#aec-visualization

1 messages Β· Page 8 of 1

reef bolt
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Oh

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alright ahaha

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indeed in 6 days I have an architecture exam, maybe it's better that now I'm going to studyhahaah

lucid orbit
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seems circle dof cant blur edges that are contacting with translucent water on screen, is there a workaround?

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ok, unchecking "render after dof" in translucency settings in material editor did the trick, i wonder why it was enabled by default if it doesnt work with dof

forest depot
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ive run into an issue with gpu lightmass, been using it for a while with no issues. its my first project with 4.21 and gpu lightmass seems to only work from editor but not command line, which is an issue because of memory limits

shy crater
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can anyone give me some tips to make buildings ?

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my IT teacher says I can try to copy the school to unreal engine XD

mossy moth
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Use unreal studio

shy crater
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For what ?

mossy moth
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Better building

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Best tip

half knot
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I'm pretty pumped to shared this with everyone. Massive thanks to @dusty gyro , @hard bridge and the others who helped to explain the inner working of UE4. Definitely looking forward to applying everything that I learned in this experience on the next project. Check it and share your thoughts. Cheers!
https://www.youtube.com/watch?v=DlSvc0XB5ko

Video overview of an interior environment with real-time animation and exploring. The project was completed in Unreal Engine 4.

β–Ά Play video
dusty gyro
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πŸ‘Œ looking awesome @half knot !

reef bolt
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@half knot really cool! Is it your first project?

half knot
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@dusty gyro thanks!

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@reef bolt yeah this was the first real project I've done in UE4

reef bolt
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That's relly cool! Good job

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really

half knot
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thanks much appreciated πŸ˜„

reef bolt
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Hi guys! Anyone knows why I have this strange illumination with this door? It's a blueprint and the door is set in movable, and I use the volumetric lightmaps to have good shadows when i open the door during the game... But there are some strange artifacts on the bottom of the door and in the centre the door is quite dark. This is with the exagetared volumetric lightmap detail size set to 10 and the volumetric lightmap maximum brick memory Mb set to 30 (I've not touched this parameter)

feral field
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Any ideas on IFC files to unreal ?

feral field
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nvm

dusty gyro
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@feral field Revit

feral field
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Ohh, I see, just used a Cad Exchanger software to convert it. Was not sure it was worth to reboot a project through Unreal Studio

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Cause rn im on default unreal

feral field
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@dusty gyro any advice on exporting IFC ?

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I mean importing

dusty gyro
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revit Β―_(ツ)_/Β―

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import through revit

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export with datasmith

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thats our workflow

feral field
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Ahhh you dont by any chance dont have any solutions if you dont have revit ?

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haha

dusty gyro
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nope

feral field
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dammit

golden crown
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I have a valid copy of V-ray and set up the plugin install with their online license server, and also tried local. No go though. Each time I try to enable the V-ray plugin in UE4, I get the above message log.

half knot
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anyone know how to increase the texture map size from a target scene cube map?

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right now i can only export out a 2K max resolution

half knot
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Im trying the ansel plugin and i'm unable to get the menu to appear in the stand alone play. I ran the command code and everything. Anyone else having this issue?

remote meadow
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Hello guys i need your help. i don't know guys the sunlight is not showing, before i bake the light it shows fine, but when i bake it it disappear. I'm using an editor sphere for the city background

charred quarry
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@reef bolt Volumetric lightmap is not perfect in interiors because walls and other sharp transitions cause issues. Even if you set volumetric density insanely high, you might get a sample inside a wall or below ground, so lighting will get interpolated between this dark sample and bright sample outside.

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At least this is my understanding of the problem. I've had similar issues before.

reef bolt
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Ouch. That's a big problem. Thank you

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Buuuut

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How I can lit the door?

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My entire project use obviously static shadows, and my skylight and directional light are stationary, but the door must be set to movable, so what type of illumination I can use to get proper dinamic shadows when I open the door during the game?

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The other problem is that since my door is set to movable, the light inside the room get across the door, in fact you see that the floor is quite bright near the door

charred quarry
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I wonder if you could use a static plane blocking light, and hide the plane when playing and only show the dynamic door.

reef bolt
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anyway thanks for the explanation, now I know why there are these artifacts!

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Uhm

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Yeah, but this means that I will get a line that divide the darker illumination in a room with the other illumination more brighter

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I'll have a simple static shadows for the floor, with a line more darker/more brighter

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But, for the illumination of the door? Which method I can use? We've seen that I can't use the volumetric lightmaps for the problems of the artifacts...

charred quarry
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I think volumetric lightmaps is the way to go. You just need to tweak them to look good enough. Maybe try volumetric lightmap density volume and change some settings. Use volumetric lightmap visualization mode to check if sample arrangement is getting better.

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There is no magic bullet unfortunately. Unless your project doesn't need to be realtime and you want to beta test DXR / RTX.

reef bolt
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Uhm nope ahahah I'm a noob with unreal

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So I can change the position of the volumetric samples?

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To get all the samples in the "right* place (not into the darker walls for example) and with this solution I don't have problems with artifacts?

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Ah, sorry for all these questions haahaha but... I don't know if I've placed the lightmass importance volume in the right way. I have placed it to cover all the project (a simple apartment). In my case, it's a waste of performance considering that I need it only for the opening of the door?
Placing the lightmass importance volume only in the "hole" of the door with the same size of the door, I will not have problems with artifacts? Considering that all the samples will be positioned "in the void" where pass the light (and not into the darker walls)?

charred quarry
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Lightmass importance volume is different from volumetric sample importance volume!

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You can use volumetric volume to try to direct UE to generate more samples for some areas.

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So for your door opening for example.

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So cover whole model with lightmass importance volume but only use volumetric importance volume for some problematic areas.

reef bolt
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πŸ‘€

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What I've got it it that I can place a lightmass importance volume to "add" the samples that capture the light on their surfaces, and then I can choose which meshes can use these information to get dynamic shadows

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Is* not it

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I didn't understand your reasoning much πŸ‘€

charred quarry
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Lightmass importance volume just tells lightmass to calculate high quality static lighting inside the volume. Outside of lightmass importance volume you will get low quality static lighting calculations.

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Volumetric lightmap density volume will tell lightmass to place more volumetric samples for dynamic indirect lighting inside that volume.

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If you don't use volumetric lightmap density volume, you will get mostly uniform distribution of volumetric samples in your scene. Then if you want to increase sample density, you will get way too much samples because they are added to whole scene.

dusty gyro
dusty gyro
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@dusky marsh have you installed 4.22 + datasmith yet btw ?

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I think I've put my finger on a massive memory leak

dusky marsh
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ah, no. I'm going to be using a c++ asset that needs a compiled release for each version, so I'm locked to 4.21 for a while now

dusty gyro
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argh

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yeah I'm defo running out of memory with 4.22 import where it was fine in 4.21

gentle osprey
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been running 4.22 for a few hours now and memory load seems to be fine for me

reef bolt
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@charred quarry Hi! Sorry that I reply now, in these days I've university tests... Ok: so if I understood correctly, I'm obliged to insert a lightmass importance volume that cover all my apartment to get good static shadows. I didn't know the existence of the volumetric lightmap density volume, now I go to read the unreal documentation. In my project I was increasing the parameters of the volumetric lightmap in the world settings, you mean that I was doing a useless method to get a good dynamic lighting for the door, considering that I never used a volumetric lightmap density volume?

reef bolt
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Ok I see that there isn't unreal documentation for the volumetric lightmap density volume, so I try to use it into the project and... It's weird, I placed it covering the surface of the door and I've see that building the light this volumetric lighmap density volume "disappears" the samples into the area!

gentle osprey
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Trying to get a grasp on good lighting in vr. Anyone have any documentation/videos they recommend I look through?

gentle osprey
hard oar
reef bolt
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@hard oar in my opinion the light is very good

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@dusty gyro Hi! I was searching in the discord a problem that is happening to me with the packaging and I saw that you too long ago had a similar problem, namely "FMemoryWriter does not support data larger than 2GB" (it appears when I make the packaging for windows). I don't understand how to solve it, I searched the web and some advise to take the level and subdivide it into sub-levels. I have a persistent level with my project (a small apartment) and a sub-level with only lighting (for convenience). I checked the size of the map anyway and it's just 900mb, so much smaller than 2GB! I don't know what to do, it's all day that I do tests on tests. Would you know how to solve this problem?

dusty gyro
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oh damn

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I dont even remember that error 😦

reef bolt
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This were your messages that I found in the discord, I think it was the same problem

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These*

dusty gyro
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old stuff x)

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I decimated the meshes

dusty gyro
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So in your case I have no clue, sorry :/

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Mine was meshes that were way too big at import

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yours is obviously elsewhere

reef bolt
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I understood, thank you very much!

sleek cove
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Good evening guys

gloomy timber
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hey I hate to post such a noob question, but I have been using Sketchup with Datasmith exporter and a lot of times, after baking a rendering, I get the UV lightmap issue where certain meshes go black. I have tried all of the following to no avail: Increasing the min lightmap resolution, making it a static mesh and then replacing it with the static mesh, I have tried deleting the uv channels and letting them regenerate by hitting apply changes, I have even tried unchecking generate UV...I could use the sketchup plugins and reexport the datasmith file, overwrite and reimport and see how it shakes out, but often times this happens on many objects, some of which are just fine with planar mapping and don't require custom mapping. Is there a way to just force flat shading? I am happy to send the sketchup file, the UE project or screen share if someone can point me in the right direction?

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it happens on all the models I work on, even relatively simple ones. I can provide other examples, but this scene is available here in SU 2018: www.smithany.com/2018editslatest.skp and the full UE Project is available here in 10 minutes: www.smithany.com/ue.rar I have Blender installed and could certainly export the problem children to FBX and fix the UV there? It seems like a lot of extra work for something that is not that tricky, there has to be a quick fix or blunt instrument in the unreal engine

uncut jolt
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make sure that the material is dubbel side πŸ˜ƒ

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@gloomy timber i had the same problem in my sketchup models. let me now it that fixed it πŸ˜ƒ

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you can also invert the face in sketchup of the object that are black.

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if not could you send me the fil?

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@reef bolt did you solved it? i had the same problem but i fixed it. if you need help let me now πŸ˜ƒ

reef bolt
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HOW

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HOWWWWW

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PLEASE

uncut jolt
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if you richtclick on the builddata map

reef bolt
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yup

uncut jolt
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then sizemap

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on the top right u see discksize

reef bolt
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yup

uncut jolt
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change that to memory size

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one of you'r builtdata maps is larger then 2 gb

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u can fix that by putting down you ligtmass resolution of compres your lightmaps in the world settings

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hope this helps

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u can also delete it but then your lighting is strange

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is one bigger then 2gb?

reef bolt
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I do not believe it, so I was on my way! exactly right now I had discovered what you're telling me now. ahahha

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more or less 15 minutes before you wrote me hahaah

uncut jolt
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lol hahah

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you can also split the content in more sublevels is you want to maintain your lightmass resolution

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had the same problem last week XD

reef bolt
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I noticed that the compress lightmaps made me do the packaging, and from there I started to investigate, and then I discovered the trick of the disk size / memory size

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I think that for me the solution it's your same solution, in fact my project is for arch-viz, so I can't use the compress lightmaps

uncut jolt
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why not?

reef bolt
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in this exact moment I was in fact I was making a backup of my project for safety, and then divide it into various sub-levels

uncut jolt
reef bolt
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Because with the compress lightmaaps I have pixel artifacts :/

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Wow, you don't have artifacts hahah

uncut jolt
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for the final lightbuild put your quality to production

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or did you already did that?

reef bolt
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Yeah

uncut jolt
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hmm what is your lightmap resolution?

reef bolt
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all red

dry musk
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@gloomy timber Hey, I have the same problem with black materials. You found a solution? Here is mine with detailed lighting

uncut jolt
reef bolt
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(the maximum are 2048, is a little apartment)

uncut jolt
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woow turn it down to 512

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try it from there

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i had why to big lightmap resolution but @dusty gyro told me to turn it down

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@dry musk could you send me your project en datasmith files?

dry musk
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I cannot, NDA and company stuff

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unfortunately

uncut jolt
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ah okey sad to hear

dry musk
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:/

reef bolt
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Eh, but with 512 the lightmaps the walls are all green ahah

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also the floor and the ceilings is green

uncut jolt
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@reef bolt just try it πŸ˜›

reef bolt
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the difference in quality is very high?

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(between red and green lightmaps)

uncut jolt
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i don't know

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@dry musk check if the material on that mesh is two sided

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or invert you face in sketchup. if you need help i can help you tomorrow via screen share if that's possible?

gloomy timber
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etienneboy0 thank you for your suggestion, in sketchup i was able to use the face style shaded using all same and manually flipped normals it worked great. I had already had the two sided materials, but this is a necessary step still for some reason. See updated view with production lighting and other default settings below:

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what is the setting for the shadow resolution? is it the min llightmap resolution? see below, thanks in advance:

gloomy timber
uncut jolt
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great that i worked out

feral field
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I tried pretty high res lightmap aswell

dusty gyro
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looks like single facing model problems

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is it a closed model ?

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or are these walls just "planes"

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@feral field

feral field
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Its closed, could the problem me two sided mat ?

dusty gyro
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could be

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how does the back of it look like ?

feral field
dusty gyro
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uh interesting

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do you use CPU or GPU lightmass ?

feral field
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GPU

dusty gyro
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I know GPU lightmass doesnt like double faced materials

feral field
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Took it off

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But maybe I have to build again

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to see the result

dusty gyro
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also if you could show a view of the debug lightmap res ? πŸ˜ƒ

feral field
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I am not sure where to find that

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Like the density ?

feral field
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Hey

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stuff was not light proof

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I added a backplate and it fixed it, some mesh issues

dusty gyro
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aah πŸ˜ƒ

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thats what I do when in doubt

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shell the places where light shines through

steep ridge
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Why does the multiuser template use sublevels for 'lighting' and 'geometry'?

dusty gyro
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@steep ridge that way you can change only some bits of content

wheat pond
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Can unreal handle multiple RTX2080TI cards out of the box in 4.22?

dusty gyro
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for example, you could have a night lighting in one sublevel, and day lighting in another one

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then use em as lighting scenarios

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@wheat pond no sli support yet

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since sli is a proprietary tech, you will only be able to use it on Nvidia Gameworks branches of Unreal

steep ridge
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Thanks @dusty gyro. That makes sense.

dusty gyro
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and nvidia is soo behind in terms of maintaining their branches up to date with Epic

wheat pond
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@dusty gyro ok thanks!

dusty gyro
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@steep ridge I use sublevels a lot for my template

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my persistent level has all the geometry (one or multiple datasmith scenes)

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I have one or more lighting scenario sublevels I can switch between

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an FX sublevel with the post process volume and reflection cubemaps

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a camera sublevel for my still shots

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and a cinematic sublevel for sequencer renders

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I can reuse my sublevels on different variants or updates of the datasmith scene that way πŸ˜ƒ

steep ridge
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That is organized. I just never thought of using them because I assumed it was just a streaming level thing, and I never tried it.

dusty gyro
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:p

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since we are using HDRi stuff a lot

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I just create a new sublevel for each new HDRi and bake it into a lighting scenario

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can then swap them at runtime depending the time of the day (dynamic lighting takes too much resources on our projects)

steep ridge
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cool, I'm just focused on pure interiors, bathrooms with frosted glass.

dusty gyro
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nice

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HQ materials and lighting then I guess

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this is more the kind of stuff we do

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full buildings + simple interior stuff

hard oar
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Anyone of you have done yet an archviz for Playstation?

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Client asking 😱

dusty gyro
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weird platform for an archviz project

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why would you ever do that thinking

hard oar
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@dusty gyro clients need 😭

dusty gyro
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weird stuff

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not sure anyone did that before here

hard oar
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Ye I don't think so. I'm kinda lost hehe I'll begin to study how

pale prairie
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unless your talking about PS4 Pro, I don't think you have the technical flexibility to create high quality visuals outside of a small room.

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I could be wrong tho, I don't know the exact specs of one

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I remember hearing the GPU is equivilant to a Radeon HD 7850

mild oxide
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Anyone have any clue why my lightmap density is pink on a specific mesh?

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Its not even in the spectrum in the docs lol

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Brought it up to 4k its still pink

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nvm im a dumbass

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apparently now its pink if its selected

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is that a 4.22 thing?

uncut jolt
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yeah i think so, yesterday i was checking my lightmap resolution in 4.21.2 but when it was selected it doens't appears pink πŸ˜ƒ

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anyone tested GPU lightmass in 4.22?

mild oxide
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gonna wait for a stable release before i do that

dusty gyro
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@uncut jolt there's no GPU lightmass for 4.22 ? πŸ€”

uncut jolt
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πŸ˜…

lucid orbit
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ive checked today gpu lightmass thread, no activity pretty much, i bet luo is super busy with 4.22 release/gdc

strange stream
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so what is the problem .... I know increasing the resolution may solve the problem , but the question is why same asset has a diffrent shading problem as per their position

strange stream
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in the fact rotating the asset will cause the issue is this normal , and why it is hapening

rotund ruin
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In the second pic: is there a seam in the UV next to the doorway?

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and do you have enough padding between the lightmap UV islands?

uncut jolt
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@strange stream can u make a screenshot of the UV mapping?

tender dune
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Hi guys, another noob here to join the ranks

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I've been using Unity for years to do quick and dirty archviz VR. Just today started looking at Datasmith and if I could possibly use Unreal instead.

pale prairie
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How so you guys feel about how the light is propagating throughout the scene

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Is it to much? To little?

tender dune
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seems to fit the mood for a dungeon πŸ˜ƒ

dusty gyro
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that wall on the right, should it receive light that way ?

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looks quite uniform

strange stream
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it is killing me how ue4 props can deal lightmap with 64 resolution better than 512 of our assets , are they hiding something ?

dusty gyro
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good uvs

strange stream
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ours are as good as their too , even data smith uvs are not working fine less than 512

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must be something missing

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even a simple cube will not work fine with less than 128 as example

dusty gyro
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yeah thats not right

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are you sure your lightmap uvs are using the right channels

pale prairie
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All the lightmaps in the scene I just posted are 128 to 512 max

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Mostly 256

strange stream
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I bet you stair prps in the starter content is doing same result at least with only 64

pale prairie
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Can you post some examples of what you are experiencing?

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Also put lightmass settings and a screenshot of your lightmap density view

strange stream
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look at this as example

pale prairie
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Is there an issue?

strange stream
pale prairie
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The lighting looks clean and artifact free to me

strange stream
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notice the one on the right is much better as uvs although I cut the seams exactly the same

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the right one has been made with datasmith

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it looks clean cause it is far if I zoom you will start notice something wrong

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however ...

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this more complicated stair look much better in only 64 !!!!!!!!

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this an example of an issue if I zoom

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my simple wall with opening is struggeling with 512 resolution

tidal skiff
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wait ur lightmap uvs are 512

tidal skiff
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@strange stream break it up into smaller pieces

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Also, the reason why Epic's props at 64 look so much better than yours at 512, is because you're not padding your uvs correctly

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Lightmap uvs in ue4 are very finnicky and just reusing the static mesh one will result in light leaking etc

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so you need to pad your uv based off this formula

strange stream
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@tidal skiff will you please explain more ...what do you mean by padding correctly ?

tidal skiff
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1 / target lightmap resolution = the amount of piels needed to be padded

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@strange stream sent you a dm

strange stream
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As example ...Do you mean 1/256= 0.0039 ... then I have to put 4 pads between my shells

tidal skiff
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first off never go above 64

tidal skiff
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the result you get is what you set the minimum to

strange stream
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never go above 64 ...whai I understand like never make more than 16 padding between shells ...right ?

strange stream
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well here is the question and it could be stupid cause I am kind of beginner ....how important to shells to be snapped to grid in uvs box , does it matter ? again excuse my ignore

tender dune
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Doesn’t matter

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Just padding and best use of laying out the pieces within the UV space, while keeping everything scaled uniformily. I think only in some instances you might scale up parts to fit empty space.

strange stream
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thank you for answering but excuse me I was talking about lightmap uvs particularly

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is it the same answer ?

royal osprey
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Yea your UV definitely needs more padding, meaning more space between UV islands. So the baking can add extra pixels of the same color of the island all the way around it, this prevents those errors, on some cases they can only be seen when you are far and lower mip-maps kick in.

cinder remnant
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you need 4px between islands

sweet fossil
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@mild oxide Lightmap density view might be appearing as pink due to Post Processing. The colours in these various views aren;t very reliable because of this. Make sure to lock your exposure and disable any PP volumes if using these views.

mild oxide
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alright thanks. i was just confused in the beginning why my lightmaps were bugging

tender dune
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is anyone using Datasmith?

uncut jolt
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yeah

forest depot
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How do you guys find using datasmith? Seems like it's more of a hassle

tender dune
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I haven’t done enough testing, but it certainly requires tweaking both in the original software and once in unreal

dusty gyro
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we use datasmith too, and its been quite a booster for us

uncut jolt
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here too

tender dune
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What package are you coming from? I wonder how much datasmith differs when export/import from the various apps. I'm using 3dsmax/Vray

forest depot
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I'm confused as to which part of datasmith is helpful to speed things as up, light conversion and material conversion is basically unusable

solemn hawk
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Material conversion works great coming from 3dsmax/vray

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Light conversion has had issues but that’s mostly been fixed if you use cinematic cameras and manual exposure.

Unreals β€œauto exposure” doesn’t use the same physical units that manual exposure does which means most values are going to be way overblown outside of manual exposure control

dusty gyro
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mesh conversion @forest depot

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meta data

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material assignations

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layering

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all kinds of stuff actually

forest depot
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Ah okay I should see what kinda results I get with mesh conversion, but I felt material translation wasn't helpful because datasmith makes heaps of materials rather than material instances

dusty gyro
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You haven't used datasmith in a while right @forest depot ?

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It's been since 4.21 that datasmith uses material instances, at least for revit

cyan ether
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works in progress

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need rtx capability in this scenario

forest depot
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@dusty gyro tbh haven't used it a lot. I tried it when it first came out and then just tried it again with 4.21

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The problem might be that we are archviz only and not architects, so we don't work on the Revit /cad/ SketchUp models

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I've just found it best to take it into max and remodel/fix

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And then just import without datasmith

cyan ether
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without datasmith? i wouldn't dream of that, unless i wanted to make life harder

obtuse tiger
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@dusty gyro @uncut jolt I saw you talked with others about the plugin Datasmith. I have a problem about invisible walls if you export it from sketchup to ue4 with datasmith. Any tips?

uncut jolt
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Can u send me a dm?

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@obtuse tiger

obtuse tiger
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dm?

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@uncut jolt

uncut jolt
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@obtuse tiger direct message πŸ˜ƒ

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I can’t do that on iPhone XD or I don’t know how

dusty gyro
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looks like a normal/face inversion problem

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sadly I've got no experience with datasmith for sketchup

spice sapphire
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Datasmith for me has been kind of a shit show

uncut jolt
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his face was indeed backwords

lucid orbit
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Ive did read recently two good news

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luoshang overhauling gpu lightmass (called prometheus now, although it seems to be supporting only skylight currently)

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and nvidia will add limited ray tracing to older gpus than 2xxx

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im glad my 1080 wont be obsolete so quick πŸ˜„

steep ridge
#

Is there a reason to not provide us with the Datasmith source, so we don't have to go through workarounds with buildIDs in a souce build of the engine? I just don't understand why?

dusty gyro
#

since its gonna be a paid plugin in the next 6 months, and its still pretty much beta software, it doesnt surprise me you cant access a source builds of it @steep ridge

steep ridge
#

Still, using the workaround, or migrating a Datasmith actor is inconvenient. It kinda defeats the purpose of providing the engine souce?

dusty gyro
#

datasmith is still very young

#

maybe they'll change that once the tools will be available through the subscription

steep ridge
#

I was asking because MagicLeap recommends using it's own source build, and aside form exposure issues, Datasmith has been helpful. I was wondering if whining on the forums would have an effect, but I guess I can wait for the beta period to end.

dusty gyro
#

You could ask them directly

#

the datasmith team answers quickly if the question is well formulated and relevant

tender dune
#

Are there any blog posts or tutorials on how to tweak things after importing a datasmith exported file? At least in my case from 3dsmaxy/vray, the lighting is completely blown out and there's no visualization in Unreal that I'm fixing anything when I try to dial down the lights. Also doesn't look like the instanced lights don't transfer over into Unreal. But like you say, it's still beta.

tender dune
#

I'm also stuck just trying to rip the pawn from the VR demo scene so I can explore my 3d interiors. I can't seem to copy the right stuff over to have a floor plane to teleport across.

steep ridge
#

@tender dune The teleport pawn depends on the Nav Mesh to teleport. you need to drag in a Nav Mesh bounds, then hit 'p', and you should see the floor light up green. You might have to generate collisions

#

As for the lights, you'll have to dial down the component in the light actors as well as the main actors.

dusty gyro
#

I just use the product viewer pawn to be honest

#

it uses a dumb raycast solution, so you dont have to bother with navmeshes

#

would require some tweaking if you dont want your users to tp into walls though

steep ridge
#

That's true. It also supports multiplayer.

dusty gyro
#

product viewer doesnt support mp

#

only the archviz one does (and locally only)

steep ridge
#

@dusty gyro Oh, I assumed they were the same pawn.

dusty gyro
#

Nah :p

tender dune
#

At the moment I only care about dumb simple setup, so going through walls is fine πŸ™‚ - so I need to make a new project with the product viewer and then import the datasmith project in? I’ll also try the nav mesh @steep ridge - it’s possible I broke something else as well...

steep ridge
#

yea, that should work.

dusky marsh
#

we made our own controller where we check the normal direction of the raycast hit to see if it's flat enough to stand on

#

this way, we don't have to involve any navmesh or even collision (since we use complex line trace)

dusty gyro
#

yeah this is the right approach, we made something similar too

tender dune
#

why isn't something like that available in the asset store?

tender dune
#

@dusty gyro I tried a new project with the product viewer template - but when I go to VR Preview, its a blurry view? Not sure what is going on there.

dusty gyro
#

you have to toggle a boolean in the collector blueprint

tender dune
#

found it, thanks. ProductViewer_Collector had a VR toggle to flip

brisk jewel
#

oh hey! this might be the better place,

I'm hitting the Error: FMemoryWriter does not support data larger than 2GB on some of the arch vis scenes I work on, some times making parts of the level stream works but I'm quite interested in knowing what the actual 2gig limit is and what it's all about so I know what to look at in future.

hallow arrow
#

are you having huge BuiltData?

brisk jewel
#

going over 2 gig yeah

#

we're a very high end arch vis company so a decent apartment or lobby pushes to that limit

#

and we don't have the time to optimise a lot, I do normals where I can and optimise meshes

hallow arrow
#

if you're using a source distribution, i have a potential code fix for you

#

Open Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp
search for line TArray<bool> SucceededSavePackage;
add the following block before it:

            {
                // Disable async save with large (>2GB) package since async save uses FMemoryWriter which does not support data larger than 2GB
                bShouldSaveAsync = false;
            }```
#

and recompile UE4Editor

brisk jewel
#

now this is juicy

#

is the 2 gig limit an old limit from 32 bit systems?

hallow arrow
#

probably because people just want to make things simple and use int32 everywhere lol

brisk jewel
#

so another question is. Is it good practice to try and not go over the 2 gig or can we expect that to change one day?

#

I am using a launcher version, not a github one, I guess this needs to be done via that version?

hallow arrow
#

yep

brisk jewel
#

bugger, so I can't edit the file and start UE4 again?

hallow arrow
#

hmmm you need to recompile the engine, which is not possible with the launcher version

brisk jewel
#

this makes me sad haha

#

so just to check, the "code" should now look like :

}
         if (Package->GetFileSize() >= MAX_int32)
                {
                    // Disable async save with large (>2GB) package since async save uses FMemoryWriter which does not support data larger than 2GB
                    bShouldSaveAsync = false;
                }
        TArray<bool> SucceededSavePackage;
        TArray<FSavePackageResultStruct> SavePackageResults;
        {
hallow arrow
#

yep

brisk jewel
#

great, I'll go through the source version tomorrow and see if this works. Would you have time to elaborate on what could be done to help prevent hitting it? I know lightmaps will impact it but will level streaming help, even if the levels are below 2 gig each but over 2 gig in total?

hallow arrow
#

dividing into sublevels should help

brisk jewel
#

great, I think we also have a lot of superfilous stuff in the project so that can be cleaned.

I've noticed that the filter for "not used in any level" doesn't seem to work either.

forest depot
#

Ooo I didn't know luoshang was on the discord

#

@brisk jewel we get around it with just splitting into sublevels

dusty gyro
feral field
#

The Lous ?

#

Like GpuLM Lous ?

#

If it is, I love you ❀

lucid orbit
#

did unreal reveal something interesting on gdc regarding archviz/static lighting?

mellow crater
#

Hi people what is the tool for switching landscapes? Basically I have an integer in my game instance and at different values I want different material setups on my landscape. It won't change while player's are in the map it affects.

mellow crater
#

Oh sorry I thought this channel was about large scale graphics. But now I see it's short for architectural visualization.

little path
tender dune
#

Datasmith really doesn't seem to play well with vray lights from 3dsmax. Or anyone have any tips? I try to adjust all the intensities and it does nothing.

dusty gyro
#

work on lights havent really started yet afaik

#

its in their roadmap though

#

I guess for now doing the light stuff directly in engine instead of Max is the better solution

#

you can still import your IES profiles and all

tender dune
#

@dusty gyro ah Thanks for that tip, wasn't sure where they were at with the lights. I'll work on a way to re light in Unreal

crisp owl
#

Hello guys! First post here. I was wondering if anyone here has experimented with distance field shadows? If so, is there a way to block them by a volume / material / geometry / anything? I can post screenshots to display the problem if needed. Ty!

dusky marsh
#

@crisp owl my experience is that they're so problematic for arch-viz that we gave up on them... we're waiting on raytracing instead now

#

(but I'm a beginner so I might not have the best answer... but I've talked to a few Unreal developers, including one involved in distance fields, and got no good answers from them either)

crisp owl
#

Noes!

#

Then how would one use physics in archviz? I mean as in able to move object ( which cast shadows)

#

is there any other way than distance field?

lucid orbit
#

what's the catch of this 6gb royalty free assets? πŸ€”

royal osprey
#

I think they are just promoting their site with that pack. There is ok stuff in there, not very organized but some nice stuff if you take the time to dig in.

cyan salmon
#

Question about PBR lighting... I've noticed Epics obsession of setting lighting intensity to 3.14 (guessing this was an gag and what they calibrated things too).

My scenes look really dark when using this value, but things like specular highlights look more correct than using an intensity of 6 (which looks more correct to me for a mid-day setting)
So what's going on here... is 3.14 the right intensity? if so, should we just set the exposure levels until the lighting looks right?

echo osprey
#

Hey guys. Got a question. When I use high resolution screenshot and put it on x6 multiplier my pc starts lagging bigtime, which is normal I know. Screenshot is taken, looks good. But then when i go back to the editor it keeps lagging, forever and ever. until I restart editor. it's like the x6 resolution stays even after you close high resolution screenshot taker. This can't possibly be normal behavior right? Any advice?

cyan salmon
#

@echo osprey I just tried this in an empty level, it indeed does cause a permanent loss in performance until you restart

#

I haven't the time, but you might want to submit a bug report (will get lost in this busy discord)

echo osprey
#

Alright will do that. It's pretty annoying 😦

sleek cove
#

Morning! Just started wondering. Is there any free program that supports exporting Unreal Datasmith type?

#

For example, it could be used to open IFC, then export as Datasmith to get all the metadata IFC contained

#

I can do it with Revit easily, but is there any free ones?

uncut jolt
#

@sleek cove not that i know

bitter breach
#

hey guys any tip for how to achiev a more realistic glass?

dusty gyro
bitter breach
#

thx

brisk jewel
#

@tender dune a bit late but I did see they said Vray Lights were broken in Datasmith, they have a fix but not in time for 4.22?

tender dune
#

ah thanks for that - it gives me a chance to learn how to light with unreal lights

dusty gyro
#

lighting with datasmith is in their todolist but they havent really started working on it yet

#

mesh + hierarchy + materials and textures is the priority for now

brisk jewel
#

can be worse, we use non linear workflow and 3rd party colour corrects, Datasmith has no idea what to do with it.

dusty gyro
#

πŸ˜„

brisk jewel
#

I assume, never having the joys of a well made scene, that Datasmith actually does a decent job with Vray Materials? or is it always fubar.

dusty gyro
#

no clue, we dont use Vray :/

#

it should do a good work tho

brisk jewel
#

what do you use? Corona or the mythical Redshift?

dusty gyro
#

none of that πŸ˜„

#

Revit models

brisk jewel
#

Scanline!

#

oh, you poor thing.

dusty gyro
#

we do all the lighting and materialwork in UE

#

yep

#

πŸ˜‚

brisk jewel
#

hey, if it looks ace then why not

dusty gyro
#

well

#

it looks good

#

but with sweat and blood

thick wolf
#

Hello, I'm new in unreal. what's the benefit of using datasmith over fbx if I'm using sketchup for modeling? Datasmith can import lighting and vray material, but I don't use that.

brisk jewel
#

Datasmith will position all your object at least with their pivots also in the right place

dusty gyro
#

transform, hierarchy, layers

#

meta data

#

control over mesh tesselation (at least in Revit)

brisk jewel
#

Datasmith is great to just bring geometry in, after that it's all on you.

dusty gyro
#

well you could make your own materials

#

but its better to just swap em with good native UE materials once in engine

#

also the reimport process is a lot faster and easier than FBX

#

and you have dataprep to prepare your scenes for realtime (lightmaps, LODs, etc..)

thick wolf
#

Thanks, well I plan on setting the material in unreal, sketchup would only place basic material, which will be replaced in unreal, I haven't play much, espescially about the uv from sketchup

dusty gyro
#

you can do some proper stuff with revit

thick wolf
#

I see.. Thanks a lot for the insights

dusty gyro
#

yep thats a good workflow @thick wolf

#

with the latest UE previews (4.22p7 as of now) you have the ability to swap your materials at import (with datatables)

#

this model has been pimped quite a lot within UE4, but it shows how well you can translate your models and optimize em

thick wolf
#

Do you have any reference of high quality exterior archviz?

dusty gyro
#

there isnt much exterior stuff videos on the webs

brisk jewel
#

@dusty gyro sorry I was out, looks good, and I've heard of Furioos, some guy on Linkedin keeps asking me to join

dusty gyro
#

πŸ˜„

#

I've been working with them for a while

#

actually met them at the Paris Unreal Build event last year

brisk jewel
#

so you're working in arch viz too?

dusty gyro
#

kinda

#

BIM viz

brisk jewel
#

hey it's still cool

dusty gyro
#

I still prefer archviz :p

#

BIM viz isnt as detailed and interesting visually

brisk jewel
#

I am lucky to work on some incredible Arch Viz but 8 years of being in it and it's a bit boring

dusty gyro
#

πŸ˜„

brisk jewel
#

stuck now not quite able to work in Games or anything else, as I have a porfolio of 15,000 items and nothing else lol

dusty gyro
#

items as in model assets ?

brisk jewel
#

yeah, lots of actual buildings too but I've been stuck being a modeller as I much prefer that but as such never paid well compared to a visualiser

#

that Furioos streaming quality can be a little bad ay?

dusty gyro
#

all depends what your internet is like

#

with a good fiber connection it works well

brisk jewel
#

ah, we have a very good connection here but it might not be fiber, the screen "tears" lets say with big movement

#

oh no, call that, it actually works great now i restarted it

dusty gyro
#

:p

#

4.21+ projects can use the new pixelstreaming features of UE

#

and it works well

brisk jewel
#

that's lovely, and another thing to learn...

dusty gyro
#

πŸ˜„

brisk jewel
dusty gyro
#

have you grabbed the FabricCollection @brisk jewel ?

brisk jewel
#

nope, is that one of the recent assets they released for free?

dusty gyro
#

yeah

#

well

#

it may have been last month's

brisk jewel
#

I'll have to get them, all over Megascans and Poliigon but the more the better

dusty gyro
#

these arent free anymore I think

brisk jewel
#

I baked the maps for the chair from VRay but it's quite high poly, 40K or so

#

ah well. I have many already

dusty gyro
#

its this pack

#

not sure its still free

#

the advanced glass pack from this month looks awesome though

brisk jewel
#

ah shame, Β£49

#

yeah that looks worth while

dusty gyro
#

this is unsettling πŸ˜„

brisk jewel
#

it's just very hot πŸ˜›

dusty gyro
#

or the rain goes up outside πŸ˜„

#

4.22 Unreal Studio is out everyone ! πŸ˜ƒ

brisk jewel
#

looks like the lights are fixed

dusty gyro
#

looks like

#

πŸ˜„

brisk jewel
#

lovely. might make my life much easier

dusty gyro
#

that multi user editing

#

dream finally coming true

brisk jewel
#

multi user?

dusty gyro
#

yeah

#

multiple users can do stuff in the same editor instance

#

multiplayer editor if you will

brisk jewel
#

ah I see in 4.22

dusty gyro
#

yeah

#

seems local only though

brisk jewel
#

fine for me

dusty gyro
#

unless you setup an internet server

brisk jewel
#

there's Perforce and some other thing I saw recently but this looks like it'll replace them

dusty gyro
#

yeah

#

I wonder how they'll handle versionning with this multi user stuff

brisk jewel
#

no idea. I wish I worked with more savvy people to learn correctly

dusty gyro
#

this is great

brisk jewel
#

that looks like the thing I saw, they had a dev grant I think.

dusty gyro
#

scene fusion ?

brisk jewel
#

that's it

dusty gyro
#

yeah I'm not sure how its gonna evolve for them

brisk jewel
#

I can only assume they are working in engine now or they're just fucked over

dusty gyro
#

I hope for them

#

that said

#

it wouldnt be the first time that an engine does its own version of a third party plugin

brisk jewel
#

I wish Autodesk would for 3ds Max... or maybe not as they do seem to ruin things

dusty gyro
#

eeh

#

autodesk fixing stuff ?

#

nevar πŸ˜„

brisk jewel
#

Nope, they'll just wait for Blender to do everything better and then I have to learn yet another piece of software

#

I'm only 31, I don't want to re learn every 6 or so years

dusty gyro
#

πŸ˜„

#

damn alright so with the multi user stuff

#

you can bake the lights on one machine

#

save the scene

#

and it syncs on all other machines

#

neat

#

I wonder what happens if you change stuff on one machine while lights are being baked on another tho

brisk jewel
#

yeah I assume that might be a problem, unless it just locks things

#

or it'd be good if it updated the lighting and just left the new assets

dusty gyro
tender dune
#

niceee. so the datasmith plugin doesn't need to be updated? just import into the new version of unreal?

dusty gyro
#

I'm not sure

#

could need to be updated

uncut jolt
#

na u need to update the datasmith plugin in you contecnt software

tender dune
cyan ether
#

ue4 devs my favourite devs

cyan ether
#

typical question

#

i enabled raytracing and restarted ue4

#

anything else i need to do?

cyan ether
#

i gots it, for others, create a shortcut for ue4editor.exe with the commandline -dx12 appended

cyan ether
royal osprey
#

Are RTX cards mandatory for 4.22 ray tracing?

cursive plank
#

@royal osprey think Nvidia added support for 10 series ray tracing

royal osprey
#

all right

#

thanx

dusty gyro
#

not yet

#

soon though

royal osprey
#

We have sevaral machines with 1060s here, but on my machine I have an RTX card.. but with windows 7 (I have su much stuff installed I am dreading the update to w10)

dusty gyro
#

@cyan ether neat use of mirrors !

#

why dont you swap the cards @royal osprey ?

royal osprey
#

because I am top dog and I have the dual Xeon with the rtx card. and everyone else is on lesser machines (insert evil laughter)

dusty gyro
#

well for now YOU are the lesser user πŸ˜„

#

no RTX for you on W7 !

royal osprey
#

not for them either with no rtx card πŸ˜›

dusty gyro
#

do update really

#

or dual boot

#

if you are that frisky

royal osprey
#

yeah I need to do that, but too many deadlines for now

#

I'm only here because I'm rendering and I can take a breather

fiery warren
#

Hi everyone. Am I reading this right, we can now export rail line and forestpack from 3dsmax into unreal with datasmith? Has anyone tried it and see if it works well?

fiery warren
#

Railclone *

dusty gyro
#

@fiery warren yeah they improved the support for RailClone and forestpack

#

@dusky marsh have you tried it ?

dusky marsh
#

not yet. will most likely do it in a week or two

#

but yes, they put out a video explaining it quite well

fiery warren
#

@dusty gyro not yet. Gave a try to the raytracing on my 1060 but it crashed lol. I'll try the FP import soon.

#

@dusky marsh ty for the link man

dusty gyro
#

Raytracing will be available later for 10 series

#

its not gonna be brilliant performance wise though πŸ˜…

fiery warren
#

Ya but it looks damn powerful.

dusty gyro
#

sure is !

fiery warren
#

If I got it right, we won't need reflect probs anymore, right?

dusty gyro
#

xactly

#

all reflective materials will use raytracing

#

probes wont be needed anymore

fiery warren
#

Sweet but expensive lol

dusty gyro
#

reflections arent the most expensive if you limit the bounces

fiery warren
#

I meant in terms of graphic card

dusty gyro
#

and its the easiest feature to setup actually

fiery warren
#

700€ a good one, is expensive

vast rain
#

I don't have the scene on me but what could be the possible cause of my lights not showing after I bake my light? everything is on static

#

I asked on forums but they just told me my lights probably aren't on static but they really are πŸ˜…

#

And my meshes are on static aswel

vast rain
#

and after

#

I moved that couch out of the building and it does the exact same

#

before

#

after

vast rain
#

solved

prime echo
#

and the problem was?

bitter breach
#

And Without MDF

uncut jolt
#

@vast rain could you tell us how you solved it? πŸ˜ƒ

dusky marsh
#

normals... it's always normals πŸ˜›

vast rain
#

Well I got these models from some weird website for an assignment, lighting was the most important. But.. apparently those models had overlapping UV's

ancient pasture
#

Hey πŸ˜ƒ IΒ΄m still a beginner with UE4. I created a house in max, textured it and imported it into UE4. everything looks good so far but the only issue I have is that I modeled gaps in the wall where I wanna place windows and a door. I still wanna do that but even without a door placed I canΒ΄t go through the gap where the door is. Does anyone know how to fix that?

dusty gyro
#

Your model has simple collision enabled

#

Use complex collisions (in the mesh parameters) or model a more precise set of simple collision @ancient pasture

ancient pasture
#

oh that solved it!! ty so much!

dusty gyro
#

;)

dry musk
#

Hey, anyone know how to fix this light issue I have here? It affects my Distance Field Shadows in a weird way and I need to figure out how to fix it. It also looks really weird.

hallow arrow
quaint star
#

My lighting has been building for 12 hours and is stuck on skylight radiosity in swarm agent and 0% inside unreal. I dont even have a skylight in the scene anymore. Does anyone know what might cause this? Last time I built this scene in a previous unreal version it took significantly less time.

cyan ether
#

try cancelling and clearing cache in swarm settings

#

i forget but there are two things to clear

dusty gyro
#

@hallow arrow stunning ! You work with the RT team right now right ? I wonder how many samples they used to have results this good

feral field
#

Is rtx working with non rtx right now or ?

#

Nvidia said it was gonna do a update for DXR for non rt cards

dark oriole
#

Not yet, no.

feral field
#

Dammit

feral field
#

4.22 still does a lot of light building on CPU or is there more on the gpu without RTX ?

dark oriole
#

100% CPU

#

Lightmass 2.0 is not a thing yet

#

There is no light baking on GPU, RTX or no RTX yet.

feral field
#

Ohhh

#

Thanks for the answer πŸ˜ƒ

feral field
#

any1 know why my scene is this white and glowy in 4.22 ?

dry musk
#

The lightmap density should be good, green

echo osprey
#

How can I have nice baked lighting with a moveable object ( a door)

#

?

copper turtle
#

You need some lighting around it to be Stationary and you need reflection capture actors

dusky marsh
#

@hallow arrow hmm, I see lots of metal reflected and it doesn't look black... wasn't that a shortcoming of RTX in 4.22?

hallow arrow
#

@dusky marsh if you dont care about perf (lol) you can turn on multiple reflection bounces which could probably fix them

dusky marsh
#

@hallow arrow ah, cool! and the recorded video will still be a smooth 30fps apparently! that's really neat, thank you!

brisk jewel
#

on the subject of that UE4Arch raytracing video, he did say it randers at 12fps on a 2080.

#

renders* jesus I can't type

dusky marsh
#

I missed that! That's still better than 40 minutes per frame that we currently render in with V-ray. πŸ˜‰

#

Plus, the waiting for previews to see if the materials and lighting look ok.

sleek cove
#

Is is illegal to compy Datasmith plugin from Engine folder to project folder when passing project to other ppl?

#

If the other people don't have datasmith

#

*copy

subtle sedge
#

Depends on how DataSmith's license works?

#

Are you allowed to share it with others in your team?
Is it per seat? Per company? Per x people?

#

Or is it free?

#

(I don't use DataSmith)

sleek cove
#

I don't know answer :/. Currently it's free if you signed to beta, but I think later it's something like 50 € per month

#

But i'm not sure how the license goes, if you include it in project that is used as design tool(full of engine plugins) as much as the executable itself

forest depot
#

i thought datasmith is tied to your epic games login

#

dont see how you could abuse it even if you wanted

cyan salmon
#

Was that issue with physical lights in 4.19 fixed?

#

having that issue with SSR using physical lighting units, so I guess not...

EDIT: "Apply Pre-exposure before writing to the scene color" fixed it :'|

sleek cove
#

Anybody know way to reset the pivot point with induvidual meshes when importing big scene to level? I converted IFC to obj and imported it. every mesh has pivot in same location and their relative distance is far away from it.

#

for example. I selected door and you can see Pivot far below

dusty gyro
#

@sleek cove do you have Revit ?

#

Converting ifc to obj and importing it in unreal is asking for troubles :p

sleek cove
#

Yes. I previously done everything with those, but I want to try it without the expensive programs and wondering if it's possible

dusty gyro
#

You'll loose a lot of data

#

Proper pivots is one perk of datasmith

#

A native ifc importer is in the works though

sleek cove
#

Really?

#

Where did you hear that?

#

@dusty gyro And yes, not arguing with that. We use datasmith all the time. But just looking alternatives

#

kinda IFC to OBJ and IFC to XML -> Then load metadata from XML file

dusty gyro
#

Yeah we used that way before unreal studio and datasmith

sleek cove
#

Hmm did I undestrand correctly, it's not official importer, but community made for now

#

aah, it says epic staff

dusty gyro
#

Nah they just lack files to do testing

#

The importer is made by Epic

sleek cove
#

Yeah. Thanks for the link!

#

It was very weird not having IFC importer. It is the most common one everybody uses. Almost Every program exports IFC

dusty gyro
#

It's also one of the most messy

#

Thus one of the most difficult to tackle

sleek cove
#

Yeah

feral field
#

DXR out now for non rtx cards

lucid orbit
#

was about to ask how is DXR for you folks

#

anyone of you tested it?

#

oh man, i forgot dx12 is only for win10

#

im using win8, so meh

dusty gyro
#

upgrade then @lucid orbit πŸ˜ƒ who uses windows 8 anyways, thats one of the worst releases with vista 😐

pearl maple
cyan salmon
dusty gyro
#

@pearl maple its in a bit of a weird spot

#

because sooner or later, Unreal Studio will have the tools optim sells

#

but integrated natively

sleek cove
#

@pearl maple Seems great. Optimization is one of the biggest things when importing stuff from programs like Revit.

pearl maple
#

I haven't worked with revit files so far so I am not sure how well it performs, I am gonna try it with a 3ds max file soon.

#

@sleek cove

#

@dusty gyro Optim was made by using unreal grant so maybe they will just buy them out?

sleek cove
#

Triangle Count is something that easily goes beyond normal limits. I once imported simple structure that had pipes in it. Triangle count was over 20 million in one frame.. Phew :S

pearl maple
#

yeah thats a bit much, XD

sleek cove
#

Yeah. Luckily now, we have a drop-down menu where you can just select, how many percent you want to reduce selected items and everything goes automatically after that. Went from 20 million triangles to 2 million finally

pearl maple
#

Wonder how good of a system you need to work on revit files than, That's a lot of polygons

dusty gyro
#

@pearl maple yeah could be... Or maybe they will just ignore it and build their own solution

#

I mean that's kinda what they did with scene fusion

sleek cove
#

Good Sunday everyone

pearl maple
#

anyone uses the gpu lightmapper here? I am getting this error when creating a backup for cpu lightmass

dusty gyro
#

@pearl maple are you using the latest version from github ?

pearl maple
#

Yep!

dusty gyro
#

hmm

#

backup works on my end

#

try deleting 7zip

#

and redownloading it through the bat

pearl maple
#

Yep re did that, re installed unreal 4.22 as well, still the same issue.

#

I have two versions of unreal installed and it doesn't find the 4.21 always defaults tp0 4.22

dusty gyro
#

hmm

pearl maple
#

Do you have 4.22 nd it works for you?

#

Ok It worked! I moved it to root on C drive, before it was in my unreal projects folder.

cyan salmon
#

Don't suppose anyone has any resources and/or magic numbers when it comes to the effect weather has on direct illuminance from the sun?

Closet thing I've found is 130,000 max lux in perfect conditions, but atmospheric conditions can have a wild effect on this, I'd just like to know how wild instead of eye balling

pearl maple
#

Daylight is the combination of all direct and indirect sunlight during the daytime. This includes direct sunlight, diffuse sky radiation, and (often) both of these reflected by the Earth and terrestrial objects, like landforms and buildings. Sunlight scattered or reflected by...

dusty gyro
#

ah yes, the gpu lightmass "launcher" isnt really covering different drives

#

its a hacky solution

#

but it works :p (when one your C drive)

pearl maple
#

Did not know that, How does it handle different versions though?

#

I see no options to choose

dusty gyro
#

it...

#

doesnt

#

πŸ˜‚

#

best would be to have a version of the launcher for each release of the engine

pearl maple
#

but it doesn't find the older version at all, everytime it defaults to 4.22

#

Do I have to do this manually ? I think so

dusty gyro
#

yes because the script only handles the latest engine version

#

you'd have to modify the script with a text editor

#

and do something like forcing it to go to a specified path

pearl maple
#

I see, I will look into it.

cyan salmon
#

Room is completely blocked in using a dynamic skylight, there's no entry for light so I guess this is a flaw of dynamic lighting, or too much exposure...?

umbral cliff
#

hey guys, i`m having a weird issue in my lightning, there is a region in my model, that is having a weird red indirect light

#

it`s not the dome light

#

the back light is blue and the front is red, the back is kind of ok but what is this red light hahaha

cyan salmon
#

"indirect lighting color" inside of PP?

I remember setting mine to a bright red for visualisation but forgot about it

umbral cliff
dusty gyro
#

@cyan salmon looks like distance field shadowing to me

#

I'm not sure DF lighting is the way to go with archviz

half knot
#

ahh UE4 is UEpainly! haha
Is the blotchiness i'm getting due to my light UVs?

#

I unwraped each object but the coloring is so inconsistent

dusty gyro
#

@half knot datasmith + dataprep and bam, unified lightmaps πŸ˜„

#

but yeah, looks like either its not using the right UV, or your lightmass setup is too low quality, or your lightmap resolution is too low

gentle osprey
half knot
#

@dusty gyro hmm okay I need to explore datasmith more. The image above was FBX workflow.

#

Oh wait haha yeah re read your comment

#

I think it’s the UVs

dusty gyro
#

@gentle osprey what's going on with your model ?

gentle osprey
#

FMemoryWriter

#

no archive name and the logs don't point to anything specific causing the problem

#

I've deleted geometry and am just about back down to only having the datasmith model only in and still getting the error.

#

about ready to uninstall and reinstall UE4

solemn hawk
#

You’ve got an asset that’s larger than 2GB. It could be your light map data?

gentle osprey
#

Could I ask you for some direction on where to even begin looking for the offending lightmap data or even resetting lightmaps?

solemn hawk
#

First, go to your light map data asset, right click it and view it in file explorer to see how big it is.

If it’s greater than 2GB you can reset the baked lighting for your level by going to world settings and clicking the checkbox for β€œforce no precomputed lighting”

Then build your light as you normally would and you’ll have an unbuilt level

gentle osprey
#

Thanks a ton, @solemn hawk ! Will try and report back

solemn hawk
#

Just to clarify this process will remove any baked lighting from your level

gentle osprey
gentle osprey
#

Thanks again. I was able to build the package after doing this, @solemn hawk

solemn hawk
#

No problem, to avoid this in the future I’d recommend using 1024 res for light maps, max. I usually do 512 for large props and 1024 for large walls. Separating geo helps, not sure revit geometry is the best to work with, but it depends on the result you want and time you have to put into it

gentle osprey
#

Revit geometry is NOT the best to work with, but the time limitations are the constraint we are up against.

#

I'm not sure what res datasmith preps the lightmaps at, but I will have to look into that

#

thanks aagin

solemn hawk
#

It should have a range set when you import

tidal skiff
#

Hey, so we've built a plugin that automatically sets your lightmap resolutions to the most optimal setting via a camera path.

#

Would anyone here be interested in testing it?

#
1. Create a new level sequence
2. Add a camera actor to the scene
3. Add the camera actor to the sequence
4. Move/rotate camera and add keyframe
5. Select the level sequence actor, then open mode tab
6. Choose the number of iterations, then click Set lightmap resolutions
7. Rebuild lighting
#

This is how you use it, Dm me for info πŸ˜ƒ

dusty gyro
#

oh that sounds interesting @tidal skiff

past echo
#

Does anyone know why my PlanarReflection is hidden in game mode?

forest depot
#

You may have 'actor hidden in game' checked

past echo
#

I didn't know I had to have actual glossy geometry there in addition to the planar reflection. I was using is for water and didn't really understand but I have it now.

dusty gyro
#

what you see in editor mode is just a debug plane

#

when in game mode that plane disappears, but all materials with low roughness in the bounds of the planar will be affected

slate surge
#

did anyone have problems using the latest version of unreal engine and datasmith from max

#

my level was turning black when i tried importing my max datasmith file into unreal engine version 4.22

#

and after i manage to avoid that problem by importing the object first into a level them move it to the actual level it refused to bake the light into the project it kept on giving me errors

sleek cove
#

@dusty gyro You going to Raleigh in June 7-9?

dusty gyro
#

Nah :/

#

I have a Classic Car garage inaugural

half knot
#

anyone know how to combat this error when rendering to texture in max?

#

I'm using the floor generator

#

there is no gap in the mesh im using the bevel object

lucid orbit
#

are there any updates related to static lightning coming in 4.23? I've checked ue4's trello board, but didn't see any sadly

mellow crater
#

Hi! I'm using RayTraced GI on my current cinematic project and it works great but when render out the sequence the GI sampling doesn't finish properly until it goes to the next frame so I have some sampling / ghosting issues on some frames. When I go to that frame in the viewport and wait for the GI to finish sampling it looks good. So what I'm wondering is if there's a way to make Unreal hold frames until the sampling has finished or fix the GI ghosting/sampling in some other way?

dusty gyro
#

you could... render each frame separately with a sequencer timeline moving the camera every X seconds

#

other than that, there's no way currently to wait for a frame to settle @mellow crater :/

gusty urchin
#

Hello everyone! Quick question, I'm working on a a Archviz scene (one bedroom) and I'm planning on making a VR build. I'm trying to make various materials for walls and floor. Could anyone point me to a good VR controller for Archviz with this type of interactions ? Thanks! πŸ˜ƒ

dusty gyro
#

@gusty urchin got any experience with blueprints ? πŸ˜ƒ

gusty urchin
#

Really none

#

I'm learning Lighting still in Unreal

dusty gyro
#

simplest solution would be to make a blueprint to cycle between materials on controller aim and button press

#

you can also buy one of these archviz packages on the marketplace

#

I think one of em has what you need

#

but to be honest, a custom made tool would be way more simple and would be better fit to your needs @gusty urchin

gusty urchin
#

Thanks :D
Sorry to bother you, but would you have a guide link for that blueprint for material cycling ?

dusty gyro
#

wrong ping πŸ˜„

gusty urchin
#

@dusty gyro

#

yes πŸ˜„

dusty gyro
#

hang on I'll try to find something

gusty urchin
#

Thanks!

dusty gyro
#

this should cover the basics

#

regarding VR, you'll have to adapt slightly the code

#

I'm not sure you need an UI for starters though

#

you can also use the feature called variant management, introduced in 4.21

#

@gusty urchin

gusty urchin
#

I'll read this! Thanks a lot πŸ˜„

dusty gyro
#

πŸ‘Œ

mellow crater
#

@dusty gyro thx for the reply!

ripe island
#

@dusty gyro You can turn the UI into a 3D widget and use the VR headset/motion controllers/whatever to interact with it that way.

dusty gyro
#

absolutely

#

but it requires a bit of setup for it to work :p

ripe island
#

Lil bit more than whats shown, yea.

gusty urchin
#

Sorry to bother you guys again. For what I'm trying to create here (VR photorealistic bedroom Archviz), should I create a blank UE project or is it better to start with the VR template ?

dusty gyro
#

VR project if not using datasmith, Multi user template if using unreal studio and datasmith

#

@gusty urchin

gusty urchin
#

ok thanks! πŸ˜„

wicked jasper
#

Hello everyone! First time question here so sorry if i messed up with category. I'm making vr archviz project with a bunch of small interiors. Every time on first load every level looks dirty for a second or so and every time the time is different (Sorry for 3 "times" in one sentence πŸ˜ƒ ). Is there a way to beat it?

cyan ether
#

i think this is just the engine's behaviour

#

might be able to workaround with a fade in from black

marsh dragon
#

That's just your lightmaps being loaded in at a low res, so it can at least get some light mass data in quicker with out having to wait longer for the full res lightmaps to load

#

not really something you would want to turn off

cyan ether
#

WATCH BEN SHAPIRO UTTERLY DESTROY REALTIME ARCHVIZ WITH LOGIC AND FACTS

chrome pilot
#

Hello everyone! I'm trying to get into Archviz with VR and as a fist project I built my mother's work-in-progress kitchen, all good so far, but I want to make certain meshes have interactive materials in order to let my mother choose the colors of the floor, walls, countertop and cabinets however she likes.

#

Would anyone please help me guide building the blueprints for this? I'm an utter noob at ue4 and the blueprints and c++ parts seem to be devils' spawn to me.

#

I found this tutorial for unity, it has the exact UI and functions that I want, maybe someone could please help me replicate it?

dusty gyro
#

@wicked jasper @marsh dragon well, you could disable texture streaming, but thats not really good of an idea unless you're ready to invest in massive amounts of VRAM and RAM πŸ˜„

livid viper
#

Hey, I am getting into learning ue4 for archviz, I have experience with path tracing engine like blender cycles, and realtime engine like unity and Eevee, thou I havent dont archviz in unity. So I was wondering can anyone recommend me any good courses for learning various lightning settings, objects, techniques for ue4?

dusty gyro
#

lots of complete courses on lighting, materals and more for archviz

livid viper
#

thanks @dusty gyro

#

there is this course for Unreal Studio, like I will be using ue4, will there be much difference?

#

this one

ripe island
livid viper
#

Yep I was just looking for basic lightning courses

#

thankyou @ripe island

ripe island
#

πŸ‘

wicked jasper
#

@marsh dragon @cyan ether @dusty gyro thank all of you for your answers. Guess i'll use fade with a second delay.

past echo
#

Does anyone know how to keep the mips from dropping down in resolution in the editor? They only go back to normal when I dive into the texture details or set the Mip Gen Settings to NoMipMaps

dusky marsh
#

@cyan ether that's a nice project you posted there... do you have a website with more information on it?

#

@past echo there's a mip bias setting in the materials editor, I think... but that's more of a #graphics question anyway πŸ˜ƒ

cyan ether
#

thx, no web, was just a pitch we didnt win for world expo. too much $$ :v

#

i warned them i told them about stairs bro

slate surge
#

Hi guys

#

I need a job

#

please check out my artstation profile 😦

#

i use unreal engine and other 3d software pretty good

dark terrace
#

Hi... iΒ΄m very bad modeling houses interior and stuffs... so i will be very greateful if someone can helpme just telling me where can i find a ready-to-use full asset of a home interior with things, beds, lamps, like archviz videos on the net...

i ensure i will not use it for commercial purpose, just for educational, i just want to focus on programming...
no mather if i need to pay (not so expensive of course).. Thanks

#

OH!.. just that Angry_bird is showing!...... i need that scene on my computer, whre to get them ?

cyan ether
#

very good artist, cant help but think your location is the downer for getting work

wicked jasper
#

Upd: the propblem was in Box brushes. Somehow static mesh lightmaps are loading much quicker. Like half of a second instead of five. Of course i deleted back polys and optimised the mesh (maybe that’s the reason)

#

Don’t be like me and replace brushes with sm πŸ˜ƒ

dusty gyro
#

Brushes should never be used outside of level blocking

#

:p

#

And even as level blocking tools it's not that great

wicked jasper
#

Now i know)

forest depot
#

@slate surge nice work

slate surge
#

@cyan ether i know. it is not very appreciated in my Country 😦

#

@forest depot thanks

#

@cyan ether do you have an artstation account?

dark terrace
#

Is incredible how auto-exposure can increase the reallism

cyan ether
#

i dont have one, everybody is better than me :v

ripe island
#

Make one anyways!

dark terrace
#

Everybody is better than me?
You haven't see my works

slate surge
#

lol

#

@cyan ether i would like to see your work πŸ˜ƒ

#

@dark terrace it works serious magic

dark terrace
#

I agreed, yesterday i was frustrated because my scene looked the same as a 1995 game, that was before enabling auto exposure, 😜

slate surge
#

lol

tribal gyro
#

Hey. I upgraded to 4.22 my VR project. and 2nd floor Navmesh isn't working. Basically I can no longer walk on the 2nd floor

#

any Ideas?

cyan ether
#

do you have a navmesh volume covering all floors

marsh dragon
#

@tribal gyro im guessing you tried this, but press G to show all the gizmos in the scene, then press P to actually see what your nav mesh is covering. Also try rebuilding the navmesh data under Build > Navigation > Build Paths

tribal gyro
#

@marsh dragon yeah ive tried all that

dusty gyro
#

for all the archviz people, check out the free marketplace content for this month aswell as the new permanent free content packs ! So much props for our projects ! πŸ˜ƒ

livid viper
#

ye

dusty gyro
#

πŸ˜‚

lucid orbit
#

showing client how apartment would look after robbery? πŸ˜›

dusty gyro
#

your RT setup looks proper btw @lethal vigil

#

looked great in your youtube video

lucid orbit
#

yeah, i thought it was baked

dusty gyro
#

its a mix of RT and DF right ?

lethal vigil
#

yes

dusty gyro
#

aight

#

the day we get this performance with RT shadows and GI

#

it'll be πŸ‘Œ

lucid orbit
#

by the way, is it possible to record in sequencer a scene lighted with rt in a way you dont see noise/noise jitter thats often apparent in rt?

#

i mean, i guess its possible, just wondering how, setting each frame for eg 5s?

dusty gyro
#

nah its not

#

you'll have to stop the camera each frame in your sequencer @lucid orbit

#

for X seconds

#

and find a way to only export the frame at your "frame is ready to be captured" event or something

lucid orbit
#

O_O

#

i thought there was a option to capture frames every Xs or something

#

what a bummer

dusty gyro
#

well, RT stuff is still quite recent

#

I'm sure this'll be included once its stable enough

feral field
#

RTX isnt working for me

dusty gyro
#

@feral field have you followed the guide available on the forums ?

feral field
#

No, I just enabled it and add the post processs volume

dusty gyro
#

PDF guide by epic

#

with step by step

feral field
#

Thanks!

feral field
#

Does it crash several times running it with a GTX card ?

#

haha oh god 2 fps

#

1080ti

dusty gyro
#

Yeah performances with a 10 series won't be great

#

Try not to use GI

sleek cove
#

Hello people from everywhere

lucid orbit
#

ive been recently messing around with rt and came to question - is there a way to reset all rt parameters?

#

i can imagine deleting DefaultEditor.cfg from project folder would do the trick, but it contains other editor settings

pearl maple
#

Hey all! Anyone uses substance designer/bitmap2mat here?

I am looking to create a new substance which converts a sample image of a tile from a vendor to a usable material for pbr workflows, Wondering if it already exists?

dusty gyro
#

@pearl maple bitmap2material ?

#

πŸ˜„

#

its more than just a node but

pearl maple
#

Yeah, I was wondering if someone already made it lol

#

I have around 100 textures that need conversion.

dusty gyro
#

B2M it is then

#

you might be able to batch convert with it

pearl maple
#

But that's the thing, It doesn't always exports the best output, You need to tweak it a little bit. And second thing, They require tiling and changes like grout color, width and those kind of things.

dusty gyro
#

yep

#

thats a thing you'll have to do manually I think :v

pearl maple
#

Yeah, I think substance designer is the way - you plugin the texture give options to tweak the texture outputs and have some options to manipulate properties like grout and stuff.

dusty gyro
#

you still have to manually input the texture

#

then tweak it

#

then export the PBR workflow textures

pearl maple
#

But that can be done directly in unreal so atleast cuts down the time on saving and managing so many textures.

dusty gyro
#

?

#

substances dont take texture inputs ?

#

in UE

#

all inputs are either float/vector/boolean variables or already baked in the substance factory

pearl maple
#

Ohh I did not know that, Dang it.

dusty gyro
#

😬

pearl maple
#

This is going to be so much manual work. FML.

dusty gyro
#

yep

#

took me a few months to have a decent library of own made materials (from substances mostly)

past echo
#

Is there a way to get rid of temporal aa shimmering on thin foliage like grass? It is really bad with any considerable dof. I've played with mip bias, opacity map clip value, quality settings, etc. but no luck.
supersampling at 2x helps but that's not really an option

past echo
#

I really think it has to do with the mip and the depth of field. If something is completely in or out of focus the shimmering goes away but if something is just "sort of" out of focus the noise is terrible.

dusty gyro
#

@past echo switch to FXAA or Forward rendering + MSAA ? πŸ˜…

past echo
#

Lol

dusty gyro
#

Nah for real, msaa with forward is a lot better than taa