#aec-visualization
1 messages Β· Page 9 of 1
Yeah, I just tried msaa, looks horrible even with the samples maxed out. Way too noisy.
π
I need to ask again in this channel π¦ I already shared my problem yesterday but because I rlly need to finish this scene IΒ΄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 IΒ΄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
Hi, I was wondering, have any of you worked extensively in photogrammetry before
@dark oriole has
I started out looking into Photogrammetry for environment work, but am becoming increasingly interested in it for archvis
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)
What do you mean by use it for archvis?
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
oh you asked for beyond what you can learn from YouTube vids, ^ thats pretty general info sorry
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?
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
@pearl maple looks pretty fine already !
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.
I know, But I can't add anything else to it.,
https://www.youtube.com/watch?v=8wHD54C6gEA
Take a look at that one, I think the reflections could use more work.
Or maybe post processing could use more work to create a better mood?
Yeah no dof, What would you suggest color grading wise, I have mot a lot of exp there.
I dont have any sadly :/
that video you posted
its using a lot of closeup shots
DOF abuse
and very detailed materials
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.
They can be better
argh
do you have substance designer ?
you could try to recreate that image procedurally
or something close to it
Yeah I thought of that but Imagine doing that for 100+ materials not really feasible.
nah, takes a lot of time
have you got roughness / metallic / normal maps ?
or is it just diffuse/basecolor textures
Yeah
Its still looks good - Like the client is happy and all. I am just wondering if it can be improved further.
hmm
you could use a low resolution planar reflection for the TV screen
instead of a sphere cubemap
or at least use a box reflection instead of a spheremap
that'll correct the slightly curved window reflection
you could also try to use lighting scenarios
and light up these ceiling spots
be it in the living room or the bedrooms
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,.
yeah box can look a bit weird sometimes
I like planar reflections, but the performance impact can be quite big
How do you do reflections for mirrors?
and planar might not be the best idea its for VR after all.
well if you stick with a slightly rough material and a planar ref with a 30% resolution
it might be good enough
just dont abuse it (or toggle them on/off depending which room the user is in)
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
ah
your lighting natural lighting setup looks pretty good already
so reflections, materials and PP will be your best bet to improve the scene
Yeah, Thanks! π
I see what you mean.
it makes it a little more lively
This is actual apartment and they wanted exactly that.
ah well
the client is king
are the tiles you used for the kitchen the same as the ones in the photo ?
doesnt look like it
photo tiles are a lot less rough, and smaller with a white seam
Yeah I have those as well, You can change materials in VR.
nice
if im understanding correctly, theres no way to get non-opaque shadows casted from glass-type materials, while keeping ray-traced reflections on them?
im thinking about the glass floor kind of, in skyscrappers or on top of giant well
glass paths as well, like ones on some chinese mountain π
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
maybe light is leaking through roof into this wall?
you could test it by putting scaled ue4 cubes to block
@digital wasp
I will try it. thank you
after inspecting for hours, turns out ue4 was recomputing wrong normals for the mesh. and hence incorrect shading on some faces π€¦
well atleast you figured it out! π
Hello everybody!
Does anyone know how to save static meshes with baked lighting so they can be replaced at runtime?
@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
Yeah no, UE let's you save light maps for unwrapped objects, found it later.
https://docs.unrealengine.com/en-US/Engine/Content/Tools/RenderToTextureTools/2
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 π€
Wow! this is soo cool π
hmm thats neat @sleek cove
well, wow !
Twinmotion Joins Unreal Engine Suite of Technologies
Cary, NC (May 13, 2019) β Epic Games today welcomes Twinmotion as the latest offering to help
@pearl maple is that a real foto or render!? if its a render damn! if its a foto, it makes sense it looks real π
Lol yeah the last one is a picture, Imagine making something like that though π
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.
There isnβt any yet, itβs a standalone program
I remember the datasmith guys talking about making a bridge between twinmotion and unreal though
Twinmotion needs a 3D Max import option.
I guess down the line Twinmotion will have datasmith support @solemn prawn
Would be missing out if it doesn't
did Unreal not bought Twinmotion?
yeah takes more that π
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?
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
I have no idea what type of material I should use
This is what I get, I'm a noob at UE4 material editor
blend mode "opaque"
in your detail window
do you even need your material to have an alpha
I have a glass frame plane on top, it should have it right ?
if you have a glass frame, assign it to a different material
yeah
Will do
keep it a single mesh, but use two material slots
even cheaper
use opaque
but instead of using a separate material for the glass frame
just use a low roughness value on the framed pic
great! thanks π
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
has anyone else had issues packaging with the substance plugin in 4.22?
Here is an image of the current state of my Landscape Grass:
way to sparse and at the limit of what my gpu can handle. Quite far from what I have seen others do.
Material is very simple Landscape material for test:
and the Landscape Grass types:
this is one of the Quixel grass meshes:
and finally the material for the grass:
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!
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.
yesm like that!
this is what i get with the Photorealistic Bagrounds package that was free a few months ago on the MP
the grass is reactive to the player even
I'm also using the OpenWorldFoliage package
for the grass assets and logic
Cannot find these packages on the MP.
this: Open World Foliage
yup
the screen I posted is my Landscape Grass Type asset for the furnished grass type
(I've got three, one of em is for rock scattering)
Ok, will buy and test this
what GPU are you running ?
Just hoped that the assets from quixel would work
this is on both a Mac with Vega64 and a PC with rtx 2080 ti
similar performance
hmm yeah defo not normal then
I'm running an RTX Titan
but the 2080ti should give similar results
yeah. I better try this out and report back.
π ping me when you've got your firsr results
sure, I will! thanks for the helkp
painted in the most simple way
@dusty gyro seems that the foliage pack you suggested works fine. now I have to try to understand why
masked yes
overdraw
hehe, yeah but quixel sets up the whole thing for you so one expect it to work out of the box
maybe there will be less overdraw using the highest (0) megascan lod since I believe it is just a mesh
surely
sadly it is at 5000 triangles or so :/
I guess it is made for offline rendering mainly
in clarisse or so
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
you could use the quixel meshes
and run the decimation tool on it
(ie mesh reduction percentage to something like 10% or even 1%)
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
Static skylight or stationary skylight for lighting interior with overcast lighting situation(no direct sun)?
@digital wasp do you need to change the light properties at any point
if yes, stationary
if no, static
I dont need to change any light properties. but I heard that stationary lights produce better quality
not if you get the lightmass/lightmap setting right
also does performance matter
sky lights i think i'd put stationary for them though since you get bent normal occlusion
but all other lights static
also if you're using IES profiles they dont work well with static
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
yeah I tried that too. while lightmass portal does makes the quality better and reduces splotches, it doesnt make the scene any brighter
didnt try the tonemapper. willgive it a shot too
its hard to say exactly what to do without having seen it as well
I will post some screenshots soon. currently building lights again using stationary skylight
is there any noticable effect if I crank the number of skylight bounces to something like 70-80? I am using 10 right now
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
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 ?
What are the differences between unreal studio and normal ue4?
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
datasmith convertors and an in engine mesh editor which imo should be in vanilla ue4 by now
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
at x= y = 1.0 :
and at 10.0:
but changing X scaling slightly:
hi iam new wanna share what iam working on with u awesome people π O/ sci fi env wip more update soon
really nice @warm slate π
hi yehoo π thx u
this is a real mixed forest close to where I live:
I wonder how close we can get in real time with current tech
ive seen some pretty good workflows with photogrammetry
that could work with that forest, pretty much involves "scanning" the area and then decimating/simplifying a mesh
Hi ... Do you know how can I use hdri image in twinmotion ?
@strange stream you cant... yet, hopefully π¬
@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
TIM ? Never heard of that either
Δα» cΓ³ cΓ‘c thΓ΄ng tin cα»₯ thα» hΖ‘n, cΓ‘c bαΊ‘n hΓ£y tham gia:https://www.facebook.com/groups/ArchicadVN/ chuyΓͺn trang vα» triα»n khai BIM. ΔΔng kΓ½ mua sΓ‘ch: https://ww...
yeah sorry typing mistake π
I cant even see where can I download such an images
A little lighting and reflection test in ue 4.22 (No RT used!)
π
I have to be up at 2am and 6am for this :(
:/
@dusty gyro 2PM bst = 3PM?
depends where
+1 Amsterdam
2PM EST => 8PM GMT+1
?
yeah
aight
First one is in just less than 3h
just about to go live now if anyone wants to join last second π
@uncut jolt @forest depot good stuff they are showing right now
yeah!
RT sure is awesome
its not normal anymore XD
looks good!
here for more Q&A while i stay up for hte next one haha
π
@dusty gyro @uncut jolt cant remember if you guys asked any questions, I probably missed a few
im jason : D
Hi Jason o7 I was Antoine G
: )
thanks man
I did something similar with light functions a while ago
oh i loved that room, really showed off how RT can do a lot without pushing performance
absolutely
you guys use rtx cards for archviz?
we do have one Titan RTX
but uuh, IT doesnt want to update windows to 1809
so we're stuck with baked lighting π¦
ahhh do you work in a big company?
out of how many?
1200 or something ?
:0
lemme check the numbers
its a Building Engineering and construction company
thats a lot of weight on your shoulders
i see
buildmedia isnt just realtime so for a while i was the only realtime artist
yeah that is amazing
so how many people worked on the showcases you streamed ?
mostly just tim and myself
yeah most projects i just start from scratch
from architects plans to baked with all the visuals done
then i just pass it to tim to do the UI stuff
aight
thats how I worked too
get the plans, maybe a BIM model or two
and then build over it
receiving client models is no fun
no kiddin π
just best to redo it lol
datasmith is a huge lifesaver
yeah i remember asking here before if people found it helpful
haha
starwars RT demo?
this is the article where we showcased our stuff
as you can see we have some pretty big models
so pretty much all of the article's highlights is your work
ah yeah
I'm doing the integration in UE, coding, artist stuff
oh wow
lighting, materials, etc...
@dusty gyro u were Antoine G? π i remember u from the webinair with the large urbain project in dubai XD
i can see that
because companies want you to do everything π
i just go 'i dont do code'
would be interesting to try datasmith for some larger archi projects
we seem to be getting mostly apartment interiors though
it works really well for massive projects
even more with the dataprep tools
hang on I should have a couple screenshots of big projects
yeah have you tried optim?
ha
well the idea of optim is what i want datasmith to do
ie autolod, lightmap generation etc...
it'll get there
dataprep is pretty much wip, and can change a lot
most of the time i do lightmaps by hand >_>
but again, interior details
kinda different job
once RTGI is better we can say bye to unwrapping : D
thats the dream
luoshuang is our dream maker here
i know right
yeah ive talked to him a few times
i guess i have to ask ... how clean were the architects models?
actually I've got a two slide showcase to post
well
it depends a lot
either its really good
lots of details, very good base to work on
or its disastrous
and you have to cut corners all the time
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
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
: o
but honestly, I had so much shit models even max wouldnt open them
this is receiving models from inside your company though?
ah right
50/50 chance of it being done right
sounds about right
this one was a good model for example
moderately detailed, so you were able to remove the placeholders easily
nice
WIP unreal realtime Arch Viz hope u like
90M triangles for just the scaffoldings T_T
hahahahha
oh dear
I had to abuse the lodding and mesh reduction tools
id just take that into max and delete it
thats the problem
we cant
π¬
because every part of every model has precious BIM information tied to it
oh no......
:p
im so glad i dont have to deal with that at all
π
thats why datasmith helped us a lot
that was the prototype of the bim information display tool
this is beyond my understanding of architecture : P
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 π
hi guys iam new here what you guys working on looking really interesting
Hey Elitetech π
hey π
nice shot you've posted
Building Information Modelling
long for BIM π
if youre awake for another few hours... i have presentation to show you haha
iam here π are you going to post it here π
well its like 5PM here
its 3am now π¦
5 pm here too π
gonna head home soon, but I'm still around on discord if you ping
so are you still up in a few hours @forest depot π
3am ? damn go to bed π
sign up to this elitetech π
uhh whats this π
cant tho cause of the live Q&A
ohh yes
mostly small fixes and support for Revit and Max 2020
are you all using datasmith to transfer informations too unreal ?
yup
π nice
i did it once and i dont know feels like too much automatic π maby is just me π
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
yeah basically
max I'd understand you would use the FBX workflow
doing mostly in 3dsmax π
haha yea π
i dont even have revit : /
at least its not as crash happy as max 
hearing people say that revit is the best tools for archviz
happy to see other people π doing cool stuff π looking forward to see the update post π need to run π take care awesome people O/
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
yea using inventor and fusion 360 if i need some precision/cad work π
or els 3dsmax zbrush π
here is some interior WIP for the office real time with interactions sorry for spam but there was alot of good picture enjoy
are you using dynamic lighting only @warm slate ?
And those shadows look very strong
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
if anyone missed the previous link we're about to do the webinar again very soon π
@dusty gyro yea is has dynamic day and night cycle π has no other choice with my knowledge π
sadly dont have RTX really wanna try that π
@limpid cobalt yes i try that but was not looking great with day and night cycle
still might be interesting if you wanna check out some of our work π
yeah im one of the presenters
thanks π
have u try to work with dynamic day and night cycle.. for me ..still having problem to make shadow soft and sexy π
its pretty challenging
π
iam pretty new does this cost any money :S and do u need to have RTX :S
@forest depot the webinar ?
no its free
it looks like its today π
theres a chance to win a quadro rtx card by joining π
but it says it has all ready started ?
@forest depot sry agian do i need to have a company name ?
ok registered now π
@forest depot thanks iam in there now π 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 π
Only som AO would make the roof and wall corners darker... but your scene looks really awesome dude! ππ
thanks @honest temple π
has anyone watched webinar about rt for archviz?
yeah i worked on it π
well, i wanted to ask what were the most key infos @forest depot
on side, will webinar be uploaded to youtube?
ue4 channel?
Hm not sure tbh
I dont have anything to do with epic :)
I'll drop a link here when I get it
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.
here we go a little video of the office π sry for my broking english π
showing off some of the personale work i been working on this office project is for my twitch streaming hope u enjoy twitch.tv/elitetechworkshop join me when...
@forest depot thanks for the invite and info about the webinar that was really cool and alot of insperation thanks you
You'll get a link by mail with a "videocast" (?) in a few days if you were attending it.
π nice thanks for the cast really awesome π hope u guys doing some more like that
Some easily digestible daylighting information
https://www.new-learn.info/packages/tareb/docs/ecb/ecb_ch4_en.pdf
@dusty gyro dit you see this? https://forums.unrealengine.com/unreal-engine/unreal-studio/1620873-revit-optimization-feedback-needed
Hi Revit users!
We are considering a special optimization for our Revit workflow. There are pros and cons and we would like to seek your feedback about it. Here is
yeah I was in the mailing list before this message was posted here π
@uncut jolt very early tester, also I'll be working in the team in a couple months π
@dusty gyro lol u going to epic?
gratzz man!
π
still trying to get UE4 here -.-
π¬
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 π
@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
@warm slate wow I really like the idea of showcasing stuff. its like a virtual art gallery. keep it up π
@digital wasp thanks you i will π
@dusty gyro hm, i guess my memory did fail me
First room done of my HQ_Residential_House pack makeover π
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*
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)
I think this is it..
But i believe it would drain the performance even more
The stairs and hallway also got a makeover π
Free HQ_Residential_House pack from UE market
np m8 π
@honest temple now i modified it and now im looking it black
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
ah, then im not sure
@hard current try increasing the screen percentage, itβll make it render at a higher resolution
@hard current is that PP blur or are you rendering at very low quality ?
nop high
looks like PP blur then, be sure its disabled in your Post Process volume
could be a cinematic camera with wrong settings too
what am I supposed to see here ?
@mild oxide pp= post processing
looking smooth @mild oxide
π
Looks clean :)
i want the shadows a bit harder nearer the edges and softer as they move away
cant seem to hit that right
there's a variable for that
messing with exponent and source angle for the directional
not using GPU LM ?
dont think its availabke for 22.2
it is
just force it through the bat launcher
minor engine revisions wont break it
you need the new dlls only for major engine revisions
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?!
@honest temple using RT or LM ?
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?!
π π π€€ looks like good hdri quality yeah
π
cpu lm
gpu lm
cpu lm has like ~2k lightmaps on the visible objects
4k on the wall and floor
gpu has like 256/512
build time ?
you must have one heck of a CPU and weak GPU then
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
ah
well if its in insane no wonder it takes a lot of time
the 1050ti isnt a beast either
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
if there isnt much else in that scene outside of the visible shot, that should take 1-5 minutes
oh, do put in a lightmass importance volume too
how cranked?
i tried 10
100
100 bounces!?
ya i tried 10
i didnt want to do this trust me
thats exactly what i use lol
and my bakes arent taking longer than an hour
yeah usually thats what i go for
on full industrial/office/lodging buildings
what issues ?
thats not the number of bounces
jagged shadows
thats samples
oh
will just give less light
because the light will bounce less
10 is the right value imo for archviz
any other tweaks?
that 1050ti wont be able to fit it in its VRAM
wait do uvs matter for the gpu lm too
i see
compared to CPULM
hmm aight
whats that
@hallow arrow hey luoshuang ! Do you know if you're gonna keep working on Prometheus btw ?
experimental GPULM
with a different approach
ah
but from what I understand luoshuang has shifted his ressources to lightmass 2.0
still gpu?
will be both afaik
i see
cpu legacy
wait is it being officially incoporated?
yeah to some extent
niice
luoshuang works for epic now
so do you
i imagine hed be taking his learnings and applying to a new lightmass from scratch
i hear
in a couple months I'll be yep
hella
on Datasmith for AEC
congrats
π
whats aec
archviz
ah i see
:p
haha
i barely passed
so did I
now for those shadows
one more q
hold up
is the jagged shadow from the lightmap res?
no
not on the book but the ones on the table
its from geo being too close to another, its a flaw of current LM
is that GPU or CPU ?
thats pretty bold trying to do baked lighting on a feather haha
whats the UV on that like
anyways yeah, current LM uses pixels to bounce the light right ?
this is gpu
im not actually sure..
wait ill send again for comparison
i thought it was rays
also
luoshuang brought us Virtual Textures in lightmaps
@dark oriole is bananas about it
thats in 4.23?
yeah
so my understanding is.......
texture streaming will be amazing
but workflow doesnt change
holy F
its open source now π
yeah haha
luoshang linked that to me when i tried to show him a bug
haha
have you unchecked compress lightmaps ?
ya
hmm i see
yeah GPULM is not perfect
but the performance is just too good to pass up
for me its something like 30-50x faster
its godly
yeah no ofc. i was just wondering if there was a fix for this
not that i know of
i see
went from not even thinking about using lightmaps on our projects to
use em everywhere
became even better since we have a Titan RTX
and i went from using our company CPU renderfarm which is supposed to render vray projects
he;;a
π
raytracing
i only have a 2080
the vram does help
exteriors and all
while costing twice less
true
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
sweet
defo
@mild oxide https://i.imgur.com/ejOeaee.png
you had this kind of stuff right ?
on lower quality settings
ive never seen that
cant say i have
WOW! that is a diff between CPU and GPU render
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
@dusty gyro Have you adjusted the SUN soft shadow angle (or what its called)
on what ?
The sunb
that last screen ?
yeah, for the shadows
ah hehe
nice lighting btw! π
Good to see it's not just me playing with that shitt hehehe
glitch in the matrix boyos
@mild oxide Your interior lighting is really AWESOME!
Like the GI you use... Are you using Light propagation btw??
HDRi + GPULM = godly results without too much tinkering
skysphere and a liv
true
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
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 π
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 π hehehe
@forest depot
urk
ummmmmmm
you wanted to see the uvs
just wanted to see if you found a magic way
but there isnt
whats wrong with that
thats perfect
marvelous asset im betting
prolly
curtain would be single rectangle lol
Its beautiful....in the "how can you mess up this hard" sort of way, but still breathtaking nonetheless
I suppose if you're using substance painter or something you can sort of get away with this?
Just use triplanar ezpz hehe
whats an UV ? @mild oxide π
nah I dont use any
models straight out of revit, use UE for lightmap unwrapping
and triplanar materials for textures
thats why triplanar > all
Ya of
