#aec-visualization

1 messages Β· Page 7 of 1

dusty gyro
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but you will loose the meta data and reimport tools by migrating to a custom source

mystic lynx
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oh boo

dusty gyro
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still beta after all

mystic lynx
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all these improvements to HLOD generation and i cant use it

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booooooo

dusty gyro
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also there would be some licencing issues afaik

mystic lynx
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yeah i figured

dusty gyro
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made your own HLOD improvements ?

mystic lynx
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i just made it faster

dusty gyro
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@mystic lynx ask for a merge on the main branch of epic :p

sullen crown
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Hi everyone- REINVR is launching a second brand and we are looking for some feedback on our logos- could you please vote and let us know what you think is the best fit? https://99designs.ca/contests/poll/ef42ffd616

robust meteor
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Hi guys, I was wondering if anyone could provide some suggestions on how to tackle this LED lighting. Im happy with the upper area around the door however the floor is too dark :/
Currently using a Spotlight with IES profile within a blueprint.

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Also, when i turn the lights off. This is the result which is incorrect as it should be a lot darker.

turbid lotus
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hey devs! Any idea what to figure out if my level is loaded without lightmaps or any shadows ?

balmy mango
pale prairie
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@robust meteor it's probably a camera issue

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Turn down your exposure

glossy creek
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Has anyone here messed with vray for unreal?

unreal cliff
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Hello everyone. I just had a question quick about modeling interiors. I'm trying to figure out the best practice for modeling them. If I wanted to make 1 room, would I make 6 cubes and fit them together? Or do I make the walls 1 mesh? I've also tried making the room a cube that I make hollow.

The problem i'm having is the age old lighting artifacts and leaks issue. I also run into the issue that if I have a larger interior with multiple rooms, the floor will have shadow seams if it's composed of separate meshes. But If I make it one mesh, then the shadows will be wrong and I have to bump the lightmap resolution wayyyy the eff up.

Just wondering how other people solve these issues

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The light artifacts seem to be caused by the skylight most of all

dusty gyro
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@unreal cliff first things first, for your seam problems, use GPU lightmass

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try to separate your walls as much as possible (dont use a single mesh for a whole room) if you want to do archviz

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a thing I do on some projects is to split as much as possible visible walls and floors (to get as much lightmap density as possible), and make a single mesh for the exterior/not visible parts of the walls. That way you can avoid light leaks and the usual double sided meshes woes

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and you make an outer shell to block light

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πŸ‘Œ

dusky marsh
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can anyone tell me what the topic of the first post in the unreal arch viz forum is?

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I just posted a new topic and I can't see it...

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or rather, can anyone see a topic that asks about distance fields?

dusty gyro
dusky marsh
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weird... am I blocked from posting?

dusty gyro
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would be weird

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whats your post title ?

dusky marsh
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Distance Field AO & Shadows for large scale architectural visualisation?

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I can still see it by going to my profile

dusty gyro
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uh weird

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I found it using the search tool

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but I cant see it in the thread list

dusky marsh
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seems like a shadow ban almost

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But I can see my threads in the Unreal Studio forum

dusty gyro
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πŸ€”

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yall using Revit might know that building

south oxide
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Hey, can someone give me a hand please

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Having an issue with an FBX import in which my normals are flipped when I get it into engine, strange because they're fine in Max, and in other software I've tried to view them in

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Tried some solutions on the web, like flipping the normals in Max and then exporting it in hope they'll flip to the normal way when in engine, which they do, but when I bake the whole object goes black so that doesn't seem like an optimal solution

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Any ideas?

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It stopped working after I changed some UVs in Max and then re-exported it, if that's any help. The object imported fine before that

glossy creek
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@south oxide - I've only used DataSmith for 3DS Max to > Unreal. Which isn't perfect. Since you mentioned UVW's, why don't you convert to mesh, reset all UVW's, then re-do the proper UVW's on channel one, and then use steam roller script to flatten and pack the UVWS for lightmass on UVW channel 2

south oxide
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I'll try it, thanks!

glossy creek
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I have had issues with inverted normals as well, with data smith and Vray for Unreal. Hard to say, "why" - sometimes my meshes are perfectly normal, so it must come down to UVW sillyness. Don't know!

solemn hawk
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Reset x form and collapse the objects to a new edit poly modifier

winter geyser
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@dusty gyro dat Advanced Sample Project. Looks great btw.

dusty gyro
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@winter geyser thanks πŸ˜ƒ

half knot
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can anyone share some thoughts to why this is.

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the frame is so bright but it has the same material as the walls

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hmm not sure why the image isn't previewing

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there we go any thoughts

dusty gyro
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@half knot if its baked lighting, (looks like it), your lightmap resolution is way too low

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you need to tweak it

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this wiki page covers lighting very extensively

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second part is on static lighting

half knot
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@dusty gyro hmm okay let me try adjusting the resolution.

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@dusty gyro okay so i made adjustments to the lightmap density and I'm still getting the same result

dusty gyro
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what are your lightmass settings in world settings @half knot ?

signal narwhal
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@dusty gyro Hello , I am facing a problem , one of my texture is showing in editor ,standalone mode but after building (packaging) the application , it is showing as a world grid material . I have tried using the "used with instance static mesh " in the material slot but it doesnt solve the problem . I even tried changing the name of the material and textures yet the problem still stays.Help !

dusty gyro
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are you sure it isnt a problem with your material rather than the texture @signal narwhal ?

signal narwhal
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it is a normal material , connected through substance

dusty gyro
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when you compile your project and package it, do you get any warning or errors regarding that material ?

signal narwhal
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no errors

dusty gyro
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hmm

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I'm gonna need more information on your material/mesh setup

signal narwhal
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will a screenshot of the material work ?

dusty gyro
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yeah that will help a lot πŸ˜ƒ

signal narwhal
dusty gyro
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hmm nothing out of the ordinary

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is it doing it on only one substance material ?

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or all of em

signal narwhal
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@dusty gyro got the solution.. in the material option -use with instance static meshes was of-
Thank you.

dusty gyro
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ah πŸ˜„

signal narwhal
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πŸ˜‡

half knot
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@dusty gyro - for the most part default. I change the num indirect lightmass bounces to 5. What should I be looking for?

dusty gyro
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My settings are .1 scale, 10 for both bounces values and 10 for indirect lighting quality. Also, production quality on the lightmass build

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Be ready for your bake times to jump up quite a lot with CPU lightmass though

dusty gyro
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Regarding lightmap UV density at import not being really well assigned

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Yep, we have been putting thoughts into this and we get way better results in internal builds. (everything is turning more less the same color in the lightmap density viz mode now). Stay tuned!

sleek cove
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Hmm. Is there a way to center pivot to each object when exporting to .udatasmith? I am using Revit and there are many objects which has Pivot somewhere very far away, but the objects themself are in correct position. I would want the Pivot to be center of each object

dusty gyro
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@sleek cove within the datasmith file ?

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hmm not that i know

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I'm using revit too btw, and I just...make do with these far pivots :p

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since datasmith is replicating what revit does, you'll have to change your coordinates in revit to be at 0 (which is very, very bothersome, I've been here too)

sleek cove
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Yes. with datasmith file. I can overcome it, by exporting model as IFC and then convert IFC to OBJ. When importing OBJ to 3Ds Max, it has settings to reset every mesh pivot to relative 0.0.0. Then export .udatasmith from 3Ds max :D. But it really time consuming and really not worth it in most cases.

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And of course, if metadata is needed then this is out of question.

dusty gyro
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yeaaaaah that's not a really good workflow πŸ˜„

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you "could" keep meta data by using the sync revit file function in max

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but then you'd loose the revit advantages

half knot
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So I understand that there isn't one solution when it comes to lightmass settings but, Is there a general start setup for low quality and high quality someone could share?

dusty gyro
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low quality > dont touch anything, bake in preview quality (will look like crap but fast to bake, dont use too much high resolutions though)

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high quality > production quality setting + lots of bounces, small value for level scale and high value (I use 10) for indirect lighting quality

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@half knot you can also have a look at the GPULightMass alternative for all your seam and bakes taking too long problems (requires a beefy GPU)

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trial and error will lead you to the best setting possible πŸ˜ƒ

feral field
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Iknow I asked this before sometime, but does Light Bounces (inderect/skylight) and static level scale affect performance beside build times ?

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more directly gameplay performance

coral edge
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has anyone gotten unreal studio to work with solidworks assemblies

dusty gyro
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@feral field talking about static lighting ? Nah, once its baked its baked

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doesnt matter if you have your lightmaps baked in ultra quality or preview

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what matters for performance is the lightmap resolution and quantity

feral field
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@dusty gyro Thanks, so lets say I have 8 walls all of them with res of 256 will that affect performance drastically ?

dusty gyro
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Nah, you just want to avoid having resolutions of 2048 and +

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because it takes a lot of memory to bake, and a lot of VRAM at runtime

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you can check how much VRAM your lightmaps will take in the statistics window

feral field
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i mean is it mb or gigabytes cause I dont get the dot at the end there

dusty gyro
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hmm

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I'd say 309kb

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mine says 67 719,148KB

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without the dot

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soo 67 719KB > 67,719MB

feral field
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Yeah so mine 309 mb ? not gigabytes right ?

dusty gyro
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nah

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I'm not sure what the dot is supposed to qualify for

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there should be a debug to display that at runtime

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maybe in stat scenerendering or stat rhi

feral field
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Damn hopefully the dot is nothing

lucid orbit
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hey guys, it's been more than half year since i've used ue4 last time, was there any large changes to lightning for archviz use? Gpu lightmass baker, improvements to lightmass, added layer blending for mats for landscape support etc?

dusty gyro
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hey @lucid orbit ! GPU Lightmass has been slightly improved, CPU lightmass hasnt changed yet

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no idea for landscape stuff though

lucid orbit
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is gpu lightmass still a personal project of Luoshang, or is it already native in ue4?

dusty gyro
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still personal

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but he's working full steam on RTX for UE4 now

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and this is official stuff, he works for Epic now (surely because they wanted his knowledge for raytracing stuff)

lucid orbit
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oh man, rtx sounds its going to take a lot of time off gpu baking, thanks

dusty gyro
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yeah progressive GPU lightbaking

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🀀

lucid orbit
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sounds high end, but probably not many users is going to have rtx cards for some time

dusty gyro
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well if its baked its baked

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realtime raytracing is still high end

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but for devs raytracing lightbaking will be awesome

lucid orbit
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to be clear, is rtx/progressive gpu baking/raytracing lighbaking same?

dusty gyro
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well

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there's CPU lightmass

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GPU lightmass

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RTX for realtime

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RTX for lightmass

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GPU lightmass is a temporary solution, and not much worked on these days (but awesome nonetheless)

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RTX realtime is gonna be for everyone, but high end

lucid orbit
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ouch

dusty gyro
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RTX for lightmass is gonna be for devs, and will allow progressive baking of static lighting

lucid orbit
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so do you think gpu lightmass is going to be dumped eventually for rtx favor?

dusty gyro
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yeah defo

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gpu lightmass isnt an official tool

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see it as a placeholder for RTX lightmass

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or DXR lightmass, depending on how they do it and if they want it open for every GPU

lucid orbit
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im bummed to hear it, was hoping my gtx1080 would be helpful in future, but thanks for clarification

dusty gyro
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well

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your 1080 is RTX ready

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just at really slow speeds πŸ˜„

lucid orbit
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haha

dusty gyro
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performance is probably gonna be like GPU lightmass

lucid orbit
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amazing how technology progress fast and sad for users

dusty gyro
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thats how tech is

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last year I bought my brand new Note 8

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bam

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Note 9 gets announced an released a few months later

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I was bummed

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welp gotta

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bounce

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dont be down @lucid orbit , I'm pretty sure the next few months will be bright for archviz makers πŸ˜ƒ

lucid orbit
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meaning?

dusty gyro
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RTX stuff, 4.22 improvements with studio

lucid orbit
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oh, improvs with studio sounds pretty nice πŸ˜ƒ

dusty gyro
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@lucid orbit what are you using to make your models ? Max/Revit/Sketchup ?

lucid orbit
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sketchup and blender for cleanup

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right.. just remembered theres no plugin for free version of sketchup 😦

dusty gyro
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ah yeah the sketchup plugin is lacking

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yeah you need pro 😦

lucid orbit
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is there any plugin for blender?

dusty gyro
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nope

lethal vigil
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hi guys is that value do possible to via bulk edit?

dusty gyro
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@lethal vigil sadly no, but they improved the plugin a lot for 4.22 and you will not have to tinker with the lightmap resolution as much πŸ˜ƒ

dusty gyro
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To all the archviz people coming from the Webinar, this is our turf πŸ˜ƒ

earnest coral
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Hey Antoine!.. nice stuff!.. It's been a while since I was on discord, I'm MartinC from the webinar. I think it's time I gave UE4 another go for large exterior projects, I use Lumion just because it's so bloody easy and I know I can meet a deadline but it's not exactly pushing the boundaries

dusty gyro
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hey Martin !

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I mean @earnest coral πŸ˜„

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yeah lumion seems nice, but it isnt as powerful as Unreal in terms of features imo

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also their UI is 🀒

earnest coral
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nope, it's nowhere near - I work for landscape architects so the ease of choosing trees etc makes life easier.. but the scattering of them is hellish, you can only plant up to 100 at one time and I have scenes with over 50,000!!... UE4 has a great scattering/painting system, though it's all the optimisation that causes me grief

dusty gyro
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well vegetation optimization sure is a pain to setup πŸ˜„

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I did some experiments with terrain materials a while ago, it was awesome not having to paint anything and let UE do the scattering of grass, rocks and all

earnest coral
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What sort of work do you do?.. is it all arch-viz?

dusty gyro
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I'm kind of a multitool

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working officially as a "VR Designer" for the company "Groupe Legendre"

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which is a french building engineering and construction biz

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doing everything VR and Rendering related, from coding to art to optimization, videos, demos on events and at the client's

earnest coral
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Did you say you were kind of a one-man-band there on UE4?

dusty gyro
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yeah πŸ˜ƒ

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self learner at that πŸ˜„

earnest coral
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The problem a little is I don't have time to get UE4 going, they are keeping me too busy!.. just when I get some down-time I can get into UE4

dusty gyro
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yeah UE is such a massive tool

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so much stuff to learn and master just to render projects

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but its worth it πŸ˜„

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Unreal Studio helps a lot too

earnest coral
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It is massive, I wish they'd bring out a stream-lined version for arch-viz!.. I remember seeing that twinmotion were trying to do that, they have some of the UE4 tech but not enough

dusty gyro
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twinmotion is uuh

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nice for small scale projects

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but for big stuff, its a mess

earnest coral
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We often have Rhino models, even with unreal studio it's difficult to get the models out for UE4, normally I have to bring them through 3ds Max

dusty gyro
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you guys arent working with revit or sketchup ?

mellow crater
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EI!!... Its me... David B

dusty gyro
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aha there you are David πŸ˜ƒ

earnest coral
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yep, twinmotion is limited, Lumion also only has 20 layers!!!... wtf!??.. after every release I ask why they can't stick on more layers!

mellow crater
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such a a great channel by the way

earnest coral
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We use revit and sketchup too but most stuff comes through Rhino

dusty gyro
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we did a phasing video a while ago on TM, and DAMN was it a pain to do it

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the actor management is horrible

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asset management too

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its like they wanted to make it as dumb as possible to use 😦

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@earnest coral well the revit plugin is going along really well

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all the stuff I post here was made using revit imports through datasmith

mellow crater
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im trying to import large revit scenes and its crazy....

dusty gyro
mellow crater
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but again... my problem is with lighning... i can't get the results that i get on lumion

dusty gyro
earnest coral
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I try to steer clear of Revit, I hate the UI, maybe just something you get used to.. I don't particularly need it though

dusty gyro
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well autodesk stuff is always flacky at best

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our whole engineering section uses revit, so I have to make do with it (I'd rather work with max + vray projects...)

earnest coral
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nice clean render, like BERMS I also have issue with lighting outdoor scenes even if in theory it should be relatively simple

dusty gyro
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one word in four letters > HDRI

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and static lighting

earnest coral
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My renders lack clarity, I'll have to go back to have a look, I'm pretty sure I had dynamic lighting, I have too many plants/trees to use static

dusty gyro
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you will never get perfect lighting with dynamic stuff, at least not until realtime raytracing comes to the engine

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ah you might have to tinker with anti aliasing too

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the default AA is TXAA, and it blurs scenes a lot

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for VR stuff (and in general) I favor Forward shading and MSAA (plus supersampling when rendering videos or images)

earnest coral
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that's interesting, didn't know that

mellow crater
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hummm... i agree...

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the only way to great results is HDRI

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but then...... you need to go to 2048 on floor lightning textures resolution

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or the shadows are not going to look properly

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and.... you need a BIG machine

dusty gyro
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well

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GPU lightmass πŸ˜„

mellow crater
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out of memory

dusty gyro
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then you need more VRAM πŸ˜„

mellow crater
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^^

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hahahhaha

dusty gyro
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we ordered a titan RTX specially for that

mellow crater
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yeah... i already use this piece of software and is wonderfull

dusty gyro
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optimizing your scenes come a long way too

mellow crater
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luoshuang is an angel

dusty gyro
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instancing, reducing polycount with mesh reduction, LODs

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yeah for sure

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cannot wait to see what he's worked on for the new lightmass and DXR stuff

mellow crater
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its a matter of time

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this is going to be the way an engine works

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what about VRAY on unreal

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?

dusty gyro
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havent tried it

mellow crater
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me neither

dusty gyro
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our scenes arent really vray enabled

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and its for offline renders only

mellow crater
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and... for saying the truth .... vray is soooooooooooooooo slow

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compare with luoshuang solution

dusty gyro
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yeah

mellow crater
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so... MAYBE... if we use HDRI + GPU Calculation + A proper Postprocessing config..... Exteriors in unreal are possibleΒΏ

earnest coral
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I think I'll have to check out this luoshuang solution you're speaking of

dusty gyro
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no doubt @mellow crater

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it all comes down to a proper terrain and vegetation configuration

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and lighting

mellow crater
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is there any guide or docu ?

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regarding this topic?

dusty gyro
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hmm

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best thing would be to download and go around the kite demo scene

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its on the learn tab of UE's launcher

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but its massive

mellow crater
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one second

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this is and old post... but so cool

dusty gyro
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yeah this thread was pretty interesting too

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right I've gotta bounce, I'm rebuilding an old ford and the workshop is a bit far from work πŸ˜„

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dont wanna get caught in traffic

mellow crater
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^^

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see you

dusty gyro
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catch yall later !

mellow crater
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perfect

earnest coral
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@dusty gyro @mellow crater - thanks both for the info!.. see you around!

random fjord
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Hey Friends! Has anyone tried pixel streaming?

uncut jolt
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hello everyone,

i'm trying the Variantmanager out but i'm stuck on the collions of my objects.
i have set the properties on all my object with the visibility i want to chang in the variantmanager.
http://prntscr.com/mdyhzg
but when i'm testen my scene, the collisions of Variant02 are still active (walls, doors and floors)
http://prntscr.com/mdyim0
is there a workaround to turn those of when there not visibile through the variantmanager?

thanks in advance

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

dusty gyro
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@uncut jolt hmm I just tested out your problem and... Bugreport time :p Indeed the collision settings are not available within the variant actor properties.

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this feature is pretty much in its early testing phase

uncut jolt
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@dusty gyro thanks for your response, is there another way to estimate something similar? I was thinking about levelstreaming and then switching the level streams on and off via a widget.

dusty gyro
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yeah you can absolutely do that

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use levels as your variants, the oldschool way πŸ˜ƒ

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kinda like lighting scenarios

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they can keep track of bugs with this tracker and give you feedback about its resolution

uncut jolt
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okey cool i wil do that πŸ˜ƒ thanks for the feedback i will google on the sublevel things πŸ˜ƒ

dusty gyro
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πŸ‘Œ

uncut jolt
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when using DataSmith and sublevel do you need to load the contect directly in the sublevel or can i import it in the presistent level and then move it to the sublevel of my choice

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using Revit as my main drawing tool btw πŸ˜ƒ

dusty gyro
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I tend to create a sublevel, import datasmith stuff inside it, and then link it to a persistent level

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aight thats what we use too πŸ˜ƒ

uncut jolt
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awsome πŸ˜ƒ trying to find out what the best workflow is to use unreal with Revit

dusty gyro
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this is how I build my levels

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a persistent level with the datasmith scene (the tools I use only get models from the main scene)

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a scene for camera / cinematic cameras for renders

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an FX scene with the Post Process volume and reflection probes

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and one or more lighting scenario scenes

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there's currently a bug where if you import your datasmith scene in a level, then select a sublevel, the scene update spills in your sublevel instead of the level where the datasmith actor is located

uncut jolt
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ah okey

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thanks for sharing your workflow πŸ˜ƒ

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is submitted the issue i'm facing

obtuse tiger
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Hey Guys, I want to texture a sketchup-building in UE4 but the textures of UE4 don't really mix good together with the house. Any ideas how I can texture the sketchup-building to use it for UE4?

uncut jolt
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did you texture your model in Sketchup?

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use substance plugin?

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@obtuse tiger ?

obtuse tiger
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I have not tried to texture it in Sketchup because I thought it wouldn't work together with the lighting in UE4

dusty gyro
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you need to at least define the materials in sketchup

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you can do a very rough texturing in sktechup first

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then swap materials in UE

obtuse tiger
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But if I swap the materials in UE4 you will get the same effect, right?

dusty gyro
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you need to assign your materials correctly

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your model has materials slots (glass, walls, roof, etc...)

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I have no clue how sketchup works though so I cant help much more

obtuse tiger
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Thd for trying anyway @dusty gyro

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@uncut jolt I was looking at the substance plugin on the onreal engine forum. Do you think it will work?

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Or can I maybe use Vray from sketchup?

uncut jolt
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@obtuse tiger it depends on how you have assigned your textures in sketchup. he memorizes these settings in Unreal. did you do this? as you can see everything has only 1 default texture / material

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@obtuse tiger i don't know how unreal handels vray in sketchup

obtuse tiger
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I tried to understand you etienneboy0 but I didn't put textures on my house in sketchup so sketchup can't have memorized anything for the texture settings.

dusty gyro
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you need to do it in sketchup

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unreal cant create material slots

uncut jolt
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all the walls u want the bricks on you need to apply a texture (doesnt matter what collor u have) to all the faces you want to have bricks.
all the faces which need to be a rooftile give it a other collor

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hope you understand πŸ˜ƒ

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brb

obtuse tiger
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O thanks for making that clear etienneboy0 πŸ˜…

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If I do that in sketchup. Sketchup will mermorize the settings for Unreal. Where you can texture the building by color in Unreal.

dusty gyro
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you'll swap the colors for better materials in unreal yes

obtuse tiger
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I will try it

uncut jolt
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@obtuse tiger how is it going so far?

obtuse tiger
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Well what you said about the color recognition was right. But now the problem is that the texture from UE4 becomes blend on a sketchup model.

uncut jolt
obtuse tiger
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I will look into that. Thanks for your help @uncut jolt I really appreciate it. πŸ˜‰

uncut jolt
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you're welcome πŸ˜ƒ

uncut jolt
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does some one has some experience with the multiuser template ?

uncut jolt
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@dusty gyro i'm olmost done with all my sublevels and controlling them through a widget with a blueprint system, but i'm running in a little issue and i hoped u could give me some feedback.

how do i manage the lighting of the sun for all my sublevels?
i got 2 main designs with diferend exteriors
1 main design has 3 diferend interieurs.

or do i need to make a sub level of every senerio i have?

i hope you could help me out with this one πŸ˜ƒ
http://prntscr.com/mef5qo

Lightshot

Captured with Lightshot

dusty gyro
#

@uncut jolt heya ! So there's a very handy feature with sublevels called lighting scenarios

#

Basically you put all the lights in that sublevel, change its type to lighting scenario

#

And when you bake your level (or not), it saves a snapshot of your lighting

#

And you can do multiple scenarios and switch between them as much as you want at runtime

#

Here's the doc

#

For the variants of your scene

#

You can mix your sublevels

#

You can only use one lighting scenario at a time though

#

Say a "daytime" one, a "dusk" one and a "night" one

#

You can't load all of them at once :p

uncut jolt
#

@dusty gyro thanks wil try i out πŸ˜ƒ

#

@dusty gyro so for example i have my main_01 level with my content and place the light that i only want to effect that level, then in the level windows i change main_01 level to a light senerio level, am i correct?

dusty gyro
#

@uncut jolt wrong :D

uncut jolt
#

aah πŸ˜›

dusty gyro
#

Think of the lighting scenarios as layers on top of your actual level

#

I only put lighting related stuff in these

#

(you can add some other stuff if you want though)

#

It's kinda like separating your level geometry and your lightmap

uncut jolt
#

hmm its hard to understand this for a noob like myself XD

dusty gyro
#

Haha no worries :p

#

Try for yourself

#

Create a new scene

#

Put some geo in it, like a room with a chair or something

#

Or a cube

#

Then add a sublevel to it

#

Add lights to that sublevel, check them to be static or stationary

#

Change that sublevel to be a lighting scenario

#

Copy that sublevel

#

Move the lights around, change their colours, stuff like that

uncut jolt
#

ahh i thinks i get it πŸ˜ƒ

dusty gyro
#

And add it as a sublevel like the first one

#

Then with both sublevels active, start a light bake

#

It will bake both lighting scenarios

#

And you will be able to switch between them through the editor or at runtime with code or blueprints :)

uncut jolt
#

hmm well this is how i got my levels set up
master level: MultiUserViewer
sublevels: design option 1, design option 2, design option 3, design option 4

my player start are at the master level and the geo are at the sublevels
do i need to make a sub level in my design options for the light?

#

is it okey if i call you ?:P

dusty gyro
#

Hang on I'm on my phone, booting up the laptop

#

Btw you're french right?

uncut jolt
#

na i'm dutch

#

hehe

dusty gyro
#

Close enough :p

uncut jolt
#

haha

dusty gyro
#

Saw some french slips up here, that's why I asked :D

uncut jolt
#

let me know when you're ready going to get something to drink sec

dusty gyro
#

Alright

uncut jolt
#

back

half knot
#

Question:

#

I have watched a number of video for lighting and after the light build the instructor has the ability to go into the SkyLight and adjust the intensity and in Realtime the scene will get brighter or dark. When i try to do this it doesn't work. Am I doing something wrong?

The same thing for the Post Process Volume I do not see chances I make to the exposure min and max brightness.

#

Also and sorry for the over load of questions but any advice on getting darker materials to show up better?

half knot
#

so I increased the difuss boost to 2.5 and tweaked the skylight intensity as well as the brightness on the material and go the cabinets to look better

uncut jolt
#

i can't help you out with that @half knot i'm also trying how the lighting works πŸ˜ƒ

dusty gyro
#

Hey, can't help today either, I'm doing VR demos the whole day, maybe tomorrow or Monday :)

half knot
#

Okay don’t forget about me haha I’ll keep testing to see if I stumble on a solution.

dusky marsh
#

@half knot roughness texture tweaking will make any dark material show up

#

but it looks as if your spotlights in the ceiling aren't spreading very much light (and no reflections)

dusty gyro
#

alright lets do it @half knot

#

have you added some reflection captures in your scene ? What is your material parameters ? How is your ceiling light configured ?

#

also this looks a lot like its not been baked yet

half knot
#

Yes! lets do this haha - But i have a bigger issue....

#

No clue what happened but i get this when i try to build my scene

#

😩

dusty gyro
#

clean and validate your lightmass in swarm πŸ˜ƒ

#

@half knot

half knot
#

Okay - i just restarted haha let me try that

#

YES its working!

#

The build should take a few minutes and then I can share some more

dusty gyro
#

πŸ˜ƒ

half knot
#

okay so that is a birds eye

#

the other reflection icons are sphere capture

#

I lighten the texture map a lot so it would show up in the level

dusty gyro
#

no normals/proper roughness texture ?

half knot
#

no i was trying to keep it simple

#

that is the lighting I have a IES map in all the down lights

dusty gyro
#

is it static ?

half knot
#

yes

dusty gyro
#

ies intensity checked or custom intensity ?

half knot
#

custom intensity

#

0.5 cd

dusty gyro
#

looks like your lightmap resolution is very low too

half knot
#

everything is red lol

dusty gyro
#

and a lot of lights have not been baked (I see preview everywhere)

half knot
#

yeah im rebaking

dusty gyro
#

ah alright

half knot
#

the bake was taking to long so i'm doing it on preview

dusty gyro
#

ah

#

preview gives very blurry shadows

#

not much rays used to bake

#

I cant remember, you're using CPU or GPU lightmass ?

half knot
#

what ever is default - so i would imagine CPU

#

?

dusty gyro
#

yeah

#

this should be a sticky here πŸ˜„

half knot
#

haha

dusty gyro
#

also if you are using an HDRI skylight its gonna boost visual quality a lot

#

compared to CPU

half knot
#

ahh okay so i defaulted my lightmass settings so there is only one bounce here

dusty gyro
#

are you sure about your UVs and lightmap res ?

#

that looks a lot like leaking rays

#

on the right

#

GPU lightmass is gonna boost your production time AND visual quality and accuracy

half knot
#

yeah thats the first time that has happened...

dusty gyro
#

you can bake a scene like that in production settings in...

#

a couple minutes maybe, depending on your GPU

#

a scene that small should be done in less than a minute

half knot
#

really? so i have a gtx780

dusty gyro
#

hmm

#

two minutes then πŸ˜„

half knot
#

😢

#

lol

#

i had a 970 and well i dont anymore haha

dusty gyro
#

this scene took 15mn or so to bake

#

on a GTX1080

#

in medium high ish GPU lightmass settings, 10 bounces

half knot
#

oh that is nice

#

okay i found the leak and fixed it

dusty gyro
#

πŸ˜ƒ

half knot
#

the door was a few units lower

dusty gyro
#

yeah happens a lot to us too

#

floors being a tad too low and not connecting with walls

half knot
#

okay so its rebaking but with increased of Gi bounced and skylight bounces this is what im getting

dusty gyro
#

you know what

#

switch it to white

#

that kitchen stuff

#

bake the lights

half knot
#

ok

dusty gyro
#

then put it in black

half knot
#

yeah! so originally i baked my scene all white and it was looking good

#

then i put all the materials in

#

and realized i forgot a object so i imported and rebaked....

#

then all this happened

#

what is the correct workflow bake before applying materials

dusty gyro
#

well

#

I use a custom blueprint to replace every material to a white, fully rough material

#

bake the scene

#

see if everything looks alright

#

then reapply the materials

#

if some surfaces must bounce colors I rebake with the right materials

#

there's not really a "correct" workflow

half knot
#

haha

dusty gyro
#

the good workflow is the workflow that gives results you like πŸ˜ƒ

half knot
#

i was afraid of that

#

haha

#

that too

dusty gyro
#

you can also bake your lighting

#

then change the viewmode to lighting only

#

or detail lighting

#

light leaks I had on a project

#

there's a 2cm gap between the wall and floor πŸ˜„

half knot
#

yeah in thoses views the lighting is still dark I think i need to bump up my HDRI

dusty gyro
#

its enough to fuck up

#

dont unless your scene doesnt have enough artificial light

#

you can also increase the bounces

half knot
dusty gyro
#

I get good results with 10 bounces

#

try with GPU lightmass

#

this is where your HDRI will give its maximum

half knot
#

so i plan to read that article you sent but for time how do i change the bake setting πŸ˜…

dusty gyro
#

world settings

#

lightmass section

#

this is my goto setting with GPU lightmass

#

baked in production, GPU lightmass quality set to medium/high with the installer they mention in the forum post

half knot
#

okay downloading the installer

#

these are the current settings

dusty gyro
#

sounds alright

#

right, gotta go

#

ping me if you need more help with GPU lightmass πŸ˜ƒ

#

I'll try to answer asap

half knot
#

okay awesome thanks

half knot
#

Starting to wrap my head around the basic concepts of Lightmass settings. I'm getting better results, with that I'm still getting very thin black lines in my corners. I turned of AO and Exposure - Baked at Production and settings are good.

#

Lightmaps are also set to 1024

#

haha Life for life you rock haha

dusty gyro
#
  1. resolution too low
  2. padding isnt big enough
  3. UVs arent good enough
#

haha

#

;D

half knot
#

lol

dusty gyro
#

I'm lurking a lot

half knot
#

ahhh

#

okay what is a good padding value

dusty gyro
#

hmm good question

half knot
#

i'm useing .01

dusty gyro
#

depends the resolution you use

half knot
#

okay so the walls are 1280

#

padding 0.01

dusty gyro
#

yeah that aint good

#

lots of wasted space

half knot
#

yeah

dusty gyro
#

can you send me that mesh ?

#

I'm too lazy to remake it to test out settings πŸ˜„

half knot
#

Yeah

dusty gyro
#

also dont make your rooms like this (one big mesh for every wall)

#

better to split your walls

half knot
#

ahhhh

#

okay

dusty gyro
#

if you look at this pic

#

everything is a different mesh

#

lightmap densities arent even high

half knot
#

hmm okay i see

tidal skiff
#

looking into houdini and ue4

#

cant you do what houdini does thru construction script/other proc mesh tools?

dark oriole
#

Technically you can use notepad to write out the verts, edges, and faces in an obj file manually, but that doesn't make it a good idea. Houdini has much more powerful features than Unreal's procedural mesh tools have, along with a better workflow.

tidal skiff
#

how would it go with vr?

#

as in is it common to have houdini created assets be heavy on performance

dark oriole
#

Well both would be heavy, but at least with houdini you get the chance to optimize it by hand properly, which would make it run better

fiery warren
#

Hi everyone. Is it normal to have a really hard time to export a ForestPack grass with datasmith from 3dsmax for UE4?

dusty gyro
#

I think forestpack has yet to be fully integrated in the datasmith process

#

@dusky marsh you're gonna be happy with the next release of datasmith I think πŸ˜‰

sleek cove
#

Morning. How are you handling scene where is over 20000 meshes? I got a School wing that has little over 20000 meshes. Most of them are very small pieces (like pipe bends etc). I already put a Culling Volume inside level that will cull lot of the small stuff when it isn't near playr, but still when I turn quickly to certain place there is s spike where FPS goes somewhere 40fps then comes back to 90fps.

dusty gyro
#

@sleek cove do you need to have all these meshes as separate entity ? (for BIM maybe ?)

#

if not, you can merge meshes afterhand with the merge tool

sleek cove
#

Yes. They come from revit and their bim-data can be checked with certain tool

dusty gyro
#

ah alright

#

by culling volume do you mean precomputed culling or distance culling ?

#

one could try HLOD too, but with a scene that big it will take a lot of time to bake the HLODs...

sleek cove
#

I think it was the precomputed culling. Where you can specify the size and distance when it's culled. And yes. I tried HLOD and it took 8 hours to get to 10% with only LOD 1

#

and there was 3 lods.. So that is way too much..

fiery warren
#

@dusty gyro so, the only way to export a forestpack to ue4 is by exporting it as an fbx file?

dusty gyro
#

yeah I figured @sleek cove πŸ˜„

#

also if you set distance and size its a distance culling volume

#

precomputed is mostly used for mobile stuff

#

but can be handy if you seek performance

#

@fiery warren sadly I dont know much about it, we're using revit here and I never used ForestPack 😦

#

@dusky marsh might be able to help since he uses it

fiery warren
#

@dusty gyro no problem ty

#

@dusty gyro you create grass and vegetation directly in ue4?

dusty gyro
#

ofc

#

UE4 is fitted with very good vegetation painting tools

#

and its a lot more optimized than just placing bits of grass through FBX or by hand

sleek cove
#

@dusty gyro Does merge actors merge actors the way that they only use one draw call?

#

So If I have 6000 pipe bends that aren't so important I can merge them to one to save all the calls?

dusty gyro
#

yeah

#

yup

sleek cove
#

ok.. thats... thats.. something πŸ˜„

dusty gyro
#

another way that would work

#

is using ISM/HISM

#

if your meshes are all the same

sleek cove
#

aah yes.. Unfortunately, this is not the case

dusty gyro
#

ah πŸ˜„

#

yeah merge is the solution then

#

dont merge too much together though

#
  1. it will give you a very shitty UV for lightmaps
#
  1. it wont get culled properly
sleek cove
#

In this case, there is no shadows at all

dusty gyro
#

only 2) then

#

also, using unreal but no shadows ? what a waste πŸ˜„

sleek cove
#

Yes, I keep that in mind. In this case, we are talking a bends under the floor, so I think it's safe to cull the whole 6000? When it's only one mesh, it should not be so tought to be visible without culling? Yeaah, well, there isn't much of the textures anywhere, just a construction stuff in this case.. But yah, your right :D.. Shadows are quite nice to have!

dusty gyro
#

30mn job including light bakes :p

#

from revit to UE

#

yeah if its fully hidden, you can merge it together and it should be culled

#

you can still use the "freezerendering" console command while playing to check if its culled correctly

sleek cove
#

@dusty gyro What does the "Harvest geometry from selected actors and merge grouping them byn materials mean compared to "Harvest geometry from selected actors and merge the into single mesh"

#

There are those options in merge mesh settings

#

""Harvest geometry from selected actors and merge grouping them by materials" <-- that was the first one

dusty gyro
#

hmm

#

I remember using the first one

sleek cove
#

I tried both and the second one seems to create somekind of proxy mesh

dusty gyro
#

yeah

#

looks like HLOD stuff

sleek cove
#

Aah! I think if you are far away, it combines them to single mesh and if close enough they are sepeare

#

default screensize was 300

dusty gyro
#

ah could be

#

no clue where you define the distance though

#

poor manny

sleek cove
#

I think it's defined by that screensize. It calculated them from bounding box size I think.

#

Oh, he is melting

dusty gyro
#

@sleek cove that building you're talking about must be super big if it has 20k entities :[

sleek cove
#

@dusty gyro I see that most of the meshes are the Pipes :/.. Not too much "main geometry", just huge amount of pipes. But merging is working.

#

It's so amazing that I can merge thousand actors in 5 second or less.. Makes me wonder why it's so quick. I tested in empty map and it indeed combines the draw calls, so I guess i shouldn't complain πŸ˜„

dusty gyro
#

yeah

#

also pipes are known to be really heavy

sleek cove
#

I'm so glad they are all layered properly

dusty gyro
#

because revit tesselates them way too much by default

#

hehe

#

yea its super useful

sleek cove
#

Great. Now it's stable 90fps. Thanks alot @dusty gyro for pointing out the mesh merging

dusty gyro
#

πŸ‘Œ pleasure

sleek cove
#

Hmm. When merging, the "merge materials" will increase build time like 1000%. But If there is something lik 10 materials overall, then It should not too much when not merging them.. for what I know, one material equals one draw call.

dusky marsh
#

@sleek cove I bought an "auto instance" tool from the marketplace

#

4.22 will apparently take care of that by itself, but currently, you need to do it manually

sleek cove
#

Does that create Static mesh instances automatically? Would not the meshes need to be same with same materials?

#

Only location, rotation, scale can change with instances I think

dusky marsh
#

yes, but does each pipe bend have a unique material? if so, that would mean 10000 draw calls and unreal doesn't like that πŸ˜›

#

anyway, try it. it was only 5 bucks

#

very basic, but did a quick and dirty job for me (warning, it destroys naming, though, so make a duplicate of your scene first)

#

or wait for 4.22 πŸ˜‰

dusty gyro
#

instances need to be the same mesh

#

same material(s)

#

but can have different transform properties

#

and it will destroy meta data too

#

at least until done natively

dusty gyro
#

@sleek cove alright I'm starting to feel your pain now πŸ˜‚

#

just opened an 11k actor model

steep ridge
#

is there an easy way to export a datasmith to a version of unreal without unrealstudio?

#

put it in an empty map?

sleek cove
#

@dusty gyro Did you manage with it :D?

dusty gyro
#

@sleek cove I've launched a light bake before leaving work, answer tomorrow :)

sleek cove
#

What resolutuon you used?

sleek cove
#

So what kind of job you are doing if I may ask?

dusty gyro
#

BIM for VR @sleek cove

#

or is it VR for BIM πŸ€”

#
  • some commercial videos and renders
sleek cove
#

@dusty gyro Nice. Doing the same thing then I see πŸ˜ƒ

#

Have you been fighting with the IFC? Our current pipeline is to use IFCOpenShell to convert geo and metadata.

dusty gyro
#

ifc 🀒

#

We have some models coming from our partners in IFC

#

we just straight import them in Revit

#

@sleek cove works out most of the time, and if its not I know our modellers have softwares to cleanup the models

sleek cove
#

Aah, I see. You have that luxury. IFC is pain in the ass. It's so shame that Datasmith doesn't support it!

dusty gyro
#

you dont use revit ?

sleek cove
#

I have it, but I don't personally use it. Our partners have Revit though. We are building the common platform that makes the building interactive and you can live inside model and test stuff in there. And some models are coming as IFC and those are the hardest

dusty gyro
#

oh alright

#

and it runs really well considering how much entities it has loaded

sleek cove
#

Looks nice! What place is that?

dusty gyro
#

hmm somewhere in France πŸ˜„

#

havent checked where

#

north I think

#

the model is quite good, arch did a great job

#

even has "detailed" interiors

rocky turtle
half knot
#

I think this is a material question or a lighting question so i'm not sure. I'm trying to replicate this

#

this is what i have currently

#

i have an emissive material for the light source but i cant get it to look like its bleed out

#

haha in vray this is easy but what should i do in this situation

#

the "light" should bounce and reflect on the metal surface - I tried a point light and adjusted the surface length but that did yield any results

sleek cove
#

have you tried reflection captures?

#

and increase bounce amount from world settings. default is very very small amount

half knot
#

hmm i have not

#

@sleek cove - Where do I find the Reflection bounce amount in the world settings?

sleek cove
#

World Settings->Lightmass settings

#

indirect lightning bounces is 3 by default

half knot
#

ohhh

#

i was looking for reflection bounces - Yeah I have mine at 10

#

but i put a reflection capture on the mesh and rebuild reflection and getting better results

#

haha but if i turn up the brigthness I start to get a circle on the ceiling

#

would a box reflection capture be better to use of is there a way to have a reflection capture focus to one object

sleek cove
#

you can adjust the radius. If there are multiple reflections, the inner one gets priority for it's objects

half knot
#

Got it this is working good

half knot
#

new question:

#

So I added in a planar reflection and when i'm in "play" mode to test i get this circle which im assuming is the camera as it follows my movement. How do i get rid of this?

gentle osprey
#

Would anyone happen to know why when I place my nav mesh bounds volumes they are invisible in the editor? Shows up in outliner.

#

seems to only be one map which is affected

dusty gyro
#

@gentle osprey you can't see the bounds ? Navy mesh debug is N afaik, or Navigation in the "show" drop down

lucid orbit
#

i've been wondering about lack of studio plugin for blender, is it because of awkward blender licensing, or? I've noticed blender doesn't have plugins to some popular 3d apps, seems to be a pattern

dusty gyro
#

There's not much blender users in the AEC and industrial industry @lucid orbit

#

No money to make here

lucid orbit
#

hmm

#

only studio developers make plugins, or can they be done by other party?

gentle osprey
#

@dusty gyro It has something to do with this map I'm working with. It' the Realistic Rendering project on the epic store.

#

It is using Blocking Volumes and continues to place a RecastNavMesh even after deleting it

#

I'm just not sure what it's using to get to that point

#

and when I drag a NavMesh Bounds Volume to the canvas, it shows it in grey and then disappears when it's placed.

#

Tested on a new map in the same project and the navmesh shows up fine

gentle osprey
vocal stump
#

I’ve always had a HUGE hurdle regarding Unreal Engine Level design…. For the kind of work, I do (big construction projects visualization) the terrains are ALL the time a point cloud, generated by a topographic survey… that means, the information ends up being an FBX terrain with the precise elevation data. This is the way construction industry works by default, and there’s no way around as it is required by law, in my country at least. So, if I import that huge FBX file, I can’t have grass or trees generated in a landscape fashion, but it has to be a manual ordeal, with not so good looks, optimization and time efficiency. This huge terrains (in some cases 10km by 10km in average) are meant to be residential, commercial and industrial developments in a very uneven terrain, which is normal in my country. Those big spaces require by lay to have huge forest patches for the people to walk, relax, etc… This makes unreal engine high end graphics a good solution, but without the possibility of converting those FBX terrains to unreal terrain data I’ve had poor results and traumatic experiences… Is there a way around this??

dusty gyro
#

I've seen some terrain to mesh conversion plugins, but can't remember any mesh to terrain one unrealthinking

#

@gentle osprey that's why I've given up for a raycast solution that doesn't need any navmesh :p

lucid orbit
#

is 4.12.0 gpu lightmass working for anyone's ue4 4.12.2? I've just installed it today, but so far I can't get lightning from skylight/directional light, it shows black lightmaps. So far only point/spot lights are working

dark oriole
#

Pretty sure 4.12.0 gpu lightmass isn't a thing. Do you mean 4.21?

#

I don't have an answer, just wanted to check you aren't using it on the wrong version πŸ˜›

lucid orbit
#

sorry, i meant 21, haha

pearl maple
#

Hey Guys! I am wondering if anyone buys their assets from Unity/Unreal store or do you make them yourself? I have a big library of models for 3ds max/vray. I convert models for real time use when needed now, Do you think it would help to put them on store? Would you anyone be interested in buying them? (Not self promoting just wondering if thats a good idea or not).

I am thinking of doing collections like evermotion?

round bramble
#

Does anyone know why I'm getting these dark spots in the walls?

#

Thanks

lucid orbit
#

looks like a ssao? you can tone it down via post process

fiery warren
#

Hey all. Anyone knows a good outdoor lighting tutorial for archviz? I looked around and all but between set sun 3.14 Pi, activate or not auto expo and other stuff my head hurts like hell.

gentle osprey
quasi marlin
#

Is there a workaround to exclude an object from receiving sphere/box reflection capture information?

feral field
#

@round bramble That could also be your Lightmap res

round bramble
#

@feral field Currently it's 256 res

feral field
#

Are you generating AO ? @round bramble Through the lightmap settings

round bramble
#

Dunno where I can check that

feral field
#

World Settings

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And at the lightmap section

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scroll down to the check box where it says generate AO

round bramble
#

I don't think so

feral field
#

Ah I ment "Use Ambient Occlusion"

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I would use that instead of post process AO

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Maybe lower the static lighting level scale aswell or bump the res on the walls with high ao to 512

#

I had a the similar problem and my lightmap texels was just to big I think for the AO the be accurate

round bramble
#

I think what might be causing this is the size of the object

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I brought this from autocad and it's huge

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I hate autocad units

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It's so confusing

feral field
#

Yeah it is

round bramble
#

Hey guys, I've got another question

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The more objects I put into my scene the worse AO gets. (those black ugly shadows)

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Is there a way to prevent that?

fiery warren
#

@rkitect ya saw that one but doesn't really answers all my demands.

lucid orbit
#

4.22 preview 1 is out, with ray tracing features, has anyone tried it for archviz?

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(rtx only 😦 )

dusty gyro
#

I wish I could, but uuh, IT gotta update our Windows build first

lucid orbit
#

oh right, its exclusive to windows 10/dx12

dusty gyro
#

windows 10 1809 at that

granite vine
#

@round bramble add more spheres

reef bolt
#

Hi c: ahaha

dusty gyro
#

@reef bolt you might want to try GPU lightmass

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and HDRis

reef bolt
#

Yeah! I was linking this ahhaah

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But I don't have try it

dusty gyro
reef bolt
#

I have a i5 4690, gtx 1060 6gb and 16gb RAM DDR3... Is better for me building lights in the classic way of unreal or I can try the GPU lightmass?

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@dusty gyro wow, they look very nice

dusty gyro
#

GPU lightmass is gonna be faster

#

in most cases

#

and give better results

reef bolt
#

Uhm, ok... In my case i use this world settings, and i modify the lightmass.ini (NumShadowRays and NumPenumbraShadowRays 32 instead 8, numhemispheresamples 128 instead 16 and NumIrradianceCalculationPhotons 2048 instead 400)

#

It's the method of this famous youtube video for archviz

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Do you know if it's a good method?

dusty gyro
#

never went that far with CPU lightmass

#

all I know is that GPU lightmass gives better results, faster, and with lower quality settings

#

you can force some pretty high sampling values through the installer though

reef bolt
#

Uhm ok... Ah, one thing

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I have a big problem

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I have all the lights (sky and directional) in stationnary, and i have a simple blueprint for an opening door

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(the door is on movable obviously)

dusty gyro
#

you can force the door to use multiple light samples instead of the closest

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"Indirect Lighting Cache Quality" variable

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by default its using ILCQ Point (which is the closest point)

reef bolt
#

The door begin so dark when i open it, and the baked shadows remain on the floor due to the fact that the skylight and directiona light are in stationnary, sooo... There is a solution? I see that there are the dynamic lights, but i don't know that part of ue4

#

ouch

#

so complicated ahaha

dusty gyro
#

change the door to not be affected by static lighting

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should be in your door mesh component parameters

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under the lighting part

reef bolt
#

i try it"

#

So what i have to set in the variable indirect cache quality?

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"off"?

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(ah, for the door my lightmap type variable is not on default but in "force surface", is it good?)

dusty gyro
#

indirect cache, use the other option

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there's point and another one, can't remember the name

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no clue for the force surface stuff

reef bolt
dusty gyro
#

lightmap type default

#

dunno what force surface does

reef bolt
#

I have ILCQ off, point, or volume

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ok C:

dusty gyro
#

I'd say force volumetric

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and for ILCQ use volume

reef bolt
#

o!

#

ok!

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Now i bake the lights

dusty gyro
#

you need to restart UE if you installed GPU lightmass btw

reef bolt
#

Ah no, now i haven't the time to install the gpu lightmass ahah, i try after

#

i use the classic way

dusty gyro
#

alright

reef bolt
#

where is the variable to uncheck "affect to static shadow"?

#

in the details of the mesh?

dusty gyro
#

yeah

#

just "static shadow"

reef bolt
#

uhm

dusty gyro
#

its not in the mesh asset itself

#

but the mesh component details

reef bolt
dusty gyro
#

nope

#

mesh component

#

in your actor

reef bolt
#

Ahn, sorry

dusty gyro
reef bolt
#

i was checking on the mesh details, not in the blueprint detai

dusty gyro
#

yeah its in the bp details

reef bolt
#

noe i rebuilds the lights

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rebuild*

#

My dear

#

I'm a dumbass

reef bolt
#

This is the parameters that I have put but i have this strange colour in the viewport

dusty gyro
#

thats because you dont have enough samples in your scene

#

this should help you understand how it works

reef bolt
#

thanks you!

#

But, using the volumetric lightmaps i'll need more consumption of performances?

#

what I ask is, if it is useful to use this method only for the opening of a door, and if this impacts much more on the consumption of resources

dusty gyro
#

nah not really

#

it'll be longer to bake

#

but performance impact at runtime for the user is minimal

#

keep in mind that you will never get a lighting as good as static on a movable object

#

but you can get close enough that its not too noticeable

reef bolt
#

I was just referring to the baking times hahaah

#

Ok, so i have to choose: use static lights (more details, low baking times) or volumetric lightmaps (less details, high baking time)?

#

And i would choose volumetric lightmaps only for the interaction of doors or windows?

dusty gyro
#

when you bake your lights

#

it bakes a volumetric lightmap

#

its not 1 or 2

#

its 1 AND 2

#

its just a matter of tweaking both for good enough results

#

and yeah

#

dont force movable objects to have static lightmaps

#

it'll look odd if these objects move

#

interactive objects, use movable + vol lightmap

reef bolt
#

Ahn, cool! So i can use an entire project with skylight and directional light that are statics, and all the meshes uses "static shadows", but some objects (like a door) can use this volumetric lightmaps, right?

dusty gyro
#

yup

#

you can also mix and match static and stationary lighting

reef bolt
#

I have not yet understood the difference between static and stationary, I read the unreal documentation but I did not understand much ... so I used only the stationary lights for skylight and directional light

dusty gyro
#

static = fully baked

#

stationary = baked bounces and AO, but dynamic shadows

#

BUT

#

you can change the baked shadows and light's color and intensity

reef bolt
#

So i will have "low" quality shadows only near the door, while in the entire project will have perfect and beautiful static shadows, right?

#

Uhm, so if i'm not interested to change intesity or color for the lights, i can use static?

dusty gyro
#

yup

#

it wont cast dynamic shadows though

reef bolt
#

Ok... So i can't use only static shadows in my case, since I have to use a door that changes the shadows on the moment

dusty gyro
#

yup

#

use a stationary light for that door

reef bolt
#

and I am obliged to use the skilight and directional light in stationnay mode

#

Oks

#

Ah, only one thing, where i can see the number of triangles of my project?

#

Only to understand how big is my project and understand what method of approach i can use to do all in a efficent way

#

is in statistic?

dusty gyro
#

yeah

#

in the statistic windows you can see how much triangles you have

#

and filter meshes by triangle amount

reef bolt
#

In my case is a too big project?

#

I don't know is 567000 triangles are a lot haha

dusty gyro
#

nah you'll be fine

#

I've had projects with millions of triangles

reef bolt
#

:C

dusty gyro
#

the project i'm currently working on

#

and its got quite simple geometry

reef bolt
#

In my case i have 12-14 hours of baking times

dusty gyro
#

right well

reef bolt
#

Ouch

dusty gyro
#

with GPU lightmass

#

it'll be around half an hour

reef bolt
#

WHAT

dusty gyro
#

yup

#

its that fast

reef bolt
#

YOU SERIOUS MAN

#

can you be my God?

dusty gyro
#

rofl no

#

I'm an atheist

reef bolt
#

I'll create a religion for you

dusty gyro
#

this one was baked in around half an hour

reef bolt
#

Me too, i WAS atheist until now

dusty gyro
#

eh

reef bolt
#

Ah

#

You work in architectural visualisation?

dusty gyro
#

yeah of some sort

#

BIM stuff

reef bolt
#

BIM with unreal? πŸ‘€

dusty gyro
#

yup

reef bolt
#

w a t

dusty gyro
reef bolt
#

You live in 3019

dusty gyro
#

kinda

#

for my colleagues I sure live in the future πŸ˜…

reef bolt
#

can I ask you what nationality are you?

dusty gyro
#

France

reef bolt
#

Sacre bleu

#

je peux finalement parler en francais

dusty gyro
#

x)

#

on va Γ©viter sur un discord anglais πŸ˜‰

reef bolt
#

Ouch, ok ahahha

#

(i'm not french, but i'm not very good in english ahah)

dusty gyro
#

hehe

#

where are you from ?

reef bolt
#

pizza pasta mandolino

#

Not a good nation in this period hahaah

#

I'm italian but not "so italian", I live in the border between France and Switzerlanf

dusty gyro
#

eh πŸ˜„

reef bolt
#

It's for this reason that i'm good in french ahah

#

You are a student? Or a freelancer?

dusty gyro
#

nah I work for a big AEC company

#

Groupe Legendre

#

we're mostly on the west of France and in Paris

reef bolt
#

Ahn, that's so cool

#

I would not have imagined that unreal could be use like a BIM, compliments

dusty gyro
#

well its not a full BIM tool, more part of our BIM processes

#

thanks πŸ˜ƒ

reef bolt
#

And why use a software so difficult like this and not a software like revit or archicad?

#

I heard that in France you use a lot Archicad, is it true?

dusty gyro
#

oh we do use Revit

#

UE4 is just a visualization tool for us

#

everything is modelled in Revit

#

we kinda loathe Archicad here πŸ˜…

reef bolt
#

Yeah obvious, but isn't complicated setting the entire "bim" logic in unreal?

dusty gyro
#

my team manager is a Revit influencer sooo

#

nah Studio and Datasmith helped a lot

reef bolt
#

ahn ahhahaah ok i understand

dusty gyro
#

then its just a matter of developping the right tools around BIM needs

reef bolt
#

So it's a big company if your manager is a revit influencer ahaha

#

It is a long time that you use unreal?

dusty gyro
#

I've used it since it was available

#

back when you had to pay 20 bucks a month

#

but I've been using it for work for a bit more than 2 year

reef bolt
#

I guess you know how to use it very well then hahaha I understand like the 1% of unreal i think, but I'm afraid that when I finish studying I will not have more time to learn it

dusty gyro
#

I was a Unity user during the whole time I studied πŸ˜‰

#

learned UE from scratch

#

trial and error, lots of tutorials

reef bolt
#

I'm in the exact situation haha, many tests, lots of mistakes, and after 10 hours in front of the pc i get better by 0.1%

dusty gyro
#

its a start

#

I've been doing trial and error for almost 5 years now

reef bolt
#

I believe that if I did not give up learning unreal now after all my failures, I have the potential to learn any software on earth. I do not think there can be a more painful software to learn than unreal πŸ˜‚

dusty gyro
#

hmm

#

unreal is quite simple actually

#

now try learning stuff like houdini

#

you'll be a magician if you succeed (lol)

reef bolt
#

that of unreal users is a bad life

dusty gyro
#

but damn is the road gonna be hard and long