#aec-visualization

1 messages · Page 6 of 1

glossy creek
#

@dusty gyro, okay, I'm stuck - looking for how to go about making an array of static meshes, where do I start?

dusty gyro
#

never done some blueprint coding before @glossy creek ?

glossy creek
#

I've just started. I went down to the Unreal Academy last week, and began my education. The concepts are not alien to me, I have some history in programming, etc.

#

But yeah, I'm a newbie!

dusty gyro
#

basically when you create a new variable, ou have a little button next to the type

#

you can click on it and change the storage

#

as shown in the link you've sent me

glossy creek
#

Is that something that would be created in the level blueprint, or a new class?

dusty gyro
#

better to do it in a new class/bp

#

that way you can reuse it on other levels

glossy creek
#

Is there a quick way to add all my static meshes to an array, instead of clicking the "+" and typing in the number of the mesh?

dusty gyro
#

you can place a Get All Actors with Tag node

#

and tag your objects with something like "group1"

glossy creek
#

Thats pretty cool!

#

Okay, so what does the "Out Actors" feed into? Add items to array?

dusty gyro
#

you can add your actors to the array with a forloop

#

or just play copy the out array into your array

#

with a set node

glossy creek
#

Sigh, still stuck. Sorry for all the questions. I understand the concepts, just the execution is all new to me.

#

So I understand what I am doing better, this get all actors with tag, what exactly is it outputting? Is it an auto index array of each actor nodes ID?

#

And I'm going to avoid forLoops for now, so I would rather go with the "set node" route.

vivid moss
#

You need to make one array variable that references Static mesh actors. After the GetAllActorsWithTag put a ForEachLoop. Connect the newly generated array variable you created to the Add node and the result from the ForEachLoop to the singe input of the array.

#

Oh now I read that you want to avoid for loops...

#

You are outputing the actors that has the tag.

#

I dont know what you are trying to do...

dusty gyro
#

well if you want to avoid loops... you can use map arrays I guess ? And use the find by key node

vivid moss
#

But why not using for loops? You will only execute this once at BeginPlay.

#

@glossy creek

#

And btw you tagged the actors on the wrong place. Make sure you make the tag on ActorTag not ComponentTag.

bitter pine
#

hey, i am using 3ds max with turbosmooth and mesh smooth but when i export to ue4 it becomes low poly

#

anyone @ me if they know how to slove it

royal osprey
#

If you want to keep the base geometry as is in max you could use tesselation in Unreal, not sure if it will smooth it or just subdivide it, I haven't played with tesselation much. The other alternative is to freeze your geometry in max, I am not familiar with max but in other software you can "apply" the modifier so it's no longer a modifier and it alters the geometry itself.

bitter pine
#

i cant see an option called apply modifier

royal osprey
#

it's called collapse in max I'm told by a co-worker

#

right click on modifier and select collaps

bitter pine
#

ok

gentle osprey
bitter pine
#

@gentle osprey what do you mean?

dusty gyro
#

@gentle osprey shadow distance in the directional light settings

#

I KNEW IT

#

I'm not crazy, the python examples on 4.20 were not setup right on epic's end 😂

#

ah also check your Studio exporters for max and sketchup, its been updated

gentle osprey
#

@decode we're inside in this picture but it looks like the build is open halfway through.

#

@dusty gyro , thanks I'll check that!

dusty gyro
#

@gentle osprey check the solution I posted on the thread

gentle osprey
#

Will do. Working in it of the house this morning (actually prepping for DMing my DnD session tonight >_>. Don't tell my boss)

dusty gyro
#

😂

glossy creek
#

How do I stop unreal from taking my mouse away once I click it in game. I'm trying to do a menu only interface.

#

Nervermind, its done via a custom PCC! Figured it out! Sorry for dumping simple questions, boss wants to see stuff pronto fasto.

gentle osprey
#

be sure you charge pronto fasto rates if you're getting it done ;]

gentle osprey
random totem
gentle osprey
#

man, I need to figure out how to make pallete interfaces like that!

dusty gyro
#

@random totem very interested by your plugin 😃

random totem
dusty gyro
#

I already signed up with my pro email today 😉 @random totem

random totem
#

Awesome!

pure sinew
#

Hello everyone! I was wondering if anyone has looked into building lighting from several levels in one go? I.e. queuing up the workload on network Swarm. Thanks in advance 🌞

dusty gyro
#

@pure sinew try to look into sublevels 😉

#

if you have a main level, and multiple sublevels, you can bake all the sublevels by baking the main one

pure sinew
#

hm.. that might be a solution, but we already have loads of levels with sub-levels, I think we did it that way originally because of some issues with packaging the project. Might be worth looking into more though, thanks 😃

any idea if a queue system works for Swarm agent?

dusty gyro
#

no idea :/

#

I know you can bake levels with a console command

#

but never really looked into it

pure sinew
#

ok, thanks anyway though 😃

deft oasis
#

Are there any limitations to using sublevels?

native perch
#

how can i rid of flickering?

#

simply every block of this static meshes have 10x100x100 dimensions

#

every next block placed just +10 by Z axis

#

and some kinda weird flickering appears

deft oasis
#

^might be overlapping meshes
Try adding each new block by 10.1?

native perch
#

yep

#

no difference

#

if i pick 10.5 its gone away, but distance between meshes already visible

#

i googled , some say to change bound scale in Rendering tab, but no difference

deft oasis
native perch
#

i created Cube in blender , but after watching this video , im not sure about lightmap i created

#

Thanks , @deft oasis for video

#

can you please check lightmap and uv unwrapping, am i done it correctly?

deft oasis
#

Unfortunately I can't check it for you as I don't have an internet connection at home right now
If you did it as they did it in the video then it should be fine

native perch
#

ok , thanks anyways @deft oasis

bitter pine
#

hey anyone know how do i make a high quality 3d character without 3ds modelling and which is free?

cinder remnant
#

^ How do I make magic without using magic?

dusty gyro
cyan ether
#

anyone know how to get granular bp access to archviz character? i've been struggling with this for a long time, i love its smooth movement, but it has some settings i want access to to change, such as walk movement slowing down when camera pitch reach peak + or -

sharp sorrel
solemn hawk
#

@cyan ether you can access the movement component of the pawn

cyan ether
#

yes can access the entries to change things, but seeminly not any bp level control

#

i'd be happy to scrap it if i knew how to replicate the smoothed out controls

solemn hawk
#

I know they're exposed on the first person pawn, not sure about archviz pawn though

cyan ether
#

ya, i think i'll persist with trying to mod the first person pawn over time

#

to get dampened rotation and movement

#

its less compromised and most tutorials and documentation assume you're using that

feral cradle
#

Hey guys im interested in making some artviz models to sell what do you guys need or want most?

cyan ether
#

probably light fixtures

#

ornate and modern

solemn hawk
#

so I imported an fbx scene into unreal because I need my items named in the content browser (not just numbers from datasmith) but I also want those assets placed directly in the level instead of in a blueprint.

However, you can't just copy items in a blueprint and paste them in a level. Anyone know of a workaround for this?

gentle osprey
#

Are the items nested below the BP in the hierarchy?

#

Also, did you mention this in the datasmith forum? That's a good idea for future development.

#

It seems too that you may be able to use the datasmith information to work with the asset metadata for identification instead of the import value if that is something valuable to your workflow.

dusty gyro
#

@solemn hawk have you updated to 4.20 studio/datasmith ? You can now dragndrop your imports and it places them directly in the level with the proper hierarchy. Also it uses mesh actors attached to dummies, and no blueprints.

solemn hawk
#

Omg that’s so cool!

solemn hawk
#

Is substance source crashing anyone's engine right now? when I try to open the substance source browser it's crashing my projects

half knot
#

Hopefully a simple fix but does anyone know why these object appear light when they shouldn't?
i would think they would look like the object im pointing to in blue
they all have the same material
Any suggestions?

dusty gyro
#

do you have a proper reflection capture in your scene @half knot ?

gentle osprey
#

I like that stone and marble material

sharp sorrel
tribal sluice
#

Get rid of those leaves, at first I thought my moniter was failing or something

#

Otherwise, I think it's looking great.

sharp sorrel
#

@tribal sluice thanks

tribal sluice
#

Wow!

#

Just Wow!

#

That looks amazing.

sharp sorrel
#

@tribal sluice Thanks. I am still changing it up.

hard oar
#

@sharp sorrel well congrats! what i think is that you need to give your image a better shadow play. watching the second image you sent, shadows are way too light in some points (as in the columns on the left side). saying this cause you could give your image more effect and meaning by giving importance to the light beam and the "altar"

sharp sorrel
#

@hard oar Thank you, will see if I know how to do that technically speaking

hard oar
#

in short words. i would give a "light importance" to the light beam and altar and a "dark importance" to the rocks. this does not mean that rocks have to be black, but bit darker, just to give a good line to the image

sharp sorrel
#

@hard oar something like this?

dusty gyro
#

@sharp sorrel This is really neat and all but... Is it really archviz ? 🙄

sharp sorrel
#

@dusty gyro not per say, but in arch viz there is a lot of lighting, thus relevant to get opinion and feedback.

dusty gyro
#

hmmm

dark oriole
#

That's really stretching it

dusty gyro
#

feels a bit weird to see fantasy stuff in a channel where we mostly talk about architecture

#

#graphics #work-in-progress or even #lounge if you want to post iterations every x minutes would be more appropriate imo

dark oriole
#

#work-in-progress would be the most appropriate unless there was a specific technical question, just getting feedback should stay in #work-in-progress

sharp sorrel
#

@dusty gyro Maybe, I will post my lighting for arch viz then if it has to be specifically real 3d model of interior and such. The process is still the same.

still adder
#

Hi peeps! This seems the most relevant place to ask. I've barely used stationary or static lights so far due to the nature of the scenes and projects I've been working on. However now that I do have to use them, I'm running into an issue. I've got a Scene with a nice reflective polished floor, and I have a few cabinets that have glass surfaces. These cabinets are scattered across the place. I've placed one big sphere reflection capture. It catches the reflections on the ground really nicely, but on the cabinets, the sky is reflected in a way that it's incredibly bright, we cannot see through the glass anymore.

#

Any ideas to work around this issue?

royal osprey
#

I came across a video explaning reflection capture spheres and they recommend using one with a large influence radius for the whole scene, and smaller ones for different rooms of your level. if you want more realistic reflections on flat surfaces you can use a planar reflection (and enable it in prferences) This is very resource hungry, so for a realtime application it has to be used sparingly.

still adder
#

The one big reflection capture provides just fine for the mentioned parts, it's only screwing up the glass cabinets. Planar reflections are pretty much out of the question, since they render the whole frame twice. We are working for VR and due to the density of objects and the required visual quality, we cannot afford that.

royal osprey
#

One trick I have used in a similar situation was to use geometry outside of my room to reflect that instead of the sky, won't work if you are also stepping out. To get better glass materials it's a good idea to use a fresnel node to control the reflection. so it's more reflective at a steeper angle and less reflective looking at it straight ahead.

still adder
#

Thank you, I'll delve more into the material then 😃

royal osprey
#

also, for panes of glass don't use refraction

#

in real life it's hardly noticeable on flat glass and it causes all kinds of headaches in Unreal.

still adder
#

I'm not using any refraction at all

#

Just Roughness + Spec + Opacity and an Albedo

royal osprey
#

all right just making sure

still adder
#

Placing small reflection captures around the cabinets does make them better, however there are still some strong reflections from certain objects, and the only thing I could do to make it better is to exclude said objects from being captured by reflection at all

royal osprey
#

Reflections is the biggest hurdle right now for me in Unreal, multiple reflective surfaces like in a fancy bathroom, are a challenge.

modest bough
#

I made a material customizer system for Realistic Renders, opinions?

glacial dock
#

👌 👌 👌

hard oar
#

@modest bough wonderful! will you sell it on the marketplace?

modest bough
#

@hard oar Oh i never thought about it, i havent sold anything on the marketplace before, do you think there would be interest?

hard oar
#

Oh depends which features there will included. I'm studying to create one on my own and it's not easy :p very good job for now @modest bough

tribal sluice
#

So someone, please tell me.

#

What is Arch-Viz?

lone shale
#

Architecture Vizualization

#

It’s at the top of your screen.

tribal sluice
#

Alright, I'm going to architectural design classes this fall and I want to have some cad expirience before hand, you guys know some good (and free) cad programs that will work well with ue4?

royal osprey
#

Epic came out with a tool called DataSmith that is geared towards getting CAD data into Unreal, but I'm unsure if it works with any free packages. We have a time tested workflow that was stablished way before DataSmith came out. We use Draftsight (free) to convert the 2d CAD drawings that we get from clients to .dxf Then we take the dxf to our 3d software of choice and extude the walls up and prepare it for Unreal. Our 3d software is not free, but you can use Blender, wich is great and free.

gentle osprey
#

So conceptual Arch-Viz is not discussed here? Good to know.

hidden star
#

Archicad

#

You should be eligible for an educational license.

simple pebble
#

looking to improve my material workflow in the early blockmesh stages

what is the easiest way to assign materials and colors in maya. IE not making like 15 shaders of 15 colors and assigning them to selections

looking for something close to a tool we use at Naughty Dog where you can select a group of faces then either assign a color from a picker of pallet

dusty gyro
frosty gull
#

Hi, I have big problems rendering sequences with media texture videos in it, it's totaly unsynched. Any suggestions ?

hidden star
dusty gyro
#

whats this @hidden star ?

hidden star
#

Villa I modelled out

#

it floats because I haven't got round to doing the terrain yet 😄

dusty gyro
#

:p

hidden star
#

yeah 😄

#

until then, enjoy the floating villa 🙃

green pulsar
#

Anybody have any idea whats going on here? I bought a pack of these in the marketplace. On the editor it looks great. It's already baked. But when I'm inside the game (in this case on VR) it looks like sh*

#

.. Now I closed UE and opened it again, and now it looks like this on the editor too

#

nevermmind.. It started simulating for some reason. Which means that it only happens when the viz is being played

small spruce
#

@green pulsar What material is on your lightswitch?

#

And are there any runtime parameters on it?

#

I have an Arch-Viz scene in .MAX format (containing meshes and textures) that I need converted to FBX. I suspect at least one of you awesome Arch-viz chat peeps has a license for a fairly recent version of Max. If anyone would be willing to help me out please message me on discord. I'd be willing to throw a bit of cash your way for the trouble.

dusty gyro
#

@small spruce pm me and we'll see how we can help you

hearty rock
#

can anyone clarify what datasmith is is it a way of taking an architects 2d auto cad or Revit plans directly into ue4 or something else I'm trying to score a job at an architects and looking for a simple solution to transfer their work into ue4 cheers guys

dusty gyro
#

@hearty rock so far you have to get your Revit model through 3dsMax then export it to datasmith to get it in unreal (or go FBX, by that's a lot more work)

#

at some point they will release a native Revit addin to send it directly to unreal 😃

#

about 2D plans, this is not supported

#

I'm not sure how they would do it, and why you would want to import 2D stuff in a 3D rendering engine 🤔

hearty rock
#

i can see that i can take a model from Revit to unreal as a fbx which puts all the separate walls etc. into unreal at the right scale and as a full building and also a 2d model from revit can be put into 3ds max for further manipulation so I'm not really sure what data smith is for

dusty gyro
#

datasmith is a workflow tool

#

that allows you to import meta data, customize how your import your models, etc...

#
  • lots of substance materials for archviz
#
  • custom support
#

python scripting

hearty rock
#

ahh ok thank you quick question i have a b.a. in games design but i am leaning more towards architecture how difficult would it be to do my masters in architecture would it be impossible at the mo I'm just getting used to Revit but i know nothing about load bearing /engineering etc.. i have always worked with 3ds max for modelling so Revit seems bit easier but I'm just playing with Revit at the mo

lucid orbit
#

so what 4.20 actually helped for archviz besides dof/studio?

gentle osprey
#

@hearty rock TO GET YOUR MASTERS IN Architecture you would need to take structures classes, history classes, design theory classes all specific to architecture. I would be highly suspect of any architecture schools which would transfer your game design credits in for architectural studio credits.

#

feel free to DM me with any questions about arch school, as I don't think that would be part of #aec-visualization scope.

dusty gyro
#

@lucid orbit afaik they improved performance for translucency with VR ? 🤔 Havent tested it yet though, still deep in the new Studio stuff.

hard oar
#

Anyone know if the solved the Lumen issue on 4.20?

dusty gyro
#

@hard oar what kind of problem was it ?

hard oar
#

Lumens intensity was out of control in 4.19. I mean that it wasn't corresponding to real Lumen intensity

royal osprey
#

For me the best addition to 4.20 is the area light, and fixing the camera rotation bug when working with cinematics. (that was technically fixed in 4.19 but I skipped it)

hard oar
#

I am designing a cloth shop and I need many spotlights.so I need precision and can't work with area lights into that

dusty gyro
#

can you give me some values @hard oar ?

#

I'll do some screenshots for you if you want

#

just noticed I had some nasty rendering artifacts when moving around lights with IES O_o

#

@dark oriole had this kind of stuff already ?

dark oriole
#

Yes, confirmed fix for 4.21

dusty gyro
#

ah nice

dark oriole
#

Any type of stationary or dynamic lights in forward rendering have that problem

dusty gyro
#

looks like some kind of buffer issue

#

good

#

this was here since 4.18

#

damn

dark oriole
#

And nobody noticed it, somehow, until I randomly decided to turn on forward rendering and spawn a single light

#

Somehow I suspect forward is not the most popular feature

dusty gyro
#

:/

hard oar
#

I have 50 static spotlights in my shop and in real life the are all between 14-20 W. So it will be around 1300-1900lumens each. If I set my spots with real Lumen intensity, I got a whole white build

#

Now I am scaling them down checking for the right intensity

dark oriole
#

The difficulty with using real world values for lights right now is you also need to decrypt the nightmare of exposure settings

dusty gyro
#

exposure in UE is such a hit and miss

dark oriole
#

And got a total redesign in 4.19

#

So all we knew to be true is up in the air now

#

Daedelus made an hour long rant video about how hard it was to use properly

hard oar
#

I am trying again scaling lights by 0,01

dusty gyro
#

building some tests with your values

#

but it does seem bright

hard oar
#

Ok so with 50 spotlights, set them to 20lumens (instead of real 2000) looks good

#

I didn't touch Exposure for now

dusty gyro
#

best would be to change the exposure values in your PP volume to 1min 1 max

#

do your lighting tests, then tweak exposure

#

god I already miss GPU lightmass on 4.20

#

this is the result with baked lights

#

I used different IES on each, but the intensity is set as 1300 lumens on all of them

#

attenuation radius is 500, lights are placed 300 units (3meters) above ground

hard oar
#

It looks too bright to me

dusty gyro
#

values still fucked then

#

do you have any IES profiles ?

#

you could use the intensity of these instead

#

although it might still not work 😅

hard oar
#

Do static lights support ies?

#

I use them just on stationary 😱

dusty gyro
#

yeah static works

#

but well, you cant power them off after the bake, gotta use lighting scenarios

#

wait you use stationaries with that much lights ?

#

how about overlapping ? O_o

hard oar
#

Nope I use stationary on other scenes. Not in this kind of archviz

dusty gyro
#

ah right

#

shame IES wont work on movable lights

#

you can still use stuff like light functions to fake IES profiles I guess

hard oar
dusty gyro
#

woo looks overbright as fuck

hard oar
#

Can't take screenshots sorry. Just pick from camera cause it's not my pc

dusty gyro
#

rofl

hard oar
#

I can work with exposure now I guess

dusty gyro
#

exposure makes a lot of difference

#

I've had better results going for lower light intensity then tweaking it with exposure though

#

rather that going from too bright lights

#

you loose a lot of shadows

hard oar
#

Well in there is all white except for the floor. I still have to import materials

dusty gyro
#

keep in mind if your walls arent white your lights will bounce differently

hard oar
#

Aye true. I'll try to lower intensity down a bit too

dusty gyro
#

also you need a high bounce count if you want nice lighting

hard oar
#

Ye but still waiting for the material list from the client 😂

dusty gyro
#

😅

#

exposure compensation at 2 on the first screen, 1 on the second

#

min/max brightness of the exposure at 1 instead of .1 and 2

#

makes a world of difference

#

this scene has no light other than the skylight HDRI btw

nova seal
#

Hello, I need a little help. I'm working on a archviz exterior design. I've modeled the house in AutoCad Architecture and imported to 3Ds max for some mesh editing. When I import the "roof" model in Unreal I get this meesage...

#

I do the UVW unwrap by hand but still the same error appears and the texture that I apply doesn't appear in Unreal.

lucid orbit
#

datasmith exporter plugin doesnt work with sketchup make?

dusty gyro
#

@lucid orbit they are in discussion with the sketchup team to see if it can be done, but for now yeah, Make isnt compatible

lucid orbit
#

oh great

#

business 😦

dusty gyro
#

:/

#

move to revit 😄

#

or plain ol' max

faint phoenix
green pond
#

That looks like an absolute mess 😫 I can't follow some wires XD

#

Nice end product though

#

but sheeesh

dusty gyro
#

cant you do something similar... with a lot less nodes ?

weary saffron
#

Even if not, you still can copy them and paste into .txt file and then drop right here 😃
or even a whole .uasset (maybe its not to big)?

plush frost
#

I have no clue what most of that even is. Looks cool tho.

#

end product not mess

turbid lotus
turbid lotus
#

this is the log

#

please share me what could be possibly wrong ? I just created a new level and build the lighting

weary saffron
#

"LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off. "
I would focus on the last one: "Compile Unreal Lightmass."

hard oar
#

In 4.20 by default, mesh were indexed on UV channel 0 so you need to change it to the right channel

#

In 4.20.1 this looks to be solved, at least for me

strong yoke
#

does unreal studio support blender , like any real time stuff?

#

or never

dusty gyro
#

@strong yoke no blender support for now

#

but you can still use the FBX workflow, which is standard ? ¯_(ツ)_/¯

royal osprey
#

https://www.blender3darchitect.com/unreal-engine/datasmith-will-speed-up-archiviz-using-the-unreal-engine/ this article from agust of last year hints of a beta of datasmith for blender. But I don't know what became of it.

dusty gyro
#

backlog afaik @royal osprey :/

#

they priorize max + sktechup + CAD softwares for now

hard oar
#

Aye I would love to use datasmith with cinema 4d

hard oar
#

Thanks @dusty gyro ❤️

sage sail
#

How could I do vr arch project in unreal use c++. Only

#

I need to create Walk-through and interaction for more than One Asset.
Interaction should have [Texture change,Object Change/ Lights On Off Toggle .Unreal engine use only c++

#

Texture means door and wall

hot totem
#

Anyone know why my glass seems to not be reflecting from the right direction? Reflection capture actors seem to have no influence.

dusty gyro
#

@hot totem your refraction value is through the roof here 😐

cinder remnant
#

Refraction should be from 1 - 1.490 depending on the angle you are looking on it.

#

also check Specular/Roughness/Metallic

glass saffron
#

what do you guys suggest , should i decrease or increase the vignette intensity for photorealism ?

dusty gyro
#

🤔

#

material blend mode to translucent, lighting mode to surface translucency volume

#

try with that

#

you can even make it double sided for funsies

glass saffron
dusty gyro
#

by disabling static lighting on your foliage

glass saffron
#

from the mesh editor?

#

how do i do it?

#

@dusty gyro

#

do you mean turning off static shadows?

dusty gyro
#

somewhere in your foliage painting parameters

#

yeah

#

either use dynamic lighting for your foliage

#

or straight up don't use shadows

#

dense foliage is hard to do

glass saffron
dusty gyro
#

yeah

#

and untick cast shadows

#

unless you are prepared to get subpar performance

glass saffron
#

but won't it remove all the shadows casted by the objects?

#

how the hell does it not seem to make any difference in the look?

hot totem
#

@dusty gyro Thank you so much! I was actually following that very setup but you're right, my refraction was way off

dusty gyro
#

:)

glass saffron
#

as a sculpting beginner

#

is it okay to use 3rd party brushes , or should i be starting with the default brushes available in blender ?

sage sail
#

How to create widget in c++

#

Use to change the material

#

Please help me

royal osprey
#

Nvidia with their RTX tech will make Arch Viz in Unreal so much better.. I better start saving for a new card.

gilded pulsar
#

Hey ppl. I have imorted a scene with datasmith from 3ds max. I got about 800 material ID's in max. But in unreal when I look at an object it gives me the "original imported material name" which seem to be the ID from max but only with a 2 digit number -1 so 722 becomes 21 and 357 becomes 56 and 473 becomes 72. Can I only have 99 materials in unreal? is there any way to get the correct ID number from unreal so I can find the correct counterpart.

gilded pulsar
dusty gyro
#

@royal osprey already geeking out at the idea of getting a geforce RTX at home and quadro RTX for work

#

@gilded pulsar I think its actually a limit of max

#

wait no

#

it could be a limit of unreal

#

either way its a really bad practice in realtime to have that much materials on a single mesh

gilded pulsar
#

It is very good for Archicad -> Max use to have that many materials. We have a good workflow, and have had it for years. But Unreal have some problems with it. Was hoping to just throw it directly into Unreal without too much work and be part of our 3D package for our customers. Doing a few hundred shops a year, could be nice to offer VR too if it could be done without too much work.

dusty gyro
#

What I'm doing is splitting per material. You could then fuse them by material type or something

#

Also it looks like some materials didn't even get through the conversion (the "WorldGridMaterial" slots)

#

But then most of our projects don't have more than 4/5 materials per object (since it's mostly structural stuff)

small spruce
#

Oh wow... @gilded pulsar am I understanding that right? Did you import a mesh with >99 materials? That's super interesting to me. I've never seen that before. Although I'm relatively new to ArchViz

#

In the course of gamedev I've never had a need to push that. I'd be interested to know for sure if that is a hard limit of the engine.

#

But...on a different note. I came here because I had a question for you guys here.... Does this bedding look WAYY too glossy to anyone else?

left flare
#

Looks pretty glossy.. maybe even inverted roughness?

#

You could try slapping a one minus between the roughness texture sample and the input on the material node

small spruce
#

Well see...

#

That's what I thought... but. That doesn't seem to help much either... The roughness is derived from a Gloss Map -> (1-X)

left flare
#

What's the gloss map made by? There's some older specularity related maps like that that don't translate well to PBR

small spruce
left flare
#

That looks really wierd

small spruce
#

This is basically what my material looks like. This is a direct import from Datasmith

left flare
#

The multiply by 1 -x is interesting

small spruce
#

I'm trying out datasmith and it looks like Datasmith's material conversion does not like my source scenes

left flare
#

makes me wonder what the gloss map actually is

#

Try using the G channel plugged directly into roughness

small spruce
#

In my roughness thing, (circled yellow) I'm wondering why on earth datasmith squares this value

left flare
#

assuming the texture isn't HDR, that's gonna effectively sharpen the texture

#

WHich is also wierd

small spruce
#

On the main bedding it looks a whole lot better instantly.

#

Using just green.

left flare
#

With just G channel?

#

Does it mess up other stuff?

small spruce
#

doesn't appear to, but honestly I'm learning ATM. So, why did you suggest using just green channel?

left flare
#

Looking at the texture, it's primarily yellwo, which is red + green

#

just assumed that since roughness would be near 1 on the bedding, that the g channel was the most likely channel

#

it's either that or red, but that had some AO looking artifacts on it

#

so maybe plug red into AO?

small spruce
#

Red into AO doesn't appear to have any noticable impact

left flare
#

Interesting

#

meh /shrug

small spruce
#

lol. So it appears I have a diffuse, gloss, normal, and reflection map for each of my materials like this

#

I assume that the insane glossiness has something to do with a combination of that crazy complicated specular path, and the fact that the roughness gets squared.

#

But honestly, I have no idea what's going on. Imma have to open this in max and look at it. I didn't make these meshes, textures or mats. So I'm not sure what's going on. All I know is that datasmith did a lot of UE4 Mat work to try to mimic the Vray textures.

#

Silly me. Thought things would work perfect out of box. 😆

dusty gyro
#

Datasmith material conversion is a bit hit and miss 😅

#

We have our own material library made directly in unreal (but then we use Revit materials, which are 🤢 )

royal osprey
#

We have made an ever evolving collection of master materials that we use on all projects here. The idea is to make material instances of those and teak them instead of making new materials for everything. The masters are crystal, glossy, masked, metal, gold, wood, mirror, cloth, rug, velvet, water and emisive. There are always special materials that need to be made but for the most part that coves it.

olive pebble
#

@small spruce when I have glossinees map and I need roughness I do not multiply, just 1 - themap, for the pow 2/power .5 it's just a gamma thing IMHO: linear workflow/gamma 2.2 sort of thing it's to gain more controle in the near 0 values

#

also roughness is (in my workflow) NEVER close to 1

#

barely never above .5

#

I use diffuse if I need more than 0.5

small spruce
#

Yea guys. Thanks for the tips. That all makes a lot of sense.

#

I definitely come from the game side of things, but and really trying to get better with ArchVIz. Really appreciate the input.

dark oriole
#

No.

#

4.22

royal osprey
#

I'd like to now if we'll need to upgrade to an RTX GPU or will raytracing be available (even if it's not realtime) without them.

dark oriole
#

They had performance numbers during the presentation indicating that it did run on pascal cards, but around 10x slower. So we may see it as an option without RTX GPUs in Unreal, but too soon to tell until we actually just have it.

dusty gyro
#

Yeah it's just gonna be much slower

#

But still available for older cards

#

For archviz videos or rendering purposes it might be alright

#

For real-time or vr though

agile star
#

Hey guys, I've just started using datasmith & unreal studio and i'm having issues with my light intensity being crazy high when imported with datasmith to unreal

#

I can't figure out what's causing this and can't find any people with the same issue but it is happening with multiple imported scenes

#

I've been dividing the light intensity in max by 5000 before datasmith import & export but it doesn't seem like a very reliable solution

#

Could there be a setting unreal doesn't like that's converting incorrectly?

#

if anyone can help please @ me so I don't miss it, cheers 😃

agile reef
#

Hey, just a quick question

#

for lightmaps this is not good right?

pale prairie
#

the seams aren't aligned

#

not sure if it matters for lightmaps tho

royal osprey
#

it depends.. there are many surfaces that don't need much definition in the lightmap (reflective woods, stones, glass, chorome, colorful rugs and drapes etc etc) But white walls will need a ton of resolution to look right. To avoid long rendertimes start low rez and improve on the things that you see need it.

agile reef
#

@royal osprey Yes, it is for white walls

#

What I don't understand is, if the uv lightmap created inside the 3d software (Blender in my case) has anything to do with the Lightmap resolution inside Unreal

royal osprey
#

@agile reef it does to some extent. The larger your piece is in the UV the more pixels it will receive in the lightmap image. But the total resolution of the lightmap is defined in Unreal.

gilded pulsar
#

Hey all, im having problems with blurry/low setting textures in my editor viewport. And the engine scaleability settings seem to have no effect. Anyone who can help?

#

If i open a single actor in static mesh and exit the window, it updates to full resolution textures on that specific object, but thats alot of work to do on every single object every single time I open up the project.

royal osprey
#

sounds like a "texture streaming" issue, you can turn it off, but your performance might degrade (if it even fits in your graphics memory)

gilded pulsar
#

thank you I will look into that possibility 😃

gilded pulsar
#

where do I set my texture streaming`?

royal osprey
#

project settings

gilded pulsar
#

Late answer, but... That was the solution, thank you!!

acoustic fog
#

I too have a shadow issue but its Low poly self shadowing... is this fixable other than just increasing poly counts?

dusty gyro
#

@acoustic fog this looks a lot like a bad unwrap to me

#

for the lightmap UV that is

#

all these triangles are separated islands right ?

acoustic fog
#

all the models do come out of sketchup, and for the most part the unreal lightmapper does a decent job but for this, it cant work it out...

dusty gyro
#

urf

#

yeah that's defo an UV problem

#

see your model has a lot of "islands" that are separated faces

#

problem is, your lightmap has a limited number of pixels in your UV space

#

if you dont attach these small faces together to form a common island

#

you'll have half pixels on your faces

#

resulting in these weird bakes

#

you're using datasmith right ?

#

you can try to tweak the lightmap UV settings in the object properties

acoustic fog
#

uh no, whats datasmith?

dusty gyro
#

oh

#

datasmith is a workflow suite for CAD and AEC

#

basically a bridge between softwares and Unreal

#

could be worth trying their sketchup pro exporter (if you have sketchup pro)

acoustic fog
#

yeah i use pro, just having a look now

dusty gyro
#

can you share that chair model ?

#

I can have a look at how to fix it in unreal, or in max/datasmith

#

but that UV is 100% the problem here

acoustic fog
dusty gyro
#

right lets have a look

acoustic fog
#

yeah its just a simple chair and table set... the untextured section did used to have a material on it, but it was still an issue, hence why atm there is nothing on it

dusty gyro
#

uh max doesn't like it apparently, can't even import the model

#

bloody sketchup :<

acoustic fog
#

yeah the downside of a simple editing program is its full of bad practices...

dusty gyro
#

what file version is that chair on ?

acoustic fog
#

2018

dusty gyro
#

hmm

#

could be that max 2018 isn't compatible with sketchup 2018

acoustic fog
#

maybe, i can export it if you like

#

3ds?

dusty gyro
#

yeah 3ds would work well

#

3ds/fbx/obj

acoustic fog
dusty gyro
#

perfect

#

well, as perfect as a sketchup model can be 😅

acoustic fog
#

haha yeah although what we have accomplished so far has all come from sketchup so its not all bad... just in places it can be very annoying

dusty gyro
#

sketchup tends to do a lot of weird stuff that doesn't bode well with unreal

#

like separating each face from eachother

acoustic fog
#

yep

#

plus its UV mapping is atrocious so shadows end up all over the place

dusty gyro
#

yeah

#

this is gonna take some time to weld 😅

acoustic fog
#

woops

dusty gyro
#

after a bit of cleaning on the parts you posted earlier

acoustic fog
#

ah

#

yeah something sketchup really doesnt like to do

dusty gyro
#

:p

#

left is after the edge merges

#

looks a lot better

#

right gotta grub, bbl, I'll show you how it looks like in engine

acoustic fog
#

be careful not to show me something that looks awsum, otherwise ill end up needing everything going over so far... and there is a lot of stuff hah

#

but thanks for doing at least this bit 😃

dusty gyro
#

Haha well making stuff look awesome is kinda my job, can't really stop me now !

acoustic fog
#

oh and iv set up all of datasmith into the project too,

#

incase that solves other issues later

dusty gyro
#

You should be able to install the exporter plugin for SketchUp then

acoustic fog
#

already have done

dusty gyro
#

👌

#

Maybe datasmith will handle the UV better, but don't get your hopes up !

acoustic fog
#

it might help other uv stuff later, im sure theres plenty that can be redone

dusty gyro
#

:)

dusty gyro
#

right back on it

dusty gyro
#

corrected smoothing groops, corrected UVs

#

each part of the chair has its own UV/mesh here though : the backrest is composed of two parts

#

with 128x128 lightmaps

acoustic fog
#

oooo

#

nice

#

yeah the inner part is the striped white leather, then the rest is red leather and chrome legs, white trim... but that looks good

dusty gyro
#

I'm finishing the first welding pass on the rest of the chair and I'll send it to you

acoustic fog
#

thanks for that, its certainly one of the more jarring errors

hazy cove
#

Sup

lost island
#

hey, general modeling questions:

#

i'm working on a small house scene with multiple rooms

#

do i want each and every wall, floor and ceiling to be it's own mesh so i can give it it's own lightmap?

#

currently i have grouped the walls in each room as a single mesh

dusty gyro
#

yeah you want them to be separated

#

unless your scene is very big it won't cause much performance/culling problems, and your lightmaps will benefit from it @lost island

lost island
#

awesome, thanks

#

other 2 questions i had: my room geometry is all made of planes, that shouldn't matter should it?

#

as opposed to boxes or something with a thickness to it

#

finally, i modeled the rooms in sketchup, in feet on a quarter foot grid. when i export it and convert it to centimeters, it definitely doesn't line up with the grid in Unreal. will that pose any issues?

modest bough
#

Hey, so I'm looking for advice on how to make this look better. I'm using Luoshuang's GPULightmass, customized to NumPrimaryGISamples=128 and NumSecondaryGISamples=32. I'm also using the new Rect Lights on the windows.

#

Right now, the only parts I know need work are the chair's quality (looks very jagged) and the floor (it looks wet).

quasi kernel
#

the dark wood to the left blends in too much with the chair. you need a rim light to show the outline of it a little. Your trees also need to reflect onto the floor tiles. from what i can tell, that looks like a photo wallpaper for like a desktop or something similar (if its not, then you're doing damn good)
rug texture too low, and you're gonna want to shape the rug so you can see some AOC below it. that way it looks like its resting on top of the floor, instead of clipping through it.

#

aside from that, your mattress looks damn real, the cushions on the chair are real nice looking, while the side table is basic, i think its neat. everything looks real nice, man. composition's pretty damn clean.

dusty gyro
#

@lost island it wont pose an issue unless you want to use a VR headset (in that case the scale will be off). For the planes, if you bake your lights it should not cause any problem, but don't be surprised if you see some small leaks.

#

@modest bough I'd put a little higher roughness on the floor, its a bit too reflective here, looks like someone sprayed water all over it 😃

lost island
#

@dusty gyro yeah my initial concerns were some leaks where the walls/ceilings meet

#

are there other solutions to that besides not using planes?

dusty gyro
#

you can use GPU lightmass @lost island

#

since it bruteforces rays your chances of leaks will be minimal

lost island
#

oh, i haven't even heard of that possibility

#

where can i learn more about setting that up?

#

is that it? there is no official epic support for that yet?

dusty gyro
#

yup !

#

luoshuang joined epic a few months ago 😃

#

this is a temporary solution, but next year we'll probably see it in engine

lost island
#

wow that's awesome, thanks!

modest bough
#

Alright, I took some advice and improved my scene, here she is:
Any additional advice is super appreciated 😄

lime iron
dusty gyro
#

@modest bough looks a lot better !

tame sage
#

holy shet how do i get my scene like tylers

scenic whale
#

guys i beg you please help me

#

when i export my mesh i have no animation with

scenic whale
cinder arrow
#

@scenic whale you've got Armature twice - once in the object, and once in the bone.

#

rename one of them

scenic whale
#

@cinder arrow thank

dark oriole
#

Not sure this is an archviz question

scenic whale
#

sry aboutthat

dark oriole
scenic whale
#

i'm new here

dark oriole
#

Also might want to read the rules, you're not supposed to ask questions in multiple channels @scenic whale

scenic whale
#

@dark oriole ok i got it

solemn hawk
#

has anyone else had an issue with datasmith deleting maps in their original locations?

gentle osprey
#

anyone else getting lighting build fails on datasmith imports?

oblique cargo
#

My camera seems stutter during the gameplay in editor and package game. Any idea what could be the problem? I check stat fps is 50-60 and stat unit are around 15-16.

dusty gyro
#

@gentle osprey what kind of fails ?

gentle osprey
#

ID:107 fails. You helped me through them this weekend. Thanks again

#

Although, I'm still not entirely sure why the build was failing from a previously fine project.

dusty gyro
#

oh right

#

well, sometimes files get scrambled I guess

hearty rock
#

Can anyone explain why epic are making unreal studio an annual fee rather than monthly it seems like they will be cutting out a market of people who can’t find cash up front and how is this any different from just straight up importing also it seems an odd move to go for sketch up pro native rather than revit 🙄

dusty gyro
#

@hearty rock revit support is coming at some point

#

this year, early next year, no idea though

hearty rock
#

Ahh ok thanks for the reply

dusty gyro
#

oh, just saw that on the forums

#

"I've seen the Revit plug-in demo'd, so it should be in 4.21"

#

Sooo, very soon then ?

latent orbit
#

Hey everyone. I recently got commissioned to create a 3D render of a set of modern flats in a fairly standard arch-viz style and one interior scene. Its a first for me and I'm having a hard time coming up with a price estimate. Anyone got any advice on the price range of these kinda jobs?

dusty gyro
#

@gentle osprey might have an idea ? 😃

dusty gyro
chrome knoll
#

is there a way to build lighting fast! I got 14979 unbuild lighting hahaha

dusty gyro
#

@chrome knoll GPULightmapper :p

#

or get a better rig !

lethal vigil
olive pebble
#

@latent orbit I count my days of work and multiply by my rate. It's the only good way I know

latent orbit
#

@olive pebble Yeah thats what I was thinking, the client just wants a price estimate up front and I really have no idea how long its going to take

olive pebble
#

hum ...

#

does he want picture or VR or movie ?

#

if it's pictures forget unreal if you are not really confident and fast with it

#

how defined is the briefing .....

#

how many time he will ask you to change the sofa ?

latent orbit
#

He just wants some renders, and he said maybe a small amount of movement. Its basically a set location that needs to be reconstructed. Fairly simple modern flats with some surrounding foliage.

#

I think its the first time hes commissioned something like this so its also prob quite new to him.

#

I'd feel a lot more confident working in Ue4 than rhino or maya or something haha. I think I might just have to treat this one as a trial by fire if I get it

barren crest
#

@latent orbit just so you know, measure your time that you can do it. I charge per hour. I do an entire project based on that hourly rate. I also add another 15% to the hourly for improvisions, and all the other things I would need for taxes.

olive pebble
latent orbit
#

@barren crest @olive pebble Thankyou guys this is really really helpful!

tribal gyro
#

Any general rule of thumb things todo before taking screenshots / render in ue4?

olive pebble
#

activate rtx :p

dusty gyro
#

ladies and gents of archviz

#

get hyped

signal narwhal
#

Hello Guys , My shadows are coming pixelated after building the light in production settings. Lightmass resolution is "Green" 512-1024. I tried that "Static Lighting level Scale" to lowest which is 0.01. But nothing working . Also the lights are static . How can i make my shadows more sharper without increasing the resolution that much.
Thanks

dusty gyro
#

@signal narwhal you can disable compression of the lightmaps, improve your lightmap UVs, augment further the resolution to orange/red debug color

#

green is a bit too low for archviz

hard oar
#

Anyone tested the new lighting physics on 4.21?

dusty gyro
#

@hard oar got the editor open right now, what do you want to know ?

hard oar
#

I'm setting a spot light to 1300lumens like real life ones but it looks way too powerful in ue

#

I don't get how to set it up correctly

dusty gyro
#

ah

#

the lumens scale has always been fucked afaik

hard oar
#

Ye I don't understand why they don't make them with correct parameters

#

Or it's me missing something

dusty gyro
#

also, be sure to disable eye adaptation

#

/auto exposure

#

do you have a ref pic of your 1300 lm lamp ?

hard oar
dusty gyro
#

seems very bright for sure

hard oar
#

Ye too much

#

Now I'm finishing the shop and I'll do some test

dusty gyro
#

getting the same results when baked, way too bright

#

try 130 instead @hard oar

#

looks a lot better

hard oar
#

Still too much. Testing now with 65

dusty gyro
#

😮

hard oar
#

Lol sun is by defaul at 2.75 lumens

dusty gyro
#

should be at 100 right ?

#

I've got it at 3,141593 lux

#

🤔

hard oar
#

I'm confused 😂

dusty gyro
#

so am I 😄

#

I always eyeball stuff with lighting

hard oar
#

Ok looks like that 13 gives a decent result

#

So I divided by 100 the real intensity..

dusty gyro
#

😂

feral field
#

Does unreal studio have the same lightmass settings as unreal ?

dusty gyro
#

@feral field yep, Studio has the same tools than UE4 + The Datasmith Workflow, more templates and a bunch of nice tools like free Substance Materials, a dedicated support and a whole lot of tutorials on how to integrate AEC and CAD data to unreal

feral field
#

Thanks for the answer!

dusty gyro
feral field
dusty gyro
#

basically an Interface to make rules (like python scripting in UE), but with a User Interface

potent lily
#

this looks like what i need

#

having trouble with datasmith flexibility

#

with it not quite putting powerful enough lightmap res into each mesh stuff like that

dusty gyro
#

Yeah it looks like a good prep/manager for datasmith stuff

ancient pasture
#

does anyone have problems with using datasmith from max to unreal? it feels as if the scene in unreal is huge cause I can barely zoom on any object

cyan ether
#

cause of viewport clipping?

#

cant say i've had problems, scale wise it gets things right and does conversion, ensure your max scene is built to correct scales

dusty gyro
#

@ancient pasture place a mannequin or a player start entity in your scene to compare :)

#

Or a default cube, which is 1m*1m

ancient pasture
#

Oh ty! :)

dusty gyro
#

If the scale is off in unreal, it probably is too in max :p

torn vine
#

Had a scale problem before and really wished there was a way to scale multiple objects together in Unreal while keeping the relative distance the same.

cyan ether
#

groups?

#

or assign to a parent actor and scale the parent

strange stream
#

hi there... I am about to kill myself ...how can I get the real size world material to match my asset ?!

#

to make myself clear ... if I have a cube 1 11 m and add a material with texture 20 cm it should tiles 5 times in each side ... am I right or what ?

gritty summit
#

set tiling to match the size in material options

strange stream
#

why do I have this offset in my uvs ?

#

I did turn full precision UVs on

dusty gyro
#

@strange stream can you show us your UV ?

#

you might have a slight offset in your unwrap

strange stream
#

no in 3ds max it is perfect

#

perfect

dusty gyro
#

what is your material setup ?

strange stream
#

quite simple ...I'll add a picture

dusty gyro
#

hmm yeah

#

and you say it is perfect in max ?

#

can you screenshot the UV in unreal ? in your mesh properties

dusty gyro
#

well

#

your UV is fucked 😉

#

UV0 is your texture UV

#

UV1 is your lightmap UV

strange stream
#

this is a texture uv it is not important to be inside the uvs square

#

I know that I have to arrange a light map channel but I am taking about texturing now

dusty gyro
#

oh I see what you mean

#

you used a box UV or a face UV

#

not an actual Unwrap

#

can you upload your mesh here ?

strange stream
#

it is an actual unwrap but it is non normalized to take the world size of it

dusty gyro
#

uh? 🤔

#

if it is an unwrap, then you messed up a face somewhere in max

strange stream
#

see it is precise

dusty gyro
#

don't know what to say then 😦

#

are you using datasmith ?

#

have you checked the other UV channels in unreal ?

strange stream
#

I am not using datasmith ... to tell the truth I still think that datasmith needs to be more developed < I love its idea but I doubt if they can export things the way it should be < I mean it is not about the datasmith it is about the way you create your mesh inside max

dusty gyro
#

there's always gonna be a data loss of some sort for sure

#

when you import your mesh, what settings do you use in your import window in unreal ?

#

also, do check other UV channels in unreal

#

your good UV might be here, but maybe unreal moved it to another channel

dusty gyro
#

all archviz users

#

the revit plugin is out

#

and its a banger so far

lucid orbit
#

hey guys, two quick questions, is gpu lightmass implemented and is sketchup datasmith plugin extended to free version of sketchup?

dusty gyro
#

@lucid orbit if you mean implemented in the main branch, nope and nope for the free version of sketchup, you need sketchup pro

lucid orbit
#

oh well, thanks

dusty gyro
#

no probs 😬

lucid orbit
#

but does it mean that gpu lightmass is on non-live branch or? I know luoshang got hired some time ago to work on native gpu lightmass @dusty gyro

dusty gyro
#

@lucid orbit means you have to update it on your own, and its not gonna be available directly with each new major UE4 revision

#

yep luoshuang is now working on the lightmass 2.0 project

#

along with a very strong team of talented raytracing devs

lucid orbit
#

and this 2.0 is going to be implemented in ue4?

dusty gyro
#

yeah at some point

#

sometime early next year I think

#

we've been speculating for months about the features of the new lightmass

#

but I'm pretty sure it will be progressive GPU baking using techs like RTX when available

#

and a strong realtime GI too

lucid orbit
#

ouch, i really hope they can pull out production ready gpu baker for non-rtx gpus

dusty gyro
#

surely it'll fall back to CPU (and be slower)

lucid orbit
#

I would be sad to hear my 1080 is useless 😦

dusty gyro
#

I'm sure we'll have fallback a GPU lightmapper for all type of GPUs, not exclusively RTX or Nvidia

#

RTX lightmapping is going to be a bonus feature

gilded pulsar
#

Hey all, I am using Datasmith to my 3ds max scenes. My scenes has materials above ID 99. I can clean up my multisub material and have less than 60 materials but the ID tags remain as 212, 377, 583, etc. If I change theese to ID 1,2,3,4,5,etc... it will not fit my scene. Do you guys know a way to handle this?

dusty gyro
#

@gilded pulsar first off wtf why is your multimaterial fitted with that much stuff

#

Secundo, try to split it in smaller multimaterials :)

#

Very bad practice to have so much material slots in one mesh in real-time engines

gilded pulsar
#

That my friend is a very good question :)
You see, the architechts in my company is using ArchiCad. In fact all the brands in the company is using the same template in Archicad so the materials ends up in the same multisub material. It works wonders in 3ds max for visualisation purpose. But now I try to take the projects into the new century with Unreal where I run into problems.

#

I am trying to find a pretty fast and automated solution because with some luck I can implement this into our daily 3d solutions, it could help both architects and customers alot.

dusty gyro
#

@gilded pulsar there could be a way to split your meshes by material(s) with a maxscript 🤔

#

or tell your guys to move to Revit 😄

gilded pulsar
#

Right, I will move 50 architects to revit 😉

dusty gyro
#

:p

#

@gentle osprey might have a stroke if he sees that

gilded pulsar
#

true

dusty gyro
#

btw, we did on our end 😂

gilded pulsar
#

Well, Unreal is not really a thing yet in this company

dusty gyro
#

full service of engineering went from 2D autocad to revit

gilded pulsar
#

Archicad works great here, so no need to talk about that

dusty gyro
#

ehe

gilded pulsar
#

been there

dusty gyro
#

try to search on this website

#

ah 😄

gilded pulsar
#

cant find anything that works, and have posted on the forum

dusty gyro
#

argh

#

time to dive in maxscript and make your own then !

gilded pulsar
#

hehe perhaps, but im not much of a programmer 😃

#

Was hoping to find one who were more clever than me 😃

dusty gyro
#

you arent the first lad with this problem though

#

I remember seeing someone with the exact same problem

#

so much material slots that it was breaking UE

gilded pulsar
#

Well it works great in UE

#

I have made a few testscenes that works just fine

dusty gyro
#

performance wise though its not the best :/

gilded pulsar
#

not the best, but it works...

#

got 60+ fps

#

got 6 million polys in one shop

#

60 matersials

dusty gyro
#

going for VR or plain 2D ?

gilded pulsar
#

right now its just 3d on the pc

#

but plan to use it in vr

gentle osprey
#

Meh, ArchiCad, Revit, Excel, it's all the same tool. Comes down to who is using it mostly. :]

dusty gyro
#

straight out of revit

cyan ether
#

nice

#

i really like the latest mat instance developments with datasmith

#

but man i have no idea what's going on with area lights, ue4 standalone now has area lights, albeit invisible, datasmith's blueprint lights come with emitter materials that at some stage become locked out, don't instance the mat or the light, and most confusingly the bp light has 2 intensity values, one candela one noname units

flint phoenix
#

Hey is Light Building really 60 percent faster in UE 4.21 or is it a myth ??

onyx shard
#

@dusty gyro datasmith plugin in revit?

dusty gyro
#

Yes @onyx shard

onyx shard
#

eheh

#

good work

dusty gyro
#

@onyx shard the whole project in ue ;)

onyx shard
#

its USA habitation?

opal mason
#

Hey mates. Newbie in arch-vis here. Wanted to ask some simple beginner questions.
Got a personal project about a new type of Architecture I want to try (houses parolles, shops etc) It will be something like a seaside city part in UE4, possibly no light baking just a real time env. light.. It will no doubt take a long time so I wanted to ask you about beforehand.
Should I just do all the models in 3ds max with UVUnwrap, textures ready (like characters, assets etc) and import it to Ue4 or is it actually better to use basic cube,plane, sphere of UE4 in engine to create the models and then create suitable materials to them ? Will this cause light leaks etc ?
Thanks for reading. Also have an operator-cutie for payment 😉

dusty gyro
#

@onyx shard EU standards, that's a French project (like most of the projects we do 😉 )

#

@opal mason operate fully in max for your models and UVs (lightmap UVs can be done in either max or ue4 with auto generation)

#

you dont really want to model in max, unless you do very early blocking of your levels 😃

dusty gyro
#

1H prep work, half an hour bake with preview settings slightly tweaked

opal mason
#

@dusty gyro So basically I just better use a 3d modelling program all the time ?
Thanks.

dusty gyro
#

yeah

#

UE4 is a rendering engine

#

not a modelling engine

sleek cove
#

Hi guys! Is there any free architect models that can be used freely?

#

Like small house or part of the house or office

hidden osprey
#

@sleek cove try ue4arch

sleek cove
#

Thanks

dusty gyro
#

@dusky marsh hey there ! Is that your post on the forums about high CPU usage when importing datasmith stuff ?

feral field
#

Can you package a game with Lous Gpu Lightmass ?

dusky marsh
#

@dusty gyro yes it probably is

#

4.21 freezes up and takes a very long time with 100% cpu anytime I reimport datasmith now

#

even on not so complex stuff

dusty gyro
#

@feral field yup, no problem since GPULM is an editor tool 😃

#

@dusky marsh what software are your models coming from ? Max ?

#

also, Luoshuang just released GPULM 421 ! Rejoice datasmith users 😄

feral field
#

@dusty gyro Awsome! Thanks for the answer 😄

dusty gyro
#

GPULM is a substitute for the default CPULM : the end result for your project is the same, some nice looking lightmaps for your scenes 😃

dusky marsh
#

@dusty gyro yes, Max

feral field
#

at GPULM 421 is IES profiles still not supported ?

dusty gyro
#

@feral field hang on lemme have a quick look at it

#

hmm

#

cant even make em work before the bake

#

something's fishy

feral field
#

Dammiit

#

Guess I can live without em

dusty gyro
#

😬

feral field
#

Better to live without em, instead of waiting 1 hour for a bake

dusty gyro
#

😄

#

hang on a sec @feral field

#

looks like it works ? 🤔

feral field
#

Yeah kind ooof 😮

#

Gonna try on my scene now after gpu driver update

#

Drivers to old for GPULM 4.21 haha

dusty gyro
#

haha !

#

actually it works rather well

feral field
#

Ahh yes look at that!

#

Did just work, or was it like after the build ?

dusty gyro
#

these profiles are sooo bright though

#

after the build

#

looks like crap if you dont build it 😄

feral field
#

Ahh I see!

dusty gyro
feral field
#

Haha watch out before you get blind

dusty gyro
#

😅

#

another one

#

light bounces 👌

#

the light bounces from the cube

feral field
#

Im back after gpu driver update black out, seems to work well!

dusty gyro
#

oh actually its not

feral field
#

The last one ?

dusty gyro
#

looks like its from the IES

#

yeah

#

hmm

#

not sure I still have that IES viewer installed

feral field
dusty gyro
#

using the IES intensity ?

feral field
#

Nope

dusty gyro
#

looks like you have the right shape

feral field
#

Yeah

#

But man! 2 minutes only! god damn

dusty gyro
#

how much time did it take for that scene with CPULM ?

feral field
#

1 hour

dusty gyro
#

😂

feral field
#

and some minutes over

#

haha yeah!

#

I feel so unafraid now to drag up lightmass density

dusty gyro
#

production quality level

#

this is my goto settings

#

lightmap density between green and red

feral field
#

I have some uv issues but mostly orange and green and darker places red

dusty gyro
#

only 2 bounces for your indirect lighting ? :p

feral field
#

Hahha as said I had a 1 hour build time

#

with 10 on indirect it just got 20 seconds longer omg

dusty gyro
#

😂

#

couple IES lights in the scene 😃

feral field
#

Looks great!

dusty gyro
#

bit too bright even at 0.5 IES intensity 😅

#

love this

#

120seconds to bake

#

two goddamn minutes

feral field
#

Looks good! GPULM is amazing

dusty gyro
#

blazing fast and looking better than CPULM

#

truly a bliss

feral field
#

Yeah!

dusty gyro
#

moar tweaks, and added a better material for the outside

feral field
#

Much better!

signal oar
#

Hello all. Why i have this sharp edges after light bake. Lightmap res 2048, textures res 4096. (left before bake, right - after bake). Here i use directional light + spot light

solemn hawk
#

@signal oar try increasing your indirect light quality under world settings, also make sure that you’re on production quality bake instead of preview

signal oar
potent forge
#

Has anyone tested v-ray lightbake?

feral field
feral field
#

I pumped up the lightmass a bit, and it fixed it, follow up question, does pumping up lightmass res a bit affect gameplay, beside build times ?

dusty gyro
#

@feral field unless you use very high resolution lightmaps, nah it only affects light build times, not gameplay performance

#

and by very high I mean 2048 and up

#

its an heresy to go over 1024 most of the time

feral field
#

@dusty gyro Thanks man! Luckily it was just a little jump from 64 to 128

dusty gyro
#

all fine then 😉

feral field
#

So I have my personal game on UE 4.21 with GPULightmass, aswell my Archviz projects, is gpulightmass not recommended when making games, will affect how to the game plays out when packaged ?

dusty gyro
#

@feral field GPU lightmass doesnt impact performance at all compared to the OG lightmass

#

think of it as a drawing

#

CPULM is an okay ish artist, but very slow to finish his work

#

GPULM is a very good artist, and finishes drawings really fast

#

they use the same kind of paper, and the same kind of pencils

#

just that it looks better in the end with GPULM

feral field
#

Thanks again man! But what about an AMD user that is going to play a packaged version ?

dusty gyro
#

doesnt matter either

#

once its baked its baked

#

textures work on all kind of hardware

#

only the dev will require an Nvidia GPU

feral field
#

@dusty gyro You are a life saver ❤

dusty gyro
#

no probs 😉

dusty gyro
#

datasmith got an update fellow arch people !

#
The 4.21E1 Hotfix is now available for Unreal Studio!

Install the plugin update from the Epic Games Launcher.
Download updated Exporter Plugins from the Unreal Studio Downloads page.
We also recommend the Unreal Engine 4.21 is updated to the latest engine hotfix.

Fixed in 4.21E1
UE-66533    Datasmith SDK doesn't export LODs without UVs
UE-67019    New Product Viewer projects are unable to be packaged without Visual Studio
UE-66985    Fails to export a project from Revit 2019 - Cannot export the active 3D view: Object reference not set to an instance of an object
UE-66938    Cannot export 3D View: Object reference not set to an instance of an object.
UE-67077    Railing entities all use the same mesh asset
UE-66325    Revit 2019 (new) physical materials crash the exporter
UE-66328    Datasmith for Revit should support Linked Files.
UE-65312    Revit Perspective View Changes after exporting to Datasmith
UE-66332    [REGRESSION] Export has missing entities, randomly.
UE-66381    Revit Export aborts or is incomplete when clicking MMB during export.
Additional fixes and improvements, especially for the Revit workflow, will be coming soon.
#

Revit love 😃

feral field
#

So is archviz visual artist jobs not sure if there is somewhat a offical name for it, mostly for architects ?

dusty gyro
#

@feral field architects are supposed to do that job but

feral field
#

Ahh I see, I should jump back to more game envoirments, even though I enjoy visualizing in interiors in UE4 😅

dusty gyro
#

its kinda of a tight spot

#

I've been searchin for that kind of job too for the last couple years

feral field
#

Yeah I personally never looked for a job in it, but its a enjoyable thing to do regardless as a side thing

peak pewter
#

@feral field A fair amount of ArchViz work doesn't come directly from architects, but also property developers or agencies who want to use it for planning permission or marketing materials

dusky marsh
#

anyone here done enterprise arch viz work for Vive? has any of the feedback been that the scale seemed slightly off?

#

like, when the building/room was built in reality, it seemed larger than in VR?

dusty gyro
#

@dusky marsh not really

#

it all depends on how you configure the vive

#

and the users's IPD too

#

with the same IPD settings, your users might have different experiences with scale

dusky marsh
#

mhm. ok... well, time to get a headset that automatically adjusts for IPD then

dusty gyro
#

good luck finding one 😂

dusky marsh
#

there is at least one. but I think NDA might prevent me from saying more

feral field
#

Hey I am making Archviz for vive not quite enterprise, but a issue I had with my vive, was not really through unreal, but make sure the vive is on the right height setup through the steam vr

#

@dusky marsh It silly, but that was my problem for a while haha

dusky marsh
dusty gyro
#

@dusky marsh for your question about instances on the forum

#

its a hierarchy thing as far as I remember

#

whats your mesh hierarchy in max ?

dusky marsh
#

flat

dusty gyro
#

check this out

#

something's up with that mesh if your hierarchy is flat then

#

custom pivots might be the problem

dusky marsh
#

hmm... forest pack must generate custom pivots... ugh

dusty gyro
#

aah you're using forest

#

yeah thats the problem

#

not sure they support this

dusky marsh
#

oh, they don't. I must instanciate before I export

dusty gyro
#

yeah

dusky marsh
#

but the instances look completely fine in max... but somehow, datasmith doesn't like them apparently

dusty gyro
#

couple replace/instance scripts in max and it should be fine

#

yeah 😅

#

as mentioned in the studiohelp page, its a workaround to preserve custom pivots

dusky marsh
#

I'm beginning to like Unity more and more for every day with Unreal 😛

dusty gyro
#

heh, thats the other way for me 😅

dusky marsh
#

yes, because I just discovered that my other set of forest pack objects don't have this stupid white ball

#

and they're created in the same way

dusty gyro
#

hmmm

#

different settings in forest ?

#

for the group importing correctly

dusky marsh
#

updated the thread with that we found

dusty gyro
#

👌

ionic river
mellow crater
ionic river
#

@mellow crater the OS crashes or the application crashes?

mellow crater
#

os bro

#

I reduced the mesh resolution, and I fix that partially

ionic river
#

@mellow crater thats pretty crazy!

buoyant hedge
#

Hello, can a scene built with Box Brushes be photorealistic in Unreal? Because my scene built with Box Brushes seem cartoonish, i can't figure how to make it photorealistic

ionic river
#

Do you mean like using the box brush then converting it to a static mesh or leaving it as a box brush?

buoyant hedge
#

converting it to static mesh

#

not leaving it as box brush anymore

#

Hello, I have this scene which look like this. From here, I make some changes, deleting the skylight, deleting the Directional Light, and then rebuilding the lighting, however everything remains the same! Where is the lighting coming from?

#

Self illumination? Can someone help me solve this puzzle?

#

OHHHH i found it. its the post process volume

inland echo
dusty gyro
#

@inland echo yeah somehow exr imports are fucked up

#

.hdr will work just fine

feral field
#

Will Lous Gpulm 4.21 work on 4.21.1 ?

dusty gyro
#

@feral field yup

#

and all 4.21.X subversions

feral field
#

Great! I updated to 4.21.1 and for some reason gpulm was gone

dusty gyro
#

yeah the 4.21.1 update replaced it with the OG lightmass

mystic lynx
#

anyone know if you can use datasmith with a custom UE4 source version?

dusty gyro
#

@mystic lynx nope 😢

#

you can import meshes and migrate though