#aec-visualization

1 messages · Page 10 of 1

mild oxide
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went a little overboard with the post

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fix it tomorrow

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and some missing materials

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any tips?

tall sluice
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sharper shadows, they seem to be floating a bit

mild oxide
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intentional

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id like them to be a bit sharper around the edges

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but i want that area shadow effect

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apparently its one or the other

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but yeah ik wym with the chair legs

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bugging me too

tall sluice
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hmm, can you make the object shadows slightly lighter?

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I think that could fix it

mild oxide
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You mean the light intensity?

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Hmm alrihht ill try that

honest temple
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@mild oxide maybe less roughness on the lamp. And maybe just me, but there is maybe a little to much specular on the wood desk!? Just a tiny bit

amber tendon
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Most of you guys use GPU Lightmass + custom HDRI via Skylight and then if appropriate a directionalLight, right?

forest depot
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Yep :)

mild oxide
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pops up right after a datasmith import

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tried importing in a new project

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still happens

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tried re exporting the datasmith file

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and apparently only an issue with this specific scene

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other datasmiths work as intended

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Hmm i suppose its time to do some copy pasting

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Oh well

mild oxide
amber tendon
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Cheers, Electric

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Looks quite nice, agent

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Sharp shadows have been mentioned but you pointed out that was intentional

mild oxide
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Yaya

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This my first serious work so

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Sure I'll get better with practice

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Possibly raytracing

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Thanks 😊

digital wasp
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I am trying to create the material preview UI for selecting the material for the flooe at runtime. do yo guys have any idea how to create something like having some material preview spheres in the scene which will have the "OptionMaterial" applied to them and "OptionMaterial" is the array varible which can be selected for each actor blueprint while creating the level

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I tried creating the preview for each material if option materials are available at event begin play using the scene capture 2d and setting their target texture to the dynamically created render targets but those scene capture components are rendering all black

solemn hawk
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You can apply the material to a sphere and have it on a separate lighting channel so it’s only affected by the lights you want

pearl maple
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Can you point to any doc or tut on sperate light channel? Not sure how that works.

amber tendon
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basically each object and each light has a lighting channel

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you can mix and match between them

pearl maple
dusty gyro
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you can try lighting scenarios

pearl maple
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But those are for complete scenes, I only have to change one model with the same lighting.

mild oxide
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One model also constitutes a scene

dusty gyro
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you cant edit your scene lightmap at runtime

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so you can either :
1 - Use lighting scenarios (swap the whole level lightmap)
2 - Use dynamic lighting (wont look as good)
3- Use Distance Field dynamic lighting on objects you want to change (will look at tad better)

tidal prairie
digital wasp
mystic lynx
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If your whites are under 0.5 that shouldn't happen

dusty gyro
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Yay, archviz concept modelling

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Showcased on the Quest, pretty cool stuff

amber tendon
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stairs+wall looking cool!

dusty gyro
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thanks ! Another perspective

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I'm doing it for a friend who's restoring a farm barn into a massive house

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that wall is intended to be used as a library

dusty gyro
solemn hawk
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@dusty gyro that Lightmap res looks pretty good, I’ve had issues porting to mobile with high quality light maps in the past they always got compressed pretty terribly , what settings did you use?

amber tendon
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What's people's view on motion sickness with instant-teleportation in VR?

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Also I wonder about performance with UE4

dusty gyro
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@solemn hawk my default archviz settings, ie somewhere between 128 and 1024 I guess

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I can check tomorrow

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I'm baking with GPULM at insane quality

marsh dragon
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@amber tendon Ive had the vive for a year and a half now, and teleportation is like 5 times more disorienting than traditional movement

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i don't know why people think teleportation is better, you loose spatial awareness by teleporting

amber tendon
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@marsh dragon IMO the "dashing" is already much better

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it works quite well

marsh dragon
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dashing sucks too honeslty

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best to give players complete freedom in movement

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just good ol' classic movement, with no added weird mechanics like dashing and teleportation is best

cyan ether
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doesnt that cause nausea

dusty gyro
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I really like Teleportation for that exact reason

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every other movement (dash is a bit of a mix between solutions) brings up dissonance between the brain and the body (acceleration mostly)

cyan ether
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im hoping 170+ hz is the key to solving all nausea

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but im not sure if thats the root cause

dusty gyro
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some way to negate internal ear problems would be the solution

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stuff like micro impulsions in the internal ear to simulate movement

marsh dragon
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Nah you really do get use to standard movement, you overcome any motion sickness fairly quickly

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I cant even imagine pavlov or onward being fun with teleportation

mild oxide
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actual art

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19 days to render

dusty gyro
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Damn

mild oxide
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insane work tho

dusty gyro
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damn

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that tracking work to apply in the render

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sweet stuff

mild oxide
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yeah thats some interesting stuff

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wanna try fstorm now

dusty gyro
mild oxide
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That one click language makes me think of enscape

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Still think it's a scam

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Also this is pretty cool

dusty gyro
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haha yeah you will never get good results in one click

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being able to live link at runtime is sweet tho

mild oxide
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Yeah exactly

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I wish ds did that

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Time to learn unity ig

dusty gyro
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gonna try to push live linking at epic once I'm there

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but it comes with a lot of drawbacks imo

mild oxide
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Hell ye

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Oh

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Like?

dusty gyro
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well for once you need to make a massive database

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if you want your materials, props and the likes to be replaced correctly

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you cant optimize like you'd want since its all automatized

mild oxide
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Oh yeah fair

dusty gyro
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ie some assets might not be converted correctly and look like crap at runtime

mild oxide
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Ig that's what the ds guys be working around now

dusty gyro
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its good to see game engines work to make the simplest UX possible for architects tho

mild oxide
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They gotta be looking at livelink at least

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Yeah true but the unreal ui is kinda ass

dusty gyro
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really ?

mild oxide
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But then I saw zbrush

dusty gyro
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I use Unity for VRChat

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and damn I forgot Unity had this weak, small UI

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with buttons that wont work unless you have the precision of a cyborg

mild oxide
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Lmao

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That's true they do have small buttons

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Used to Unreal though

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Those are kinda big

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I like houdini and c4d ui

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C4d primarily

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Sweetspot between ease and functionality

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Ig it's all subjective

dusty gyro
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yeah

mild oxide
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Lmao so i got this new game today

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Yesterday*

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And i just kept looking at the textures

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"hmm nice walls"

dusty gyro
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yep

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working in the game industry and archviz

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you're walking in the street

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"damn thats a nice wall/puddle/reflection"

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colleagues be like "wtf bruh"

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happens all the time 😬

mild oxide
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Hah

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😭

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I just wanna enjoy my games

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I was working on this project once and got kinda into it. Came up after a few hours and saw some real life. First thought that pops into my head is hmm thats hella photoreal

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Then i realised its just real

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Lmao

pearl maple
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anyone using vray for Unreal here? How do you think it compares to the default unreal path tracer?

solemn hawk
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It’ll give you a better result than the unreal path tracer, because the ue4 path tracer isn’t setup to give final images yet

mild oxide
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Mm its p good

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V beta tho

solemn hawk
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Last time I tried it it crashed on almost everyone of my scenes, has it gotten better?

mild oxide
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Yeah the new one works

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Fucks up materials sometimes but overall pretty good

solemn hawk
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Have you tested it on large scenes?

mild oxide
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Medium sized scenes

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A house

mystic lynx
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wtf @dusty gyro oculus quest is that smooth?

dusty gyro
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Yeah @mystic lynx

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Running at 72hz capped in both the tests I did

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The new mesh renderer does wonders

forest depot
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havnt had any success with vray for unreal

hallow arrow
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meanwhile has anybody tried to use vray bake? how is it compared to my GPULightmass?

forest depot
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same story for me, i think i need to spend more time with vray

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pretty hard to beat gpulm atm

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vray didnt work straight out of the box, which is a problem

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compared to GPUlm you just swap it over and it just works

dusk pelican
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I don't see any gpu option

mild oxide
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It's wizardry

sharp vessel
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hi guys! any tips on how to apply a "override material" to all the objects in the scene so I can adjust the lighting faster and more efficiently?

mild oxide
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Change mode to lighting only (or detail lighting if you want reflections)

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@sharp vessel

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Its in the top left of your editor window

sharp vessel
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oh its just that my light building is taking forever, even after I applied a clay material to all the objects, and set quality to preview

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any tips on how to do fast drafts for lighting?

mild oxide
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Set build quality to low or medium

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And use gpu lightmass

sharp vessel
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Thanks mate! I´m just downloading it and will do some tests later

mild oxide
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Nw :D

sharp vessel
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any documents related to how to set it up inside the UE editor?

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or how do I confirm that it is using the gpu?

mild oxide
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It's on the forums. Use the bat file installer

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Does everything for you

mild oxide
cosmic mural
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Unreal Studio question: Any one know why I don't have any of the mesh editing tools in the mesh editor?

honest temple
left garden
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HKS (and Pat Carmichael) have been doing this kind of work since at least 2004, with their UE2-based "ARCHengine," later upgraded to UE3

rocky sand
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wait did thy say efficient? and they put tons of scanned humans into the stadium? ^^, is that going to be a walking simulator or just lvl design, they could cheat alot and still get same look.

half knot
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going through some relearning pains.... is there a way to turn off the highlight when selecting an object

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oh its doing the highlight in Lightmass density.... still anyway to disable that. Makes it difficult to see

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makes the object pink...

cyan ether
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neat

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just did a pitch w/ unreal

ember notch
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is it a good idea to make an arch viz project in unreal studio and use datasmith to build for android? does it even build?

frozen plinth
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maybe some can help me

tulip whale
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Hello there.
Not sure if this is the right place to ask but let me know if i should put this somewhere else. So, I'm working on a Third person perspective shooter project and I'm facing an issue of "Screen Tearing".

On "Full Screen Mode", Tearing is quite easily noticeable which is making this feel way weird.

On "Windowed Borderless Mode", Tearing is minimal but then the mouse sensitivity starts behaving awkwardly while aiming.

So here is the question - "Is there anyway to reduce screen tearing without using V-Sync?".

Here is my system configuration :-

Processor - i7-4770K
GPU - Nvidia GTX 1070
RAM - 16 GB
Monitor Refresh Rate - 60 Hz

Unreal Editor version is use - 4.22.2

frozen plinth
frozen plinth
mild oxide
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Wait i think i saw this

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Hella nice brother

forest depot
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really nice

zinc siren
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Hi all, I'm having a strange issue with light build on large surfaces not generating full shadows. Right side is a scale of 1 with a 2048 res lightmap, left side is same geometry with scale .5 and with a 128 lightmap. I want to make it look like the left but with a scale of 1, and I cannot figure out why this is happening 😭

brisk jewel
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@forest depot GPULM? is that the GPU based lightmass I've heard so much aboot?

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@zinc siren presumably it's your lightmap size, I'm guessing at .5 scale a lightmap of 128 is equal to 256? however I have no idea if that's right, lightmaps might be affected by scale?

zinc siren
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The lightmap for the surface that wasn’t working was 2048. But I didn’t realize my scene lighting scale was at 1. Brought it down and now it’s working

forest depot
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Yes it is

cyan ether
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whenwhenwhenwhen

dusty gyro
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soon™

cyan ether
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i hope for one day an xref equivalent for uassets, some of my assets could do with being pooled from a central location across projects

forest depot
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Do you have the inside scoop now @dusty gyro

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:D

dusty gyro
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Nah

brisk jewel
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am I right in thinking that the gpu lightmass only works on binary versions of the installation?

mild oxide
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No

brisk jewel
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oh lovely! so is there an installer for the launcher version? sorry I was looking at the forum post about it and not quite sure what to follow.

mild oxide
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Yes there's a bat file. Should be mentioned in the forum post

brisk jewel
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Many thanks man. I think I saw it but wasn’t sure.

mild oxide
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Nw

worthy loom
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hi, what is the best setting for glass in archviz. i have the advance glass pack on the marketplace. but when every i use it , it has very weird reflect like this,

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i try to set fresnel falloff highest as i can, but seem like the effect stuck at 10.

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i heard it has something to do with how UE4 caculator reflection and opacity ?

dusty gyro
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@worthy loom most of the time I just use a very low reflexion/ioR value

brisk jewel
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Hey all. I've just started using GPU lightmass, it's super fast but my scene looks very different from the old bakes, reflections seems much harsher

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I did have two sided materials and emissives acting as static lights but I've turned them off now, they shouldn't have been doing much to the lighting anyway but any general pointers?

lethal vigil
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tested distance field indirect shadow on dynamic objects with raytraced reflection.

dusty gyro
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:rubs hands: nice another video :)

forest depot
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ooo

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this is interesting

brisk jewel
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directional light seems a lot harsher in GPU Lightmass, or less secondary bounces GI at least.

lethal vigil
fiery warren
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Hello everyone. Do you guys manage to export ForestPack from 3dsmax to UE4?

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Everytime I try it crashes 3dsmax

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Using datasmith

sweet fossil
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@fiery warren Don't export forest pack to UE4. Use the built in foliage tools.

dusty gyro
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some good stuff in here, new template refactor, HDRi backdrop actor

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workflow improvements

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lots of performance refactors too

mild oxide
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hdri finally???

dusty gyro
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yeah

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I mean it was already doable

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but you had to make your own actor and all

mild oxide
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Yeah but it always feels like a workaround

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Yeah

dusty gyro
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New HDRI Backdrop Actor:
With the new HDRI Backdrop Actor, it’s faster and easier to create a realistic background and lighting environment for your Level from a single HDRI image
Simply drop the Actor into your Level and assign it the HDRI texture you want. You’ll get your texture projected onto a backdrop, a Sky Light automatically set up to provide ambient light drawn from the texture, and a floor surface that captures the shadows from your Level
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sounds a lot easier

mild oxide
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Yeee

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Bless em

dusty gyro
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😃

mild oxide
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Did u do this

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Bleas you

dusty gyro
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I did not 😄

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going to CAN end of the month

mild oxide
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Bleas

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Hella

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Oh btw i wanted to ask

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Wait ill dm

dusty gyro
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sure thing

lethal vigil
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hi guys just first try 4.23.0 p1

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i think hdribackdrop must have brightness and contrast settings for hdr. The desired lighting mode seems difficult to capture without these settings.(compared with 4.22.3 level)

cyan ether
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oh wow new preview
are you sertac @lethal vigil ?
absolute beast if yes

dusty gyro
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yeah he is @cyan ether

hallow arrow
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has anyone here tested 4.23 lightmass?

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just want to know if my dark corner tricks & lightmap padding fixes have caused unexpected problems

dusty gyro
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@hallow arrow I can give it a go what kind of mesh shape do I need to use ?

hallow arrow
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you can use any

dusty gyro
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will take a couple assets from packs then

hallow arrow
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for lightmap padding fixes, there are some additional steps to activate them as we don't want to break existing lighting builds

  1. select all the mesh assets you'd like to apply the fix (the meshes should have 'auto generate lightmap uvs' checked as this fix is for that)
  2. bulk edit with property matrix
  3. change 'lightmap resolution' to any value. this step will freeze the editor for a while as the lightmap uvs of all the selected meshes will be regenerated
  4. press ctrl+z to revert the resolution number change. now the fix is applied.
dusty gyro
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aight

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bulk edit lightmap rez

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brings back some bad memories of pre datasmith 😂

hallow arrow
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or you can also reimport all the meshes you want to fix 😅

dusty gyro
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nah I'll just user the matrix

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woopsie

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crashed @hallow arrow

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while trying to use the edit property matrix on one asset

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Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1082]

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lots of MeshDescription and MeshBuilder references in the crash report

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does editing in the mesh editor directly apply your fix for padding ?

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holy hecc

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getting loads of crashes just by opening the mesh editor/changing stuff in it

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same error

hallow arrow
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🤔 looks like our mesh editing code is bugged

dusty gyro
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yeah

hallow arrow
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does editing in the mesh editor directly apply your fix for padding ?
yes, so you can just try it on one mesh

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and observe if the generated lightmap uvs has shifted a lil

dusty gyro
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do you have access to the logs with client ids ?

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I can PM you my IDs if you want to check the crash reports

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before fix

hallow arrow
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yes

dusty gyro
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after fix (new res at 256 instead of 64)

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hasnt changed a bit

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(I did press apply changes)

hallow arrow
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not that resolution

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the one in the bottom

dusty gyro
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oh the other one

hallow arrow
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when you change the number the lightmap uv will be permanently modified

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even if you change it back

dusty gyro
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doesnt change anything

hallow arrow
dusty gyro
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oh

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right

hallow arrow
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all newly generated lightmap uvs will use the new fixed algorithm

dusty gyro
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another mesh

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before

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after

hallow arrow
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so this one was using generated lightmap uvs?

dusty gyro
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nope

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I'll import some datasmith asset

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should have generate lm uvs from the get go

hallow arrow
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basically it will fix the dark corner problem that this guy was raging about 😄

dusty gyro
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😄

hallow arrow
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the problem was, our documentation was also bugged

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so even if you follow it precisely, you're still going to get dark corners which is very frustrating

dusty gyro
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yeah I bet

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right so

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ah wait a sec

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if I import it with datasmith

hallow arrow
dusty gyro
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will it have the padding fix already ?

hallow arrow
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yes, all newly imported meshes are generated using the fixed algo

dusty gyro
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alright

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dang need to do a 4.22 project and migrate it then

hallow arrow
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for all existing content, you need to apply the bulk editing trick

dusty gyro
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yeah

cyan ether
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nice, seems this new hdribackdrop was modelled on vray's

forest depot
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By any chance would the lm fix also be applied to gpulm

hallow arrow
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@forest depot have you tested it ? does the lm fix indeed look better?

forest depot
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Nah haven't had the time yet :(

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Super keen to try tho

mild oxide
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@lethal vigil i was following your rtx setup tutorial

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And i can't find the new dof algo in the project settings

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They removed it or something?

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Oh nvm its still available in 4.22

frail bluff
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Is it good to use modular house sets for Archviz?

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Wondering and analyzing for next project - I'm considering the benefit for optimization and the same scale for textures

mild oxide
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You mean from the ue4 store?

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Not really unless youre using them for far off/low lod purposes

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Theyre optimized for games but most of them dont fit well in photorealistic settings

frail bluff
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So how do you deal with the same texture size for each wall?

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Let’s say we have a conocerte texture and we want to have the same size of it and our walls have different sizes. Good uv maps preparation for the same size?

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@mild oxide I mean modular set of a house that you prepare in dcc before exporting to UE

mild oxide
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Id say yeah just resize the uvs if thats the way you want to go. Or a procedural material from substance designer

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Resizing uvs might be bad for your texture though

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Also do you mean like a kitbash? That should be good yeah

frail bluff
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Ok thanks @mild oxide

mild oxide
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:D

pearl maple
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@frail bluff You could also use world space UV's for static meshes.

livid harness
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Do you guys use datasmith a lot?

mild oxide
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Yup

livid harness
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Are you using it from Revit and if so, how good is unreal at determine materials and mesh UVs

mild oxide
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3ds

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I believe life for life uses itbwith revit

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From what ive seen though its pretty good with a basic setup regarding materials. But you always have to optimize/tweak them for realism

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But it gives you a good starting point

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And uvs is just enhhh. Generates good lightmap uvs. But the 0 channel it messes up 3 quarters of the time

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For me anyway

dusty gyro
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@livid harness Revit for datasmith will translate meshes, material IDs and texture UVs well

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you definetly dont want to use Revit materials in your end product tho

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there's tools available to swap materials corresponding to a string for example

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.ie "replace original materials with 'glass' by this material I made within UE4"

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the great thing is that once your equivalence tables or string lists are done, you can reuse the scripts for all your projects (granted you use the same material names in revit between projects)

livid harness
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tools for revit or ue4?

dusty gyro
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within UE4

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Datasmith just has an exporter for Revit

livid harness
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Yeah Im currently developing a plugin for UE4 that does exactly that but it can also replace static mesh actors

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because some of our prop models in Revit are not the best looking models

dusty gyro
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thats already doable in UE4 tbh (with the dataprep tools)

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hehe yeah I see

livid harness
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I remember in the ue4 stream showcasing revit and datasmith the presenter was using a python script to replace the revit materials with substance materials

livid harness
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ah its blueprints

dusty gyro
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either BPs

livid harness
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that is very interesting

dusty gyro
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or you can use Python

livid harness
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yeah we are still getting used to ue4 and they haven't touched blueprints too much so they wanted me to just develop and easy to use tool that has the same functionality in only a couple clicks

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hopefully I can showcase it here once its done since I think lots of people can benefit from it

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but thanks for showing me that i didn't know it existed until now

dusty gyro
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the dataprep tool is still in its infancy

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but you can still do some pretty good preparation of your meshes

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I used it a lot to generate LODs (to save performance), swap materials, adjust lightmap resolution

livid harness
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very nice

dusty gyro
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this is from 4.22 tho

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might have changed in the new preview of 4.23, havent checked yet

worthy loom
eternal walrus
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can anyone help me out? I can't figure out how to switch which lod model im using in the foliage tool (quixel megascans grass assets)

half knot
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Anyone using Lumion and or know of a good discord for it?

prisma saffron
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Are there recommended tutorials or playlists for Archviz

dusty gyro
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@prisma saffron check out unreal academy, Epic's own learning tool

prisma saffron
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does it also have guides for making game environments

dusty gyro
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Mostly about how to translate data from cad to unreal

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Some good bits of info on multiple matters of realtime rendering and scene composition too

jovial arch
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So im new to UE and could use some help with lighting. Im in the support chat for a while, come say hi 😃

dusty gyro
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support chat ? what support chat ? Morty

mild oxide
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Its one of those things

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Great mysteries of life

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I think he meant the voice chat tho

dusty gyro
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aah

jovial coral
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Hey discord, I am new here. I work doing Arch Viz both using Vray and Unreal. I hope to learn a lot more while I am here

dusty gyro
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welcome home @jovial coral 😃

mild oxide
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hallelujah

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blessed be

mild oxide
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What the hell was that

dusty gyro
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what the

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was there a ping or something ?

mild oxide
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Same

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Yeah

dusty gyro
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🙁

mild oxide
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Deleted ig

cyan ether
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i chose the wrong modelling software

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.max will only ever open in max

mild oxide
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Nah max is the industry standard

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I have to learn it someday

amber tendon
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Do people actually use the ambient occlusion from Lightmass? Or is it usually left disabled?

dusty gyro
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Depends how you like your lights baked

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sometimes it looks better with AO, sometimes good baked GI is enough

amber tendon
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fair

jovial coral
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how do I improve the quality of shadows on a moveable object?

dusty gyro
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by adding more cascades in your casting light

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or switching to raytracing

jovial coral
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how do I add more cascades? does the light need to be stationary?

inland viper
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Was wondering if anyone uses the manual exposure settings with real world lighting intensity values or do most use EV?

jovial coral
#

I use manual exposure settings

inland viper
#

Hi Chris do you have a workflow in 4.22+ for calculating intensity of directional light and skylight intensity? Ideally I would like a solid realistic result as a base and tweak from there .

#

here is the option to increase dynamic shadow cascades found by clicking on the light and searching in the details panel. I think it is scene wide though so quite expensive

jovial coral
#

@inland viper the workflow I use is generally: Add skylight using either a grey cubemap or HDRI map. I do a lightbuild and make sure that the global illumination is good enough, if its dark I increase the skylight intensity. Then Ill add a directional light, and do the same thing. I will then use a post process volume to control burn, contrast and color etc to get the right final look

mild oxide
#

Use the path tracer to get an idea of accurate lighting

jovial coral
#

Agent, thats an new RTX feature?

mild oxide
#

Yeah

vernal pecan
#

Gathering some feedback from Unreal Studio users : who here is using the HDRi Backdrop introduced in 4.23 preview ?

vernal pecan
#

@mild oxide have you used it yet ?

mild oxide
#

@vernal pecan yeah i have

#

Imo could use more controls

forest depot
#

Has anyone tried octane for unreal... It just came out

#

My mind is blown

mild oxide
#

Wait wait wait wait what

#

Well i know what im doing today

forest depot
#

Yeah I just paused in the middle of the day to play with it for a bit haha

mild oxide
#

Is it on the octane site or marketplace?

forest depot
#

Octane site

#

It's like the pathtracer... But better cause it doesn't use rtx

mild oxide
#

Oh rip i dont have a sub

forest depot
#

🏃

#

It's free

mild oxide
#

Nvm the rip then

#

😋

#

Time to have fun

#

Pretty sad that thats my definition of fun

forest depot
#

I'm the same haha

#

Went holy shit! And had the whole office crowd around for a bit

mild oxide
#

🤣

#

Understandable

hallow arrow
#

can it bake lightmaps?

forest depot
#

Looks like there's a baking camera

mild oxide
#

@forest depot dude this is way more refined than the vray plugin

#

Like

#

Waaaaaaay

#

Fucking love it

forest depot
#

Yeah its the real deal

mild oxide
#

You made anything yet?

#

Love how it just translates unreal mats

forest depot
#

Nah just played around with it

#

I'll probably just implement it as a small part of my next real project as freebies

#

It's not exactly stable atm

#

Tried to activate it on 2 live projects but it crashed

#

Worked fine when I just migrated a whole bunch of assets to a test project tho

mild oxide
#

Yeah i just tried it on an evermotion project

#

Works like a charm

forest depot
#

hm i wonder what is in my actual projects that are causing it to crash

#

it gets through most of the assets when activating, just not all of them

mild oxide
#

@forest depot it crashed when i used substance mats

forest depot
#

ah right

#

i could try disable them

mild oxide
#

Yeah works without them

#

Should work with megascans too bc those use unreal materials

mild oxide
#

not too bad considering those are the starter content materials

solemn hawk
#

Substance need to add a way to bake their texture maps directly to unreal

mild oxide
#

they already do that

#

its just controlled by the substance factory instance

#

you could take the textures and put them in your own material

#

never really needed to before this tbh

solemn hawk
#

Well they’re not true texture maps though, vray for unreal has the same issue that octane has

forest depot
#

haha i just opened the same scene

mild oxide
#

Hah

#

AI48_07

vernal pecan
#

@hallow arrow I might be coming to visit you earlier than I anticipated 😄

lethal vigil
#

hi guys just fast comparison. seems like material coversion fail on translucent shaders.( or i cant figure it out) and light intesity really different.

forest depot
#

can always trust you to be using the latest thing released 😉

#

yeah im having trouble also trying to get glass to work properly

mild oxide
#

In octane?

forest depot
#

yeah

#

it definitely refracts

#

but it looks foggy

mild oxide
#

Ah i didnt pay much attention to glass. Could be a beta bug

vernal pecan
#

Awesome @lethal vigil !

honest temple
#

@lethal vigil I have also issues with getting translucent materials, or reflective surfaces to show in PathTracing view..

Perhaps the path tracing is just not including this traces, or just don't visualize the results back in the view?!

mild oxide
#

Anyone use cgaxis/poliigon textures?

#

The poliigon normal maps need to have their normals flipped right

#

Is it the same for cgaxis?

gilded pulsar
#

Hey all, I am trying to convert this entire shop that I have made in 3ds max a few months back. It contains 68 spots - when I import it to Unreal, all spots are pointlights, then I replace them with spotlights, but they all point the wrong direction. If I rotate them all in local mode it is only local for one spot I seem to be missing something here. In 3ds max when I rotate many objects at once I use local axis combined with "use pivot point center" is there anything like this in Unreal, or is it even the solution?

frail bluff
#

@mild oxide the best option is just previewing - if sth looks odd - just invert and done : )

#

Guys, I'm having problem with custom tree export form blender to UE. I use mTree add-on and I created the whole tree. Now i want to join the leaves (they're instanced) and when I do that I have 16x more vertices. Anyone knows how can I properly export my tree?

vernal pecan
#

@gilded pulsar which max revision are you using and datasmith for max plugin versions ?

gilded pulsar
#

Max 2017 and newest datasmith

worthy loom
#

Hi veryone, can you help me out
how to make good subsurface light for object
every thing is fine with simple lantern or table lamp
but when it come to complex mesh like animal, the subsurface light look so bad in side view.

#

because of its bad look i had to move the light outside of the mesh, its good for 1 camera view. but not for multi

vernal pecan
#

@gilded pulsar do you have a datasmith revision number ?

#

when you install the plugin there's a rev number on the bottom left

#

if you can send me the file with just the lights that would be great too

harsh oyster
#

Hi, how to optimize VR rendering performance if I have a lot of video on the walls in my game ?

gilded pulsar
#

@vernal pecan Well now I have it installed and cant remember the number. But it says it supports Max 2016-2020 and engine version 4.19 to 4.23 and I have 4.22.3 installed.

#

@vernal pecan It is as if I can turn them all 90 degrees they line very well up to the original scene. But I cant seem to be able to do it to all of them at once. And In in scene I got 68 spots, in others I got a few hundred. So it could become alot of work.

brisk jewel
#

Hey all,

I've been toying around with Vray for Unreal, but there's part of me wondering if the lightbake method is rather pointless... Can't I just do that in 3Ds Max and render all the (presumably) Total Lighting passes there and use them in Unreal later?

We use non linear workflow and all our materials don't import because of plugin use, so the whole thing feels a bit superfilous to me.

#

superfluous*

forest depot
#

you cant import lightmaps afaik

#

or rather, you can import the textures but theres no way to apply them

brisk jewel
#

well I can import them as textures and apply them in the material.

#

have the material as unlit but reflections should still work and all

forest depot
#

would be very interested in seeing how it looks

brisk jewel
#

I was happy with the normal Unreal lightbaking but work is consumed with Vray thinking it's one click solution

forest depot
#

ah

brisk jewel
#

just sat here with two Vray for Unreal licenses, slowly baking away or a farm of 60 vray for Max licenses...

brisk jewel
#

in fact, has anybody used Vray for Unreal?

forest depot
#

i tried it for a few minutes and gave up

#

octane for unreal seemed way less temperamental

brisk jewel
#

heard great things about Octane but always been using Vray and a little Corona, love the idea of Redshift but outside of Unreal

#

general archvis question, should it take hours to do quick draft lightbuilds?

#

in a rather detailed lobby sized scene

forest depot
#

no

#

my draft lightbuilds take 5-10 minutes

#

but thats gpulm

#

octane doesnt bake

mild oxide
#

Yeah my work is also obsessed with vray

#

I can never get it to work right

#

Octane hella gucci

brisk jewel
#

I was using GPULM, got a 2080 here but was still taking a long time.

#

we do have a lot of lights in the scene and some lightmaps are 1024

#

but it is very slow still. We must be messing up right at the start

#

@mild oxide if only they'd look at other render engines but it's a VRay cult here, old hands and set in their ways, but obviously i'm doing things wrong too

mild oxide
#

Thankfully mine look at other engines. I showed them the octane render and they seem agreeable to buy me a sub

brisk jewel
#

my work place wants their Vray quality renders right in Unreal but they don't use linear workflow and 3rd party plugins like color correct and multitexture so nothing imports over

mild oxide
#

And good thing is it should work fine with datasmith translated vray mats

#

Yeah color correct is a bitch

#

Did you watch the latest webinar of vray for unreal?

#

Shows u a workaround

forest depot
#

most people here use vray

#

but it makes sense for traditional archviz

#

@brisk jewel i also us a 2080 annd dont shy away from 2k lightmaps at all

#

use*

#

how many 1k lightmaps are we talking?

brisk jewel
#

Not that many. About 10 or so at most?

#

some stuff tends to be high poly but I don't see that affecting the actual rendering

forest depot
#

yeah something is wrong

#

i can have easily 20+ 1k and 10 more 2k maps

#

and itll be fine

brisk jewel
#

and render fast for draft?

forest depot
#

i mean for gpulm

#

its still production quality

brisk jewel
#

think I'm stuck with VRay anyway, the company demands it

forest depot
#

ouch

#

is it a big company?

brisk jewel
#

yeah (Visualisation One) about 25 people

#

don't quite understand their obsession really, I did good scenes with the same old Unreal lightmass

#

also I just realised I was baking with high settings so that explains something

forest depot
#

high in engine?

brisk jewel
#

yeah, the vray lightbake has quality settings I'd set to high this morning without thinking

forest depot
#

ah right

#

i actually have no concept of how long vray bakes take

#

i just use gpulm

brisk jewel
#

2k atlass was rendering in 5 mins on draft, and 60mins on high...

#

I was having fun with GPULM

mild oxide
#

I think i follow u guys on ig lol

brisk jewel
#

IG?

mild oxide
#

Instagram

brisk jewel
#

ah, yeah we finally got one of those.

#

I don't do the nice scenes, I do the models

mild oxide
#

Part of the nice scenes

brisk jewel
#

for I am a lowly modeller and all the visualisers can't model

forest depot
#

ah right

#

not a fan of visualisers who cant model

brisk jewel
#

likewise man, and I'm stupid enough to sit here doing it getting paid about 4/6k less

#

but TBH I don't really like arch vis rendering, I like all the things around it ut not pressing F9 to render

mild oxide
#

If you don't mind me asking, how much is the median salary for archviz jobs there?

#

Like how much can one expect to make

brisk jewel
#

you start at 18K, get to around 22 when you start visualising and can make near 30K and then 35K if you are a senior and lucky

forest depot
#

is this gbp?

brisk jewel
#

GBP

#

V1 is in the north west though, not London prices

mild oxide
#

Is that good? Compared to thr cost of living and stuff

forest depot
#

whats the cost of living compared to london?

brisk jewel
#

I can own and run a house alone on 24K and I do make bonuses(total was 28K last year

forest depot
#

its a bit low compared to auckland

brisk jewel
#

3 bedroom semi detatched around 130K

forest depot
#

but cost of living in auckland is insane

#

to buy?

brisk jewel
#

I have a friend in DNeg NZ who is on 85K NZD and he's still in a tiny place

#

yeah to buy, it's not a great area but I can walk/cycle to work.

forest depot
#

that 3 bedroom would run you 500kgbp lol

#

in auckland

mild oxide
#

Wtf

brisk jewel
#

it's just the whole National Average is 25K or so and you get a bit bitter seeing people make so much when they need you to do really simple poly work

mild oxide
#

Yeah thats understandable

#

Job markets never been fair though

brisk jewel
#

but I also get it, any kid can model in their bedroom, we have two freelancers in Bulgaria that make 500USD a week modelling for us

#

on and off.

mild oxide
#

But ig if you can own a house thats still pretty good

#

Decent savings?

brisk jewel
#

yeah I don't think I know how lucky I am

#

I have cash but I am a tight arse

mild oxide
#

Best way to save lol

forest depot
#

auckland is pretty fucked for home owning

mild oxide
#

500k gbp

forest depot
#

median home is 9x higher than median salary

mild oxide
#

Id say

brisk jewel
#

need that bubble to burst

forest depot
#

i bit the bullet 3 years ago

#

so not really keen on that

#

haha

mild oxide
#

What does that mean

brisk jewel
#

yeah, sad to think the best you can get in life these days is a house lol

forest depot
#

bought 3 years ago

mild oxide
#

Bit the bullet

#

Oh ok

#

That's a good thing though right

#

Property is always a solid investment

#

Or so i hear

forest depot
#

for very long term yeah

brisk jewel
#

yeah it is, it'd just be nice to also be like... well off 😛

forest depot
#

haha

#

the dream

mild oxide
#

Still a faraway dream for me

brisk jewel
#

Arch Vis, All the architechture and none of the architech money

#

TBH I have been tempted to mode to Bulgaria, open up a modelling company or just myself and buy the country slowly

mild oxide
#

Architecture has money??? Ok maybe i should switch back

#

Design field is in the shiiter here

#

Any creative job and you get paid peanuts

brisk jewel
#

as in an architect has money

mild oxide
#

Oh yeah ok

#

Uk is good for architects

#

Tough to get a job though

brisk jewel
#

Brexit is looming remember

mild oxide
#

Truee

#

What happens to intl students

brisk jewel
#

well TBH if you can do a mean ass Unreal scene and other things then I think V1 would be stupid not to look at your portfolio as we really need someone who knows what they're doing in UE4 and we've got so many high end luxury jobs to work on

forest depot
#

i need to check out your guys portfolio

brisk jewel
#

please do, we do great work but nooooo linear workflow if that's your thing and you have to work to the companys style

forest depot
#

thats real strange...

#

wait your guys website is your IG?

#

is there a way to just see the unreal stuff?

brisk jewel
#

nah we don't have any Unreal up yet

#

clients are real interested in the virtual camera ipad thing, and have VR

#

hate vr*

forest depot
#

ah

#

so youre working on it but it aint public?

brisk jewel
#

yeah

#

a lot of what we do isn't public, must be some contract things

forest depot
#

i see

mild oxide
#

Its the same here

forest depot
#

our stuff 90% of the time goes public very quickly

mild oxide
#

Lots of old projects up on the website

forest depot
#

as we're rushing for our clients so they can get to the market

mild oxide
#

New ones just go into permanent backup

brisk jewel
#

yeah, things are so old on our public here that one of few images I did 9 years ago is still online

forest depot
#

oh damn

#

ours are on a much tighter rotation

mild oxide
#

Noice

forest depot
#

actually ill share one that just went live today

mild oxide
#

Do

forest depot
#

we just finished it today and the website went live

#

its the clients website but all the content is ours

brisk jewel
#

that's some mad turn around

forest depot
#

its the largest unreal project we've done

brisk jewel
#

that on the website is it?

forest depot
#

?

brisk jewel
#

oh the video is unreal

forest depot
#

yeah

#

99% of hte content is unreal

brisk jewel
#

do you rely on unreal generating lightmaps?

forest depot
#

yep

brisk jewel
#

lol fuckin' Technogym

forest depot
#

but yeah the project isnt just for using unreal to spam video and stills content, we also setup 2 PCs that run the project with our product

#

yeah...

mild oxide
#

Hella nice

forest depot
#

i made gym assets then was told

#

you have to use these exact models from technogym

#

ahahah

mild oxide
#

Riperoni

brisk jewel
#

tbh I've had enough of doing Gym assets

#

I'm either not as good as I thought or just really hate it now

forest depot
#

thats weird its my first time haha

#

ive actually never done a gym at all in archviz before

brisk jewel
#

how long you been in the industry?

forest depot
#

also.. never heard of technogym before this project

#

3.5 years for archviz

#

9 years for 3d

brisk jewel
#

they're just everywhere because they have an "okay" model library

#

ah so same as me just 9 solid years in this shit

forest depot
#

ah right

#

wouldnt have used them if i wasnt forced to use exact gym models >_>

brisk jewel
#

quite lucky here, for a long time we have done the models the client wants and had the freedom to model them but now with 3D Sky my talents are worthless

forest depot
#

😦

#

yeah i was a bit surprised hwen you said you were a modeller, we dont have specific roles like that here

brisk jewel
#

scary really, not 9 years and my job is not so important, should have been a compositor

forest depot
#

and its pretty much the same size

#

20 people

brisk jewel
#

yeah we did have a bigger modelling team but they were told they'd not get paid more than 18K so they've all jumped to visualising and I'm letf here managing the shit storm

forest depot
#

ouch

mild oxide
#

Yikes

brisk jewel
#

tbh I should have been visualising years ago, I can do so much, camera tracking, compositing, etc but don't get to do it as a modeller

forest depot
#

i had a pretty different path

#

started 3d as a lighting artist at an animation studio

#

then worked on games

#

then archviz

brisk jewel
#

wouldn't they have paid well? I've been tempted by games

forest depot
#

it was ok

#

but both the animation studio and games studio was the largest in auckland at the time

#

150 people

#

the animation studio closed down

#

so i went to games

#

then that closed

#

and i was 25... so i was like fuck the entertainment industry

mild oxide
#

I'm still not 25

#

D:

forest depot
#

you got plenty of time : D

mild oxide
#

Yeah plenty of time to grind you mean 😔

dusty gyro
#

@gilded pulsar will try on my end with your file and report back on the problem as soon as I can today, thanks a lot !

brisk jewel
#

31 here

mild oxide
#

Ok i think my max crashed

#

Again

#

Just end me

#

And 24 here

brisk jewel
#

you on Max 2018?

mild oxide
#

2019

#

But theres soooo many plugins

#

Sooooooooooooo many

brisk jewel
#

yeah I have 2018 at home and that fucker crashes if I change edit poly too fast.

mild oxide
#

Hah 🤣

vernal pecan
gilded pulsar
#

@vernal pecan Does Unreal not support VrayIES?

vernal pecan
#

hmm thats a very good question

#

I can check that with the team as soon as they arrive

gilded pulsar
#

Great

vernal pecan
#

there may have been an unwanted regression at some point

#

I cant get the lights in unreal on my end somehow

#

just the meshes and the target dummies

gilded pulsar
#

I get the lights in but they import as pointlightcomponent so i replace them with target spots

vernal pecan
#

alright

gilded pulsar
vernal pecan
#

yep thats intended

#

since they use IES profiles

gilded pulsar
#

ok

vernal pecan
#

you definetly can change em to spotlights tho

#

in fact this will give you a better quality on light bakes

gilded pulsar
#

I do that but as said, they point in the wrong direction

vernal pecan
#

can you send me a zipped project with that scene ?

gilded pulsar
#

sec

vernal pecan
#

I might need some plugin to get the lights working on my end

#

all I get in max are "Luminaires" instead of light entities

#

uh yeah I do need Vray 🤦

gilded pulsar
#

cant send you that 😃

vernal pecan
#

haha yeah I'm installing it right now

#

alright now I have the spots in max

#

Alright so good news @gilded pulsar

#

I'm getting what I imagine is a good export on my end ?

gilded pulsar
#

yes

#

cant see if they point in the right direction

vernal pecan
#

they do point to their respective targets

gilded pulsar
#

you get PointLightComponent at first right and then you replace them with spotlight right?

vernal pecan
#

yep

#

but tell you what

#

this is on 4.23pre

#

and I do remember having the same problem as you on 4.22

gilded pulsar
#

aaaah sounds really good

vernal pecan
#

hang on gonna check if it was part of the fixes in 4.23

gilded pulsar
#

installing right now to test

vernal pecan
#

@gilded pulsar yeah thats a fix done on 4.23

gilded pulsar
#

Great news, thanks alot for your help Antoine. I am 2/3 into installing to test it on my system.

vernal pecan
#

Do report back when you get your first result with 4.23 😃

gilded pulsar
#

will do

#

@vernal pecan not working

vernal pecan
#

have you updated the exporter too ?

#

thats very important

gilded pulsar
#

nope didnt think there was a new as the old one said it work until 4.23

vernal pecan
#

each time there is a new release of unreal, do reinstall the exporter too with the latest version from the studio website

gilded pulsar
#

ok

vernal pecan
#

yeah it works, but doesnt have the new fixes 😃

gilded pulsar
vernal pecan
#

nah the exporter

#

hang on

#

here @gilded pulsar

gilded pulsar
#

gotta go now, but will look into it and let you know how it went. thanks for now 😃

vernal pecan
#

no probs 😃

brisk jewel
#

this Vray for Unreal is quite smart, you can rebuild only specific lightmaps,

forest depot
#

Ooo

jovial coral
#

anyone have experience with swarm distributed lightbuilds?

forest depot
#

Yep

#

Used to use a render farm before switching to gpulm

jovial coral
#

@forest depot on my setup at work, the stability of the remote connections seems to always be really weak, they tend to dissconnect and reconnect all the time, really slowing down the process. did u ever witness this?

forest depot
#

Never, we have a solid network so it wasn't a factor

jovial coral
#

damn, ok thanks

dusty gyro
#

Check for firewalls @jovial coral

hallow arrow
#

it could be Lightmass crashing repeatedly

#

especially on low ram machines

jovial coral
#

sometimes the remote computers connect and run no problem, can firewalls cause issues intermittently?

#

the remote comptuers have 128GB or ram

#

of*

dusky marsh
#

This isn't arch-viz but it's product-viz and it feels as if I'm almost seeing more artifacts in dynamic shadows in 4.23... 😦

#

there really should be a #datasmith channel....

#

arch-viz is all about baking, while product-viz is all about realtime

#

hey @dusty gyro or @vernal pecan you could do something about that now 😛

vernal pecan
#

@dusky marsh heya, do you mean the shadow acne ?

#

which one is 4.23 in these two shots ?

worthy loom
vernal pecan
#

its all about learning how blueprints work, then building your own tools

dusky marsh
#

@vernal pecan both are, the meshes are just different tesselation levels... but I'm seeing more diagonal lines in 4.23 than before

#

I submitted a bug report about the very visual grid on the lower tesselation object, and Epic told me to "just bake it"... but I can't

#

prod-viz is dynamic 😛

#

datasmith team hasn't really fully understood that yet, I think...

vernal pecan
#

what software is that data coming from @dusky marsh ?

#

I do think thats a core rendering issue btw, that shadow acne

dusky marsh
#

yes, I bet it is (so next answer is going to be "use rtx", but then VR) 😛

#

low tesselation is step import into max and then datasmith into unreal

#

high tesselation is rhino to max and then datasmith

#

rhino is currently the king of tesselation, imo

vernal pecan
#

have you tried the retesselate feature ?

dusky marsh
#

no

vernal pecan
#

thats new with 4.23

#

hang on lemme open a project with rhino models

dusky marsh
#

I don't think rhino is at fault, it's a core thing as you said

#

but I'll try the retesselate thing when I get back into the office

#

(although I'm extremely happy with the rhino tesselation... minimum edge length and polygon aspect ratio is amazing)

#

never seen any other app do that

vernal pecan
#

rhino does have a very good tesselator

vernal pecan
#

@dusky marsh can you send me the files for that flower vase ? (step/rhino)

#

looks like normals are wrong or something

#

that could be why your lighting isnt really good

#

also are you using MAX for your scene composition ?

dusky marsh
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I can't give you CAD data for that, but I can give you a reference to some bug reports I attached files to.

vernal pecan
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sure thing

worthy loom
#

hello. can you help me withthis crash. my mesh import from 3dsmax usign datasmith. and its has some strange invisible face which i cant add material into it. its crash every time i try.

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when i exit edit mode,. the blank part gone. . but when ever i turn on edit mode, its happen again

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some how. element 2 and 3 are the same face.

mild oxide
#

Did u try flipping the normals

worthy loom
#

no i havent. i reimport that mesh

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and everything seems good.

#

i notice something wrong ưith my datas mith workflow

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so normally, i model everything in 3dsmax, then i create face element 1 2 3 ... for the mesh, but i didnt add the final material , i simply put 1 multi sub material with 3-4 different material go from white to black. then i export import everything into UE4 via datasmith. and then add final material in UE4. ( because i get used to material editor in UE4 more than 3dsmax)
the thing is. everything is fine until some mesh i forgot to add that multisub material for it, then after importing into UE4. it has element with "worldgrid bla bla...." as material element slot. And that is when problem comes, if i draw material into those slot, worked, but if i select edit mode and asign selected material for the face i want, sometime it create blank and overlapping wierd element.

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i know my workflow is not the most perfect way to do, but i just want to know what really cause the problem.

mild oxide
#

Worldgrid material is the default ue material thats placed on a mesh without a material. Best i can tell your mesh has overlapping polygons

#

Or you're trying to add two different materials in different places and theyre zfighting

#

Do it from only one place and should be fine

deft schooner
#

I've ran into trouble with rtx, changed all the settings so that it activates, it does noticeably change the scene however its telling me to build lighting?? Why

mild oxide
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Change lights to movable from static and stationary

gilded pulsar
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@vernal pecan Hi Antoine, im back at work now and is testing the 4.23 preview. When I import and select the lights it seem to be working - but when I replace them with spot lights they point in every direction.

vernal pecan
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@gilded pulsar you mean they point in a direction they should not be pointing at ?

gilded pulsar
vernal pecan
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hang on let me try it on my end

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hmm no problem here

gilded pulsar
#

maybe I shouldnt convert them, because it keeps all the good settings just after import like power/IES/Temperature but not after I replace them with spots

#

strange I must be doing something wrong

vernal pecan
#

what workflow are you using ?

#

The Convert Actor drop down ?

gilded pulsar
#

maybe I should have cropped that 😉

vernal pecan
#

hmm lets see

#

huh you're right

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looks like that workflow doesnt use the datasmith properties correctly

gilded pulsar
#

is there a different way to do it?

vernal pecan
#

yep

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select your lights

#

and in the details panel

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go to the Actor category

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at the bottom

#

then use the drop down "convert actor"

#

and select your desired light type

#

this'll keep the right values

gilded pulsar
#

yes!

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it works 😃

vernal pecan
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😃

gilded pulsar
#

is it a bug that it doesent work in the right click menu?

vernal pecan
#

congratulations, you just found a bug, and an alternative solution 😄

#

probably

gilded pulsar
#

hehe

vernal pecan
#

need to check with the engine guys

gilded pulsar
#

Thanks alot, this saves me alot of workaround time

vernal pecan
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pleasure 😃

#

you can batch select your lights and use that btw

gilded pulsar
#

I use "Select relevant lights" that works just fine.

vernal pecan
#

yep

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👌

#

I'll report that bug to the team

gilded pulsar
#

super

vernal pecan
#

also somehow the 3Dicon disappears when you change from a point to a spotlight actor using the right click menu

#

weird

gilded pulsar
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is that a way to select lights that is exactly alike? When I use "select relevant lights" it also choose the ones with different power.

vernal pecan
#

it should select the lights with the same type I think

gilded pulsar
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wich makes convert actor grey

vernal pecan
#

hmm

gilded pulsar
#

instance from 3ds max does not work with lights right?

vernal pecan
#

not sure on that

gilded pulsar
#

I mean lights in unreal

vernal pecan
#

try with "select all type of object"

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in the actor category of your contextual select menu

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light translation to unreal is still wip with datasmith

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its an ongoing work

gilded pulsar
#

Ok got it working

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Dont know where you sit in the world but this is the end of my working hours 😃 Thanks again, cya.

vernal pecan
#

have a good evening !

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its 10AM here 😄

gilded pulsar
#

4PM here in denmark

vernal pecan
#

😃

#

hang on @gilded pulsar , I think I found why its doing that behaviour

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"Replace actor with" uses the default parameters to spawn a new actor

gilded pulsar
#

aaaah

vernal pecan
#

thats why all its parameters are not matching the datasmith light

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soo I dont think thats a bug in the end

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more like an unexpected behaviour :p

gilded pulsar
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Sounds right

vernal pecan
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but in some other situations spawning defaults is expected

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in all cases, do use the Convert actor instead, and it should go as you wanted 😃

gilded pulsar
#

well I learned somethinw new today so its a good day 😃

fallen geyser
#

@deft schooner I had a similar problem today. I believe you'll have to turn off the other static features as well as if it were a dark scene without ray tracing

#

nevermind, I see you had your question answered in another topic

feral field
#

Any1 experienced Light Proagation ?

#

I cant get it to work..

worthy loom
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my mesh is gone, it doesnt link into staic mesh folder, if i draw the mesh into detail panel, its fine, but its too many mesh

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when i open project. it go like this

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it happen when i decide to change folder name in content folder.

fallen geyser
#

Looks like the references didn't change when you altered the name of the folder... or something

worthy loom
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yes. i change the name again. and problem gone

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so i should change folder name inside project, not by file explorer

fallen geyser
#

oh, yes!

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otherwise UE won't know the difference

dusty gyro
#

never change the name of your folders outside of UE

mild oxide
#

Been there

honest temple
mild oxide
#

That's not really archviz tho HyperThinking

worthy loom
#

hello, how can i increase number of volumetric lightmap by using density volume, i set Mip min max 0 - 0 . but i dont see any change

vernal pecan
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And you gave it to me with the spotlight MAX files 😄

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not really a bad or dangerous virus, just annoying since it creates undeletable dummies in all your scenes

vernal pecan
vast wadi
#

Today I learn that Max has its own virus

static vapor
#

@vast wadi Max IS a virus...sometimes

amber tendon
#

Any lightmass experts here by any chance :D?

gilded pulsar
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@vernal pecan I dont get these dummies in my scenes and I dont work in 3ds max 2018 I use 2017 as said earlier.

vernal pecan
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@gilded pulsar hmm alright, maybe it came from another file then... lesson learned, everyone should install that security tool anyways 😃

little star
#

Hello, can anyone help me with this problem? The ceiling is in my opinion way to bright. I've already placed LightmassPortals on the two right windws and the left one.

hallow arrow
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@amber tendon 😄 what would you like to ask?

amber tendon
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@hallow arrow I am blending static meshes with landscape via a shader (modifying albedo and normal).

It works perfectly fine with movable SMs.

However static SMs cause lightmaps to not respect the new normal and thus create shadowing, creating a seam.

Is there any way to fix this?

hallow arrow
#

unfortunately no :( lightmass does not respect most of the shader effects when exporting materials

coarse kelp
#

btw is there any good gpu baker for unreal yet? seen those posts about the intermediate but it says "do not run in your important projects" xD

forest depot
#

ive been using gpu lightmass for 'important projects' ever since it came out

#

and havnt gone back since

coarse kelp
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xD

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so i dont have to worry too much about it?

mild oxide
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Nah its v good