#aec-visualization

1 messages Β· Page 9 of 1

past echo
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I'll give it a try again, I remember the feature set wasn't really there yet last time I checked

past echo
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Yeah, I just tried msaa, looks horrible even with the samples maxed out. Way too noisy.

dusty gyro
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πŸ˜…

ancient pasture
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I need to ask again in this channel 😦 I already shared my problem yesterday but because I rlly need to finish this scene I´m pretty dependent on you.. I still have these weird shading errors that are probably caused by the lightmaps in UE4. In my scene there are 5 objects that give me the overlapping lightmap error after building lights. what I´ve tried so far is:

  • unwrapping every object at least 4 times with different applications such as 3ds max or rizomUV + checking the padding between the UV islands
  • increasing the lightmap resolution to 1024 just to check if that might cause it; didnΒ΄t help either

another thing is that I still wasnΒ΄t able (even though I googled for at least an hour) how to visualize the overlapping... I enabled "use error coloring" in the build options but where should I see the errors now? I canΒ΄t see them neither in the viewport nor in the lightmap

wraith hare
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Hi, I was wondering, have any of you worked extensively in photogrammetry before

dusty gyro
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@dark oriole has

wraith hare
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I started out looking into Photogrammetry for environment work, but am becoming increasingly interested in it for archvis

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Would love to have a chat to someone who can perhaps mentor me a bit within the area (perhaps beyond what i can gleam from youtube tutorials)

sweet fossil
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What do you mean by use it for archvis?

marsh dragon
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Im guessing for prop creation. you'll need an area with really even lighting at multiple angles, any single obvious light source (for example, a light thats way too bright, or un even lighting that the sun, and ceiling lights with no lighting come in at the sides can cause) will mess with the render and most likely make it useless for UE4. Because that obvious light that's baked into the textures wont match the lights you have ue4

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oh you asked for beyond what you can learn from YouTube vids, ^ thats pretty general info sorry

wraith hare
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I'm considering attaching a diffuse light to my camera and taking photographs at night from all angles, do you think this set-up would be good for an interior, or not?

pearl maple
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Hey all, I have been working on this project which is replication of a irl project in VR. I can't change materials and models but can rearrange them, What do you guys think of the lighting here? What could be improved?
https://imgur.com/a/0G91V7U

dusty gyro
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@pearl maple looks pretty fine already !

pearl maple
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Yeah, but I have been looking at other projects and it doesn't feel its finished. Could be because of the materials and lack of models.

dusty gyro
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definetly lack of props

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the bedrooms are quite empty

pearl maple
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I know, But I can't add anything else to it.,

dusty gyro
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living room looks nice, not too crowded

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care to post a shot of the kitchen ?

pearl maple
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Or maybe post processing could use more work to create a better mood?

dusty gyro
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PP can add quite a lot yeah

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be it color grading, bloom, dof (not for VR)

pearl maple
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Yeah no dof, What would you suggest color grading wise, I have mot a lot of exp there.

dusty gyro
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I dont have any sadly :/

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that video you posted

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its using a lot of closeup shots

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DOF abuse

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and very detailed materials

pearl maple
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Yeah I know, Just an example though and materials - I only got a 512px image from vendor's site so that's the best I could do.

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They can be better

dusty gyro
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argh

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do you have substance designer ?

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you could try to recreate that image procedurally

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or something close to it

pearl maple
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Yeah I thought of that but Imagine doing that for 100+ materials not really feasible.

dusty gyro
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nah, takes a lot of time

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have you got roughness / metallic / normal maps ?

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or is it just diffuse/basecolor textures

pearl maple
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Most of them have diffuse/roughness/normal

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I used bitmap2mat

dusty gyro
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alright

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better than nothing πŸ˜ƒ

pearl maple
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Yeah

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Its still looks good - Like the client is happy and all. I am just wondering if it can be improved further.

dusty gyro
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hmm

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you could use a low resolution planar reflection for the TV screen

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instead of a sphere cubemap

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or at least use a box reflection instead of a spheremap

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that'll correct the slightly curved window reflection

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you could also try to use lighting scenarios

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and light up these ceiling spots

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be it in the living room or the bedrooms

pearl maple
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Yeah I can't add any artificial lights, I will try to do the box reflections, One thing I was stuck at that when looked from afar sphere refs looks better - It merges well with the rest of them,.

dusty gyro
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yeah box can look a bit weird sometimes

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I like planar reflections, but the performance impact can be quite big

pearl maple
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How do you do reflections for mirrors?

dusty gyro
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on a small scene like that it shouldnt be too heavy though

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Planar Refs

pearl maple
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and planar might not be the best idea its for VR after all.

dusty gyro
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well if you stick with a slightly rough material and a planar ref with a 30% resolution

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it might be good enough

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just dont abuse it (or toggle them on/off depending which room the user is in)

pearl maple
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I will try to set it up, Never used that before. Right now I have box ref for mirrors and it looks weird because it fades in when you walk to it xD

dusty gyro
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ah

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your lighting natural lighting setup looks pretty good already

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so reflections, materials and PP will be your best bet to improve the scene

pearl maple
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Yeah, Thanks! πŸ˜ƒ

dusty gyro
pearl maple
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I see what you mean.

dusty gyro
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it makes it a little more lively

pearl maple
dusty gyro
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ah well

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the client is king

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are the tiles you used for the kitchen the same as the ones in the photo ?

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doesnt look like it

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photo tiles are a lot less rough, and smaller with a white seam

pearl maple
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Yeah I have those as well, You can change materials in VR.

dusty gyro
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nice

lucid orbit
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if im understanding correctly, theres no way to get non-opaque shadows casted from glass-type materials, while keeping ray-traced reflections on them?

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im thinking about the glass floor kind of, in skyscrappers or on top of giant well

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glass paths as well, like ones on some chinese mountain πŸ˜›

digital wasp
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can someone explain why is that mesh getting illuminated like that? I dont have any lights in the scene except one skylight with hdri plugged in. those spotlights have zero intensity. it feels like light is passing through the walls and illuminating objects

lucid orbit
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maybe light is leaking through roof into this wall?

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you could test it by putting scaled ue4 cubes to block

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@digital wasp

digital wasp
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I will try it. thank you

digital wasp
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after inspecting for hours, turns out ue4 was recomputing wrong normals for the mesh. and hence incorrect shading on some faces 🀦

pearl maple
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well atleast you figured it out! πŸ˜‚

sleek cove
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Hello everybody!

pearl maple
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Does anyone know how to save static meshes with baked lighting so they can be replaced at runtime?

digital wasp
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@pearl maple I dont think you can save the static meshes with the lighting information baked on it because UE4 overlays the encoded lightmaps on top of the meshes and those lightmaps are saved with the level. if you want to swap the meshes in runtime, then you can prebake the lighting with some other renderer like cycles in blender and then export out the light textures and then apply them to the swappable objects in UE4. you will have to use unlit material. but this is a lot of work just to swap meshes in runtime

pearl maple
sleek cove
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Got Google's Text To Speech cloud API working in our project. Now it is easy to type anything you want user to hear. For example in virtual exhibitions inside arch viz buildings πŸ€“

digital wasp
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Wow! this is soo cool πŸ‘

dusty gyro
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hmm thats neat @sleek cove

dusty gyro
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well, wow !

dusty gyro
feral cradle
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@pearl maple is that a real foto or render!? if its a render damn! if its a foto, it makes sense it looks real πŸ˜„

pearl maple
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Lol yeah the last one is a picture, Imagine making something like that though πŸ˜ƒ

solemn prawn
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So how does the Unreal and TwinMotion integrate? It appears TwinMotion is a separate program. Opening up the Unreal engine doesn't reveal any type of component connectivity.

solemn hawk
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There isn’t any yet, it’s a standalone program

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I remember the datasmith guys talking about making a bridge between twinmotion and unreal though

solemn prawn
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Twinmotion needs a 3D Max import option.

dusty gyro
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I guess down the line Twinmotion will have datasmith support @solemn prawn

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Would be missing out if it doesn't

uncut jolt
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did Unreal not bought Twinmotion?

dusty gyro
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They did

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But it takes more than a finger snap to add features ;)

uncut jolt
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yeah takes more that πŸ˜›

blazing furnace
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Hi, I have tried to use Landscape Grass to get my lanscape to spawn grass based on the landscape material layer. It works technically but I cannot get it to perform. I use Quixel Megascans assets that have lods and seem to be made for this purpose ( preview rendering of the asset from quixel shows the asset rendering in UE4). I have tried to use it as regular foliage as well but I get the same problems, It seems to be related to overdraw since most of the screen is colored "white" in the quad overdraw visualizer mode. Anyone have tips on how to get this to be performant while still looking like grass?

gusty urchin
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Hi everyone, soory a noob question.
I textured a picture frame prop and when I apply the textures into a material with the opacity alpha channel, the whole prop is transparent

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I have no idea what type of material I should use

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This is what I get, I'm a noob at UE4 material editor

dusty gyro
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blend mode "opaque"

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in your detail window

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do you even need your material to have an alpha

gusty urchin
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I have a glass frame plane on top, it should have it right ?

dusty gyro
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if you have a glass frame, assign it to a different material

gusty urchin
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Oh so separate them

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I see

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Thanks πŸ˜ƒ

dusty gyro
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yeah

gusty urchin
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Will do

dusty gyro
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keep it a single mesh, but use two material slots

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even cheaper

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use opaque

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but instead of using a separate material for the glass frame

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just use a low roughness value on the framed pic

gusty urchin
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great! thanks πŸ˜ƒ

past echo
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does anyone know how to get the new mesh instancing to work with a movable direct light, it only seems to work with a static light

solemn hawk
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has anyone else had issues packaging with the substance plugin in 4.22?

blazing furnace
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way to sparse and at the limit of what my gpu can handle. Quite far from what I have seen others do.

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Sorry for spamming with all this info, but if anyone has some input on how to make this look nice, I would greatly appriciate it!

dusty gyro
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you should defo be able to get much better results @blazing furnace

blazing furnace
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Yes, I think so, don't get what I do wrong here. been at it for two days with lots of issues. I have searched this forum and saw that you made some quite nice scenes.

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yesm like that!

dusty gyro
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this is what i get with the Photorealistic Bagrounds package that was free a few months ago on the MP

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the grass is reactive to the player even

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I'm also using the OpenWorldFoliage package

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for the grass assets and logic

blazing furnace
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Cannot find these packages on the MP.

dusty gyro
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hang on

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"interactive Open World Foliage"

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is the pack you want to look at

blazing furnace
dusty gyro
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yup

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the screen I posted is my Landscape Grass Type asset for the furnished grass type

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(I've got three, one of em is for rock scattering)

blazing furnace
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Ok, will buy and test this

dusty gyro
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what GPU are you running ?

blazing furnace
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Just hoped that the assets from quixel would work

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this is on both a Mac with Vega64 and a PC with rtx 2080 ti

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similar performance

dusty gyro
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hmm yeah defo not normal then

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I'm running an RTX Titan

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but the 2080ti should give similar results

blazing furnace
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yeah. I better try this out and report back.

dusty gyro
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πŸ‘Œ ping me when you've got your firsr results

blazing furnace
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sure, I will! thanks for the helkp

blazing furnace
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@dusty gyro seems that the foliage pack you suggested works fine. now I have to try to understand why

dusty gyro
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πŸ˜ƒ

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hang on

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are you using translucent/masked ?

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on your quixel mesh

blazing furnace
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masked yes

dusty gyro
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thats the issue

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overdraw

blazing furnace
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overdraw

dusty gyro
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haha

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that package I've redirected you to is using meshes

blazing furnace
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hehe, yeah but quixel sets up the whole thing for you so one expect it to work out of the box

dusty gyro
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like, grass meshes, instead of planes

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true

blazing furnace
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maybe there will be less overdraw using the highest (0) megascan lod since I believe it is just a mesh

dusty gyro
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surely

blazing furnace
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sadly it is at 5000 triangles or so :/

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I guess it is made for offline rendering mainly

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in clarisse or so

dusty gyro
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ah

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yeah, the open world foliage is ~230 triangles for a grass patch

blazing furnace
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Overdraw viz shows that this maxes out at "green" while the quixel one paints almost the whoel screen white . I guess one could make good use of the quixel assets but it will take a lot of tweaking to have very little of the shape be masked out

dusty gyro
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you could use the quixel meshes

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and run the decimation tool on it

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(ie mesh reduction percentage to something like 10% or even 1%)

blazing furnace
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True, will probably look into it but it is not really top prio for now since then I have to set up everything myself for each asset and that will take quite some time

digital wasp
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Static skylight or stationary skylight for lighting interior with overcast lighting situation(no direct sun)?

tidal skiff
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@digital wasp do you need to change the light properties at any point

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if yes, stationary

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if no, static

digital wasp
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I dont need to change any light properties. but I heard that stationary lights produce better quality

tidal skiff
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not if you get the lightmass/lightmap setting right

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also does performance matter

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sky lights i think i'd put stationary for them though since you get bent normal occlusion

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but all other lights static

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also if you're using IES profiles they dont work well with static

digital wasp
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I have a long room with one big window. I want to light the room such that it is filled with soft lighting. I have lightmaps for wall and floor set to 2048 resolution, lighting scale of 0.6, skylight bounce of 10, indirect lighting quality of 2 and smoothness of 0.7. I baked with production quality but I cant get the whole room to light properly. its not bad but its not realistic enough. the part of room which is close to the window is very bright but the parts away from the window are very dark. and if I increase exposure settings, the part close to window are just blown white

tidal skiff
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put a lightmass portal that fits perfectly into the window

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see how that affects it

digital wasp
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yeah I tried that too. while lightmass portal does makes the quality better and reduces splotches, it doesnt make the scene any brighter

tidal skiff
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you could use a tonemapper

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or skylight

digital wasp
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didnt try the tonemapper. willgive it a shot too

tidal skiff
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its hard to say exactly what to do without having seen it as well

digital wasp
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I will post some screenshots soon. currently building lights again using stationary skylight

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is there any noticable effect if I crank the number of skylight bounces to something like 70-80? I am using 10 right now

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I read a blog post on 80.lv about realistic lighting study in ue4 where the guy said that he set the number of indirect bounces to 100

dusty gyro
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10 is more than enough

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Most of the time

gusty urchin
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Hi everyone. Sorry again with my noob questions. is there a way to export a complete scene in UE4 and import it into an existing level ?

cyan ether
tidal skiff
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What are the differences between unreal studio and normal ue4?

blazing furnace
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seems to be a plugin for importing things from 3ds and revit and a few extra bundled materials mostly. you can download regulat ue4 first and the install the studio plugins afterward

cyan ether
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datasmith convertors and an in engine mesh editor which imo should be in vanilla ue4 by now

blazing furnace
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anyone understnad the Grasstype scalings? X seems to be a "universal scaling in all directions" while Y and Z doesn't change anything. note per axis scale as I would have assumed

warm slate
gusty urchin
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really nice @warm slate πŸ˜„

warm slate
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hi yehoo πŸ˜„ thx u

blazing furnace
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I wonder how close we can get in real time with current tech

spice sapphire
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ive seen some pretty good workflows with photogrammetry

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that could work with that forest, pretty much involves "scanning" the area and then decimating/simplifying a mesh

strange stream
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Hi ... Do you know how can I use hdri image in twinmotion ?

dusty gyro
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@strange stream you cant... yet, hopefully 😬

strange stream
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@dusty gyro but I have found a youtube video for someone used a TIM file as an hdri image , so How can I convert an hdri to TIM (honestly I never heard about this type of file before today ) , I searched in google for that with no success

dusty gyro
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TIM ? Never heard of that either

strange stream
dusty gyro
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ah TMI files, not TIM

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ToneMapped Images

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yeah, no clue how to convert hdris to TMI

strange stream
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yeah sorry typing mistake πŸ˜…

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I cant even see where can I download such an images

honest temple
mild oxide
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haha music place

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I always laugh at that tv

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Weird choice of words

honest temple
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πŸ˜‚

forest depot
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If anyone is interested, last second plug πŸ™‚

dusty gyro
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will be there πŸ˜ƒ

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hmm I might not actually, 8PM isnt my usual work hours 😦

forest depot
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I have to be up at 2am and 6am for this :(

dusty gyro
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:/

uncut jolt
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@dusty gyro 2PM bst = 3PM?

dusty gyro
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depends where

uncut jolt
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+1 Amsterdam

dusty gyro
uncut jolt
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or am i overlooking something πŸ€”

dusty gyro
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you know its not BST ?

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EST is eastern USA

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BST is great britain

uncut jolt
dusty gyro
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oh

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there's two ?

uncut jolt
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yeah

dusty gyro
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I overlooked it

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aah much better

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yeah I'll be watching the EU stream

uncut jolt
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πŸ˜€

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see u there

dusty gyro
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aight

forest depot
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First one is in just less than 3h

forest depot
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just about to go live now if anyone wants to join last second πŸ˜ƒ

dusty gyro
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@uncut jolt @forest depot good stuff they are showing right now

uncut jolt
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yeah!

dusty gyro
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RT sure is awesome

uncut jolt
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its not normal anymore XD

dusty gyro
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πŸ˜„

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calling it

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yep rectlight

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πŸ˜„

uncut jolt
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looks good!

forest depot
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here for more Q&A while i stay up for hte next one haha

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πŸ˜‰

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@dusty gyro @uncut jolt cant remember if you guys asked any questions, I probably missed a few

dusty gyro
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nah I'm good @forest depot πŸ˜ƒ

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which one were you on the webinar ?

forest depot
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im jason : D

dusty gyro
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Hi Jason o7 I was Antoine G

forest depot
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: )

dusty gyro
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super good stuff you guys have done btw

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the projector idea was great

forest depot
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thanks man

dusty gyro
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I did something similar with light functions a while ago

forest depot
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oh i loved that room, really showed off how RT can do a lot without pushing performance

dusty gyro
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absolutely

forest depot
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you guys use rtx cards for archviz?

dusty gyro
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we do have one Titan RTX

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but uuh, IT doesnt want to update windows to 1809

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so we're stuck with baked lighting 😦

forest depot
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ahhh do you work in a big company?

dusty gyro
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decently size I'd say

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gonna leave soon tho

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to join the datasmith team πŸ˜ƒ

forest depot
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we're like... 15 people

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so

dusty gyro
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haha

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I'm 1

forest depot
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yeah i am IT

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lol

dusty gyro
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πŸ˜„

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I'm the single VR/realtime guy at the current company

forest depot
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out of how many?

dusty gyro
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1200 or something ?

forest depot
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:0

dusty gyro
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lemme check the numbers

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its a Building Engineering and construction company

forest depot
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thats a lot of weight on your shoulders

dusty gyro
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yeah

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part of why I wanted to leave too

forest depot
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i see

dusty gyro
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being able to work at Epic is an awesome opportunity

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cannot wait

forest depot
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buildmedia isnt just realtime so for a while i was the only realtime artist

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yeah that is amazing

dusty gyro
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so how many people worked on the showcases you streamed ?

forest depot
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mostly just tim and myself

dusty gyro
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damn

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makes it even more awesome πŸ‘Œ

forest depot
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yeah most projects i just start from scratch

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from architects plans to baked with all the visuals done

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then i just pass it to tim to do the UI stuff

dusty gyro
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aight

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thats how I worked too

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get the plans, maybe a BIM model or two

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and then build over it

forest depot
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receiving client models is no fun

dusty gyro
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no kiddin πŸ˜‚

forest depot
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just best to redo it lol

dusty gyro
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datasmith is a huge lifesaver

forest depot
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yeah i remember asking here before if people found it helpful

dusty gyro
forest depot
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but i really havnt been using it

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dont tell tehm i said that πŸ˜‰

dusty gyro
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thats the latest I've used

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hehe

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no worries

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its still in beta after all

forest depot
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haha

dusty gyro
forest depot
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starwars RT demo?

dusty gyro
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this is the article where we showcased our stuff

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as you can see we have some pretty big models

forest depot
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so pretty much all of the article's highlights is your work

dusty gyro
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yup

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I mean

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the modelling of the projects (ie the buildings) are from architects

forest depot
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ah yeah

dusty gyro
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I'm doing the integration in UE, coding, artist stuff

forest depot
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oh wow

dusty gyro
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lighting, materials, etc...

forest depot
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i dont do any coding, practically zero codiing skills

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thats impressive

uncut jolt
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@dusty gyro u were Antoine G? πŸ˜› i remember u from the webinair with the large urbain project in dubai XD

dusty gyro
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haha yeah thats me πŸ˜ƒ

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thanks @forest depot

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its a blessing and a curse

forest depot
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i can see that

dusty gyro
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because companies want you to do everything πŸ˜‚

forest depot
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i just go 'i dont do code'

dusty gyro
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in impossible deadlines sometimes

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yeah πŸ˜„

forest depot
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would be interesting to try datasmith for some larger archi projects

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we seem to be getting mostly apartment interiors though

dusty gyro
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it works really well for massive projects

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even more with the dataprep tools

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hang on I should have a couple screenshots of big projects

forest depot
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yeah have you tried optim?

dusty gyro
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once

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and it crashed

forest depot
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ha

dusty gyro
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so I removed it πŸ˜…

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I'm much more proeficient with the UE tools

forest depot
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well the idea of optim is what i want datasmith to do

dusty gyro
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ie autolod, lightmap generation etc...

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it'll get there

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dataprep is pretty much wip, and can change a lot

forest depot
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most of the time i do lightmaps by hand >_>

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but again, interior details

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kinda different job

dusty gyro
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ohno

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πŸ˜„

forest depot
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once RTGI is better we can say bye to unwrapping : D

dusty gyro
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eeh

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I'll be good with just GPU progressive lightmapping πŸ˜„

forest depot
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thats the dream

dusty gyro
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luoshuang is our dream maker here

forest depot
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i know right

dusty gyro
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this was imported in

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half a day or so, light bake included

forest depot
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i probably should have given him a shoutout

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makes my work a lot easier

dusty gyro
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he's in the server

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at luoshuangfw#0749

forest depot
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yeah ive talked to him a few times

forest depot
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i guess i have to ask ... how clean were the architects models?

dusty gyro
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actually I've got a two slide showcase to post

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well

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it depends a lot

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either its really good

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lots of details, very good base to work on

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or its disastrous

#

and you have to cut corners all the time

forest depot
#

cause would you go straight from their model to datasmith

#

we do all prep in max

#

so even the best model we receive id still be prepping in max

dusty gyro
#

if its all well done (ie they did their part of the work well in Revit for instance) I'll straight up import a datasmith export

#

I used to do a max pass

forest depot
#

: o

dusty gyro
#

but honestly, I had so much shit models even max wouldnt open them

forest depot
#

this is receiving models from inside your company though?

dusty gyro
#

inside the company nah, we have good CAD modelers

#

outside

#

eeh

forest depot
#

ah right

dusty gyro
#

50/50 chance of it being done right

forest depot
#

sounds about right

dusty gyro
#

this one was a good model for example

#

moderately detailed, so you were able to remove the placeholders easily

forest depot
#

nice

dusty gyro
#

I've had some nightmare models tho

#

this one

#

see the scaffolding ?

warm slate
dusty gyro
#

90M triangles for just the scaffoldings T_T

forest depot
#

hahahahha

dusty gyro
forest depot
#

oh dear

dusty gyro
#

I had to abuse the lodding and mesh reduction tools

forest depot
#

id just take that into max and delete it

dusty gyro
#

thats the problem

#

we cant

#

😬

#

because every part of every model has precious BIM information tied to it

forest depot
#

oh no......

dusty gyro
#

:p

forest depot
#

im so glad i dont have to deal with that at all

dusty gyro
#

πŸ˜„

#

thats why datasmith helped us a lot

#

that was the prototype of the bim information display tool

forest depot
#

this is beyond my understanding of architecture : P

dusty gyro
#

its pretty deep stuff

#

I still cant quite wrap my head around most of these concepts

#

I'm a gamedev at heart, so it was a weird step into realtime archviz πŸ˜…

warm slate
#

hi guys iam new here what you guys working on looking really interesting

forest depot
#

haha yeah

#

my last job was gamedev as well

dusty gyro
#

Hey Elitetech πŸ˜ƒ

forest depot
#

hey πŸ˜ƒ

dusty gyro
#

nice shot you've posted

warm slate
#

hi thanks πŸ˜„

#

what are you guys working on looks really neat πŸ˜„

dusty gyro
#

Building Information Modelling

warm slate
#

?

#

πŸ˜„

dusty gyro
#

long for BIM πŸ˜„

forest depot
#

if youre awake for another few hours... i have presentation to show you haha

warm slate
#

iam here πŸ˜„ are you going to post it here πŸ˜„

dusty gyro
#

well its like 5PM here

forest depot
#

its 3am now 😦

warm slate
#

5 pm here too πŸ˜„

dusty gyro
#

gonna head home soon, but I'm still around on discord if you ping

warm slate
#

so are you still up in a few hours @forest depot πŸ˜„

dusty gyro
#

3am ? damn go to bed πŸ˜„

forest depot
#

sign up to this elitetech πŸ˜ƒ

warm slate
#

uhh whats this πŸ˜„

forest depot
#

cant tho cause of the live Q&A

dusty gyro
#

part 2 of the webinar

#

fix for datasmith with unreal 4.22.2 got released

warm slate
#

ohh yes

dusty gyro
#

mostly small fixes and support for Revit and Max 2020

warm slate
#

are you all using datasmith to transfer informations too unreal ?

dusty gyro
#

yup

warm slate
#

πŸ˜„ nice

forest depot
#

im not hehe

#

depends on what kind archviz you do

warm slate
#

i did it once and i dont know feels like too much automatic πŸ˜„ maby is just me πŸ˜„

dusty gyro
#

UE-71942 Light Intensity Resets to Default Value after Reimporting CAD Asset thats a good fix, was annoying

#

well, it all depends on the size of the project and what tools your model was made in

forest depot
#

yeah basically

dusty gyro
#

max I'd understand you would use the FBX workflow

warm slate
#

doing mostly in 3dsmax πŸ˜„

dusty gyro
#

but with Revit 🀒

#

Revit itself is such a weird modelling tool

warm slate
#

haha yea πŸ˜„

forest depot
#

i dont even have revit : /

dusty gyro
#

at least its not as crash happy as max SadMan

forest depot
#

what about when you get sketchup models from clients

warm slate
#

hearing people say that revit is the best tools for archviz

#

happy to see other people πŸ˜„ doing cool stuff πŸ˜„ looking forward to see the update post πŸ˜„ need to run πŸ˜„ take care awesome people O/

dusty gyro
#

god sketchup

#

revit is a very good CAD tool

#

just that CAD modelling can be pretty stupid sometimes

#

and wait till you work with IFC files

#

god

#

these are the worst

warm slate
#

yea using inventor and fusion 360 if i need some precision/cad work πŸ˜„

#

or els 3dsmax zbrush πŸ˜„

#

here is some interior WIP for the office real time with interactions sorry for spam but there was alot of good picture enjoy

dusty gyro
#

are you using dynamic lighting only @warm slate ?

ripe island
#

And those shadows look very strong

honest temple
#

Looks very good..
You could perhaps add some Ambient Occlusion to get better shadows..

#

And perhaps also just a TINY hint of volumetric fog to scatter the light a bit

#

Done trough post prosses effect

forest depot
#

if anyone missed the previous link we're about to do the webinar again very soon πŸ˜ƒ

warm slate
#

@dusty gyro yea is has dynamic day and night cycle πŸ˜„ has no other choice with my knowledge πŸ˜„

#

sadly dont have RTX really wanna try that πŸ˜„

#

@limpid cobalt yes i try that but was not looking great with day and night cycle

forest depot
#

still might be interesting if you wanna check out some of our work πŸ˜ƒ

warm slate
#

oh what πŸ˜„

#

@forest depot is this you πŸ˜„ in the webinar πŸ˜„

forest depot
#

yeah im one of the presenters

warm slate
#

ohh wow πŸ˜„ you amazing πŸ˜„ mann

#

it looks super awesome πŸ˜„

forest depot
#

thanks πŸ˜ƒ

warm slate
#

have u try to work with dynamic day and night cycle.. for me ..still having problem to make shadow soft and sexy πŸ˜›

forest depot
#

its pretty challenging

warm slate
#

πŸ˜„

#

iam pretty new does this cost any money :S and do u need to have RTX :S

#

@forest depot the webinar ?

forest depot
#

no its free

warm slate
#

it looks like its today πŸ˜ƒ

forest depot
#

theres a chance to win a quadro rtx card by joining πŸ˜‰

warm slate
#

but it says it has all ready started ?

#

@forest depot sry agian do i need to have a company name ?

forest depot
#

just did yeah

#

nope

warm slate
#

ok registered now πŸ˜„

#

@forest depot thanks iam in there now πŸ˜„ many thx 2 you

#

@honest temple hello thanks alot yes sadly i cant do. the office have day and night. but i going to try to soft some of them to make it look better hopefully πŸ˜›

honest temple
#

Only som AO would make the roof and wall corners darker... but your scene looks really awesome dude! πŸ‘πŸ˜„

warm slate
#

thanks @honest temple πŸ˜„

lucid orbit
#

has anyone watched webinar about rt for archviz?

forest depot
#

yeah i worked on it πŸ˜ƒ

lucid orbit
#

well, i wanted to ask what were the most key infos @forest depot

#

on side, will webinar be uploaded to youtube?

forest depot
#

Yep

#

Prob won't be long so I guess you could just check out the YouTube

lucid orbit
#

ue4 channel?

forest depot
#

Hm not sure tbh

#

I dont have anything to do with epic :)

#

I'll drop a link here when I get it

past echo
#

Does anyone know why using WASD Only When a Mouse Button is Pressed is causing my camera movement to stutter really badly? If I use WASD without the mouse button it is fine.

#

Thx.

warm slate
#

here we go a little video of the office πŸ˜„ sry for my broking english πŸ˜›

warm slate
#

@forest depot thanks for the invite and info about the webinar that was really cool and alot of insperation thanks you

dusty gyro
#

You'll get a link by mail with a "videocast" (?) in a few days if you were attending it.

warm slate
#

πŸ˜„ nice thanks for the cast really awesome πŸ˜„ hope u guys doing some more like that

cyan salmon
uncut jolt
dusty gyro
#

yeah I was in the mailing list before this message was posted here πŸ˜‰

uncut jolt
#

oh lol

#

@dusty gyro how do you get in the mailing?

dusty gyro
#

@uncut jolt very early tester, also I'll be working in the team in a couple months πŸ˜…

uncut jolt
#

@dusty gyro lol u going to epic?

dusty gyro
#

yep

#

part of the datasmith AEC team

uncut jolt
#

gratzz man!

dusty gyro
#

πŸ‘Œ

uncut jolt
#

still trying to get UE4 here -.-

dusty gyro
#

😬

lucid orbit
#

you guys talking about revit, while i remembered how i checked sketchup recently

#

man, they did a huge turn in direction, fully online from what i remember

#

i feel sorry for plugin devs

#

fully online, as in a webtool you use in browser

#

so i started learning blender recently, 2.8 is pretty πŸ‘Œ

dusty gyro
#

@lucid orbit you sure ? Isnt Sketchup online only for the basic version ?

#

The Pro licencees have a much more complex editor as a desktop software

digital wasp
#

@warm slate wow I really like the idea of showcasing stuff. its like a virtual art gallery. keep it up πŸ‘

warm slate
#

@digital wasp thanks you i will πŸ˜„

lucid orbit
#

@dusty gyro hm, i guess my memory did fail me

honest temple
hard current
#

hi guys i have a scene on unreal but when i put on vr mobile then i tried cubemap but the quality its very low

#

sobut with 3d models the mobile vr is very slow

#

but*

honest temple
#

when you open the cubemap texture, you will see a max resolution

#

It should be 0 at default i think. Set it to 512 or 1024 (could try 2048 also)

honest temple
hard current
#

thanks dude i will try it

#

thanks

honest temple
#

np m8 πŸ˜ƒ

hard current
honest temple
#

hmm, then i'm afraid i can't help you..
Just set it back to 0 ( or the same as it was )

#

guess the texture is just low res

hard current
#

but the texture is 6500*3250

honest temple
#

ah, then im not sure

solemn hawk
#

@hard current try increasing the screen percentage, it’ll make it render at a higher resolution

hard current
#

@solemn hawk im triying to find that

#

but i do not find it

hard current
dusty gyro
#

@hard current is that PP blur or are you rendering at very low quality ?

hard current
#

nop high

dusty gyro
#

looks like PP blur then, be sure its disabled in your Post Process volume

#

could be a cinematic camera with wrong settings too

hard current
dusty gyro
#

what am I supposed to see here ?

mild oxide
#

pp blur lmao

#

Pls dont ban me

uncut jolt
#

@mild oxide pp= post processing

mild oxide
#

y aik

#

feelsgoodman.jpg

dusty gyro
#

looking smooth @mild oxide

mild oxide
#

πŸ˜„

forest depot
#

Looks clean :)

mild oxide
#

i want the shadows a bit harder nearer the edges and softer as they move away

#

cant seem to hit that right

dusty gyro
#

there's a variable for that

mild oxide
#

messing with exponent and source angle for the directional

dusty gyro
#

light angle I think ?

#

yeah source angle

mild oxide
#

yeah light source angle

#

each build takes like one hour

#

hah

dusty gyro
#

not using GPU LM ?

mild oxide
#

dont think its availabke for 22.2

dusty gyro
#

it is

mild oxide
#

checked like 3 days ago

#

oh hella

#

imma get

dusty gyro
#

just force it through the bat launcher

#

minor engine revisions wont break it

#

you need the new dlls only for major engine revisions

mild oxide
#

is ee

#

alright ill get it

honest temple
#

Even with light and sky bounces on 25, and GI on 3.
There is still very dark behind the curtains and stuff...
Anyone have any tips to how to get more light in the room without using exposure?!

dusty gyro
#

@honest temple using RT or LM ?

honest temple
#

Standard raster

#

Lightmass

dusty gyro
#

aight

#

whats your HDRi like ?

#

if you use one

honest temple
#

will have a look at the lightUV's later

#

None atm!
Only default sky, and a backround

#

Maybe if will help to add a HDRI sky?!

dusty gyro
#

yeah absolutely

#

get your fill here

honest temple
#

will create a hdri sky later! πŸ˜„ NICE MAN tnx

#

really need some new HDRI's

dusty gyro
#

these are mostly very good quality HDRis

#

its my goto resource

honest temple
#

πŸ‘ πŸ‘Œ 🀀 looks like good hdri quality yeah

dusty gyro
#

πŸ˜‰

mild oxide
#

cpu lm has like ~2k lightmaps on the visible objects

#

4k on the wall and floor

#

gpu has like 256/512

dusty gyro
#

build time ?

mild oxide
#

i didnt record it but felt similar

#

let me check the logs

dusty gyro
#

you must have one heck of a CPU and weak GPU then

mild oxide
#

i7 4790k

#

1050ti

#

should i tinker with the gpu lm settings?

#

i just put it on the insane mode

#

wanted to compare renders since the cpu one was maxed out too

dusty gyro
#

ah

#

well if its in insane no wonder it takes a lot of time

#

the 1050ti isnt a beast either

forest depot
#

pretty sure a 1050ti should still be 10x faster than the 4790k

#

in my experience a single 1080 was faster than 30 CPUs on swarm

dusty gyro
#

what are your lightmass settings @mild oxide ?

#

true

forest depot
#

if there isnt much else in that scene outside of the visible shot, that should take 1-5 minutes

dusty gyro
#

oh, do put in a lightmass importance volume too

mild oxide
#

scenes pretty empty but my lm settings are cranked up

#

and yeah

forest depot
#

how cranked?

mild oxide
#

ive got the imp volume in

#

wait

dusty gyro
#

I've had good enough results with 10 bounces on the skylight

#

yo

mild oxide
#

i tried 10

dusty gyro
#

100

forest depot
#

100 bounces!?

mild oxide
#

ya i tried 10

dusty gyro
#

dafuq

#

no wonder it takes ages

mild oxide
#

i didnt want to do this trust me

dusty gyro
#

0.1
10
10
10

#

is what I use

forest depot
#

thats exactly what i use lol

dusty gyro
#

and my bakes arent taking longer than an hour

mild oxide
#

yeah usually thats what i go for

dusty gyro
#

on full industrial/office/lodging buildings

mild oxide
#

no no

#

listen

#

ive tried

#

i didnt wanna do 100

#

i kept getting issues

dusty gyro
#

what issues ?

mild oxide
#

splotches

#

missing ao

forest depot
#

thats not the number of bounces

mild oxide
#

jagged shadows

forest depot
#

thats samples

dusty gyro
#

yup

#

going lower than insane will give you splotches and dots

#

lower bounces

mild oxide
#

oh

dusty gyro
#

will just give less light

#

because the light will bounce less

#

10 is the right value imo for archviz

mild oxide
#

usually what i use

#

this was an exception

dusty gyro
#

keep it on insane

#

be sure to bake in production

#

but lower that bounce count

mild oxide
#

any other tweaks?

dusty gyro
#

good UVs

#

dont go higher than 1024px

mild oxide
#

yeah obvs

#

ok

dusty gyro
#

that 1050ti wont be able to fit it in its VRAM

mild oxide
#

wait do uvs matter for the gpu lm too

dusty gyro
#

yep

#

although it gives better results regarding island leaks

mild oxide
#

i see

dusty gyro
#

compared to CPULM

mild oxide
#

hmm aight

dusty gyro
#

Prometheus is even better

#

but its not really ready

mild oxide
#

whats that

dusty gyro
#

@hallow arrow hey luoshuang ! Do you know if you're gonna keep working on Prometheus btw ?

#

experimental GPULM

#

with a different approach

mild oxide
#

ah

dusty gyro
#

but from what I understand luoshuang has shifted his ressources to lightmass 2.0

mild oxide
#

still gpu?

dusty gyro
#

will be both afaik

mild oxide
#

i see

dusty gyro
#

cpu legacy

mild oxide
#

wait is it being officially incoporated?

dusty gyro
#

yeah to some extent

mild oxide
#

niice

dusty gyro
#

luoshuang works for epic now

mild oxide
#

so do you

forest depot
#

i imagine hed be taking his learnings and applying to a new lightmass from scratch

mild oxide
#

i hear

dusty gyro
#

in a couple months I'll be yep

mild oxide
#

hella

dusty gyro
#

on Datasmith for AEC

mild oxide
#

congrats

dusty gyro
#

πŸ™

mild oxide
#

whats aec

dusty gyro
#

archviz

mild oxide
#

ah i see

dusty gyro
#

Architecture, Engineering & Construction

#

AEC

forest depot
#

architecture engineering and construction

#

: D

dusty gyro
#

:p

mild oxide
#

adult education center

#

lol

#

google wildin

dusty gyro
#

3-amino-9-Γ©thylcarbazole

#

AEC

mild oxide
#

pls

#

organics gives me ptsd

dusty gyro
#

haha

mild oxide
#

i barely passed

dusty gyro
#

so did I

mild oxide
#

now for those shadows

#

one more q

#

hold up

#

is the jagged shadow from the lightmap res?

forest depot
#

no

mild oxide
#

not on the book but the ones on the table

forest depot
#

its from geo being too close to another, its a flaw of current LM

dusty gyro
#

is that GPU or CPU ?

forest depot
#

thats pretty bold trying to do baked lighting on a feather haha

#

whats the UV on that like

dusty gyro
#

anyways yeah, current LM uses pixels to bounce the light right ?

mild oxide
#

this is gpu

dusty gyro
#

instead of rays

#

hence the jaggies

mild oxide
#

cpu one is fine

#

i see

forest depot
#

im not actually sure..

dusty gyro
#

I remember luoshuang talking about it a while ago on #graphics

mild oxide
#

wait ill send again for comparison

forest depot
#

i thought it was rays

dusty gyro
#

also

#

luoshuang brought us Virtual Textures in lightmaps

#

@dark oriole is bananas about it

forest depot
#

thats in 4.23?

dusty gyro
#

yeah

forest depot
#

so my understanding is.......

#

texture streaming will be amazing

#

but workflow doesnt change

dusty gyro
#

holy F

#

its open source now 😐

forest depot
#

yeah haha

dusty gyro
#

man

#

I missed so much stuff

forest depot
#

luoshang linked that to me when i tried to show him a bug

dusty gyro
#

haha

mild oxide
#

ik the cpu one is fixed with texel size

dusty gyro
#

have you unchecked compress lightmaps ?

mild oxide
#

ya

dusty gyro
#

GPULM shadow looks a lot softer

#

it might just be that

mild oxide
#

hmm i see

forest depot
#

yeah GPULM is not perfect

#

but the performance is just too good to pass up

#

for me its something like 30-50x faster

dusty gyro
#

its godly

mild oxide
#

yeah no ofc. i was just wondering if there was a fix for this

forest depot
#

not that i know of

mild oxide
#

i see

dusty gyro
#

went from not even thinking about using lightmaps on our projects to

#

use em everywhere

#

became even better since we have a Titan RTX

forest depot
#

and i went from using our company CPU renderfarm which is supposed to render vray projects

mild oxide
#

he;;a

forest depot
#

to baking on my own workstation faster

#

: D

dusty gyro
#

πŸ˜„

mild oxide
#

i want a quadro rtx

#

D:

dusty gyro
#

eh

#

for unreal

mild oxide
#

raytracing

dusty gyro
#

if you do small scale archviz

#

dont need it really

#

get a titan or 2080ti

forest depot
#

i only have a 2080

dusty gyro
#

quadros are about driver stability for CAD softwares

#

and precision calculus

forest depot
#

the vram does help

mild oxide
#

ah

#

not just small scale though

#

do everything

dusty gyro
#

Titan RTX has the same amount of VRAM as the quadro 5000

#

or 6000

#

24gb

mild oxide
#

exteriors and all

dusty gyro
#

while costing twice less

forest depot
#

true

dusty gyro
#

this project (not pictured, big building on the left, bigger than these two) was baked in

#

I dunno

#

30/45mn ?

#

its got basic furniture in every room or so

forest depot
#

yeah its stupid fast

#

i cant wait for what is coming officially

#

itll be mental

mild oxide
#

sweet

dusty gyro
#

defo

#

you had this kind of stuff right ?

#

on lower quality settings

forest depot
#

ive never seen that

dusty gyro
#

this is what it gives you sometimes

#

on low quality

mild oxide
#

cant say i have

honest temple
#

WOW! that is a diff between CPU and GPU render

mild oxide
#

looks like noise central out here lol

#

i gotta say tho i like the way gpu handled the gap between the wall and the floor

honest temple
#

@dusty gyro Have you adjusted the SUN soft shadow angle (or what its called)

dusty gyro
#

on what ?

honest temple
#

The sunb

dusty gyro
#

that last screen ?

honest temple
#

yeah, for the shadows

dusty gyro
#

ah

#

nah dont worry

#

it was just a bug

honest temple
#

ah hehe

#

nice lighting btw! πŸ˜ƒ
Good to see it's not just me playing with that shitt hehehe

mild oxide
#

glitch in the matrix boyos

honest temple
#

@mild oxide Your interior lighting is really AWESOME!

mild oxide
#

hm?

#

oh thanks man

#

its gi tho

honest temple
#

Like the GI you use... Are you using Light propagation btw??

mild oxide
#

no

#

just a basic setup

#

sun, skylight with hdri

dusty gyro
#

HDRi + GPULM = godly results without too much tinkering

mild oxide
#

skysphere and a liv

honest temple
#

true

mild oxide
#

yeah i discovered hdri lights up waaay better way too late

#

hah

honest temple
#

I'm testing to get best results with GI and LVP.
I bump up the LVP to about 2 / 3... Then set the distance to max so there is not much bleeding

dusty gyro
#

dont use it too much

#

LVP is kinda dead now

honest temple
#

i know

#

But it still gives darker areas much more bouncing light from the sun... And takes with it the HUE from the surfaces it bounces from.
So that why i like it πŸ˜ƒ

dusty gyro
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true

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you wont need that once RT will be optimized enough πŸ˜„

mild oxide
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no rt in navi sadly

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wouldnt that be something

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rt but cheap

honest temple
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Well, RT is what Arch-viz project need....
When i upgrade to RTX or at least GTX 1080TI.
It's bye bye Raster, and welcome RT πŸ˜„ hehehe

dusty gyro
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well...

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half raster half tracing πŸ˜„

mild oxide
dusty gyro
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urk

forest depot
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ummmmmmm

mild oxide
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you wanted to see the uvs

forest depot
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i did

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im glad i asked though

mild oxide
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its like rain

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hah

dusty gyro
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hang on I've got worse

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marketplace asset

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D:

forest depot
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just wanted to see if you found a magic way

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but there isnt

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whats wrong with that

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thats perfect

mild oxide
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marvelous asset im betting

dusty gyro
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prolly

mild oxide
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curtain would be single rectangle lol

dusty gyro
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moar UV horror

mild oxide
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is this modern art

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ive got a uv that makes my editor lag when i open it

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so uh

honest temple
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Woow

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Thats heavy uv

upper root
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Its beautiful....in the "how can you mess up this hard" sort of way, but still breathtaking nonetheless

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I suppose if you're using substance painter or something you can sort of get away with this?

mild oxide
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Just use triplanar ezpz hehe

mild oxide
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@dusty gyro what software do you use for uvs

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3ds?

dusty gyro
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whats an UV ? @mild oxide πŸ˜„

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nah I dont use any

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models straight out of revit, use UE for lightmap unwrapping

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and triplanar materials for textures

mild oxide
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I see

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Its what i do too but the material uvs are a mess

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Almost always

dusty gyro
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thats why triplanar > all

mild oxide
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Ya of

dusty gyro
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in some cases it looks a bit odd

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but most of the time you're gucci

mild oxide
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ya

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Aight