gentle osprey
#

just curious, what are considered "long" lights in unreal? I'm picturing either lights with a long throw or linear light fixtures

glossy creek
#

We're still working out 1:1 (or as close as possible) parity between lighting in 3DS Max and/Vray and unreal studio. We're trying matching Lumen values, etc. Has anyone found a process that works from them?

median mural
#

@gentle osprey I meant light that have radius and length/width English isn't my first language so I could use this word in a wrong way

#

Basically I use it do create effect of hidden led strip light

gentle osprey
#

got it, just wanted to make sure I understood

#

so that I can keep an eye out for it

#

is it consisten in which way it rotates?

median mural
#

basically my led stips were rotated 90 degrees after update

#

Y axis I think

#

don't remember now

#

I googled and apparently it's already known bug

#

I got distracted by work pretty fast after that πŸ˜ƒ

#

I am just don't want to go around a scene to rotate all lights back then they fix it

gentle osprey
#

right hand rule rotation?

dusty gyro
#

Sounds like it

#

My lights were also rotated

#

Also none of them are correctly setup all the time :D

#

Emitting black light and stuff

normal river
#

Hi everyone! I've a problem with collisions. I've to remove primitives collision (or in this case also call, "convex element and array elements") of many of the elements that I have in my scene. But I don't know how to eliminate this collitions at the same time from all of them.

Do I have to delete them one by one or can I select them all and delete them at the same time?

Thanks

dusty gyro
#

@normal river if you want you can bulk edit all your meshes collisions

#

for complex models or projects with a lot of them I just switch the meshes to use complex as simple

#

that way you still get collisions on your meshes, even if its not really good for physics perf

normal river
#

@dusty gyroBut if you have a lot of elements and you don't like to switch, Can I modificate more than one element at the same time?

dusty gyro
#

yes

#

that's the bulk edit function

#

when you have multiple meshes selected in your content browser

#

right click

#

asset actions

#

bulk edit via property matrix

#

from here search the collision property and change your values πŸ˜ƒ

#

don't forget to ctrl+s to save the changes

normal river
#

Oooohhh THANKS A LOT You safe my life xD

dusty gyro
#

πŸ‘Œ

molten spear
#

why i have those artifacts? i built light on production. i will attach a photo of my settings also

dusty gyro
#

was about to ask for your settings πŸ˜„

#

can we get a lightmap density view @molten spear ?

median mural
#

is those hidden light actual lights?

#

or emissive material?

molten spear
#

emissive material

median mural
#

as far as I understand material not going to give you correct result so you will have to change that to light if those places are clearly visible

#

I might be wrong

molten spear
#

you can see in the image that some places are having light dispersing on ceiling. but there are some parts where it's some shadow 😭

#

but idc so much about that light, i am more concerned about the artifacts

#

are my lightmass settings that bad?!

dusty gyro
#

you might want to up the wall lightmap density a bit

molten spear
#

it's already 2048

dusty gyro
#

oh wait, you posted a few days ago on this project ?

#

I remember the scene now πŸ˜„

molten spear
#

yes

dusty gyro
#

2048 ? that's high

molten spear
#

i took a little pause from it cause easter

median mural
#

how is your meshes look?

molten spear
#

yah. i have some shadows going on on the wall and i want them to look good

median mural
#

alone

molten spear
#

@median mural what do you mean?

dusty gyro
#

a screencap of that wall mesh and its lightmap uv would be nice

#

either your UV is crap or your mesh is too big

molten spear
median mural
#

like here there is some bad light on my scene but I just kinda know why this happens

#

I found that having big meshes is bad idea

dusty gyro
#

@molten spear πŸ™ˆ

median mural
#

pixels get color and if you cut pixel in half it can't know what color to be

dusty gyro
#

you might want to split that mesh in smaller parts

median mural
#

So if you minimize cutting pixels you will have better results

#

and I get crappy corners because of that

molten spear
#

is any one here who is worked with archicad -> ue4 ?

dusty gyro
#

revit yeah

#

using datasmith

molten spear
#

i am asking because this project it's straight out from archicad. i didn't put it through 3ds.

dusty gyro
#

urgh πŸ˜„

#

you need some proper UVs at least

median mural
#

Uv's looks ok to me. Huge mesh is the problem no?

dusty gyro
#

yeah

median mural
#

like it's complex and probably affected by a lot of lights

dusty gyro
#

you get so little pixels for all these surfaces

median mural
#

render time goes up

#

how long is render for you?

molten spear
#

so i might need to take this through 3ds

#

LONG AF

#

it took me 2h i think

dusty gyro
#

in production you bet πŸ˜„

median mural
#

It's just anything longer then 30 minuts will kill me πŸ˜ƒ

molten spear
#

on production

#

but i thought that it will end my pain

median mural
molten spear
#

and it didn't =.="

median mural
#

they should be very low

dusty gyro
#

my definite call would be to split your meshes in smaller parts

#

@median mural yeah that should be enough

#

I use 0.07 for the level scale

median mural
#

I render on high

molten spear
#

ok. i'll do it

#

should i split every wall on corners?

#

or split it on rooms?

median mural
#

that what I did

#

every wall in the corer

#

and there should be no seams in the middle somewhere

#

I think that you don't really want your mesh to penetrate other meshes because you get this shadowing

#

just to illustrate point I am trying to make

#

as you could expect to have in other renderers

#

like if your light mass pixel doesn't have shadowed area and area of light it's not going to create any artifact

molten spear
#

ok. thank you for your help

median mural
molten spear
#

bigger light maps = long time building?

molten spear
#

and one more thing. bad lightmaps increase the build time?

dusty gyro
#

bigger resolution = long bake times yes

#

bad lightmaps will just give bad results

median mural
#

also complexity of the objects plays a role

#

you can look for problematic meshes in Lighting build info

#

like 1st 3 objects have all have 256 pixels lightmass

molten spear
#

where is that?

#

i just realised that why my walls look strange (and not talking about the wierd seams)

#

in first picture you can see that the wall looks pretty good (that normal map looks fine on it)

#

but in the second picture there is like no normal map there. only strange shaodws

#
  • i split the walls and built light on high and that's the result 😭
median mural
#

Window->statistics

#

hard to tell about normal maps

#

probably just one have more "dramatic" lighting

#

if it same material and scale

molten spear
#

hmmmmm

#

can i use dynamic light and get rid of light building?

molten spear
#

show

median mural
#

@molten spear I can't tell exactly but it's might me just softer light area

#

and in this case normal map not going to do sharp shadows

#

normal map require light to show the effect

gentle osprey
#

it looks like it is applying the map, but the light is washing out the shadows to me.

median mural
#

Sometimes clients doesn't want realistic result and actually want feeling from real life not photo

molten spear
#

i need photos also

median mural
#

soft light on surface will remove detailed light on irl photo

molten spear
#

what? i think we don't understand eachother xD

median mural
#

Β―_(ツ)_/Β―

molten spear
#

i swear i don't understand what am i doing wrong. i remade the project by splitting the walls where it's needed. put them back in scene. built light at high with the settings shown and i still get those kind of things

#

lightmap density = green everywhere

median mural
#

make it more dense in problematic areas

dusty gyro
#

don't hesitate to go in the orange reds @molten spear

molten spear
#

that might cause the problems?!

median mural
#

no as long you aware about your lightmass sizes

#

like try to stay under 1024

#

thing is you will have problems and goal is to minimize problems by employing different techniques

#

like documentation basically tells you to cover problematic areas

molten spear
#

i always hated documentation. it like never helped me 😭

#

i understood better from people than from there

#

it's strange that when i build in preview it looks fine, when i build higher it looks like sh it

gentle osprey
#

this is true with my eyes as well there is a very limited range of light in which the texture is visible

#

woah, that image link is weird. Be sure you click the original link, not the "open original" option when you click on the image.

#

I'll have to remember that for discord and google photos

glossy creek
#

It seems from what I read here, and what I tested - The best way to model walls for the benefit of a proper lightmass, is to have them meet at a shared edge. What you should NOT do is allow one wall to intersect and cut through another wall, which might create light bleed. When myself and my team creates archviz projects in max/vray, we don't model in that way most of the time, so we should re approach how we do such things. Mitering at a 45deg where to walls meet should work. Does this sound right?

median mural
#

this is what I am doing but test yourself

#

I also separate outside side of the wall from inside because it change how object looks. But I might be mistaken and I had problems from different reasons.

glossy creek
#

Well, it seemed to work, I just wrapped up a test. I rebuilt all the rooms of my house, as one object, quads faces, all vertices wielded. It helped with the light bleed from the environment light, but also I did mess with other settings. Im currently setting up all 20+ render slaves in my office to be part of a swarm! That should help make testing go faster!

#

I'm still getting blotchy penumbra results, even with my high settings, etc. Not sure what I'm missing.

#

Not to mention the shadows are not seemingly getting enough secondary light, but I consider that an issue to be figured out later.

dusk pelican
#

if you have 20 render slaves you should be able to turn settings up to 11

#

I have just the pc I use :/

median mural
#

it's better to optimize anyway.

#

for example to not accidentally set every lightmap to a huge size

#

because playing it might be a problem

#

like on client machines or something, presentations

#

if they exist πŸ˜ƒ

glossy creek
#

Yeah, ill be turning it up to 11 once 11 gets me 10/10 results! I'm trying to make it look good before I care about frame rate!

median mural
#

at least those things more interesting to fix compared to offline renderers

cosmic goblet
#

hi all, thanks for inviting me!

dusty gyro
#

heya @cosmic goblet πŸ˜ƒ

#

glad you joined us πŸ˜ƒ

#

always happy to talk BIM and UE4

cosmic goblet
#

for the moment, I know that Epic is developing a plugin for fbx import metadata from BIM, but I saw that someone has managed already that πŸ˜ƒ

dusty gyro
#

who ? πŸ€”

cosmic goblet
#

I send you private link

gentle osprey
#

Oh, no. you don't need to keep that to yourself!

cosmic goblet
#

We discussed with @dusty gyro we managed that for the moment is not possible to import data from bim (the plugin was called fbx+ fbxplus and it worked flawlessly) but the maintainer did not update to new ue versions so we have to wait the next Unreal studio build, which will manage bim data (epic said that onto the forum).

median mural
#

gosh curtains very painful to make

#

really can't find a good way to make them. They look very fake

royal osprey
#

I have a method for curtains that works pretty well

#

then extrude it up and flatten the top. That should get you started.

median mural
#

I talking about shader

#

I can't tell if it's an improvement from the last one or not

#

one before

#

and I like shadowing on the last one more i think

#

but opacity doesn't work that way

royal osprey
#

There are usually two types of curtains, the sheer and non translucid. Used for different things

#

And most hotels, for example, have both. Sheer on closer to the window and the solind ones in front of them.

#

your first picture looks like the sheer type, and looks quite good except it's probably too solid, the socond one looks like a semi opaque, which does exist but are less common than sheer and "blackout" courtains.

#

Making sheer courtains double sided and adding a frenel node for the transparency is how I've made them in the past.

median mural
#

yeah I really dislike how unrealistic light works on them

#

and they both doesn't look exactly as I need them to look. So not sure what to do yet

#

I will try to improve things with a texture but probably it's not going to really help

royal osprey
#

Another little touch of realism, is if you add an extra layer of geometry at the bottom and edges, to simulate how they fold the fabric.

median mural
#

I will think about geo too

royal osprey
#

it looks like the reference one has less light coming from the ouside, and somewhat of a shinny / silky surface

#

splitting it down the middle is also nice

median mural
#

I will add texture and will see if it's help or not

#

but this two refs is something that I am after

royal osprey
#

Texture should help. For bedrooms there is usually also opaque courtains so you can sleep when there is some light otside.

median mural
#

yeah there is blackout thing

royal osprey
#

Courtains are tricky because they use almost all tricks in shading

#

they need shinniness, translucency, transparency, fresnel, and maybe even blured refraction to get it to look good.

median mural
#

will try to do something about it tommorow

median mural
lucid orbit
#

have you tried faking shadow with adding subtle emissive?

#

i remember having issues with foliage sss, it was too dark/ao was too noticeable

#

adding subtle light green emissive helped a lot

#

but drawback is you have to adjust emissive to scene lighting

median mural
#

it was good enough for a client. Got to try making better curtains next time

cosmic goblet
#

Hello all mates. I'd love to share our company first attempt to use Unreal Studio into Bim Revit workflow and VR: we'd like to show you our YouTube channel and social media pages, and please comment, if you want, of any improvement we can do with unreal workflow. Thanks in advance

dusty gyro
#

hey @cosmic goblet !

#

Good job on the video

#

Here's some tips

#
  • You might want to rework your glass material and lower the refraction power a bit :p
#
  • Camera paths have some weird movements here and there, open up the timeline and try to smoothen it out !
#

You can also use the Camera Rig Rail actor and use it as your path

#

there's no shadows inside your interiors, only AO :p

cosmic goblet
#

This is a very first work, we are looking to go deeper with settings, and we would like to produce real vr movements, like Doors, less cinematics, bp for showing object names and informations...is a wip! Thanks a lot for the feedback!

stiff hull
#

hey gang

#

general lighting question β€” Skylight + HDR map

#

what is the method to get long shadows? they seem to blur out much too early

#

^ blender, long shadows from doors

#

I see a very faint remnance of the appropriate shadow very near the door itself

#

it's not like i'm not getting shadow information

sharp forge
#

@stiff hull Are you using a Sky Sphere and a Directional light too?

stiff hull
#

Yes and No

#

Im confused as to whether or not I SHOULD be using a directional light or not

#

varying different texts im reading

#

i am using a skysphere tho yea

#

I have seen some people say they only light using HDR

#

and some people say you need to use Directional light to get sharp shadows

#

@sharp forge

sharp forge
#

@stiff hull I'm not an expert on the subject, I think in this case you should use. You can also check if the skylight is Stationary, same as the directional light.

stiff hull
#

ok

pale prairie
#

@stiff hull try reducing your indirect lighting smoothness

#

under lightmass settings

#

just created a quick scene to test out some lighting since I haven't used unreal lightmass or done interiors for awhile and a lot of the settings are moved around/different now

#

looks decent but something still feels off

#

some of the soft shadows look wrong

#

and it gets dark to quickly as it moves to the left

#

the area where objects meet the ground arent properly occluded either, but I think most of the issues are from my composition not the lighting itself

#

baked in with production lighting

#

no real noticeable difference

#

slightly better occlusion under objects

median mural
#

@sam#8417 you wouldn't get same result as offline renderers

#

so you need to find ways to fake things and think if you actually need to

#

you will have better time if you try to work on an image(make it better) and not mimic offline renderer

stiff hull
#

hey Alexius & Alexander - thanks for responses

#

looks like "fakeness" is inevitable

#

that's allright πŸ˜„

median mural
#

@stiff hull are you lighting your scene with same hdri?

#

you can put it incide Sky Sphere

stiff hull
#

@median mural what do you mean?

#

my skylight is using the SLS cubemap

#

HDR

#

but do you mean the actual image covering the skysphere?

median mural
#

oh sorry SkyLight

stiff hull
#

ah in that case yea im using proper hdr

#

but as a matter of fact, my skysphere is just a normal skysphere

median mural
#

I would change sky too

stiff hull
#

ya

#

it may be diffusing the light source!

median mural
#

not sure Β―_(ツ)_/Β―

stiff hull
#

hehe

median mural
#

I did whole thing then lit with hdri

#

result was close enough

#

but it wasn't interior

stiff hull
#

Ah I had heard that 4.18 made big changes to skylight!

#

multi bounces

#

and directioanl

#

my project is on 4.17 right now but this is good news

pale prairie
#

I would remove the default skysphere, all atmospheric fog, heightfog ectra... So that your sky is just black, then import your HDR image as openEXR, switch to skybox, make a it two sided, ectra... Then put it on an editor sphere (you can find in engine content) and then just set position to 0, 0, 0 and scale to like 1000, 1000, 1000

sonic ridge
#

hey there! where did the 'build as if static' button go?

median mural
#

It wasn't here then I started baking

agile reef
#

Hi

#

Can anyone tell a site where I can find some houses or rooms with measures so I can practice some archviz?

#

I've found houseplans

#

is there another?

solemn hawk
#

arch daily has a whole bunch of really cool architecture projects, and usually include floor plans elevations etc. @agile reef

median mural
#

oh yeah you can buy physical design magazines they are pretty cool

agile reef
#

Thanks @solemn hawk really cool this site

#

I also found architectural designs if anyone is interested

royal osprey
#

@median mural physical magazines? what is this.. 1995? πŸ˜›

median mural
#

well internet is full of questionable content so if you want better content there is magazines. They have ebook versions too i think not sure. It's not like I actually use them

dusty gyro
#

pretty nice tutorial to get a nice baked lighting from just one HDRi

pale prairie
#

@agile reef You can scale a house/room properly by finding a reference image, finding the dimensions of something in the image (for example you see a particular TV, you can look up its dimensions) then find the camera angle and horizon

agile reef
#

@winged schoonerius#5125 Yeah, I was watching a video today and the guy said something like this, thanks for the tip

median mural
pale prairie
#

Light shafts or volumetric fog?

median mural
#

fog

royal osprey
#

I put a volumetric light (using another software) for a projector and the client told me to take it off, that it looked like people had been smoking in the room 🀦

median mural
#

well it sure looks like that

#

or just dusty room

#

probably will have to remove that too

mellow crater
pale prairie
#

Its really good

#

And it retains surprisingly good visual quality even though its VR

#

The camera movement could use some variation and improvement, but I definetly wouldn't consider it bad at all

left path
#

@MrAKAPrime#0875 I am starting my first project in UE4 for arch so don't think I qualify for giving criticism but I think your work is awesome, is that cooker an electric or induction cooker?

#

for camera movements just look at some good drone footage and product reviews they usually do some sleek camera movements

#

I don't know if this is a good idea or not but for my first project I am trying to recreate an IKEA kitchen scene. I am using it to learn fusion 360 and UE4 πŸ˜ƒ I guess if it doesn't work out at least I've learned something along the way

mellow crater
#

@pale prairie @left path noted will try to work more to improve my camera skills btw @left path keep posted on ur WIP would love to get a sneak peek at new designs

sleek cove
#

Hi! I have a huge model that has many different pieces. Is it possible to import that mesh as a seperate pieces, but still as a combined so I can drag it to scene? If i use "Combine meshes" It creates it just fine, but I don't have any control for the seperate pieces. Thanks

royal osprey
#

All you have to do is select them all and drag them in (zero out position too just to make sure it's all in place)

left path
#

@MrAKAPrime#0875 yeah I am currently only in fusion 360 phase, blocking out everything at the moment πŸ˜ƒ

loud sluice
#

Hi there,
I've been trying to get my archviz projects on the web. I have little success so far, but i was wondering:
Would a VM be a good solution for web archviz? Load the projects on a server and open them remotely

hard oar
#

Hi everyone. have a little problem... i put 2 light sources and i would love to have a soft and uniform effect on my backpanel..but, i don't know why, there is a sort of a beam in the center.. anyone already got a problem like this? i have setted it as static light, if i move to Movable it doesn't happen..but i want it to be static

median mural
#

@hard oar baked static lights? 4.19 ?

#

if so you got to rotate 90 degrees there is a bug

hard oar
#

Yes @median mural rotate the light source 90degrees in any direction?

median mural
#

I think Y but not sure

#

can you test?

hard oar
#

Ok i give it a try πŸ˜ƒ thanks!!

median mural
#

basically this beam is the way your light rotated now

#

so you rotate along Y axis?

hard oar
#

i am rotating them around X axis (red)

#

can't actually on the Y cause it would set my light capsule vertically

hard oar
#

solved. i had to rotate them on the Y, what a bug!! thank so much @median mural

median mural
#

yeah crazy stuff. Sad thing that on my end I was sending out small edits and didn't notice. So it was the client who told me about this problem 😬

#

note to myself is that updating to new version isn't small edit

hard oar
#

hours and hours of work repairing it, in some cases

sleek cove
#

Is is possible to see what Scale is needed to make model extracted from .IFC to be the correct size? I have a building model and it is very tiny. I just know that the distances are correct, but the scale is very wrong.

tulip helm
#

UE4 uses centimeters, you need to make sure that your 3d app is using the same unit settings when exporting it

#

I think Revit defaults using imperial measurements, this results in small models when imported to UE4

#

if its using feet or inches

#

change it to centimeters and it should be fine

#

Go metric or go home

marsh widget
#

Anyone who can give me a good explanation how lighting works in 4.19 ? because I cant seem to control it at all, I get a totally different lighting setup compared to 4.18 I tried using unitless, lumen and candela. But even unitless has a totally different intensity than 4.18 and my scene is always washed out or too dark. No contrast at all

median mural
#

unitless should be the same as 4.18

solemn hawk
#

has anyone seen lightbaking artifacts like this before? normally my bakes are super clean, but now I'm getting this

median mural
#

can you take a screenshot of lightmap density view?

solemn hawk
#

That object is set to 4k

#

Lightmap density color is red

median mural
#

@solemn hawk I am interested in pixels relative to your artifact

solemn hawk
#

it was happening at lower resolutions as well, so I cranked it up

pale prairie
#

What's your static lighting level and quality

solemn hawk
#

Static lighting level is 1, lighting quality is production

rotund shuttle
fair hinge
#

has anyone been using Unreal Studio at all?

royal osprey
#

@rotund shuttle it's just interpolated positional transforms with a tracked object.

#

they could also be parenting the camera to the tracking null and rotating that.

#

at least one of the shots looks like they did that

#

actually at 2:15 they show you how they did it..

rotund shuttle
#

@royal osprey thank you for replying. So we'll control one which is the actor owns player controller contains a spring arm + camera then move it around or anything like that? I mean i tried to set the actor ( having spring arm and camera) to the touched location when finger touch and then rotate the spring arm while swiping but the feeling is just not right.

#

I really don't understand the tracked object part really 😦

royal osprey
#

what you need to do when swiping your finger is rotate an object, that is the parent of your camera (and the camera is also tracking, wich means, looking at)

rotund shuttle
#

@royal osprey thank you very muc !!

pale pulsar
#

what's the best way to texture/uv map building walls? wider walls have lower pixel density than shorter walls. if i want to use a material that has a wood base running along the bottom, it seems like i would have to have every part of my wall split into squares and fitting into the 0,1 uv space which would require a lot of effort and materials.

tulip helm
#

either in sections like that or do the whole thing including texture before you import it

#

depends on the context though

pale pulsar
#

i want to make a texture like the wall in that building

#

the only way i feel i can do it is if i have my wall split into squares, and having the UV cover the full 0-1 space

#

but then wouldnt i need to have a material for each wall piece? wouldnt that be really expensive?

#

it just seems like that route is so tedious that there must be an alternative i'm missing haha

tulip helm
#

not if it's the same material

#

I'm probably not the right person to ask though, I gave up on UV's

#

That screenshot is pubg though?

#

that uses dynamic lighting so no uv's at all

royal osprey
#

for a textured wall it is common to use a seamless base texture with the UV repeating, then detail is added with decals

#

details such as torn paint, humidity, dirt, scratches, exposed bricks etc.

lucid orbit
#

or vertex paint

royal osprey
#

Vertex paint is not usually a good solution for detail, unless you use it as a mask, since it requires a dense mesh to be workable, and that is not always an option.

dusty gyro
#

you can use macro textures to add a bit of variety in your tiling materials

#

but yeah, tiling stuff can look pretty bad in archviz

median mural
#

Vertex paint is pretty good for detail

#

you use same texture with damage or something

#

and it blends nicely on low density mesh because of that

#

and dense mesh isn't very big problem for performance

royal osprey
#

What I meant was not to expect to be able to paint graffity or a light switch with vertex paint, but using it as a mask to mix other textures or using it for slight color variations is a good practice.

dusty gyro
#

decals can be pretty awesome too

cedar vault
#

Guys. Anyone know how to achieve photorealism in unreal? I am trying to get it done, but the results are unexpected.

tulip helm
#

show us

#

I don't think anyone could sum up how to achieve that in a few lines

#

there's people who spent years at it and haven't achieved it

#

current lighting systems make it virtually impossible

#

but you can get close

#

ish

median mural
#

So i tried gpu render

#

and it's considerably lighter

#

it tells me that it took just 1 second

#

@dusty gyro can you show yours?

#

well quality is amazing I am happy

pale prairie
#

@cedar vault you have should put some example of the results you got so we can see what you need to improve

dusty gyro
#

@median mural I'm not sure you should look at timings really, but you can look at the swarm debug with all the graphs

#

sadly I am back home now and on vacations until one week, so won't be able to show you anything 😦

median mural
#

oh ok

#

you can use those to see there is problems in the scene

#

well I can say that I don't run out of memory

pale prairie
#

Wait you can GPU render in ue4 as in light mass baking?

median mural
pale prairie
#

Oh wow

#

Is this a plugin? How do I get access to this?

median mural
pale prairie
#

Thanks

tulip helm
#

wow

pale prairie
#

Its pretty limited, but definetly a step in the right direction

#

I really hope this gets more support so maybe epic will consider integrating a fully featured GPU renderer to ue4

#

Then maybe it won't take hours to bake a single room lol

tulip helm
#

surely they could partner up with Nvidia to do something

#

we don't all have render farms

pale prairie
#

Ikr I feel like it wouldn't be to difficult to create a GPU accelerated light mass baker

#

They are already partnered with nvidia for the real time ray tracing thing

#

But its not like that will be useful to anyone for awhile

median mural
tulip helm
#

Tim Sweeney reckons 20 Tflops for ray traced games, we aren't far off that on the high end

median mural
#

but I made other changes

pale prairie
#

I'm not sure if we will be able to reach it within the next few generations considering they are already beginning to hit the transistor limit

dusty gyro
#

its a lot clearer in the second shot, and you removed the neons right ?

pale prairie
#

Generations of graphics cards I mean

tulip helm
#

They will find a way, theres still room with current tech for huge improvements

pale prairie
#

@median mural looks a lot better

median mural
#

old one is the second one

thorn parcel
#

That looks really interesting, will try this.

tulip helm
#

needs a better glass material, that refraction looks weird

median mural
#

it's just with this thing my emisive actually works better

tulip helm
#

I had the same problem with the default glass

#

There's a better glass material in 1 of the content examples

median mural
#

lighter one is a old one

pale prairie
#

What are your light mass settings?

dusty gyro
#

0.01

#

20 20

#

20

#

production

pale prairie
#

I was asking Alexander, but cool

dusty gyro
#

oh my bad

#

πŸ˜‚

pale prairie
#

You light mass quality is to high

#

Light mass scale x quality should = 1

#

So 0.1 scale should have 10 quality

dusty gyro
#

takes no more than 5 minutes to bake what I posted earlier

#

hmm where did you get that ?

pale prairie
#

Only 5 minutes to bake what?

dusty gyro
#

if so maybe I should up the quality a bit more or reduce scale

#

each lighting scenario is 5mn

pale prairie
#

Oh

dusty gyro
#

pretty high density aswell

royal osprey
#

but this is gpu rendering, so all settings are different

dusty gyro
#

one HDRi skylight only

pale prairie
#

I was talking about traditional light mass renderer

#

Idk about the GPU one

median mural
#

I need to fix lighting things I turned off most of my post process settings

pale prairie
#

Does anyone else get issues when trying to simulate overcast diffuse lighting by using area shadows on their directional light?

#

I've noticed that gives really weird shadow artifacting even with really high light mass settings and lightmap resolutions

#

When I turn them down/disable them it looks fine though

royal osprey
#

hmm no.. to simulate overcast diffuse I use a skylight and a light portal

pale prairie
#

That's just normal

#

I mean like making it so that the direct lighting and shadows are a lot softer and not sharp and defined like usual

median mural
#

ok so it's 113 seconds to render this thing

royal osprey
#

dunno if there is any setting that would help you, have you tried with an emissive to fake the area light?

#

nice

pale prairie
#

Yeah I guess I could do that, but I'm trying to keep my light setups consistent to how light is in real life for the sake of consistency

#

This is what I mean

#

Vs

#

Notice how the bottom one is significantly softer

#

Like an overcast day

median mural
#

it's 30min vs 113 seconds for me

#

so I guess I will deal with limitations

median mural
#

fixed a problem with hidden light

#

I very happy that emissive light is a lot stronger compared to standard thing

median mural
#

I think because I have pretty bad cpu I optimized a lot πŸ˜ƒ

#

I actually wonder if with gpu thing having small lighmass object will slowdown process considering it works better with bigger images vs cpu

median mural
#

@pale prairie in your setup do you use directional light?

#

You can try lighting only with skylight and put nice hdri there

pale prairie
#

Hdris don't really give any directional shadows though

#

They usually only give off ambient lighting

#

I will try it though

dusty gyro
#

I beg to differ, a well done hdri gives directional shadows !

#

You should have a look at the hdri heaven website, they give us hdris for free

median mural
#

or you can create hdri yourself in SD

dusty gyro
#

Oh you can ?

median mural
#

yeah they have preset for that

dusty gyro
#

Does that mean hdri substances ?

#

That's pretty neat

median mural
#

you can export 32 bit

#

but not sure how that would work with sbsar

warm sentinel
#

Anyone here tried UE4's HDR implementation on an actual HDR display and knows if using .exr's as textures has benefits (or is even feasible)?

solemn hawk
#

@warm sentinel HDR images are more about lighting information than color. You'd want to use an HDR for your sky light/sphere. but not for ordinary textures like a walll material as they don't emit light.

warm sentinel
#

ahh aye. thank you for the info! @solemn hawk

agile reef
#

Any place where I can get good materials?

median mural
royal osprey
#

download the Paragon assets

solid nexus
#

Good materials as in Readymade materials for UE4? or Textures?

median mural
#

I have crazy Idea that it would be beneficial to use one project folder for arch viz projects. To assemble library easier. But I sure it's bad idea but I not sure why.
Can someone help me not to do that?

#

easier to share things and a lot of settings require engine restart

royal osprey
#

I keep things separate just so it's easier to backup and share, but I don't see why it wouldn't work. An alternative would be to make a "base" archviz proyect with all the settings and materials you often use, then clone that before starting any new project.

median mural
#

thing is that you will need to merge your materials improvements and houdini procedural assets with every new thing

royal osprey
#

if you make changes to base materials that you used in older scenes it will make variations that are potentially unwanted tho.

median mural
#

or wanted just because they now better somehow

royal osprey
#

I just migrate stuff if I need in another project.

#

when proyects are similar I do make them in the same project in diferent levels

median mural
#

Working with several people can be better in smaller projects

#

but I am not doing that

royal osprey
#

yeah, I am

#

we have a central server and we keep all the base geometry there, including the fbx we import to unreal, We also have an unreal material library that we import when we start anything.

#

and sometimes we take a project from one machine to another (unreal projects are stored locally)

median mural
#

I think I will try to work in one project and find all the problems with that

#

atm it's better then opening two editors at the same time

#

I will doing those in the same time so it's more beneficial for me to not loose any time from migration process

agile reef
#

I need some guidance too

#

Later I will post some screenshots

#

Need to come back to work

agile reef
#

This is what I'm doing

#

but I'm getting some black borders

#

is this a lightmap problem?

dark oriole
#

Probably.

agile reef
#

In this mesh I didn't check for UE to generate UV for lightmap

median mural
#

can be overlap then

tulip helm
#

Arch Vis guys, what is your software of choice for making buildings to bring into unreal

#

I guess max and blender are the top 2? Which 1 is better putting cost aside?

#

If i'm working from floorplans is there a better workflow using autodesk stuff?

blissful wing
#

@tulip helm
mostly depends on clients, what kind of source, files they provide
still, for residential housing & interiors 2D plans (pdf, jpg, dwg, dxf) are more than enough
i do it in Blender with occasional use of Archipack addon (http://blender-archipack.org/) and freeCAD (https://www.freecadweb.org/)

pale prairie
#

3ds max is pretty good

blissful wing
royal osprey
#

For floorplan conversion we use DraftSight, it reads all but the latest DWG that the clients provide, if the client uses a newer version of Autocad then we use the free Autodesk DWG Viewer to convert them to older versions, then bring them to Draftsight to be exported as DXF. After they are in DXF we extrude the walls up and go from there. I hate it when they bring stuff in pdf or jpg since I have to re create the floorplan. I use an odd 3d app for modeling (Lightwave), but from what I've seen Blender is pretty good, specially if you complete the unpolished bits with addons that are also usually free.

pale prairie
#

Does floorplan conversion convert the DWG file to editable splines? So you can just extrude them or snap stuff to them?

barren crest
barren crest
#

This is killing me, and I have a deadline. How can I get rid of this? I delete all lights, and I still see it on the geometry. I have a camera a way out, but I can't seem to change the scene settings to fix this.

median mural
barren crest
#

Thanks. I also found that I had things scaled x10 times out of the norm. I had the Bias maxed out. I fixed it by parenting to something then scaling the parent to 0.1

solid nexus
#

Is it just me.. or isnt there a 3ds max plugin for Datasmith Export?

#

Nvm

dusty gyro
#

damn going through the studio tutorials rn, these are pretty well made

#

and there's a loooot of videos to go through

royal osprey
#

?

#

what tutorials?

royal osprey
#

thanx

dusty gyro
#

learning a lot of stuff for scene preparation

dusty gyro
fair hinge
#

Hey folks do you know of any good resources to buy 3DS Max Arch Viz scenes? I need to find something decent to demo Studio with

dusty gyro
#

How about stuff from evermotion @fair hinge ?

#

their packs can be a bit expensive but they have some awesome scenes

#

There's stuff for UE4, but if you want to try out studio they have a lot more max scenes

#

I'm sure you could get very close results with lightmass

fair hinge
#

I was having a look at Evermotion really nice stuff quite expensive but I think I will go for it

#

Thanks for that

dusty gyro
#

no probs

#

If you want to do realtime stuff you might need to remodel/LOD their models though

fair hinge
#

Aye hopefully not too much work I just want to see how effective it is transferring all the data into UE4 from Max

#

maybe setup VR controller

dusty gyro
#

if you use the product viewer Template you won't have much to do regarding VR controls

#

I think there's an archviz template coming in the next updates too

#

PV is more for small CAD stuff

fair hinge
#

that template will be nice for sure

dusty gyro
#

@fair hinge do report back if the import of evermotion assets with studio goes smoothly, they have a few packs I'd love to integrate in our projects, like the industrial assets πŸ˜ƒ

fair hinge
#

sure thing

median mural
#

evermotion got crappy non game ready UV's sometimes

pale prairie
#

Ever motion has lots of game ready assets built for unreal engine

#

But they also have a lot of super high poly bad UV mapped ones meant for traditional renderers

dusty gyro
#

good thing UE4 munches on bad assets like a boss πŸ˜…

median mural
#

in comparison to what?

dusty gyro
#

Unity

#

I mean with Studio I've been importing CAD stuff pretty easily without much problem

#

(the problem is to optimize everything to get VR ready scenes)

median mural
#

have anyone tried vray for unreal?

#

it doesn't do baked lights right? Just to export and render if you chose to do that

#

well it's just not fair to compare it to unity πŸ˜ƒ

dusty gyro
#

is it even available ?

dusty gyro
#

oh

#

Well Unity is pretty much the only contender

median mural
#

how about all this realtime stuff for arch viz

#

and marmoset like software

#

keyshot

dusty gyro
#

these are rendering tools

#

Unreal is a game engine

#

`Once your V-Ray scene is imported, you’ll be ready to take full advantage of the VR capabilities in the Unreal Editor.

V-Ray for Unreal makes it fast and easy to create high quality, immersive VR.`

median mural
#

they bakes fancy lights somehow

dusty gyro
#

so you CAN bake Vray lighting ?

median mural
dusty gyro
#

I'm kinda confused

median mural
#

no bake vray lights

#

like light as a light that illuminates not shadows itself

#

oh no actually looks like it's just hdri

#

like sky sphere

dusty gyro
#

hmm

#

lightmass + hdri gives some good enough results imo

median mural
#

I think it's more use if it doing other fancy rendering with swarm like this gpu thing

#

so it's more for existing pipelines with vray to transfer to ue4

dusty gyro
#

I wonder if Vray could use swarm to do the renders ?

#

yeah

median mural
#

and I am looking for quality improvements with minimal steps πŸ˜ƒ

dusty gyro
#

arent we all :p

median mural
#

but this is interesting actually 2. Render ray traced images directly from Unreal

#

can be useful

dusty gyro
#

well if your projects are made with Vray

#

the transition is going to be painless

#

studio can convert Vray lights to standard UE lights too

#

that way if you want to do realtime stuff its gonna require a lot less transition work

#

same with materials and textures

median mural
#

And I am basically not doing first step. My modeling software cares only about texel density there is no light or materials πŸ˜ƒ

royal osprey
#

I really don't get why we would want to get Vray inside Unreal, the whole reason to use unreal for me was to get away from ray tracers..

#

(or more specifically their cruel render times)

vivid moss
#

You think that with the current lightmass solution that UE4 has is faster than Vray?

dusty gyro
#

apples and oranges imo

#

vray isn't only for lighting

vivid moss
#

I would like to have Vray for baking lights.

#

A lot. πŸ˜„

dusty gyro
#

and Vray is only to render images here

#

we're all dreaming of Unity's progressive lightmapper in ue :p

vivid moss
#

I didnt seem that impressive to me in their demo. :/

#

Its fast surely but the demo they had was too dark to see the real results from it.

royal osprey
#

Been playing around with the GPU lightmass solution and that looks really good and is much faster than regular lightmass on my home system, and a little faster on the machine at work.

vivid moss
#

In UE4 or Unity?

royal osprey
#

UE4

#

also tried it in Unity using Octane render

vivid moss
#

Yep, a lot good results from it.

royal osprey
#

results were awesome with octane, but took a long time

vivid moss
#

mhm

dusty gyro
#

I member seeing a lot of realtime octane related videos a few years ago

vivid moss
#

What kind of gpu card do you have?

dusty gyro
#

the truck one was impressive

vivid moss
#

@royal osprey?

royal osprey
#

980ti at home 770 at work

dusty gyro
vivid moss
#

Niice!

dusty gyro
#

when we get this render quality in full realtime

#

:mind blown:

royal osprey
#

like in the starwars demo you mean πŸ˜ƒ

dusty gyro
#

well the star wars demo is kinda small ya know

#

not much assets around

royal osprey
#

that was pretty awesome too. too bad it was done with unobtanium graphics power for now.

dusty gyro
#

it looks bonkers though

vivid moss
#

Wait for the realtime raytracing

#

Probably next year when the Volta gpus comes out commercially

royal osprey
#

I've seen a few examples, there was one even online, you would play around with the lights and stuff in a web page

#

Real time raytracing in html.. and that was like 6 years ago.

dusty gyro
#

rumours for new gpus are november now 😦

#

I think we're just gonna get a Titan V and call it a day

royal osprey
#

it was admitedly a very simple scene

vivid moss
#

2018?

dusty gyro
#

yeah

vivid moss
#

But guys you forget the real time reflections, they take a lot time to render realistically.

#

I think the demo was most focused on the reflections. XD

#

@dusty gyro Do you know what the price of the cards will be?

royal osprey
#

I don't really care about "realtime" as long as it's under a second per frame πŸ˜ƒ

#

I've been rendering out 4k from unreal, and I think it takes more time to save the images than to render them.

vivid moss
#

πŸ˜„

dusty gyro
#

Consumer cards should be around the current price, maybe a hundred or two higher

#

Prosumer cards though... no idea, around the Titan V maybe ?

vivid moss
#

mhm, I understand.

dusty gyro
#

there's so much rumours about GPU architectures, price drops and stuff right now

#

its impossible to make any prediction :/

#

I've been following rumours for 5 months now in hope to have a definite release window for the next gen architecture

#

our 1080 equipped pcs are taking a strain with the Vive Pro requirements

vivid moss
#

Yes, we have the same problem.

#

Tho it could be compensated with lower resolution output since the screens is higher resolution than the old Vive.

#

Performance wise*

dusty gyro
#

you would only benefit of the lesser screendoor, but its a bit of a waste 😒

royal osprey
#

I'll just say what we are all thinking: Damn miners if it wasn't for them we'd have decently priced cards instead of 1080 that are more expensive than a year ago.

vivid moss
#

Well, you are right. πŸ˜ƒ

dusty gyro
#

looks inside cryptowallet, few litecoins sleeping in a corner

royal osprey
#

/ me curses @dusty gyro

dusty gyro
#

I should have sold back in december

#

had almost enough to buy another 1080

royal osprey
#

some took a big dive

#

not enough t ho

dusty gyro
#

I'm still in the green, but yeah twas quite a ride

royal osprey
#

It's just wrong, raping the planet by wasting energy, wasting perfectly good graphics cards, and driving them out of the market just to make pyramid scheme money

#

in some no shame part of my brain I do wish I had invested in them sooner tho πŸ˜ƒ

dusty gyro
#

no kiddin

#

imagine, if you bought a year ago

#

and sold in december during the bubble's peak

#

x17 profits on initial investment

royal osprey
#

The only coin that makes any sense is otoy's unreleased render token. The graphic cards are doing actual 3d renders, and you get paid for them.

#

crazy

dusty gyro
#

anyways

#

where should I place our logo on the screen overlay ?

#

there's a bunch of view shortcuts on the right side

#

so that's a nogo

royal osprey
#

corners are generally less intrusive, so that leaves bottom left, top left

dusty gyro
#

gonna go for bottom left

#

nice, the overlay doesn't even show up T_T

#

stupid proprietary softwares

median mural
#

It looks better even without anything in it and I can't tell that about last one. Just space is better probably will be able to do something more pretty

dusty gyro
#

@median mural using the GPU baker ?

median mural
#

yeah

dusty gyro
#

Your corner shadows look a bit too low quality, how big is the density here ?

median mural
#

just started so very small

#

32 pxls

dusty gyro
#

with so few assets in your scene the GPU baker should render the lightmaps in a few seconds

#

even with higher res :p

median mural
#

64 by defult

dusty gyro
#

go red or go bust πŸ˜„

median mural
#

I will up the quality where I need it

#

No need to make things longer

royal osprey
#

that is sometihng I see a lot here, they want to see everything high quality from the start, before the intensities are even sorted out.

#

I have to insist to them to keep it fast till the end

dusty gyro
#

with the GPU baker and a good GPU it goes so fast Β―_(ツ)_/Β―

median mural
#

128

dusty gyro
#

is your directional moveable ?

median mural
#

I don't think I really need to go more

#

stationary

dusty gyro
#

I'd up that light angle a bit

royal osprey
#

our GPUs suck at work, it is the next item on the to-buy list. This machines were bought with traditional CPU rendering in mind.

median mural
#

What I really need is clipping plane in the cameras

dusty gyro
#

why ?

#

to get better shadow resolution ?

median mural
#

to make better shots

#

in a tight areas

dusty gyro
#

πŸ€”

#

are you using the cinematic camera ?

dusty gyro
#

yeah

#

you can reduce the near clip in the project settings

median mural
#

per camera

#

I need that per camera πŸ˜ƒ

dusty gyro
#

hmm

#

don't think you can without modifying the source

median mural
#

this why I am saying that this is what I really need from ue4 devs

royal osprey
#

There is a movie called Hugo, in the "behind the scenes" they have a shot where they physically move a wall so the camera rig can go there to get the shot they wanted.

dusty gyro
#

yeah you can do that too

#

hide walls

median mural
#

Bake light and then hide walls?

dusty gyro
#

you could even make a section box tool and use it to cut all your assets

#

yup

median mural
#

I feel like it will create light leaks

dusty gyro
median mural
#

from other stuff

dusty gyro
#

this is how I did it

royal osprey
#

in many cases you can go behind the wall without a problem, the problem comes when there is some kind of column, or painting or something else on the wall.

median mural
#

yeah this nice idea too

#

and other furniture

dusty gyro
#

that's where a section box tool works wonders :p

median mural
#

clip plane is a lot easier

#

section box tool?

dusty gyro
#

its using a simple blueprint, a material function inside the master material

median mural
#

it's something you get in studio?

dusty gyro
#

we made it from scratch

median mural
#

and it works alright with baked lights?

dusty gyro
#

yeah absolutely

#

its just a box clipping tool

median mural
#

oh you got to use special material on objects?

dusty gyro
#

materials are masked

#

you just need to plug a material function to your master material

median mural
#

yeah I see how you do that

royal osprey
#

nice trick

median mural
#

I can probably try that too

#

thanks for idea

dusty gyro
#

πŸ‘Œ

median mural
#

so you basically find this object and create mask from world position?

dusty gyro
#

setup is as following

#

I have an actor bp that serves as a gizmo to move the box around

#

There's a material param collection

#

with box location, size, etc...

median mural
#

oh hm ok

dusty gyro
#

all these parameters are updated in the construct

#

and are plugged to the material function with the collection

median mural
#

well now wait and I will do my implementation of the same thing πŸ˜ƒ

dusty gyro
#

aight πŸ˜ƒ

#

good thread to do the material part

median mural
#

thanks

royal osprey
#

you can change the near clip plane, just not dinamically

#

it's in project settings

#

requires restart

median mural
#

clearly I don't want to do that πŸ˜ƒ

#

I think masking method is best way to do what I want actually

#

and I am using layer materials now so it will be very quick change

#

they are buggy but very cool to use

dusty gyro
#

another shot of what the section box looks like

#

migrated from the house project in a few minutes

#

plugged it into the master material for that project, bam πŸ˜ƒ

#

I need to add the rotation suggested in that thread from earlier

median mural
#

just don't put movable lights there

dusty gyro
#

Why?

median mural
#

they will cast lights through mask

#

but actually you can make this box shadow casting and that will fix that

dusty gyro
#

Oh yeahgood call

dusty gyro
#

and Z rotation done

#

need to see how to do the two other axis now

agile reef
#

do you have a master material to create your scenes?

dusty gyro
#

best would be to have a master for each type of asset, ie props, props with transparency, foliage, glass, decals

#

and instantiate them

agile reef
#

but things like wood or marble

#

they share the same master right?

dusty gyro
#

well if you use the same texturing workflow between the two, yep

#

what software do you use to make your textures ?

agile reef
#

you just change the diffuse texture and bumps and etc

dusty gyro
#

y

agile reef
#

I'm just starting with archviz

#

I'm struggling a bit with my lightmaps

#

but once getting my mesh done I'm going to move to materials and lighting

dusty gyro
#

what are your problems with lightmaps ?

agile reef
#

they are overlapping

#

I saw a really nice tutorial about it

#

I think I know what I'm doing wrong

dusty gyro
#

can you share the actual UV ?

#

and the lightmap density debug too

#

should be in the render mode drop down, in optimization viewmode> lightmap density

agile reef
dusty gyro
#

right so either go for a higher lightmap resolution

agile reef
#

I need to work better the uv mapping in blender

dusty gyro
#

or separate your islands a bit more

agile reef
#

I'm using a formula

#

I don't know if its right

#

(1 / lightmap res) * 2

#

I will learn more in this subject along this week

dusty gyro
#

formula ? πŸ€”

#

for texel density ?

#

you can use the automated unwrapper in UE for lightmaps btw, no need to do them by hand

agile reef
#

I just saw a video of a guy doing this from blender to ue4

#

still learning

#

I will use the unreal unwrapper to see the results

#

I need to go to work right now

dusty gyro
#

good luck !

agile reef
#

thanks

#

along this week I'll post my progress

mellow crater
#

some organic modelling of mine brought into UE4 :

dusty gyro
#

@mellow crater sweet ! Using studio ?

mellow crater
#

nope, Rhinoceros. Had also a version with 2 columns at the "open" side of the tent-like roof structure, but without them it looks even more like the wind blew under the tent/roof.

dusty gyro
#

hehe

normal river
#

Hello everyone. I have a big problem. I do not know why, but when I use datasmith, Unreal changes all my static meshes into actors, and I can not reverse the change.

dusty gyro
#

@normal river there's an import option to change that

#

wait actually they removed the option at some point

#

I've just imported a model and I have both, some meshes are actors with a static mesh component, some are static mesh actors

#

care to show us the world outliner hierarchy ?

normal river
#

of course. Give me a second

dusty gyro
#

alright so no particular hierarchy or layering

normal river
#

No no.

dusty gyro
#

hmm

#

this is kinda weird

normal river
#

wait. Im doing the Datasmith importation in unreal

dusty gyro
#

I'm actually having a different behaviour with the import I just made

#

compared to importing full revit models

#

I can't figure out why its using actors for hierarchized stuff

#

and still using an actor for the latest child and a mesh actor for another last child

normal river
dusty gyro
#

now I'm confused

#

another test, and this one imports as static mesh actors

#

no hierarchy in max like yours

normal river
#

And how do you do that?

dusty gyro
#

hmm

normal river
#

T_T

dusty gyro
#

can you try to put all your meshes in the default layer ?

#

the one named 0(default)

normal river
#

Its in the default layer

dusty gyro
#

dang

#

do you use the latest datasmith exporter ?

#

should be 4_19_18_3

normal river
#

lets check....

dusty gyro
#

funny, the unreal plugin is 0.182

normal river
#

Yes. Beta Version 0.18

dusty gyro
#

and your max plugin is from this executable ?

normal river
#

Im start to think this is a joke. I cant change or resolve my problem T_T

#

lets check

dusty gyro
#

well studio and datasmith are in beta for a reason :p

normal river
#

UnrealDatasmithMaxExporter_4_19_18_3

dusty gyro
#

best would be to ask on the forums and wait for an answer from them

#

hmm

normal river
#

Thank you for your interest, despite everything

dusty gyro
#

no worries

#

I'm doing some testing

#

your meshes are set as meshes or polymeshes in max ?

normal river
#

I tried both. Poly and meshes. Same result xDDDDDDDDDD

dusty gyro
#

hmm what else could it be then

#

model was made in max ?

#

or another software ?

normal river
#

Im tried in diferent 3D Max versions. 2016-2018....same o worst resolt

#

All in Max

dusty gyro
#

are you using instanced meshes ?

normal river
#

No.

#

I am a weird case

dusty gyro
#

:p

#

trying out without hierarchy

#

dafuq

#

all meshes are the exact same, marked as edit poly, collapsed