#aec-visualization

1 messages · Page 13 of 1

spice sapphire
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Hey, looking to start using unreal at my work, was just wondering the usual size of teams people are in for something like arch viz

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im in automotive, so im guessing it would be kind of similar, my boss is trying to get me to get unreal in our workflow , just seems like a huge amount of work for one person

pastel summit
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is there a way to make reflections look more realistic (Less rounded) without rtx

solemn hawk
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You can use a planar reflection

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Planar reflections are expensive though, you’ll want to set it to capture only once and also to only render certain items using the “show only” option otherwise it will re render the whole scene

pastel summit
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it needed to restart for it to be able to work but its stuck at 45%

half wind
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well just to say the dataprep is beautifull

pastel summit
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@solemn hawk it works thanks for the tip. its super heavy indeed. moving the camera gets super laggy arround the mirror

rose merlin
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@pastel summit There are 2 options.
The 1st one is to use planar reflections, and this is very expensive on the machine actually, i don't use it much really.
The 2nd option: is to use a rectangular reflection capture if your space is rectangular in shape, and i think this is mostly commonly used in Archviz as most of spaces are rectangular in shape, but here's the trick : you have to adjust the reflection capture to be like the size of the space you are taking the reflection in, it really helps me a lot doing it that way but takes a little effort on adjusting the rectangular Reflection Capture Volumes. but it should do the job.

half wind
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has anyone used the datasmith area light actor?

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Im not sure how it works

pastel summit
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@rose merlin thx for the tips might dive into that some more. optimized some of the values, it runs a bit better allready but still a bit laggy.

worthy loom
cerulean stratus
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thx a lot man

worthy loom
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i highly recommend this video. this will cover most of your need to start working with material in UE4
https://www.youtube.com/watch?v=0M9V5h6UE7U&list=PLxDUsZS2GhKdeUVga9wsku6nicW_ddbDJ&index=2
also check out the UE4 lighting playlist, really simple video with full explain of how light in Ue4 work

In this video tutorial, we'll step through the process of setting up a complex Master Material in UE4. We'll also cover embedding material functions for repeatability and cleaner material setups.

1:17 - Basic Setup
4:24 - Nesting Material Functions
10:48 - Advanced Master Ma...

▶ Play video
austere hazel
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All these raytraced archviz videos I see on youtube are great but how would you go about showing that to the client? Do you bring your computer at his office and then bring it back home? Do you somehow stream scenes from a server? Any other way?

mystic lynx
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You absolutely don't put it on the clients machine

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Unless you want to turn into a tech support business

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Also look into pixel streaming

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It doesn't require you to package so it's quick to deploy

austere hazel
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I'm currently a full time developer, so I'm used to that XD I'd like to sell interactive projects to real estate companies who can then show them to their clients in their showroom so I don't think that bringing my computer to them every time is an option

mystic lynx
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And they can play/review from web browser

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Also you can put it on cloud and stream from that

austere hazel
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The thing that worries me about pixel streaming is the performance hit on the streaming computer if more people connect to the same machine

austere hazel
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And I'm worried about the pricing if I put it on the cloud

mystic lynx
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Wow nice link jesus

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Well I imagine you'd want to put a cap on the number of connections

austere hazel
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True

mystic lynx
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For anything beyond reviews you'd pass the cloud costs onto the client

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Cause it's that or they buy gaming machines

austere hazel
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I've seen a talk on youtube by someone who made a good looking scene run on an old iPad, I wonder how they managed

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wait I'll find it again

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their comany is theia interactive

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I donwloaded the app on my iPhone and it runs super smooth

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while I barely reach 120fps on a gtx1080 (I know 120 is enough, I'm saying that it probably won't reach 60 on an iPhone9

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What they do would be the best solution for my case. Someone wants to buy a flat, they can download an app and run the whole scene on their mobile or tablet. Since it runs on iDevices I'm pretty sure it can run in the browser on most systems as well, without the pixel streaming thing

mystic lynx
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Forward rendering, bake as much as possible, don't use fancy shit

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Basically pretend it's 2004

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Also open an epic provided example project and optimize it to run on mobile

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It will teach you what you need to do while ruling out any of your own content being at fault

austere hazel
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That's a great tip, I will do that

pastel summit
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adding some details to this corner of my scene. any suggestions what i could at perhaps?

prime echo
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hi! a good parameter for the skylight and directional light for an exterior/interior scene?

pale prairie
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@prime echo that depends on what look your going for

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but for a normal, clear day, defaults for both are physically accurate

rotund ruin
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@pastel summit if that was my sink I'd replace the faucet, it's too close to the sink wall (not sure if this counts 😄 )

tropic flicker
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Why hasn't EPIC moved TwinMotion's People walking and cars driving feature into Unreal? Its amazingly easy in TwinMotion but far more complex in UE4 : /

dusty gyro
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@tropic flicker keep your eyes peeled in 2020

tropic flicker
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😮

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oh boi if they did that...i would...I....I have nothing of value to give. But I'd sure as hell appreciate it! 😅

dusty gyro
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lets just say that Twinmotion <> UE4 support is in the works

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thats as far as I will say 😉

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we know its a top priority feature the community has been asking

tropic flicker
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Haha damn that is awesome!! Looking forward to it!
I don't suppose we have any idea of what Quarter of 2020 we'll be seein updates...do we? 🤫

dusty gyro
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nope nothing to announce timeframe wise yet

tropic flicker
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Understood. Well thanks for the info! Exciting times ahead for ArchViz in UE4

dusty gyro
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Yep we're super excited, things are picking up steam 🙂

prime echo
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so for a clear day the standard intensity for skylightand sunlighht (directional) it´s ok?? for a exterior and interior scene at the same tieme only play with the post procces volume?

cyan ether
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thats what i tend to do, adjusting exposure and bloom accordingly

forest depot
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Some exclusive teasers for my next project that's gonna go public soon anBlogTongue

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Trying not to give too much away with these

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Make sure to open the originals ;)

fallow grove
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@forest depot wow! just wow!

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hey guys, i just want to ask if I can still use my old build of i7-3930k, 32gb ram,and just upgrade ng graphic card to rtx 2080ti. I have done some quick reading and i always end up with an answer that the processor will cause bottleneck, but they are all testing it on games. I am mainly doing archviz for retail and f&b interior and exteriors. Do you think just upgrading the ram to 64gb and purchasing the rtx 2080ti and just use GPU lightmass will be a good start? and do i really need the rtx 2080ti or rtx 2080 super for my type of projects? thanks in advance to those who will take time to answer.

forest depot
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You don't need that much ram

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16 is enough for realtime

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Cpu is not the bottleneck at all. It's all about the gpu

fallow grove
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@forest depot so it's ok that i invest on the 2080ti now? what about the 2080 super? is that also ok?

forest depot
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2080ti is better

fallow grove
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also why is it that when i try to build the lighting of a simple prayer room&ablution that i imported using datasmith with about 30 static spot lights(placed inside unreal), my 32gb memory is not enough?

forest depot
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but we get along fine with 2080s

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cause i dont use normal lightmass

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use gpu lightmass

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we have 2080s and will prob upgrade next nvidia release

fallow grove
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oh ok. thanks for clarifying.. have to buy a decent RTX at home so i can practice properly. because im just practicing here in our office with quadro M2000 and dual e5-2620.

dusty gyro
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Enjoy everyone !

forest depot
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Heh I could tell it was pasquale from the thumbnail 😄

wicked willow
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can't wait to check it out!

wicked willow
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interesting it doesnt look like it has a Sky light or even a HRDI

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HDRI

forest depot
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Yeah just rectlights

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Gotta be honest the lighting isn't... Great

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The most shocking thing was the performance

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14 fps on my 2080

hallow arrow
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cost of fully realtime 😄

forest depot
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I don't understand what the proposed output is

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It doesn't work as a realtime executable cause of the framerate

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But the image quality is much worse than baking so it's not good for stills or animation

wicked willow
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I'm still using spotlights outside my windows with the light portals in each one... should I be switching over to the rectangular lights for the windows?

forest depot
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just use a skylight 🤷

wicked willow
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@forest depot really? so just the Directional light for the sun and sky light?

forest depot
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not just directional

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skylight

wicked willow
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@forest depot Ok I've got a long drive home. I'll try just that later tonight. Should I add an HDRI to the Sky light?

I'm just so frustrated with lighting in Unreal now.

I have a scene set up with 2 lighting scenarios

One with Baked Lighting and the other Raytraced . I want to get both looking great.

These are the resources I have been following:

From the Unreal Online Learning

Intro to Global Illumination

Lighting Basics

Creating an Arch Interior Project

Unreal Dev Day Montreal

https://www.youtube.com/watch?v=ihg4uirMcec

Now I'm so confused about what settings to use I just managed to make a mess of things!?

The session by Lead Artist Jerome Platteaux will focus on the different ways to light a project in Unreal Engine and covers the basics of Physically Based Rendering and how to choose between the forward and the deferred render. The session also explains Baked Lighting with Li...

▶ Play video
forest depot
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you can add an hdri, but its not necessary

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that video seems to be legit

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I pretty much started with that same video and just iterated on my own process

wicked willow
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@forest depot oh and I am following the official documentation for the raytraced version of my scene

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just got home 🙂

forest depot
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That should be good

wicked willow
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@forest depot should the skylight be moveable too or static?

forest depot
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Depends if you are raytracing gi or baking

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Static for baking

wicked willow
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ok im gonna work on fixing the raytraced light set up first

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i took out the HDRI backdrop and the HDRI Image from the sky light

wicked willow
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ok so what is the correct way to brighten up an interior if its too dark? i was adjusting the directional light & sky light intensity before

forest depot
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Use real world values

wicked willow
forest depot
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No like real life

wicked willow
wicked willow
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7

austere hazel
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But be careful to not overdo it or you'll end up with an unrealistic result because there's too much light inside compared to outside

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I'm a big fan of hdri's. My process is to start with only an hdri sky, then I add a directional sun (if needed), then I compensate with interior lighting (lamps and such) but I'm no expert yet 😉

wraith cave
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I just got the Raytracking project and followed the tutorial. Got a rtx 2080 checked drivers and win version all good. but why it everything burned out?

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ok ill answer my own question. Engine scalabillity settings need to be set to epic or there about!

wicked willow
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@austere hazel Even with a raytraced scenario? I bumped up the indirect lighting intensity to 100 of the directional light ( sun) and the regular intensity is 1000 . it still looks the same very dark actually looks like nothing changed?!

solemn hawk
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@wicked willow dm me and I’ll set up a vid call with you to help you figure out what’s going wrong in your scene

wicked willow
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@solemn hawk Oh that would be great! Thanks! I'm at work right now so it would have to be in later in the evening sometime. I'm in Los Angeles its 12:30 pm right now

solemn hawk
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@wicked willow I'm on the east coast of the US, I should be free then, just ping me when you're all setup 🙂

final wigeon
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Hello there
I'm a programmer who wants to start my very beginning steps at arch-viz
Any tips for a beginner?
Recommended videos, tutorials, documentations. Anyhelp would be great.
Thanks in advance.

solemn hawk
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Check out unreal academy

austere hazel
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I second that, Unreal academy explains everything you need to know in the engine. Preparing assets is another topic

grim smelt
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Hello guys... I've got a problem about baked light... The hard seams between static meshes. You can see that in the image (the difference of smoothing caused by different lightmap UV density can be neglected). The problem is the difference of static shadow darkness between these meshes. It got relived after setting 'Diffuse Boost' to 0.1 under Lightmass Settings of World Settings. I dug over the community and people said it's caused by the multithreading of Swarm and cannot be totally eliminated. Is that so? That's really a bad news for arch-viz.

forest depot
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the issue isnt with swarm

grim smelt
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@forest depot Thanks for quick reply. Then what caused that?

forest depot
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hard to say, but if you took 3 separate meshes and jammed them together, it shouldnt look like that

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cant tell what else is going in on your scene

grim smelt
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This is just from the 'Collab Viewer' template of UE4.24 with only these things changed:

  1. Meshes changed to static from movable.
  2. Directional light changed to stationary from movable.
  3. Disable ForceNoPrecomputedLighting in world settings.
    Then you should see the same after light building.
forest depot
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um

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meshes changed from static to movable

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then they wont bake

grim smelt
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Not to, from.

forest depot
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oh right

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sorry

grim smelt
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The template was designed to show dynamic light so I have to change that.

forest depot
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right

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maybe zoom out and take a screenshot thats more overview

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now that i can see the issue i dont really need the close up

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are those actually static meshes prepped with proper UVs cause if they were never meant to static it might not have them

grim smelt
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Their UVs are ok.

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I've checked.

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All lights and ppv removed except a single directional light.

forest depot
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what about skylight?

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take a screenshot of the outliner?

grim smelt
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no skylight

forest depot
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view it from lighting only mode?

grim smelt
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This can be reproduced on the classic UE project template (the template with chairs and table).

forest depot
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ok

grim smelt
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i built this using boxes.

forest depot
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i dont really ever use the templates but it could be that its stationary directional rather than static

grim smelt
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Static is the same.

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You can see the difference of ambient between in and out of the room.

forest depot
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yeah i can see the issue

grim smelt
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There was no difference before baking.

forest depot
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just when I build my scenes from scratch its never like that

grim smelt
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That happens when the seam is right on the door.

rose merlin
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this is really strange, maybe check if the static meshes have the correct lightmap index specified correctly, sometimes i get good UVs but the engine specifies wrong index for the lightmaps, maybe that's the issue ?

grim smelt
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I've checked the UV and no problem.

forest depot
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it says 3 uv channels

grim smelt
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These guys had the some problem.

forest depot
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which uv are you showing

grim smelt
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The lightmap uv.

forest depot
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oh it says UV channel 2

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ehh

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its the lightmap you made for the UV

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but its not what the engine will be using

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by default

grim smelt
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I've made sure it is.

forest depot
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it uses channel '1'

grim smelt
forest depot
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which is channel 2 from any other software

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ok cool just checking

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cant tell how much experience you have with unreal

grim smelt
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Yeah that's alright.

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That shouldn't be the UV problem because it's relieved without ambient.

forest depot
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that guy's problem is that hes using 128 x 128 lightmaps for walls

grim smelt
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And this.

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There are several topics about this.

forest depot
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yeah i do know that

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but theyre definitely doing something wrong

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its not a limitation

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for example this is from my last project

grim smelt
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Try letting them all use white material?

forest depot
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if there are long pieces that stretch for a while i will cut them up you will not be able to see a seam

grim smelt
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It seems that this problem can only be hidden but not eliminated.

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Really annoying.

forest depot
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i dont think thats true

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that last link again

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same issue right

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and the guy says 128 pixel maps

grim smelt
forest depot
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you cant expect 128 maps across a wall thats super low

grim smelt
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That part is too dark i think...

forest depot
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i dont even use 128 for small props

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lol what

grim smelt
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That carpet at the door... Right on the seam?

forest depot
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theres a seam cause theres carpet... a piece of metal and then timber

grim smelt
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Hard to tell. This issue is barely noticeable on your project because material changes through meshes.

forest depot
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yep and what im saying is that flat wall you see in front of you

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may as well be cut into 20 pieces

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and its still seamless

grim smelt
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Is there a seam right on the entrance?

forest depot
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?

grim smelt
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Is there a seam right at the redline?

forest depot
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there isnt

grim smelt
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And the shadow... The direction is not like what i said...

forest depot
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?

grim smelt
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Look this.

forest depot
grim smelt
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A single shadow crosses the entrance, and the seam is right at the entrance.

forest depot
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that shape tells me its like super low lightmap res

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is it 64 like default?

grim smelt
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No the lightmap res' problem.

forest depot
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so what if you bump it up

grim smelt
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It's not about the shape. It's about the ambient color.

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Forget about the shadow

forest depot
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im aware

grim smelt
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The shape is lightmap resolution problem.

forest depot
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it affects both

grim smelt
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Nope. I've tried.

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The only setting I adjusted that helped is the diffuse boost under lightmass settings.

forest depot
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i wouldnt change that

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have you tried reducing lightmass scale

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from 1 to 0.1

grim smelt
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You mean static lighting level scale?

forest depot
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yes

grim smelt
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Yes and no good.

forest depot
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i wouldnt be surprised if this problem disappears simply switching to gpu LM instead

grim smelt
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You mean movable light?

forest depot
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no i mean replacing the standard lightmass with gpu lightmass

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nobody really uses default lightmass cause its kinda terrible

grim smelt
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Ah i've never used that... Let me check it out...

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The picture below shows exactly the same issue I think... Then it's the lightmass' fault?

forest depot
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possibly

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i havnt used default lightmass since this came out

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its just better in every way

grim smelt
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Oh this doesn't support 4.24 yet.

forest depot
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it does

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check the last few pages

grim smelt
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Alright..

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I'm gonna follow you to swap the lightmass engine...

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Many thanks!

forest depot
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no worries

grim smelt
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😁

rose merlin
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guys what do you think about the new Archviz Interior rendering sample? is it all dynamic and raytraced ? nothing backed ? really 😄 ?

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i've tested it out i think it's pretty a good sample

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great move Epic Games ❤️

forest depot
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I think it shows that theres a long way to go for RTGI

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both performance and visual quality is a lot worse than baking, it seems unusable for interactive and for stills/animation the quality isnt high enough

grim smelt
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What do you guys' contractee utilize UE arch-viz for? A replacement for traditional rendering or what? I'm new to architecture...

forest depot
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Interactive, stills and animation

grim smelt
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Interactive, you mean client will do free roam in this room?

austere hazel
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I think that's the whole point of using UE over VRay or other renderers. The fast rendering allows for the free roam thing plus you can try out different materials and colors in realtime. VR could also be a huge selling point

grim smelt
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So one dedicated UE project for an architecture project?

solemn hawk
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I have multiple projects in a single unreal project, but that's a relatively advanced setup, if you're just getting started I'd recommend doing one archviz project per ue project

austere hazel
forest depot
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Lighting is very clean

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Not a huge fan of the red though

forest depot
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to be more specific, ignoring that the colour is red. the saturation level is too high, it almost looks like its emitting red light

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i think thats a pretty common mistake in 3d is not using realistic colour values, you should always avoid 100% white 100% black, super saturated colours

austere hazel
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@forest depot ok thanks, I'll try and tone it down a bit

rose merlin
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Did anyone manage to try out the AWS EC2 with pixel streaming for running archviz content remotely ?

austere hazel
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Nope but I'm interested as well

rose merlin
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i found out that the best suitable instance for me is EC2 G4 i guess, with nvidia T4 GPU, but i'm struggling figuring out the riddles on aws 😄

austere hazel
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I worry about the cost of it. Are you planning to make your application open and available for everyone on the web or is it something only your client will be able to access?

rose merlin
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@austere hazel actually one of the limitations of my products is being able for clients to see the output with hi quality, and maintaining hi quality requires high end gear or PC and that's not granted by every client really, so one of the limitations is that the client may find it an obstacle to get your service because of him being unable to view the project but only on the high end machine, so being able to provide a solution for him to just play the project on a regular web browser with full high fidelity is shrinking these limitations.

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of course it's not a good solution for publishing a project to the public that way, but i guess just sending the client a sample of your work on a hyperlink just like that makes him more comfortable of how easy this service might be for him, and reduce the over thinking about how he gonna be limited with the hardware.

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so it's just a concept to reduce the gap between you and the client i guess.

rose merlin
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i guess it will be costy if used with public publishing unless if you have your own hosing server 😄

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Does anyone know a good tutorial or have a good explanation on Vertex Color and using with materials or use it to bake textures inside 3ds Max for Unreal usage?
I couldn't find anything explaining this concept so far, as if it's a common known subject in the Visualization field but i don't know anything about it really !

royal steeple
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oh finally found the sub-section im interested in 😄

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what ya all using for modeling?

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I have access to modo and solidworks via work, but trying to learn blender as a free better supported alternative

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Im planning to make bigger, industrial types of locations so maybe there is a better software to invest in? 🙂

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think....... costco, ikea etc types of interiors

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although solid is pretty capable, can make 1:1 props to use etc

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but would love to hear about your flows and tools 🙂

rose merlin
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@royal steeple welcome, I use 3ds MAX and Revit as for ArchViz but lots of people use blender and it's said to be a great tool also for 3d modeling, i never tried it actually but i think for industrial type it will work good, solidworks seems to be more of like a professional tool for mechanical equipment and machinery my college uses it for industrial as well for ikea interior props and so.
I'm really interested in that field if you find it okay you can DM me and we can talk a lot more about these stuff,
and welcome to the Unreal Community. 😉

royal steeple
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Thanks :)

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Well ill be using it for a personal project, but inspired by a company you just mentioned

rose merlin
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yeah that's the case here too

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good luck man

royal steeple
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Will most likely dm you later :)

rose merlin
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no problem whenever suits you 😉

royal steeple
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Just s bit too hydrated now for a Good discussion. :)

rose merlin
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so did anyone used the Aws EC2 G4 before ?

royal steeple
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As in Cloud?

rose merlin
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yeah

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does anyone tried pixel streaming using that machine ? and does it supports RTX with good performance ? i wonder ?

royal steeple
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yawns

royal steeple
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big dreams, but never done any live stuff =F

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😄

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pretty decent in still images and keyshot

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and mostly packaging related rendering

royal steeple
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hmm install UE4 and blender on work-lappie. or not....

rose merlin
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yeah go ahead 👍

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what's the best material resolution to use in Archviz without causing too much processing or stuck up all the ram, is it 2K or 4K, in other words does the 4k textures for materials use significant amount of RAM than 2k ? or it doesn't affect that much ?

royal steeple
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Started playing around making my apartment

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Solid does the trick :)

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Easy to do though floor is connected in like 80% of it :P

mellow crater
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Im trying to work with materials, I am coming from blender -- The materials were properly applied in blender, but when I arrived in UE4 via FBX export, one of the materials stayed properly applied, the other 2 didnt. So I want to edit one of the ones that didnt
heres a screenshot of the material

solemn hawk
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Try using gltf export through the datasmith plugin

old sierra
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anyone know how to fix bad lighting

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shadows messing up

pale prairie
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@old sierra add a lightmass importance volume

old sierra
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I did

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didnt fix it 😦

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just made a new project

pale prairie
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How big was the lightmass importance volume?

old sierra
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covered all of my building plus quite a bit

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probably twice as large as the area i needed the shadows to be seen in

pale prairie
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It might have been to big, lightmass really doesn't like building on massive scales

old sierra
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ah ok

pale prairie
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Although I'm not exactly sure how I know there are ways to break up your world composition into more manageable pieces

old sierra
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its was very small

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lol

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literally just started

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changed to point light just to see if it was a problem with directional light*

pale prairie
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@old sierra can I see your lightmass settings?

old sierra
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um

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i got rid of the scene

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well

pale prairie
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Ohh lmao

old sierra
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ive closed it

pale prairie
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All good

old sierra
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do you want me to reload it

pale prairie
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Nah it's fine

old sierra
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im restarting

#

if the problem persists ill coem bac kye?

pale prairie
#

Alright

old sierra
#

welp

#

as soon as i built the lighting in the new scene

#

it went blobby

pale prairie
#

Are your graphics scaling settings on maximum quality?

old sierra
#

idk what that is

pale prairie
#

It should be an option when you were creating the project

#

You can also change it in project settings

#

Also if it's only happening to your imported mesh it might be a UV mapping issue

old sierra
#

where in prject settings pls
?

#

nah its on ue4 cubes aswell

pale prairie
#

@old sierra press alt 0 to check lightmap density

#

If you are scaling the default UE4 cubes to make walls and such the lightmaps are going to be really stretched out

old sierra
#

nothing is red

#

im not using ue4 cubes it was jsut to test

pale prairie
#

Can you take a screenshot of your scene?

old sierra
pale prairie
#

For arch viz your probably going to want your lightmaps to be green, but as far as I can tell the lightmaps look ok

#

You can check your graphics quality by clicking settings and going to engine scalability

#

Change everything to epic for arch viz if it isnt already

old sierra
#

engine scalability

#

?

pale prairie
#

Should be under the settings button in too middle

#

It's usually max by default but it's always good to check because sometimes it changes it if you lag

old sierra
#

already all on max

pale prairie
#

Also if you click the drop down arrow by "build" you can change the quality of your lighting build

#

It's on preview by default which gives poor results but fast build times

old sierra
#

the shadows turn back to ok

#

once i move the object

#

do you think my engine is bugged?

pale prairie
#

Are your directional light and skylight set to static or stationary?

#

If so you need to build the lighting to get good shadows

#

And set your lighting build quality to medium at least

#

Also up the lightmap resolution on your objects until they are green in the visualizer

old sierra
#

i gave in and just went to a different version lmao

#

it is all workign fine now

#

welp

#

maybe not/.......

#

still the same

#

i am using a plane

#

ue4 one for the floor

#

idk ill fiddle about for a bit

#

i changed the flooring to moveable

#

instead of static

#

still isnt good enough though

#

it was because my modes were too smal

#

l

#

oof

#

xd

#

lmao

#

xd

#

ima kms

#

bye

solemn hawk
#

@pale prairie can you change your nickname? It’s really annoying to read through messages without an avatar/name to break them up

royal steeple
#

ahhh just got myself a "laser ruler"

#

perfekt for mapping up the apartment as a testbuild

#

surprisingly precise for the price 🙂

rose merlin
#

@royal steeple can you share the tool name you purchased please?

#

or is it just named "Laser ruler"?

royal steeple
#

Bah laser measurementtool

rose merlin
#

thanks a lot, i will give it a try 😄

royal steeple
#

Distancemeter

#

Laser distancemeter

#

Cheap Up to 20-40m range

#

1-3mm precision

#

Where you from btw?

#

Got mine att Biltema IF that rings any bells :D

#

But supercheap on ebay

old sierra
#

afternoon lads

#

can anyone explain why i am gettign these lines on my walls

#

@pale prairie

royal steeple
#

im no expert but preview quality?

old sierra
#

nop

#

set to production

royal steeple
#

just a non qualified guess 🙂

#

still, image looks good!

#

what are your tools?

old sierra
#

a spanner and a wrench?

#

tools?

royal steeple
#

modeler etc

old sierra
#

maya

royal steeple
#

ah cool

forest depot
#

Looks like your lighting scale is too high

junior path
#

Try setting the lightmap res to 2048 and compare the result. 256 is too low. Looks like this 256 res lightmap is spread over the 6 faces of a cube as well, you'd be better off using a plane for the walls and ceiling if you want to optimise lightmap usage.

old sierra
#

thank you

#

ty

#

ty

#

fixed my problems

old sierra
#

um

#

is it a good idea to set it that high

#

because it turns the assets red instead of green

#

when i press alt 0

#

@junior path

forest depot
#

It doesn't change performance, as long as you are okay with bake times it doesn't matter

pale prairie
#

@old sierra turn off lightmap compression

old sierra
#

how?

#

dw

#

done it

#

thanks

austere hazel
#

@old sierra it's ok to have everything red when you hit alt 0, especially for archviz

sudden canopy
#

Guys, what are the rules for ArchVis royalties?

dusty gyro
#

The rule is : no royalties @sudden canopy

#

Your royalty obligations do not depend on the features you use in Unreal Engine. Rather, royalty obligations will depend on the type of license that you accept. You can choose between the following license types:

- Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your gross revenues from that product exceed $3,000 per quarter. 
- Unreal Engine End User License Agreement for Creators: This license is free to use and 100% royalty-free, just like Unreal Studio was; you can use it to create internal or free projects, or to develop linear content or custom projects for clients, but not for publishing off-the-shelf offerings.
- There are also options for custom licenses. Contact us to inquire about a custom license for either games or non-games use.```
old sierra
#

how do i make my scene more lit

#

i have increased indirect lighting intensity

#

and fucked around with exposure values in postprocess

#

but idk if that is correct

#

looks a bit shit

#

parts end up being over exposed

#

and the room doesnt get fully lit

old sierra
austere hazel
#

How many light bounces do you have?

#

@old sierra have you tried increasing the skylight intensity?

old sierra
#

the skylight indirect lighting intensity?

old sierra
#

@austere hazel

austere hazel
#

@old sierra sorry I was afk, no I mean the intensity, the value with the weird value ( cd/m2)

#

I'm just guessing. I have a similar scene and ended up adding spot lights because the single window wasn't enough

forest depot
#

Try to use real world values for the sunlight and skylight

#

Then you can just change exposure settings

#

But definitely make sure you have enough bounces

vast rain
#

You guys will probably know this one

#

I have a lamp, sorta similar to this

#

Has a cover in front of the lamps

#

It clearl has a normal map overtop of it

#

but how do you do this when you can't bump a translucency material

#

I need to make something like that pretty much

tropic flicker
#

What tools do you guys use and/or recommend to texture your objects/furniture?

forest depot
#

@vast rain build it like how it would be built in real life

#

Tubes of light

#

Covered by your glass / perspex with normals

#

If you did it with just a flat material it would look fake anyway as the light would look flat instead of having depth and parallax

vast rain
#

@forest depot The issue is that you can't put normals on a translucent material in UE4

#

I made this for it to tile it over

#

but i can't plug it in lol

forest depot
#

You definitely can plug normals into a glass material

vast rain
#

@forest depot

#

Is translucent even what I would wanna use for this

forest depot
#

That doesn't look right

#

Should be able to plug in roughness as well

#

This is very old but see how the guide shows translucent and most nodes still work

#

You might have set some other setting somewhere

#

But normally a translucent material should definitely include normals

vast rain
#

Hmmm ill look into it, thankss

#

thats strange

cyan ether
#

yea theres another dropdown box a bit further down you have to set

#

surface translucency volume or smth

forest depot
#

First issue of this free to download magazine

#

Features quite a few of the top archviz studios

#

Some really amazing work in there

#

I think we (buildmedia) is the only one on there showing realtime/ue4 stuff but still relevant to compare to the best in stills

fair forge
earnest crest
#

any1 use quixel mixel? kinda stuck

sweet fossil
#

@vast rain You need to set the lighting mode to "SurfaceForwardShading" to get the highest quality translucent shader. These are quite expensive though so be careful about how much you use a shader like this

vast rain
#

@sweet fossil Thanks alot man!

dusky marsh
#

anyone using swarms to build lighting in here? they don't seem to be very resilient, do they? I've had instances of 3 completing their jobs, while 1 takes the rest and it currently sits at 10% and the others are just idling

forest depot
#

It's not that they aren't resilient, it's impossible to split up large maps into smaller maps, so it will never be evenly distributed

#

Easiest way is just to use gpulm and ditch swarm

#

Default lightmass is terrible compared to gpu

sweet fossil
#

The same issue will happen with GPU lightmass

#

the issue of one machine idling comes down to the inability for one objects calculations to be spread across multiple threads. Most lightbuilds we do will have a few large, high res lightmaps for things like floors and the threads that get assigned these, regardless of which machine they are on in the swarm, will sit and chug away for ages

forest depot
#

Well not exactly if you ditch swarm because gpulm is 20x faster

sweet fossil
#

We use GPUlightmass with swarm

#

As I said the issue is the same regardless of your setup

#

GPU is a lot faster but it straight up can't fix that issue as it's just about how resources are allocated. You'd have the same issue if you weren't connected to swarm - your GPU would still get hung up on one object

forest depot
#

You're correct

#

Just that gpulm removes our need for swarm

dusky marsh
#

I don't have dual titans yet, so... also, gpulm isn't official, not sure I'd get any support on it

#

not that Epic even bothers to reply to our request for an enterprise account quote...

sweet fossil
#

@forest depot I was explaining for @dusky marsh 's benefit as you were suggesting that the issue would be fixed by GPU Lightmass which is a misleading statement

dusky marsh
#

RTX baking can't come fast enough...

#

sigh... can't get my object that's inverted via the static mesh editor to look like the other objects... seems the lightmap doesn't stick to it the same way 😦

sweet fossil
#

object that's inverted?

#

there's your problem, don't apply inverse transforms

dusky marsh
#

I was talking about face normals

sweet fossil
#

so you've got a mesh like the default skysphere that you can see into from the outside?

dusky marsh
#

Datasmith fucked up the import that way, yes, but I fixed it via the static mesh editor... but seems lightmaps still get screwy on it

sweet fossil
#

Datasmith 👀

#

did you check your lightmap UVs?

dusky marsh
#

no idea how, and it's unreal that generates them, not me

sweet fossil
#

you should be generating them manually. UE4 doesn't create fresh UVs for the lightmap channel, it only repacks the UVs already defined in the initial UV channel

#

"Generate Lightmap UVs" does not unwrap anything, it only repacks

#

so that's going to be an issue for you

dusky marsh
#

if what you are saying is true, then Datasmith is lacking a huge chunk of vital stuff, so I'm doubtful

#

lots of people use Datasmith with baked lighting

#

I think I just happen to have a piece of geometry that gets badly converted (and I've done a bug report on it, so we'll see what happens)

sweet fossil
#

Lots of people do and there are often a lot of mistakes that go unnoticed and things like this where people assume datasmith unwraps new lightmap UVs for them because it always seems to work due to them having appropriate UVs in the first place for UE4 to repack.

4.24 did introduce basic unwrapping tools so it's possible there may be a way to automate UVs entirely with DataPrep

#

Datasmith isn't something I've used as I found it way too unreliable and not very helpful for the most part

dusky marsh
#

I'm fairly certain a Step file does not have any UV information whatsoever...

sweet fossil
#

so it's possible DataPrep might already be able to do that as I'm sure the UV unwrapping code was available in Unreal Studio

#

Well there's your issue then, you need to generate UVs

#

either do that before sending to datasmith or see if the datasmith importer / DataPrep can use the new Unwrapping tools to generate basic box projection UVs that the lightmap packer can then use

dusky marsh
#

actually quite nicely packed too... too bad the lightmaps didn't stick to it 😛

forest depot
#

@dusky marsh trust me gpulm is the way you won't go back

#

It doesnt matter that it's unsupported

#

Regular cpu lm is basically unsupported and going through an overhaul

#

I had a scene that took 12hours on a high end render farm of 30 nodes (think i9s)

#

The same scene baked to the same quality using gpu lm in 3 hours with one 1080

#

I've worked on about 30 high end commissioned projects on gpulm which is experimental, it's not an issue

#

As for your lightmap UV problem, yes ue4 can create new uvs (not just pack them) you just need to tell the static mesh what uv channel to bake the lightmap onto

#

However, in saying that. I never use ue4 to auto generate lightmaps, it's always better to do it yourself

sweet fossil
#

GPU Lightmass does have limitations and can be somewhat unstable when used with swarm but we also exclusively use it now

#

been doing so for about a year or more

#

@dusky marsh Can you expand on your issue? What do you lightmap UV's look like and what does the baked result look like?

#

Also what lights are you using, what are their settings and what are your world settings?

forest depot
#

To be honest, best practice is just not to use datasmith unless you're dealing with gigantic scenes

sweet fossil
#

Even with gigantic scenes, if you just use datasmith you're not going to get properly tailored optimisation so it's going to run like crap unless you have a £12k GPU

forest depot
#

Yeah I mean I don't use it at all, there's a few around here that swear by it though

sweet fossil
#

I often find that projects that have exclusively used datasmith are very poorly optimized and are full of issues.

It's good for ingesting large amounts of data in a short amount of time but I doubt it will ever match the quality or performance of proper manual work

dusky marsh
#

I thought Datasmith was exactly tailored for optimization? 😄

forest depot
#

That's what it's marketed as

dusky marsh
#

it's the stupid 3D Studio Max tesselation that we're trying to avoid

forest depot
#

What 3dsmax tesselation?

dusky marsh
#

to tesselate CAD files?

forest depot
#

Oh...

sweet fossil
#

I'd say it's a decent toolset for CAD files but there are better 3rd Party solutions out there

forest depot
#

For interiors I never use what I get given by architects anyway and just remake 100% so it's perfectly optimized

#

Exteriors is another matter

sweet fossil
#

^ same

dusky marsh
#

@sweet fossil what 3rd party solutions do you consider to be better?

sweet fossil
dusky marsh
#

ah, right

forest depot
#

But yeah if you're doing interiors, ditch cad imports and ditch datasmith

#

There's no substitute for doing things properly

sweet fossil
#

100% agree

dusky marsh
#

not doing interiors, though... doing prod-viz, but there's no such channel 😛

#

@sweet fossil we looked at pixyz but didn't want to pay the price and datasmith was on its way out anyway, so that's why we went with datasmith first

forest depot
#

What kind of product?

dusky marsh
#

I'm willing to give Datasmith a few more versions before we consider something else

#

boats currently

forest depot
#

When I mean interiors I just meant smaller scale than huge exterior masterplans

#

So boats would essentially be an 'inteior'

dusky marsh
#

interior + exterior, very thin, curved walls, glass all over the place, lights spilling outside the wheelhouses, etc etc

forest depot
#

A better way to phrase would be, is the scene accurate to the millimeter or centimeter

#

You can get away with being a bit messy with exteriors (accurate to centimeters in terms of details)

dusky marsh
#

millimeter... it's for VR

forest depot
#

Yeah so it's an interior through and through

dusky marsh
#

ok, so you two convinced me to finally look into gpulm then (many others have mentioned it as well, so time to bite the bullet, I guess)

forest depot
#

Honestly, default lightmass is kinda unusable in comparison

#

This test baked in 15 minutes

sweet fossil
#

I wouldn't say it's unusable, you can still get good results with it

forest depot
#

Make sure to open the original so you aren't seeing the discord compressed image

sweet fossil
#

one feature that is sorely unsupported in GPU is IES profiles

forest depot
#

The bake speed of cpu essentially makes it unusable because of the slow iterations and turnaround

dusky marsh
#

Well mine just completed in a few hours all of a sudden... emissive materials are a bit blotchy, though

#

inside looks surprisingly nice too... all "generated lightmap UVs" via datasmith

pastel summit
#

quick question: is there a way to set a color for emmsion on high brightness. whenever i go high on my values it becomes white, but with the color is to low to acctualy look somewhat decent like a light

#

i want it to be the color in the 2 pic

cyan ether
#

👌

sweet fossil
#

@pastel summit What's your material setup like?

dusky marsh
#

Wow. Lightmass doesn't like HLODs with more than 65k tris apparently.

pastel summit
#

@sweet fossil very simple just an emissive color and base color

cosmic breach
#

Hey guys, anyone got the new SunSky tool to work with hdri skyboxes yet? I'm struggling to make the sun visible through my hdri.

mellow crater
#

Hi folks, I am trying to scale a texture -- im told its a texture coordinate and a multiplyer -- which makes sense, but I cant find a reference to tell me what nodes I need -- im coming from the blender world, I have the texture coordinate node, but dont know how to set up the multiply and im not having a lot of luck finding a reference on it

vernal pecan
#

for UV scaling you want to multiply a vector 2 to a texturecoordinates node, then inject that in the UV input of your texture sampler

#

change the values of your Vector 2 to change the XY scale of the UV

junior path
austere hazel
#

When modeling for archviz in UE, do you model the whole thing in your 3d software, even things that get repeated, or do you export it once and then place multiple of them in the scene in UE? I mean things like doors, windows, etc

rose merlin
#

@austere hazel i think UE4 handles instancing perfectly, so if you have a 3d mesh repeated in a 3d application like 3ds max, and all those meshes are instances, then when you export the whole scene for example via Datasmith, the engine understands that these (Let's say a 100 instance) are all one mesh and will import only that mesh once, and make all the actors as instances of this static mesh.

austere hazel
#

The thing is, I work with blender, so no Datasmith. I'm able to place things more precisely in blender but exporting every single window separately is a pain, especially if you make changes later on

limber latch
#

@austere hazel you may want to look at USD (it may help with importing complex scenes)

earnest crest
#

any1 know why my lighting is going crazy like this?

junior path
#

@austere hazel Try exporting glTF from Blender and importing that using Datasmith. Works for me.

austere hazel
#

really? I'll try, thanks!

forest depot
#

@austere hazel export architecture as is, with repeats done in 3d. Export furniture and props as.... Props for placement in engine

dusky marsh
#

I guess this is the place to ask, because all you arch-viz guys are light-baking-viz ppl too 😛

#

why the heck does my baking look like this after adding LODs?

#

it looked completely fine before LODs, and now it's just garbage

#

oh, wtf... LOD generation ruined all lightmaps??? why???

pastel summit
#

@austere hazel i also work with Blender I export the architecture as is under the walls for example and I have a sepraste folder for props where I iterate and the I have a separate folder in ue4 for furniture I leave the transforms as is like I placed them in blender and while selecting the model in the scene pressing middle mouse button Wil set the pivot so I can copy it and move it arround if I want to re-use it. That way I dotn have to pivot the whole scene and export sepratly

sweet fossil
#

@austere hazel Walls, Windows, Doors, all that kinda thing is just done in 3ds Max and exported as one (not one file, but one bunch of assets, even if they repeat) into UE4. Windows and doors are sometimes merged but rarely. The only things that are place by hand in UE4 is furniture and props.

mellow crater
#

@vernal pecan thanks -- sorry I didnt get to it yesterday -- kinda a swamped day

vernal pecan
#

no problem 😉

earnest crest
#

but the default one looks so crisp?

lucid orbit
#

do you have some good source for common dimensions for archviz related elements (such as doors, windows, stairs etc.) ?

#

googling does kinda trick, but results can vary, are quite fragmented/basic

amber tendon
#

(is a fully metallic material)

#

Only way to fix this is switching my skylight from stationary (or static) to movable

#

anyone else experienced this?

pastel summit
#

@amber tendon are you captureing the reflections?

#

@earnest crest did you increase the resolution under light settings?

#

its set 128 by default

austere garnet
#

@pastel summit I dont know if youre emissive question got answered

#

But the only way you can do what you want really is to disable the tonemapper

lucid orbit
#

what's a good practice to avoid artifacts/leaks with archviz lightmass when it comes to building/connecting walls? Perfect edge aligning, or at least minimal crossing? I also removed "frames" from walls whenever it was possible, to save some uv space, should be all wall parts be fully enclosed? Trying to wrap head around it, tutorials vary in approaches in that matter

#

probably a place context would be handy, it's a small concrete cabin in shore/forest area, so a interior/exterior mix type project

forest depot
#

Everything should be snapped

#

Those two walls closest to the camera shouldn't be crossed over

pastel summit
#

@austere garnet yeah that was what i eventually did. was trying to find a way around that. thx

#

@lucid orbit i cut of places that come together in the corner or are hidden behind other objects. i try to keep the walls as short as possible so i can get better results. try to avoid cutting walls in the middle it will give nasty results. in corners you can hide that. when it comes to unwrapping i tend to keep it all in one continues piece so i have better lightmap results. when cutting walls in 'unnatural' places it can cause bleeding or weird acne

lucid orbit
#

thanks for tips, I've modified meshes to snap edges, removed frames (small surfaces between 2 major surfaces like walls), seems to be working well @forest depot @pastel summit

warm slate
#

what may cause this kind of baked lighting artifacts? im pretty sure uv's are not overlapping

pastel summit
#

are the uvs in the lightmap cut into seprate faces

warm slate
#

yes

austere hazel
#

@junior path the glTF esport thing works perfectly, thanks a lot for the tip!

#

@warm slate do you have some margin between the various islands in the Lightmap UVs?

warm slate
#

im pretty sure they have margin

#

i can check it in 10min

#

is blender lightmap uv generator solid?

#

should i use it instead of auto ue4 thing

pastel summit
#

making them yourself is the best option for some objects automatic works fine. try making one for the complex objects.

junior path
#

@austere hazel No probs. The only thing so far I've found it doesn't like is linked collections in external .blend files. They cause a crash at Datasmith import time.

warm slate
#

why do i get these artifacts? settings and uv seems fine to me

boreal meadow
#

im starting a new render, its taking too long for a scene where i didnt put anything on it not even the materials... any advice?

amber tendon
#

bake time doenst really depend that much on materials

#

more on the amount of maps

#

their res

#

and your quality settings

#

@warm slate uvs do look a bit weird. its all one island ?!

warm slate
#

no, each face seperate island

pastel summit
#

thats why you get those artifects

#

the less seems the better it will look

#

@boreal meadow did you change the lightmap resolution on each model. might be that you set them to high for the pc

#

@warm slate every cut you make in the uv wil ahve bleeding you need to try to make ass less cuts in an object it looks pretty round cut of the top and bottem make a seem in the back and rectify until your checker maps look good

#

the red lines is where i cut the mesh

#

they need to be in palces where it would make sence if it were to be 2d

#

the thing you want to aim for is to try to keep pieces that are continuous in one continues unwrap. so if you have a plain dont make a cut in the middle but unwrap it as is

warm slate
#

Yes but its a lightmap uv

#

isnt it supposed to be that way

pastel summit
#

no

#

you want to aim for having continues faces stuck to each other like a wall

#

the less cut pieces the better the result

#

lookat ti like a wall you dont cut it in the middle

warm slate
#

yeah i understand

boreal meadow
#

ok, so if my walls, ceilling and floor are in one object can i cut the uvs for each side of the wall?

pastel summit
#

yes you can

#

if pieces are to big it will decrease the quality beacuse there is less room or you need to increase the size but that is heavy

warm slate
#

so can i uv lightmaps in blender the correct way?

pastel summit
#

in the corner

#

it wont bleed if you cut the wall of at the corners

warm slate
#

or shouldi use auto ue4 uv thing

pastel summit
#

i unwrap all my models and based on that it will usualy do a good lightmap unless the model is complex or roundish then i tend to make them myself becasue the results are way better

#

it will calculate a lightmap based on your unwrap

#

if you dont have a good unwrap it can mess up the lightmap

boreal meadow
#

so i can't just use auto unrwap on 3ds max...?

pastel summit
#

personally i worked with games so i learned how to unwrap fast and effiecient but i think datasmith and some auto unwrap pluginns are good ish to if you dont want to unwrap

#

yeah you can but its not the best result in my opinion

boreal meadow
#

i see

pastel summit
#

having the control over the unwrap is in my opinion still superiorly over automatic tools

#

but dont get me wrong you can do fine without the skill and the resutl will still be good

boreal meadow
#

thanks man, i'll give it a shot

lucid orbit
#

oh yeah, I was sometimes wondering when making own lightmap uvs would be good, my understanding is lightmap does the better the less islands it has? Since gaps between lightmap uv islands are what makes light leaks and non-uniform shading?

lucid orbit
#

blender 2.8's default UV island margin is 0.001. Is it fine for UE4 archviz stuff? My gut feeling says i'ts more than enough since archviz usually rely on high texture resolutions, meaning those island gaps aren't likely to cause texture/blur leaks (no idea what's the correct term)

pastel summit
#

its depending on the uv and lightmap size. you could have an 8k texture but it would still cause bleeding or artifacts those are 2 'materials/maps' if you will. personally i would go with making a good unwrap in the first place like you mentioned its likely not to cause anything but if it will its extra time and by doing it right away that could be saved

#

i think you could compare it to Photoshop somewhat. if you zoom in you see that the color always bleeds 1 pixel further than it originally looks like when zoomed out. when the faces are cut like that and put next to each other they will bleed on one another. even having high texture resolution wouldn't solve that as light-map is a separate thing just keep the uvs attached as long as possible and as long as you get good results

#

and whenever you need to go lower on resolution for maybe a vr product or web. you can downscale without having problems

pastel summit
#

hi guys, I'm looking for feedback on the pp mainly the color and over al feel of the atmosphere. got one warm/home feel and the other one pretty white. would love to know which suits better or if you have other ideas let me know

wicked willow
#

Have you guys switched to 4.24 or are you still using 4.23 for Luoshuang's GPU Lightmass?

wicked willow
#

ive played around with them and its not changing anything.. any suggestions?

runic ermine
#

im using 4.24 with Luoshuang's GPU Lightmass

cyan ether
#

i like them both equally wes

wicked willow
#

@runic ermine there's a 4.24 version of GPU Lightmass? Do you have a link?

runic ermine
#

im not sure why its not been edited intothe first page lol

lucid orbit
#

doesn't gpu lightmass from luoshang ignore all lightmass settings in world settings tab, except the bounce parameter?

sweet fossil
#

@lucid orbit Most, but not all.

lucid orbit
#

well, what does gpu lightmass support except 'Num Indirect Lightning Bounces'? @sweet fossil

lucid orbit
#

@pastel summit i don't think you can get good answer for that question, both renders are solid and I feel it's just a matter of taste or client's/target's preferences

#

warm render for fuzzy feeling, cold render for realism I guess?

pastel summit
#

@lucid orbit good point totally agree with that. it was more so that im personally not sure what route to go for and maybe some feedback could help me decide.

lucid orbit
#

@wicked willow you may want to bump up samples through gpu lightmass configurator bat script, at least 124 and 64 i think + disable Lightmap compression in World settings, this latter option reduced grainess for me

wicked willow
#

@lucid orbit you mean this in the BaseLightmass.ini

#

?

lucid orbit
#

@mellow crater yup, both Num's. I adjust them through gpulightmass configurator bat script,easiest to do. It has 5 presets that adjust those two params. I use first 1-2 presets for previews and 3-5 for tweaking/final result

atomic grotto
#

hey guys are there any working or concept arcwiz work on quest or oculus go my team willing to try what can achieve on mobile VR headset and i am curious what you guys did or any sample render video document showreel I can find its just to see what can possible in mobile VR field

lucid orbit
#

to anyone using Luoshang's GPU baker, do you have some issues with baking lightmaps on assets that have multiple LODs (for example, megascan assets)? I've been troubleshooting black splotches on some assets in my project since yesterday and came to conclusion/solution of reducing LOD amount to 1 on megascan assets, they're now shaded properly.

sweet fossil
#

^I've heard of that being an issue but I've never experienced issues with LODs myself. Double check the lightmap UV's aren't crap

atomic grotto
#

@sweet fossil +1 lod might have improper lightmap uws

lucid orbit
#

lightmap UV shouldnt be crap, because when I switch from GPU baker to CPU, issue is gone. And on GPU it's fine, just asset's amount of LODs needs to be reduced to 1

#

doesn't look like megascan asset (wooden bowl) has bad texture uv map, no overlaps/mirrors etc., so ue4 lightmap generator shouldn't have issue with it (lightmap uv looks very similar to texture uv)

#

@atomic grotto as afar as i know, lightmaps have only 2 mipmaps? LQ and HQ, according to rollout in World setting lightmass section.

atomic grotto
#

@lucid orbit it has no problem with cpu and some problems with gpu cuz its a plugin its not made from epic games so some minor bugs there is some limitation as far as i know he stopped developing his plugin and working with epic atm to make better one but its not published yet

#

@lucid orbit if you are in a rush to deliver a project dont use lod at all just fix on lod 0 so you dont have model replace when far away so there will be no problem on your visuals

lucid orbit
#

Yeah, i thought its some GPU baker limitation, just that im not sure what it is exactly. Not commercial project, so no rush needed, i wish quixel bridge had more export options, it also doesnt check on option to generate lightmaps on import :(

earnest crest
#

any1 here know about cloth in ue4? tried to make/import a flag from blender like 3 times now and just doesnt work, followed tutorials step by step whole way

boreal meadow
#

the reflex...

wicked willow
#

what normally causes light leaking at the edges/corners of the walls with baked lighting?

wicked willow
wicked willow
#

I tried increase the light map resolution which is what you see the results of above

#

the only other thing I could think of was keeping the indirect lighting smoothness low as recommended

runic ermine
#

I think thats light leaking,you might need to put some basic cube/rectangles around the building to block the light

median rivet
mellow crater
#

I have taken the starter level of the architectural template, removed the sample meshes and some of the cameras etc. I would like to save this as a starter setup (is it called a blueprint???) for my uses, so I dont have to be removing stuff all the time, How do I do this?

wicked willow
#

@ Dita Ok I'll try that ..

junior path
cyan ether
#

more of a template project taholmes, you would keep that one in your projects and duplicate it out to start a new project based off it

gusty quarry
#

any speedtree users

lucid orbit
#

@median rivet in your place I'd tone down either artificial lightning or exterior, both are very strong, which is unusual for interior lightning (at least for me) and are kinda fighting each other for dominance

deep valve
#

People who uses Blender, do you know if there's a way to transfer Custom Properties data to UE4 as tags?

sweet fossil
#

@deep valve Did you try fbx?

bold meadow
#

Guys can't we see objects or textures which we don't use so we can delete them ?

#

@deep valve Did you try to check this box when exporting?

#

Custom Properties Box

leaden axle
#

Hello fellow arch-viz artists

wicked willow
leaden axle
#

above them you can see the recessed can lighting. Used an ies profile to get the shape of the light scallop

#

they read a little bright and a bit sharp now that I look at reference images

wicked willow
#

It might be best to jsut turn them off. You a nice daylight scene with natural lighting

leaden axle
#

I also have a night time shot where these look better as is. Might be better to turn off, you are right

brisk jewel
#

Would anyone know what can greatly affect GPULightmass baking times? I have fluctuated from sub 20 minutes to well over an hour. No extra lights and only material changes. Unless some values in the directional and sky lights affect it?

#

Though having said this. Restarting my PC seems to have helped a bit?

cyan ether
#

clear and validate cache to get rid of failed lightbuild files, this gives you enough hdd headroom incase the ram needs the pagefile. materials wise i can only think of emissive contributing materials, lightmass resolution on objects is the biggest factor, things above 2048 get unstable

earnest crest
#

is there a way to get emissive lighting to flicker without using any lights?

wicked willow
#

@earnest crest maybe animated the material with a blueprint?

leaden axle
#

@brisk jewel Yes, Id check to see if any resolution is 2048. That adds up I noticed

wicked willow
#

Anyone else find the 4.24.3 update seems to have broken their GPU Lightmass?

#

oops i meant 4.24.2

leaden axle
#

Anyone ever run into the issue where whenever you try and delete any asset, light, mesh, etc. Project crashes? Just started happening

#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 200] Renaming an object (Package /Game/Levels/MadMenNight_BuiltData) on top of an existing object (Package /Game/MadMenNight_2020-01-23-23-13-57_BuiltData) is not allowed

#

I wonder if I delete the 01-23-23 builtdata that would help?

#

Then again I am not even sure what that Built_Data file does...

wicked willow
#

Built_Data file has all the light map info.. it's safe to delete..

#

it can be recreated when building your lights again

leaden axle
#

@wicked willow thank you for the quick reply. I'll go ahead and do just that

earnest crest
#

@wicked willow but to actually emit the light from the object at the same time?

wicked willow
#

@earnest crest so basically an animated emissive material?

#

try this

earnest crest
#

@wicked willow it flickers fine

#

but it doesnt actually emit light after u bake

queen grail
#

Does anyone know how to take a high resolution screenshots in Unreal ?

grand fern
#

Does anyone know if its possible to achieve a white massing/physical model style look using a post process material on top of a fully textured scene?

wicked willow
earnest crest
#

@wicked willow hm kk thx will try it out

wicked willow
#

yaay I've got 2 new problems I've never encountered before..

sweet fossil
#

@wicked willow Pax released an update to GPU Lightmass for 4.24.2

brisk jewel
#

Great. That was causing a problem for a colleague.

brisk jewel
#

This is still very odd. I have a scene here that's taking well over an hour to hit 30% when it took 20 minutes to do it all before. It's even just killed my GPUdisplay, all froze up.

#

GPULightmass related.

I have a few maps at 2k but only really been updating materials and some bad geometry.

#

Ideally one could do with a "best practices for GPULightmass because I'd love to know what's happening between a perfectly fast build and a shit show. Even things like restarting the PC makes a difference.

brisk jewel
#

Okay, evidently it is lightmap related. I was reporting datasmith stuff and it was setting A fair few things at 1k maps and it seems that was adding up.

fallow grove
#

Hi, i have a laptop with rtx 2080 max q, and have checked my windows version, but every time i enabled raytracing, the editor crashes, i have searched everywhere but i cant seem to find an answer or any workaround. By the way i am using latest 4.24

#

Thanks in advance

wicked willow
#

@fallow grove are the drivers up to date on your video card?

brisk jewel
#

@fallow grove have you set the default RHI to DX12 in te project settings?

hallow arrow
#

laptops with NVIDIA + Intel have known problem with ray tracing and currently there's no workaround 😦

#

the only 'workaround' is to connect an external monitor and hope that works

fallow grove
#

@wicked willow, yes all drivers are up to date.

#

@brisk jewel yes, it’s all ok and usable, buy once i enable dx12 on project settings, it crashes when i start to move around.

#

At first i thought it’s because of the gpu lightmass, but after removing through the verify option on the launcher, it still persist on crashing after enabling raytracing and dx12

#

@hallow arrow how about if i disable the interl graphics?

cyan ether
#

not rtx ready at all, pretty shoddy nvidia

earnest crest
#

does any1 know why every time i build my lights i lose these shadows?

#

it looks like this after i build the lights, no matter the quality

forest depot
#

probably be a lot easier to diagnose if you just show lighting only

earnest crest
forest depot
#

yep

#

there could be quite a few things going on

#

but most likely when youre adjusting a static light, the red one behind the door

#

that preview brightness is actually not accurate at all to what its supposed to be, so its probably travelling a lot further than its supposed to once baked

#

so rather than the shadow not reaching where you think it should

#

its more that the light isnt even strong enough to go that far

#

therefore no shadows

earnest crest
#

ok ill try to crank up the intesity and rebuild lights

#

@forest depot but you see the light on the floor and the intesity coming out of the door, it does look they kinda match no?

forest depot
#

can you draw over what you mean?

earnest crest
#

even though theres no shadows on one of the images, they look the same intensity

forest depot
#

yeah but i cant tell what else is going on in your scene

#

like is that the only light?

#

cause its very clear that there are shadows baked there

earnest crest
#

no its not the only light

#

there are like 2 others

forest depot
#

so its either intensity of the light

earnest crest
#

i cranked it up

#

and rebaked

#

and it looks like this

forest depot
#

or this entire plane here is broken in a way that means its not working

earnest crest
#

yeah it could be tbh i made it in blender

forest depot
#

yeah im going to go with #2 option

#

does it not have any lightmaps?

earnest crest
#

shall i put a standard bsp brush there and rebake?

forest depot
#

no

earnest crest
#

idk i thought it has auto UV map

#

its just a plane subdevided

forest depot
#

well you have to check that it has auto uv map

#

just check the uvs in engine

earnest crest
#

which channel

#

they both look similar

#

maybe not

#

idk

forest depot
#

lightmaps use channel 1 (in engine)

#

uv channel 0 is for textures

#

its stupid because every other software in the world UV channels start from 1, so lightmaps is 2

#

once its brought into unreal it starts at 0

#

so youre looking at 0 which is 1

earnest crest
#

yeah ive not really dived into knowing how to UV map too much

#

seems hella complicated

forest depot
#

you need to look at 1

earnest crest
forest depot
#

you should really have a good understanding of UVs if you want to do any baked lighting

#

ok that looks fine

#

although i dont know why the mesh is so dense

earnest crest
#

i was planning on trying out some tessellation

#

for the puddles and what not

forest depot
#

whats worrying about what i see in the asset viewer there is that its completely black

#

are the normals flipped?

earnest crest
#

it seems logical

#

ill double check it and reimport it

#

and then rebake i guess

#

think thats right?

forest depot
#

cant really tell from that

#

just make sure all normals are facint outwards instead of inwards

#

facing*

earnest crest
#

that is the face orientation view

#

ok i imported a new plane and im rebaking with new plane there

#

have quite a few lights so it takes a while 😴

#

thats how it looked when i baked

#

so im guesing uv maps are messed up on the gate also

forest depot
#

theres so much stuff going on its pretty hard to see whats happening : /

earnest crest
#

its basically just that red light coming out of the gate there

#

not much else is in this bit

#

so annoying having to wait 10 min to rebuild my lighting on preview

#

everytime i make tiny change here

forest depot
#

so have you checked lightmap sizes on the floor?

earnest crest
#

no

forest depot
#

ok so by default everything is 64x64 for lightmaps

#

a floor will need to be bigger

#

like 512

earnest crest
#

i dont have too much experience with changing lightmaps tbh

#

where would i do that

#

also, the floor is not black, its accepting the light so i think its just the gate

#

but i dont know how fix the uv maps on the gate so cant really test unfortunately

#

need to learn how to uv map in blender but havent got round to it, seems complicated to mark the seams and understand it in the 2d image.

#

on complex shapes

forest depot
#

click on the floor and on the object in unreal you can change the lightmap resolution

#

just search for 'lightmap' in the details

earnest crest
forest depot
#

yeah see it says 4

#

64

earnest crest
#

sio ill bump it up to 512

forest depot
#

yeah

#

or you can do it in the object

#

in the level

#

as an override

#

not on the asset

earnest crest
#

then rebake i guess

#

btw electric when you bake light isnt it ment to stay there, even when you move it

#

you have to rebake it somewhere else to get rid of it?

forest depot
#

yes

earnest crest
#

this red light behind the gate

#

im able to move it and it goes away

#

ah nvm

forest depot
#

probably because its not a static light?

earnest crest
#

because it was on stationary

forest depot
#

by default they come in as stationary

earnest crest
#

yeah i forget

forest depot
#

should probably also read up on the differences between them

earnest crest
#

i do know a little bit about how the 3 of them work

#

or the basics

#

ill try rebake this with the new floor and on static

earnest crest
#

@forest depot my pc crashed while trying to bake and i had to go do some other stuff, i rebaked with static and it didnt work, but it worked fine with bsp brush with the texture applied

#

it just looks terrible

#

so will revisit it tomorrow :<

forest depot
#

unlucky

weary mortar
#

Pretty basic question but do people generally create skies using UE environment lights or do you use HDRI's?

forest depot
#

Doesn't matter, I use both and nobody can tell between the two

weary mortar
#

Is Hdri just as easy to use with the new updates in 4.24?

royal steeple
#

weird issue with camera movement, trying to render out a small slide, works fine for like 3-4 secs then it just switches to an non-animated camera

#

preview in editor looks fine

forest depot
#

The new updates don't change the workflow really

boreal meadow
#

it turns black at some angles of view... the uvs look ok, tried with box and sphere reflections... get the same result... =/

jovial coral
#

Hey all, is im looking for a way to give the end user the ability to create a custom camera path and export video/stills from a simple scene, is that possible?

pastel summit
boreal meadow
#

@pastel summit it helped a little but the black texture still appears...

keen bramble
#

Hi All, I'm running a PC with dual RTX 2080 ti, UE 24. How to take very high resolution RayTraced screenshots.
i tryng use High Resolution Screenshot tool, but i only render with screenshot size multiplier = 1.
when i tried to do it with = 2, then the process denoise is start again.

pastel summit
#

@boreal meadow are you using spec/gloss workflow or roughness/metalic?

tropic flicker
#

Do you guys have any particle websites/discords/resources for updates in ArchViz in UE4 ?

deep valve
#

Hello, so.. Ansel is just not working. Does anyone know why?

leaden axle
#

Any idea why in UE the cigarettes show but after a high res screenshot they disappear but leave shadow?

amber tendon
#

haven't seen these artifacts on the walls before. Like fireflies. any ideas?

deep valve
#

@amber tendon Lightmap resolution of the wall probably, try splitting the wall from the ceiling from the side wall. Then bump up the lightmap resolution and try the bake

amber tendon
#

Ceiling is split already!

#

i will increase the light resolution, like you said! Tho I thought that this would be a high enough resolution

deep valve
#

usually I use yellowish/orange for internal scenes..

#

also, send your lightmass setting on world settings

amber tendon
#

This is what I baked with

#

Alright, I will use yellow/orange for that wall next time.

#

On the other end it looks really dirty like this

#

I guess I fix that by just upping the resolution from green to orange ?!

deep valve
#

Man, probably you're having issues with the lightmap of the walls, are they small elements:?
Also, you don't need 100 indirect lighting bounces, lower it dows and change your static lighting level scale to something like 0.5
Another thing, are you using GPU lightmass?: If so, what's your min max settings on lightmass.ini?

amber tendon
#

Nope, am using CPU Standard Lightmass. Don't really wanna change this mid-project.

#

Aight, i'll lower the counts!

#

The walls are medium sized elements

#

between 3 to 8 meters

lethal vigil
#

testing bake+raytrace vs fully raytrace no bake

dusty gyro
#

@lethal vigil hey man, saw your video, good stuff as usual ! 🙂

deep valve
#

@lethal vigil Do you use directional light for raytrace no bake?

#

I'm having issues with the lighting for exterior scenes.. don't know if I should use sun light or not