#aec-visualization

1 messages Β· Page 5 of 1

dusty gyro
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oh hold on

normal river
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.....

dusty gyro
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have you tried to reset xform ?

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I've just done it on a mesh

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and it now imports as a static mesh actor instead of actor

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yep this is it

normal river
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No. But I reset, will I lost the map channel?

dusty gyro
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no non no

normal river
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No?!!!

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Ok

dusty gyro
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you won't lose it

normal river
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Lets try

dusty gyro
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save a backup just in case

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of your max file

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reset xform tends to do weird stuff

normal river
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(If you fix my scene I will buy you a house or something like that xD)

dusty gyro
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rofl, just a thanks is enough πŸ˜‰

normal river
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xD

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.....LOADING

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UUUUMMMMMMMM.....Almost. Now I have another problem xD

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Look

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The mesh has darkened and looks transparent in some areas

dusty gyro
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looks like flipped faces

normal river
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But you fixed the first problem

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Yes

dusty gyro
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are your polys facing the right direction in max ?

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reset xform shouldn't do that

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at worst its gonna change the pivot or transform

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but not flip faces like this

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and the mesh being dark/shadowed differently is probably due to the flipped faces

normal river
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....Let me check the direction poly

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Fuck! You are rigth O_O

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I have invert polys

dusty gyro
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hehe

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xform can do weird stuff

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but when it does, then something isn't right with the mesh in first place

normal river
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uumm

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Maybe

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Im goona try to fix this new problem

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firist of all, Im goona try to fix one or two object.

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I will write in a few minutes. Thanks a lot!

dusty gyro
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no problem, happy to help πŸ˜ƒ

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there's so few studio users in here

glossy creek
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I have a nice Unreal walk through scene and a idle Oculus Rift ready in my office. Client is visiting tomorrow, and I want to show a quick implementation of VR in the scene. What is the quickest way to get VR headset working in an unreal scene. Interactivity is not important. Thanks!

dusty gyro
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@glossy creek have you looked at the unreal studio product viewer template ?

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you'll have both 2D and VR in one package

glossy creek
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Yes, but its a lot to dig through to just figure out the relevant part that I need. This client visit is a surprise, because I am taking a step one through one hundred approach to learning blueprints.

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Oh wait, I have not LifeForLife, I was thinking about the VR template.

dusty gyro
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hehe

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the Vr template is a bit bare bones

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and it requires navmeshes

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the studio one though doesn't

glossy creek
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Bare bones is fine, and navigation can be left out for now. Just need to "copy and paste" the relevant blue print classes I would assume.

dusty gyro
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I'm not even touching the blueprints when its just to view stuff

paper night
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Hi there! I have a quick question for you guys.

dusty gyro
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I remove a few actors from the template scene, then add a sublevel with the things I want to show

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move a bit the player spawn and bam it works

paper night
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I'm working on the lighting for a scene in UE4 and i'm getting weird shadows whenver I bake the lighting.

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Any clues?

dark oriole
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Lightmap resolution not high enough.

dusty gyro
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low resolution lightmap

paper night
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Aight. How can I raise that?

dusty gyro
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in your mesh properties

paper night
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Okay. Thanks!

dusty gyro
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General settings > Light map resolution

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Also set the Min Lightmap resolution value to match your Lightmap resolution

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and press apply

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speaking of unreal studio template

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made in a couple hours

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model was from another project, had to remake some parts and lower polycount

glossy creek
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Cool, I

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I'll try and grab the settings* from that and paste them into my Unreal Studio Project.

dusty gyro
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@paper night found the settings ?

paper night
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Yep I have!

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Here's another question though: see that thin line in the shadow of the pillar? That horizontal thin line?

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Thing is, it's not in my mesh.

dusty gyro
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your UV is probably the problem

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oh wait

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the line on the ground

paper night
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Yep!

dusty gyro
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are you sure your mesh has all its vertices welded ?

paper night
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Nope. I'll ask the 3D artists.

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Is there any way to check that inside UE4?

dusty gyro
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it looks like there's another plane on top of the floor

paper night
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OH SHIT you're right. There IS a plane on top of the floor.

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My bad.

dusty gyro
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:p

paper night
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:U

disable its shadow casting. Thing's looking pretty now.

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Thanks a bunch for your help!

dusty gyro
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o7

glossy creek
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I have a shadows question. Despite having high resolution LightMaps, I will still often get shadows that I consider blochy, what else can be done outside of LM res?

paper night
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UVs?

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Your mesh might need a new Lightmap UV set

dusty gyro
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can you show us your lightmap UVs @glossy creek ?

paper night
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chances are your lightmap UVs are messed up, resulting in low res for the segment of the mesh you're looking at

glossy creek
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Not at the moment, working on something else to get out the door. I can tell you its a wall, and I flattened the UVW's in max, simple wall, verts sealed, no missing faces, etc.

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Shadows not terrible, just not on the level of vray or some of the top level Unreal ArchViz examples, like nutsnuts

dusty gyro
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@glossy creek What are your settings for lightmass ?

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the defaults are pretty crappy for archviz

glossy creek
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They are messed up now, because I've been messing with the GPU lightmass beta thing. I did production and 10+ bounces, etc.

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Pretty darn high, I had swarm agent pounding 10 or so machine slaves.

dusty gyro
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yeowch xD

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One skylight with HDRI, 10 bounces, quality at 6 and smoothness at 0.8

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Using Production quality and GPU lightmass

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one machine to render, (GTX1080 oc), does it in a couple minutes

glossy creek
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Yeah, I have a GTX1080 at home, and a older Titan Black here at work. Works wonders.

dusty gyro
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oh and scale at 0.1

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do you have a sample of your bad looking results ?

glossy creek
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ill load up

dusty gyro
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Right

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this may be caused by the GPU lightmass

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other users had the spotchyness I think

glossy creek
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That was baked before that I belive

dusty gyro
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oh really ?

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what is your resolution scale ?

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should be the first lightmass parameter

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"Static Lighting Level Scale"

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I usually put it at 0.1 or lower

glossy creek
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Yeah, I'm aware of it, just loading the scene now

dusty gyro
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you can also try to switch off the lightmap compression

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it'll take more VRAM, but can improve the looks

glossy creek
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I've messed with low settings on it, and at times had huge diminishing returns.

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"low" as in .2,.3 etc

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Okay, it is set to .35
Not 100% sure that is what I had it to when I did the bake above.

dusty gyro
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have you tried to bake the scene with the GPU lightmass ?

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maybe it'll give better results with less noise, who knows

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you're bound to have a little noise anyways

glossy creek
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I have, it was faster, but still shadows were not sharp

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4096 is my lightmap res!!!

dusty gyro
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woh that's way too high

glossy creek
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Yeah. I went for broke

dusty gyro
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2048 should be the maximum

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and in rare cases

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maybe you should split the wall ?

glossy creek
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The GPU render HATES very high lighmap settings, found that out the hardway

dusty gyro
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yep, it clogs the GPU vram

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unless you have a quadro with a lot of it you are bound to crash :p

glossy creek
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The problem I found with splitting the walls, is that it introduces problems where the walls meet, not to mention the shadows were still blochy, I have gone that route in test.

dusty gyro
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GPU lightmass should fix the first problem

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what is your Indirect quality value ?

glossy creek
dusty gyro
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holy fuck

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no wonder you have bad shadows

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xD

glossy creek
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LOL

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Bad unwrap?

dusty gyro
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you bet

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there's way too much stuff in that UV

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try to cut it into pieces

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lots of assets with lower resolution is better than a massive one

glossy creek
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Okay, I'll have to re-approach from the start, with all that I have learned. I have done test where my walls where not attached, but I should go back and try that test again but do it better.

dusty gyro
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see for instance

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the scene I posted earlier

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with the flat colors

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every cube is its own mesh

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every wall side too

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this is a bit overkill, but you get very clean light bakes that way

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and for walls I'm not going higher than 1024

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floors and ceilings, 2048

glossy creek
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I was under the assumption, referencing that scene animation above you posted, that walls should have all faces, to avoid light bleed.

dusty gyro
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And its well enough to get good looking results

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well there's an external wall

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I'm just hiding it to show the inside :p

glossy creek
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Oh okay

dusty gyro
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Looks like this from outside

glossy creek
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Yeah, nice results.

dusty gyro
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this is a one hour hackjob I made a few weeks ago

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to test out GPU lightmass and lighting scenarios

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when I told you about super simple UVs

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πŸ˜‚

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even with 2048px max for lightmap resolution, my screen is bright red while in lightmap res debug

glossy creek
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Yeah, I need to pair back down to test scenes to work out these issues.

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What I dont like about unreal lightmass, is that sometimes to reduce noise, it seems like adding light, is the nudged solution. For instance, the provided realistic lighting example scene of an apartment, looks nice and clean, take away a few lights, and the noise starts to show up.

dusty gyro
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well lightmass is a pretty old piece of kit

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epic really needs to bump up the algorithms used

glossy creek
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Yeah, I'm grinding my teeth coming from Vray.

dusty gyro
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at least now it takes skylight bounces in account, you were limited to one bounce before

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but you can't do realtime with Vray !

glossy creek
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No, exactly, everything is a trade off.

dusty gyro
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with how much epic is investing into studio

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I'd be surprised if they don't look at better light baking stuff in the next year or two

glossy creek
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I have full confidence in Epic going into this direction, as well as plug-in support making it better. So much so I've really pushed our company to embrace Unreal, VR, and spend time on it. I'll be going down to reighley north carolina for their epic studio learning thing next month, so - I'm all in!

dusty gyro
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oh you're attending the studio formation, nice !

glossy creek
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"Unreal Academy"

dusty gyro
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I wish I could go, but a trip from France to the US is a bit difficult to justify πŸ˜…

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yeah

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I'm pretty hyped about the new datasmith features in UE4.20 aswell as the Revit compatibility they just started working on

glossy creek
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Datasmith is making this whole thing possible, or else I wouldn't have bothered.

dusty gyro
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yeah

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I've been trying to import CAD stuff before datasmith

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it was a horrible process, very time consuming and not giving really good results

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plus performance for VR was horribad

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with DS and python scripting, we were able to make a few tools to optimize everything in a few clicks

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anyways, been greating talking to you, gotta bounce home !

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I'm always lurking in this channel, so if you have any questions don't hesitate to ask πŸ˜ƒ

glossy creek
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Thank you so much!

normal river
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Can someone help me? T_T

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I have this

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But I dont have problem with the same part in Max

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where is the problem?

paper night
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Yo, another question for you lot: why isn't Screen Space Reflection working for me?

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The floor has high specularity and low roughness, it works fine with a reflection cube

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but my SSR wont work.

dusty gyro
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@paper night using forward or deferred renderer ?

paper night
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Deferred

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i got it to work but now its looking kinda odd

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what gives?

royal osprey
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those are screen space reflections failing

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and yeah it does that..

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what you can do is add a reflection plane

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much more stable reflections with it.

paper night
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Oh that did the trick!

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Thanks a bunch, pal.

royal osprey
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up the "screen percentage" to get nicer reflections even

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on the planar reflection

paper night
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Now, planar's doing the job just fine, however it's not reflecting my atmospheric fog properly!

solemn hawk
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I believe the reflection planes don't reflect post process effects like fog? Not certain though

royal osprey
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hmm you could fake it by adding a sky or a large plane behind it

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it's plain white anyway so I dunoo if your fog is really doig you any favors

solemn hawk
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I would put a sphere with an hdri outside, that will allow your skylight to get better lighting from its capture

paper night
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I have added a Sky Light and that did the trick!

solemn hawk
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make it stationary, that'll give the best result

pale prairie
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You really want to stay away from SSR for arch viz

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There is a great evermotion tutorial on how to get good, clean, reflections in ue4 just google it

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On a different note you probably want to stay away from super shiny reflective materials because they generally look artificial and are rarely seen irl

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Your reflections should be subtle not blatant

gentle osprey
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Out of curiousity, is there a preference between bringing in lights from our original source (ie: revit - 3ds lights) or just using UE4 lights?

solemn hawk
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not really, depends on what you want to do. right now the auto exposure doesn’t work with correct camera exposures so the physically based lighting units are mostly useless for now

royal osprey
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it saves you from having to position them, that's about it

dusty gyro
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unless your project already has lights in the max file, doesn't serve any purpose

gentle osprey
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thanks!

gentle osprey
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nevermind.. helps to turn it back on

dusty gyro
dusty gyro
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if yall want some money from Epic by making archviz !

normal river
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I dont have error menssages or overlapping meshes

dusty gyro
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set your skylight bounces to 3 or something for starters

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how is your lightmap density @normal river ?

normal river
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Let me check

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Are you talking about the general adjustments of the world?

dusty gyro
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no no

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you know the view with the density (blue/green/red)

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looks like this

normal river
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Ahh ok

dusty gyro
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but tbh, even with low resolution its should still look much brighter than what you posted

normal river
dusty gyro
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hmm yeah it looks alright

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maybe the stairs are too high resolution and the back walls too low though :p

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but it looks like this isn't the problem

normal river
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Yes. I will change this

dusty gyro
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can you show us your directional and skylight parameters ?

normal river
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Of Course

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give one minute

dusty gyro
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no problem πŸ˜ƒ

normal river
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Ops sorry about the last picture xD

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Yes, I have to use paint, I dont have photoshop in this computer

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xDDDDDDDDD

dusty gyro
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good ol paint πŸ˜„

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you can use the capture tool !

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or sharex

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sharex works wonders to do fast uploads

agile reef
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windows + printscreen

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or F9 in unreal editor

normal river
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Thanks πŸ˜…

agile reef
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or even the snipping tool

dusty gyro
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@normal river have you tried building lights on a new scene ?

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or is it doing only on this one

normal river
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Yes... but I can do again.

dusty gyro
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also do disable the eye adaptation effects

normal river
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I tried more than 30 times, but I dont care one more xD

dusty gyro
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try to create a new project

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maybe something is fucked with this one

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try to also verify the files of your engine

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from the launcher

normal river
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May be its a datasmith problem??

dusty gyro
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could be

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never had anything like this though

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:p

normal river
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Never

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try to also verify the files of your engine
from the launcher

I dont understand this

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I have never modified the startup files

dusty gyro
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something may be corrupted somewhere

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just trying to iron out the possible problems :p

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when in your launcher

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next to start on your engine version

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there's a drop down

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and a verify button at the bottom of it

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(do close your engine first !)

normal river
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Ok

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All right, I'll do everything and return with the results

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Thanks a lot

dusty gyro
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no problem

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we'll find the solution πŸ˜‰

normal river
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Thanks Im so frustrated

dusty gyro
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I'm pretty sure its something that got changed at some point

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And fucks up with your baked lighting

normal river
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I begin to think that it is a gypsy dammation

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Do I have to have the debug part of the code?

royal osprey
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I had something like that happen to me, but only parts of my scene were black. Added a spherical reflection that covered the whole scene and it got rid of the black parts of my map, Unreal can be really strange like that.

normal river
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uuummm I will try this to

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But I had one of this big balls, and the result was the same. T_t But I will try again

royal osprey
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another thing, make sure your lights are static or stationary

median mural
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can you take a screenshot of your lightmass map preview?

dusty gyro
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@median mural scroll a bit upwards :p

median mural
dusty gyro
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oh, myb then

normal river
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Ok

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@median mural I have more than 100 maps T_T WTF? Is it normal?

dusty gyro
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depends, how many mesh assets do you have in your scene ?

median mural
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well at least there is colors there

normal river
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@dusty gyro more than 60

median mural
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also make sure everything is power of two

normal river
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Power of two?? I dont understand what are you trying to say?

median mural
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light map on every object

normal river
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The fact is that I put a light inside and it does not work either. xD

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@median mural How can i sure, that every object has ligthmap?

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But I cant see anything inside.

median mural
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Add post process

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and play with this value

normal river
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ok

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let me try

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Its look better, but at the bottom I cant see anything

dusty gyro
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something is definetly not right with the skylight

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try changing it to static ?

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instead of stationary

normal river
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@dusty gyro I will try

gentle osprey
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I know this is arch-viz, and I apologize if it's out of the scope of discussion here but it is for visualization of architectural projects! xD

dusty gyro
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@gentle osprey what is your glass material like ?

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also, sometimes you need to use cube reflections instead of sphere to get more accurate results

gentle osprey
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even with a box reflection and the center being outside, it pulls the reflections from inside the space

dusty gyro
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hah, its the material from that tutorial !

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I've found out that lowered refraction values work better

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as for reflections, you'll have to align and scale the boxes/spheres correctly, it takes a bit of tinkering but you'll get the results you want @gentle osprey

gentle osprey
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I think the only lower increment I can go on refraction is 0 for this instance but I may have to

pale prairie
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@normal river use alt + 0 to check lightmap density

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also if your UV maps are bugged it can give really wierd effects including black

normal river
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@pale prairie How can I Know it my UV Maps dosent work? Because, at the end of a render, I dont have any warning or mistake

gentle osprey
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If you edit the mesh, and look at your UV Maps, you should be able to tell

normal river
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Ok

gentle osprey
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if it looks more like the first image, you may need to repack your Lightmap in your authoring software

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I speak as having exactly 4 days experience in lightmaps and UVs

normal river
royal osprey
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"rkitect: I think the only lower increment I can go on refraction is 0 for this instance but I may have to" To disable refraction you have to set it to 1

normal river
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But sometimes they use channel 2 (messy channel) and Unreal never give me a warning or error I dont know why

paper night
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So, I decided to build the lighting for this...

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Resolution's at 1024

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what am I doing wrong?

normal river
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JA! Welcome to the club T_T

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You have skyLight?

paper night
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yep.

median mural
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is this BSP?

paper night
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yes

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its CSG

normal river
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HOW DO YOU DO THAT? T_______________________T

pale prairie
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looks good

paper night
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is BSP/CSG not supported by Lightmass?

pale prairie
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are you using SSR for reflections?

paper night
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nope

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planar reflections

pale prairie
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ah

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makes sense since SSR is always to noisy for me

paper night
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im not using SSR because my target platform is VR and SSR is kinda screwy with VR

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and that

pale prairie
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they look amazing btw

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really clean indirect lighting as well\

paper night
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Thank you!

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After working with lighting for 3 years in Unity and jumping to UE4, i'm pretty shocked: thing's fucking powerful

royal osprey
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planar reflections do work in VR, just limit yourself to one.

pale prairie
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yeah lol

paper night
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Yeah, that's what I'm using, dann

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I said that SSR doesn't work well with VR, not planar

royal osprey
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Last time I did a lightmap in Unity it came out fantastic, I used octane to bake it. it took a while tho.

paper night
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yeah, octane does wonders

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the progressive lightmapper has some serious issues tho

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Now now, important question: does UE4's BSP/CSG work with Lightmass?

pale prairie
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this is just a subjective opinion on my part, but I would recommend adding some sort of grunge or non-uniform noise to the floors specular

paper night
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ye i will, Alexius

a normal map will do wonders, too

pale prairie
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ah true

normal river
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I need a good tutorial. I touch everything but it doesnt work. I tried putting my whole scene in the Unreal tutorial files, but it didnt work. I did all the things I read and saw ... I do not know ... It's so frustrating ...-

median mural
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have you read Troubleshooting Guide?

normal river
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II read your message just in the moment that I send my message

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πŸ˜…

median mural
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@paper night so bsp resolution is strange

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might be your 1024 value is wrong value

paper night
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huh

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what the fuck

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lower.. is higher?

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LMAO lower resolution values yield maps with higher resolution

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what the shit.

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Thanks a bunch for the heads up, @median mural ! You saved me from going nuts here, man.

median mural
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clearly it's some math stuff we don't know they need to calculate it somehow

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but texel density would be easier to understand

paper night
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yeah, that makes more sense

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BTW, quick question: is there any way to change the resolution of all brushes currently in my map?

pale prairie
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Ive never heard of CSG before, but its generally better to replace your bsp's with static meshes

median mural
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and I have no idea how to use it

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last time I tried it was a mess

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I wish there was simple 2x button

paper night
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uhhh

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what's that ratio for?
what are the min max values for?

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how do I just like

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"assign all brushes to resolution 4"

median mural
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I wish it was x2 and /2 button

paper night
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Also, I just realized that my BSP brushes aren't receiving indirect lighting

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why is that? :r

median mural
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well they meant to be replaced by static meshes after you done with your level design

paper night
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I see.

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Is there any way to exclude these BSP brushes from the lightmapping process?

median mural
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make then static or movable?

paper night
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I decided to transform them into a static mesh but I don't want to delete them incase I feel like subtracting a door or a window.

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I cant. BSP brushes dont have that option

median mural
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well. I not sure I don't use them

paper night
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Aight.

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Thanks though. I'll keep looking.

mellow crater
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provides shade like a tent and refers to the sand dunes

paper night
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Nice.

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Hey, is it viable to use emissive meshes as area lights?

mellow crater
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i usually add light actors to control the light-sim more of the emitting material

dusty gyro
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new evermotion pack for UE looks pretty good !

solemn hawk
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Make your skylight stationary

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@normal river

normal river
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I spent more than 5 hours rendering in high quality. I do not want to think about the production time xD

solemn hawk
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What are you using for light baking? A quad core?

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It should take like 2 minutes to bake that scene

normal river
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I use a i7-4770

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Iis this a lower configuration?

solemn hawk
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The more cores you have, the faster light baking will go, something like an AMD threadripper (or intel i9* if you’re made of money) will greatly increase your build speeds, what did you set your lightmass settings?

normal river
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There is

solemn hawk
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Set static lighting level scale (the first one) to one, num indirect light bounces and num sky bounces to 10, and then reset the fourth option down.

normal river
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The thing its I made other test and I spent 12 minutes max and I dont know why I f I use this geometry the time increase a lot

solemn hawk
#

I’d switch your skylight to stationary, this will help your scene look much brighter.

If you have very high res lightmaps it will increase your bake time

normal river
#

Ok

#

I will check ans test again

#

Thanks a lot

solemn hawk
#

No problem, let me know how it goes πŸ˜ƒ

median mural
#

@dusty gyro have you tried blending movable things with gpu lightmass?

dusty gyro
#

hmm

#

nope

median mural
#

I am totally forgot that this is important

stuck crypt
#

Not sure if this is the right place, but I've got a trapezoid shaped wall and a square texture, and it looks to be warping my texture at a diagonal. Any ideas why? In blender.

median mural
#

@stuck crypt show your uv's and wire frame

#

i suspect it's messy triangulation on a ngon

stuck crypt
#

@median mural Nothing too tricky here, but the warp looks to be coming from corner to corner so I think you're right

median mural
#

you can subdivide the mesh to add some support topology

stuck crypt
#

Is there an easy way to snap to the edge?

median mural
#

manually enter values there or pixel snaping

stuck crypt
#

Alright I'll look into it further. Perfectly placed pixels doesn't seem to help but it's good practice anyways.
If I subdivide a few cuts it minimizes the effect, but I don't think that's the ideal route

median mural
#

you can also triangulate

#

also try to remove doubles but it's probably not this

stuck crypt
#

How do I triangulate?

#

That plugin looks like it'd do the trick

#

Haha the triangulate just swapped the distortion to the other diagonal. I'll get the plugin thanks!

#

It's probably because the whole surface is at a slight angle as well

median mural
#

@stuck crypt triangulate might help because it's more controllable distortion. Like you can't have unexpected distortion in 3 points. Polygon is divided into 2 triangles and you just don't know exactly there you will have your distortion
it's just something you have to deal with then you have 4 points

#

it's like a chair with uneven legs height. If your chair have 3 legs it's not going to wobble

median mural
kindred rover
#

hey everyone Im trying to build lighting and Im stuck all the time around 99% I dunno where the problem came from any idea ? swarm agent ?

median mural
#

It's gets finished eventually?

#

@kindred rover you can try looking in statistics chances are there is some big object.

kindred rover
#

nah not really thinsg looks right

#

it was fine two days ago

#

and today it doesn't work XD

#

@median mural

median mural
#

create a test scene everything can be fixed by test scene πŸ˜ƒ

dusk pelican
#

have you tried the gpu lightmapper? its great

median mural
#

yes

dusty gyro
#

as usual, GPU lightmass, only one HDRI skylight, "low quality" lightmass settings (3 bounces, scale at 1).

median mural
#

same

dusty gyro
#

starting to look very interesting @median mural ! πŸ˜ƒ

median mural
#

I am thinking about using planes as wall geo so it have better uv's and less unnecessary things like top and bottom thingy. Not sure if it will create light bleed

dusty gyro
#

what is your current res on these walls ?

#

if you don't merge all of them it should be alright

#

top view looks pretty neat

median mural
#

left one is 512 others smaller

#

need to implement your cutting thing

dusty gyro
#

oh I'm just hiding the ceilings :p

#

I mean the section box tools are in, but I'm not using them here

median mural
#

this exposes some strange unfinished stuff πŸ˜ƒ

dusty gyro
#

πŸ˜„

median mural
#

and also because I use stationary light there adds some light

dusty gyro
#

oh right

#

this is why there's some light coming from the sun where you removed the ceilings

median mural
#

so if I want pretty top views got to implement masking πŸ˜ƒ

#

how materials that can't be masked behave in you situation?

dusty gyro
#

:p

#

as in what kind of material ?

median mural
#

like translucent

dusty gyro
#

just multiply the mask by your opacity

median mural
#

but this task have very low priority for me atm so not sure then I will have that

dusty gyro
#

do it when you have some time for R&D πŸ˜ƒ

median mural
#

I like my Houdini generated stuff there most of the storage things made from same thing with parameters

#

but it's strange because I am making archicad/revit from ue4 that way

#

like this small table is actually wardrobe

dusty gyro
#

hah xD

#

reflexeption

median mural
#

how are you doing background?

#

mine looks a lot more pixelated

dusty gyro
#

hmm I'm using an inverted skysphere

#

and applying the HDRI to it

#

you have to set the LOD mip gen settings to "NoMipmaps" though or it'll be very low resolution

#

this one is supposed to be 4k (we have some 8k hdris) but displays ingame 1024*512px

#

hard limit in the engine I've been told

dark oriole
#

You can make it higher

#

The max resolution thing that normally makes it lower? Type in 4096 or 2048 and it'll actually increase the resolution for an HDRI

dusty gyro
#

you have to rebuild your own branch though no ?

dark oriole
#

Nope it's just a thing you can do

dusty gyro
#

hmm do you remember the command line ?

dark oriole
#

It's just in the texture editor

#

the standard one

#

double click the thing

#

I am also running windows at 1 fps right now so I can't do any screenshots, you just need to find it

#

RIP my CPU

dusty gyro
#

x)

#

aah

#

my eyes

#

before

#

after

#

thanks for the tip @dark oriole !

dark oriole
#

I'll take your word for it that it works, I can't open pictures. It's too system intensive! D:

dusty gyro
#

πŸ˜‚

#

it caps at 2048 though

dark oriole
#

(I'm exporting 38 UDIMs of 8k textures from substance painter, it'll be at this a while)

dusty gyro
#

muh 8k panos 😦

dark oriole
#

Well you don't want to use 8k panos for lighting anyway, right? And you can just use 4k plates for the backdrop

dusty gyro
#

yeah ofc

#

it looks good enough with the current resolution too, since its for VR viewing

#

@median mural you might want to check zero's solution for your sky texture resolution

median mural
#

@dark oriole you know that SP resolution independent? You can work in 1k if it's too slow and then export in 4k

dark oriole
#

I did.

#

I'm exporting 38 full texture sets at 8k. That's what's slow.

dusty gyro
hard oar
dusty gyro
#

color variation ?

#

not strand wise, more like some areas around trees or walls where the grass is a bit different

cinder remnant
#

Depending on the climate/season, grass may be brown where the sun shines longer during the day

dusty gyro
#

and your grass may be of a different height around trees/walls

#

maybe some grass patches here and there

#

flowers

gentle osprey
#

my grass looked like the face of a 12 year old trying to grow a goatie, so that image looked pretty good to me.

#

also, @dusty gyro , everything in the dentist scene is interactible and movable, right?

#

xD

dusty gyro
#

uuuuuuh

#

nope πŸ˜‚

#

all static and baked

#

made in revit, ported to UE with datasmith

gentle osprey
#

Someone gave me a demo hospital room model one time. Everything was movable, so you could throw the opertaing table and equipment out the window.

dusty gyro
#

hehe

#

I thought about making a chair with pivot points you can move around

#

but that would break the baked lighting

median mural
#

I wish we could just move baked lighting

#

I wonder what going to happen if you do.

#

I think it's probably something people going to notice less then quality of movable objects

#

oh shadows from the objects

#

that's the thing you will notice

gentle osprey
#

you can spoof it in baked lighting if you put the work into it

#

it won't be very realistic though

#

it will be video game realistic

#

which in a VR environment....?

dusty gyro
#

the solution that kinda worked, with decent results, was to bake lighting but let the interactive stuff movable

#

and then change the type of lighting sampler for the movable meshes

#

to not use point but another setting

#

that way it'll smooth the lighting based on baked data

#

still looked kinda crap compared to static though

pale prairie
#

@dusty gyro try VXGI

#

It definetly needs some optimization but it provides almost bake quality lighting real time

#

Your going to need at least a GTX 980 for VRz tho

dusty gyro
#

VXGI doesn't give as nice results though

#

this is why I've deleted the VXGI branches and went for lightmass :p

keen jolt
median mural
#

rules:
6. Strictly no advertising

dreamy sonnet
median mural
#

it at least makes renders faster

#

did those show up on lower settings too?

#

looks to me like just banding. So not enough bit depth. Might be wrong

#

can you show how you ctrl+0 looks?

dreamy sonnet
#

that is with his "ultra" preset

#

not on my pc right now, I'll see what ctrl 0 does later

#

@median mural

dusty gyro
#

@dreamy sonnet this isn't a normal result at all

#

is your UV tilted by any chance ?

#

ie the pixels are not aligned horizontally

dreamy sonnet
#

uh

#

could be

#

but even if we ignore those white dots the whole wall is really noisy

dusty gyro
#

yeah absolutely

#

built on production quality ?

#

try lowering the level scale to 0.1

#

I'd be curious too see how your UVs are btw

#

and how much merged meshes are in this scene for your walls

dreamy sonnet
#

I think the whole wall around the room is one mesh πŸ˜…

dusty gyro
#

well

#

there is your problem :v

#

split it into parts

#

and lower the resolution for each

#

a wall shouldn't have more than 1024px res

dreamy sonnet
#

it should have enough rolution tho, everything shows up as green / slight yellow in the density view

dusty gyro
#

hmm

#

that ain't enough for archviz

#

this is values for games

#

all my debug view is red on small scenes

dreamy sonnet
#

well it is meant for a game, but you walk around this room as a really tiny player so every artifact in the lighting is instantly obvious lol

royal osprey
#

@dreamy sonnet The most important thing for quick + clean lightmass in unreal is good UVs. But in your case that noise on the wall looks like it's either a compression issue or a shadow issue. First thing I'd try is to use non compressed lightmaps. (look for it in world settings)

dreamy sonnet
#

@median mural so I pressed ctrl 0 and nothing happened

#

gonna try the non compressed lightmaps later

dusty gyro
#

have you tried purging your swarm too ?

dreamy sonnet
#

what does that mean?

dusty gyro
#

in the swarm agent (the window that opens up when baking a lightmap) you can clean the temp data

#

sometimes it fixes weird behaviours

dreamy sonnet
#

interesting

dusty gyro
#

I'm pretty sure youre problem is UV related though :p

#

problems with lighting here are 90% UV related πŸ˜‚

dreamy sonnet
#

there is an island that makes no sense at all and so much wasted space lol

#

oh wait nvm. that's the ceiling

#

should probably be separate aswell

dusty gyro
#

yup

#

each wall, floor, ceiling of each room is a different part

#

if you merge everything you won't be able to get good results

#

and you will end in the territory of UV horrors...

dreamy sonnet
#

oh god what is that

dusty gyro
#

a terrain πŸ˜‚

dreamy sonnet
#

nice

hard oar
#

Looks like a citymap 🀟😎

hard oar
dusty gyro
#

looks good for a mobile target @hard oar

#

maybe you could get a little more performance by ditching SSR for cubemaps ?

#

toiletbowl lightmap could use a little more pixels :p

#

colors are a bit washed out

hard oar
#

about the colors, that's my client needs, so i had to apply what he desired hehe

#

ye true story about some parts which isn't that detailed, working on it too for the next update

median mural
#

People do you use source control for arch viz projects?

nova seal
#

Can archviz ue4 project (interactive scene) be opened on a web browser but without losing quality?

dusty gyro
#

not sure, shader model with webgl/html5 is a bit more limited than the desktop versions

nova seal
#

So it would be difficult to achieve this, right?

dusty gyro
#

Would require a lot of tinkering I guess

#

Never used the web side of ue4

nova seal
#

Is there an alternative option to pack a project that can be opened in all platforms? Not only windows or mac? And also, one scene is around 2GB can this be reduced?

dusty gyro
#

well you can open a project on any platform

#

a build though is another story

#

about the scene size, you an reduce it by using lower resolution textures and lightmaps

median mural
dusty gyro
#

sweet πŸ˜ƒ

#

it ain't that difficult yeah

#

the mesh capping part though...

#

is it handling rotation aswell @median mural ?

median mural
#

No didn't do that yet

#

I only need to cut one wall atm

#

also it works only on one material for now

dusty gyro
#

did you move it to a mat function ?

median mural
#

it is now

dusty gyro
#

:p

median mural
#

So what we do if we don't have any windows?

dusk pelican
#

have lights

median mural
#

it's looks to me that light bounces very poorly if there is no way to use skylight

#

Now I have strange workaround to add some

dusk pelican
#

an indoor skylight would make no sense

#

you could try having mesh 'lights' that actually just let skylight light into the mesh by effectively poking holes in the room

#

hidden windows

hard oar
#

are they resolving the point light (used with a source radius and source lenght) thing with 4.20? i remember that i had to turn the light shape 90degrees to build it correctly

dusty gyro
#

good question @hard oar I can test this out rn

hard oar
#

@dusty gyro oh nice it would be awesome if u already have 4.20

dusty gyro
#

so the point light length goes upwards

#

but it matches the debug cylinder

#

so I guess they fixed it ? πŸ€”

median mural
#

looks like I going to do some rotation after update

#

but this thing doesn't work with gpu baker so I jsut used emissive lights that work better with gpu baker

dusty gyro
#

yeah only works with the default lightmass

hard oar
#

uhm ok

dusk pelican
#

the gpu lightmass plugin doesn't work on 4.20 does it

solemn hawk
#

it's not compiled for it yet since 4.20 hasn't come out

dusk pelican
#

he doesn't do previews?

solemn hawk
#

I'm not going to speak for luoshang, but I wouldn't if I was developing it, previews change quickly and are buggy

vast wadi
#

does the GPU baker produce the volumetric lighting samples for dynamic objects?

dusty gyro
#

@solemn hawk in all cases luoshuang is now working directly with epic on lightmass, so he probably dropped the current implementation to focus on the now official stuff

median mural
#

well this will make me stuck on 4.19 then

#

until there is proper default version

median mural
#

gosh all those reflections is expensive

median mural
#

T_T cutting walls doesn't help reflections brake

dusty gyro
#

bake or break ? :p

median mural
#

I can't cull the door and have it in the reflection

dusty gyro
#

aah

#

how about changing the camera cull ?

median mural
#

yeah probably I should do that

#

would be nice to have it per level at least

dusty gyro
#

oooooooooooo

#

Metadata: User Defined Object Properties from 3ds Max, whether populated with data from Revit, or by the user, is now available in the Editor, or at run-time. This enables various workflows, such as finding all, β€œdoorknobs” and simplifying them via a Python script or using metadata at run-time to display relevant information when someone selects an actor.

dusty gyro
#

anyone with datasmith 4.20 and revit can test up the meta data import ?

#

I'm not getting any data 😒

dusty gyro
#

apart from the meta data stuff

#

the new reimport workflow works awesomely

#

being able to just reimport parts instead of the whole project is sweet

dusk pelican
#

🐫

dusty gyro
#

@dusk pelican ? πŸ˜…

dusty gyro
median mural
#

well it's looks painful

#

but this is probably the same files as blueprints for construction?

dusty gyro
#

until we get a proper revit plugin this is the only fast way of doing it

#

what do you mean by blueprints for construction ?

#

@median mural

median mural
#

ones you print and then give to construction workers and all

dusty gyro
#

aah

#

yep

#

this is for raw stuff

#

revit doesnt really work well for good looking πŸ˜‚

median mural
#

It's just to open the door my workflow is kinda faster with 1 button

dusty gyro
#

well the door stuff was just an example

#

I also changed its properties

median mural
#

probably depends on a change but it's not going to look amazing too.

dusty gyro
#

keep in mind that this kind of project on revit goes through the hands of a lot of people before me, and all of them are doing technical stuff related to building engineering, not archviz

median mural
#

I not sure what my point is πŸ˜ƒ

#

yeah it will be faster then building everything by hand first

#

all the walls as I do now

dusty gyro
#

when I try studio/datasmith stuff and ask for features like this, this isn't really aimed at archviz projects

#

its more about massive projects with thousands of complex entities

#

think industrial instead of artistic

median mural
#

yes I see. I wonder if you can automate this workflow with scripting so it takes one button

dusty gyro
#

once the revit plugin is released

#

we're gonna get reaaaally close to a one button workflow

#

right now only max is in the way

#

in the video I just use max as a way to export to .udatasmith files

#

not doing anything to the model in max

#

lets take this project for example

#

the revit file has everything needed to prepare the construction site

#

for the workers

#

but we want a nice realtime model to look around

#

and help construction managers to visualize the site

median mural
#

And all in VR. I see how faster 4 minutes workflow for this πŸ˜ƒ

dusty gyro
#

:p

#

exactly

#

I'm excited to see what kind of improvements they made with the LOD stuff

#

since our projects are very, very complex from a model perspective

#

our engineers dont care about realtime rendering performance

#

they care about getting all the needed details to build the project

#

doesnt look really sexy in max either

#

and some materials lost their colors

#

probably because these are not setup the right way

dusty gyro
#

and painlessly imported into UE4

#

the LODs do look a bit weird though

median mural
#

I wonder if I can turn off planar reflection update

dusty gyro
#

isnt that basically what cubemaps do ? :p

#

maybe there's a way to change the refresh rate of the plane

median mural
#

I can capture it manually

#

I think I will do that

#

capture reflections and then cut the wall

dusty gyro
#

yup sounds good

median mural
#

it's kinda sad and awesome in the same time that I need to do a lot of technical stuff to do arch viz in ue4

solid oxide
#

hi guys you guys seem like wizards with the ue4 lightmaps, im working on an interior and was wondering how big i should section off my wall mesh into seperate meshes

#

here is a picture of the interior in blender

#

its meant for a game, however you are a tiny character

#

i think zeblote was in here the other day about an issue with the interior so you might've seen this before

median mural
#

I separate every wall by corners

#

like this

#

your set up doesn't have volume to block light leaks so chances are you better not separating those and making good uv's would be better

solid oxide
#

the outside volume is hidden for visibility

#

alright cool thanks

median mural
#

try to render and then report about errors and stuff

#

start low to not spend a lot of time rendering issues

solid oxide
#

i guess i can sum it up

dusty gyro
#

uh

#

I actually know well the OP of that reddit post

dusty gyro
#

but am not sure what olivierJT said is still relevant yeah. 4 years is a lot

#

and he's making a game with a very non realistic style

median mural
#

And it's about not generated lightmap uv's

#

I am confused then I should say lightmap, lightmass or baked lighting. Wonder what is correct usage of those words πŸ˜ƒ

dusty gyro
#

lightmap = texture generated by the engine with baked lighting

#

lightmass = rendering engine to calculate lightmaps

median mural
#

isn't it swarm?

dusty gyro
#

baked lighting = process of baking lights with lightmass to create a lightmap πŸ˜„

#

swarm is the coordinator

solid oxide
#

or is baked lighting the final result

#

πŸ€”

dusty gyro
#

to coordinate computers when you have render farms

median mural
#

Well looks like I usually use it right

dusty gyro
#

:p

median mural
#

lightmass is most confusing one because it could be just called baker or something

#

and you want to say things like "how to calculate my lightmass"

#

but you actually calculate lightmaps with lightmass

#

this is what confusing for me

#

lightmass != lightmap but word actually doesn't sound wrong

median mural
#

well planar reflection trick I thought I can do not going to work

pale prairie
#

Im pretty sure light mass is just the name for the renderer

#

Just like how VXGI is the name for Nvidias realtime lighting

median mural
#

So I am not sure what happened but now my gpu light mass renders everything dark

median mural
#

masked materials don't play well with gpu lightmass...

#

or my box cutter implementation

#

and I tried to fix a thing in a different way. So now I am got to redo things =/

solid oxide
#

creates bad lighting artifacts along with it

median mural
#

@solid oxide I am lost here so your uv's change somehow after bake?

#

I wonder if I had this problem too but never actually try to make my light map uv's so neat

#

Can you show your meshes uv's?

mint herald
#

MY EYES!!!

dusty gyro
#

Dang is the studio support fast with tickets ! Got an answer back in a few hours O_o

blissful gazelle
#

Anyone know a good 3ds max discord?

dusty gyro
median mural
#

how that works? You can access it via blueprints?

dusty gyro
#

yep @median mural

#

still missing some stuff though imo, like accessing the references in the "datasmith scene actor" which acts as the coordinator for your datasmith import

median mural
#

So you can show data like amount of light in the room?

dusty gyro
#

if you had it in revit yep

median mural
#

and air

dusty gyro
#

yeah volumes for example

#

just a matter of filtering the right kind of data

#

heck I even have the heat transfer for some models

median mural
#

well it makes me want to do some stuff like you do

#

big and industrial πŸ˜ƒ

dusty gyro
#

:p

median mural
#

you can do some fancy presentations with that

dusty gyro
#

even with just the base product viewer you can do some nice stuff with the xray mode

#

could imagine doing a widget to display info on highlighted object

median mural
#

or quickly create cinematics with updatable information in a living project

dusty gyro
#

yeah

#

xray tool that is included by default

median mural
#

I see how it's good for your use case πŸ˜ƒ

dusty gyro
#

thats the tip of what we want :p

median mural
#

I need to learn how to match video to ue4 3d stuff

#

like overlay things

dusty gyro
#

as in mixed reality ?

median mural
#

oh yeah it's basically AR

#

huh

dusty gyro
#

epic released a template for this specifically

median mural
#

for studio or everything?

dusty gyro
#

nah everything

median mural
#

cool got to find project for that

dusty gyro
#

go in the learn tab in your launcher

#

scroll a bit down

#

should be the first one in "Engine Feature Samples"

#

blog post ^

median mural
#

I am actually saw that πŸ˜ƒ just need to learn it someday

dusty gyro
#

πŸ˜ƒ

marsh widget
#

Does someone know why some objects wont throw shadows all of a sudden? They are set to szatic, lights too, tried to import them to new scene. They even got β€œcast shadowsβ€œ activated and the lightmap resolution is high enough. I tried almost everything and i cant figure out whats wrong, for the life of me :(

cinder remnant
#

Did you bake light?

marsh widget
#

Yes ofc

#

Im still experimenting while we are talking what the cause might be

#

I have an older project where everything worked. Somewhere aling the way it broke or i just changed sth idont remember that is causing thid

median mural
#

@marsh widget are one sided objects?

marsh widget
#

No

#

Its a meshe, closed

median mural
#

it's some sort of strange material?

marsh widget
#

No

#

Its alrighr ty, i just went back to my old project, because i tried all and dont know what causes it. Thx anyway alex 😊

royal osprey
#

Unreal is weird like that.. I have spent 5 hours today trying to remove a black spot, like a shadow, from a chair and I just gave up. I have 15 clones of that chair, and all of them look great, just this one.. I have tried upping the lightmap res, tweaking the UV, moving lights, replace it with another clone, move it and rotate it a little.. the black spot refuses to go away.

gentle osprey
#

have you moved your change from your left pocket to your right pocket?

royal osprey
#

That must be it

median mural
#

I love arch viz process in ue4. It's naturally support that thing there you assemble everything for render in one file and create stuff and assets in another. Makes managing everything a lot easier

#

like sharing stuff between project was a bit of pain before for me

dusty gyro
#

yeah the migrate option is really nice

gentle osprey
dusty gyro
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have you updated datasmith ?

gentle osprey
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@median mural can you clarify that comment a bit? I still find it a pain to move assets from one project to another. I actually wish there was a way to make a shared asset between projects so that if I modify a material for the better, I can go back and easily use it in a previous project underway without having to migrate it from another project

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@dusty gyro yes, I updated datasmith exporter in 3ds to the preview exporter also

median mural
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well I am totally doing a bad thing and using one project for all my arch viz

dusty gyro
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I'm not sure you can do crosslinking with unreal

gentle osprey
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verified that 4.19 can still build a project succesfully with datasmith files

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maybe I need to reinstall 4.20?

dusty gyro
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this what you have ?

gentle osprey
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I'm pretty sure you cannot crosslink with unreal, and I can understand why as well.

dusty gyro
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4.20.0 datasmith plugin version

gentle osprey
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that's jsut what I wish

dusty gyro
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ooh you want to compile 4.20 stuff ?

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hmm haven't done it yet

median mural
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shared asset between projects
but apparently content plugins is exactly this

gentle osprey
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oh, is that my problem, that I'm building the packages?

dusty gyro
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your exporter looks like is has the right version

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well I have no clue if they changed stuff with the packager

gentle osprey
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@median mural true, but I'm not going to author a plugin just to connect to a shared network folder containing assets :]

median mural
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yes this is why I just use one project called Arch Viz and there is folders for every project I am doing now

dusty gyro
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yeah this is what I have for the material library too right now

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I just migrate it to new projects if needed

median mural
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So Arch viz is main thing
colored folders is projects

gentle osprey
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are you packaging EXEs for clients or just generating raw images to process and send to clients?

median mural
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I don't have any reason to create separate project atm

dusty gyro
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wait you have just ONE project @median mural ?

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dem load times 😐

median mural
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idk it's fast enough

dusty gyro
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well you have a lot less stuff in your projects than we do I guess

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since you do small scale interiors

median mural
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I assume that working on a big game is the same if I put all the arch viz in one folder

gentle osprey
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fair point

median mural
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yeah with packages you can just export folder of project if you need to

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like that

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to a new project for packaging

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it should export everything with dependences

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so every folder is basically a project but they are combined together for ease of use

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as I understand plugin is the same but you open separate ue4 instance and that might work good too. not sure if you need to restart if you change stuff

gentle osprey
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Coming from the world of worksharing in AEC it's hard to imagine a team of game developers working in this environment

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how do multiple people work on one project?

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I'm interested in that

median mural
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we have level streaming for that

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problem is that files are binary so most of the thing require one user to work on it
so if you use source control you block this file from editing by other people

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so you need to create things in small level chunks that can be worked by several people. So someone doing lights in the level going to use specific level that loads lights in the scene so this peroson only edit lights level in streaming levels

gentle osprey
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interesting. thanks!

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oh man.. if our network were so rediculously slow I would be trying this out!

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I have an intern who desperately wants to get into this VR development, but it's tought o supervise AND get work done at the same time without something like this

median mural
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I am not sure if it possible to see changes in real time

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at least with git you will need to download changes and then reload level

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and it will not lock files for you so there might be issues

nova seal
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I want to make a 360 panoramic video of my archviz scene so it will be able to open on YouTube. I did some research and I found that the way to do this is to enable the MovieCapture plugin. Is this the only way to do this, because the documentation is from version 4.13 and it seems a bit complicated, or there is some easier way?

gentle osprey
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photo or video?

cinder oriole
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how to lower shadow bias without getting artifacts??

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when using dynamic lights

nova seal
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@gentle osprey Video.

orchid sluice
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hey folks

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so i do archviz, but i'd like to discuss bp issues i am having, a bit of dilemma here or #blueprint channel πŸ˜›

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or both

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i lean to bp, but just came to check anyway

glossy creek
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I'm looking for the best way to change the materials on multiple static mesh walls. So far, my solution was to select all the walls I want to effect, and drag it into my BP. Not very effective. Is there a way to group a set of SM so I can refer on them in the BP. Or is there a whole 'nother way to go about it?

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I should clarify my question. This is for a interactive walk through, so white wall, blue wall, etc. Looking for the best way go reference a "group" of SM.

dusty gyro
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@glossy creek there's multiple ways to do this ! πŸ˜ƒ My method was to store these groups of meshes into an array via a structure (the STR was made of a name, an array of mesh actors/components references, and an array of materials). When you raycast your mesh, you can get the group name associated with it, as well as all the available materials for that group !

glossy creek
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@dusty gyro Thank you! I'll look into that!

gentle osprey
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This is the problem I was trying to resolve by continuing to use DAE files which groups meshes by material from the revit export