#aec-visualization

1 messages · Page 16 of 1

sweet fossil
#

It only works in 3ds Max however you can set up TriPlanar mapping in a UE4 material

boreal meadow
#

Guys, what can be the issue? I tried everything about light ans shadow quality and also resolution and i got nothing... Same result =/

drifting drift
#

@sweet fossil Thanks. Would you recommend I do materials in UE4 instead or is uv-ing in max still ideal?

frosty raptor
#

Hello people
I'm coming from offline rendering and want to start to learn UE4 for making enviroment art and other renders.
What would be a good place to start from?

tribal gyro
#

What's the correct way to create a panoramic backdrop for archviz project?

sweet fossil
#

@drifting drift Well you should always setup UVs in 3ds Max, just make sure that if you have any fancy material or shader effects like you said, those will need re-created in UE4. Tri-Planar mapping just happens to be a very common one so easy to find resources on that specifically.

#

What's the correct way to create a panoramic backdrop for archviz project?
@tribal gyro Use the HDRI Backdrop actor

drifting drift
#

man, I cannot figure out how to scale my structures for unreal. I exported the mannequin so that I have a reference in 3ds max. I setup the units to cm so it's consistent with unreal. But when I import into unreal, it's a lot larger. I ejected and saw that the player character (fps default) is slightly higher than the standard mannequin.

shadow fern
#

Guys, what can be the issue? I tried everything about light ans shadow quality and also resolution and i got nothing... Same result =/
@boreal meadow I'm pretty sure that's an artifact of Unreal using bilinear filtering for lightmaps instead of bicubic filtering. Here is a comparison screenshot from Bakery plugin for Unity showcasing the difference it can make:
https://geom.io/bakery/wiki/images/1/15/Image2.jpg

royal osprey
#

@drifting drift I wouln't use manequins for measuring, just make a 1m cube in unreal and a one 1m cube in Max as part of your mesh and see if they match.

golden cliff
#

Hi guys, My name is Sujayanto, and currently I am really stuck and cannot move any further with a problem. My workflow is Blender (modelling), Quixel Mixer (Texturing), unreal assembly and lighting. Is it correct? The main problem that I am facing for almost 2 weeks with no progress is this. I have tried to uv map a simple cube room with glass on 1 side. I put it on 0-1 space. I export as fbx. send it to quixel mixer and then bam. the resolution is really bad. the line is not crisp. I have tried playing with the uv texture and it bear no fruit. can anyone help me?
thanks in advance

drifting drift
#

@drifting drift I wouln't use manequins for measuring, just make a 1m cube in unreal and a one 1m cube in Max as part of your mesh and see if they match.
@royal osprey thanks dann I'll try it out

#

although I fixed the scale issue mostly after 9 hours lol

royal osprey
#

one unexpected thing that works well for scale is to view your place in VR

#

you will immediatly notice if things are too big or too small (specially furniture)

tribal gyro
#

Is there a way to change ArchvizCharacter walk speed??

austere hazel
#

@golden cliff were you able to fix your issue? If not I usually don’t map big objects in the 0-1 uv space, instead I just use uvw (or triplanar) mapping and then slap on a tileable texture from quixel bridge. Otherwise you either have to use a huge texture or break up the surface into smaller pieces. Per object textures are good for smaller assets (chairs, books, tables,....)

pearl carbon
#

Anyone knows how to use GPU lightmass in 4.25 ?

broken radish
#

Hi! Let's see if someone can help me or give me some advice on that. I'm developing VR archviz and my client would like to show that projects with a webbrowser (Just 360 images not in VR). I've been investigating and I found some platforms used to do 360 panoramas. Would you think that this could be a good aproach? Some examples: Kuula, Kolor PanoTour ...

signal frigate
#

You can get 360 captures from ue4 using a plugin, ansel i think it was.

#

You want to have waypoints and move from one 360 to another?

#

You have a few Wordpress plugins for that, also just for presentiing single 360

broken radish
#

Thanks @signal frigate For the moment I'm exporting the 360 panoramas with scene capture cube, is it better to use that plugin?

signal frigate
#

It probably has more options but scenę capture should be fine.

broken radish
#

I have red that I could do my own visualizer with javascript. I know a little bit of code so I will give a try on that. It would be very nice to use several 360 images and connect them like google street view does

signal frigate
#

But its complicated to use and install. But worth if you want like 360 3D and lot more.

broken radish
#

Ansel plugin is that that works directly with nvidia

austere flame
#

Hi guys, which tool would be best recommended for baking lightmap texture?

twin oar
#

where might I ask for advise on learning for unreal? I got the possibility to get a paid course by my company, and I want to find out what could be my best choice
@sharp vessel Epic conducts training courses for companies if there is a certain amount of individuals in a batch. Check with the Epic representative in your area. If you are in the Asia Pacific region let me know and I can put you in touch with the training team.

somber kettle
#

hey gang, I have a light build question.
does anyone know why my swarm is failing to build lights?

it says swarm failed to kickoff, please compile from source.

There is an asset in my level that is causing this to happen. I know this because when I remove all assets except for a few basic meshes, the lighting builds just fine.
is there a way to profile my map and find the meshes causing the problem?

#

@pearl carbon
I dont think the script is available for 4.25 yet... at least I haven't found it
I think it is being integrated into 4.26 tho

royal osprey
tribal gyro
#

Setting exposure Max and Min to 1 makes my scene all extremely white and bright. Does that mean the light is too bright?

sharp vessel
#

@sharp vessel Epic conducts training courses for companies if there is a certain amount of individuals in a batch. Check with the Epic representative in your area. If you are in the Asia Pacific region let me know and I can put you in touch with the training team.
@twin oar oh but I’m the only one who would take the course and I live over in Mexico hehe, thanks for the tip will check that

worthy loom
#

hello, i need some help on creating master material and function node for object using multi material ( but not element, just 1 texture with B&W mask for each ).
For exemple, 1 big wall with alot of plastic, metal, fabric,.. panel, all type of material on it, and i render front view to get the diffuse filter and render ID for masking each of them.
now in ue4, i want to add a whole bunch of adjustment node ( power, multiply, desacturation, Hue, Blend dirt,... ) for Each mask in my master material. they all come with different parametter value and boom, a tons of parametter in instance and that doesnt look good for editting.
for now i can only do 2 or 3 mask in 1 single texture, because i only know the "If" and "static switch" and few other node for option chosing. if i have more than 3 mask, i dont know how to work with them.
how would you do it as game dev. is there some kind of function note and attribute node where i can just call it out in instance for each mask layer, like if i have 4 mask, i call out 4, 5 call 5,... and does not depend on how i setup master.
Thanks in advance

somber kettle
#

does anyone know why the path tracer is not working properly with translucent materials?

pastel summit
#

Had some fun pusing my pipeline speed in a week with this project :)

https://www.artstation.com/artwork/Po23P8

ArtStation

I have been collecting feedback over the past few months. The most important point that stood out to me was: 'Your portfolio is starting to look the same'. I decided to look into a variaty of diffrent interior styles. One that stood out to me was a render done by 3DMStudio (ht...

tribal gyro
royal osprey
#

@tribal gyro it's not a lightmap density issue it's a samples issue, you either need more samples or you are trying to correct a very dark lighmap with auto exposure.

tribal gyro
#

samples as in indirect bounces? @royal osprey

royal osprey
#

default unreal lightmas or GPU lightmass?

#

in the default engine, samples are hidden in the settings (level scale and indirect lighting quality)

tribal gyro
#

default

#

ue4 has a GPU lightmass?

#

in the default engine, samples are hidden in the settings (level scale and indirect lighting quality)
@royal osprey Those are already set quite high

royal osprey
#

yes, you have to download it and install it

#

if you have a good gpu it's way faster than CPU

#

if those settings are high, then it could be the other possibility I mentioned in my first response, how does that look with autoexposure min, max at 1?

tribal gyro
#

It's currently set min and max 1

#

I try to work as clean as possible when it comes to lighting. no exposure compensation and stuff

#

tbh nvm i've thrown a spot light there we'll see if that fixes the issue

royal osprey
#

what are your lightmass settings?

#

it might

tribal gyro
royal osprey
#

Your settings are ok for most scenes. Scenes that suffer the most is when there is a lot of contrast. Like very bright but small windows or polygons in an otherwise dark scene.

tribal gyro
#

ill look into it thanks

boreal meadow
#

i'm still stuck in those jagged shadows. I have no idea what is the problem. lightmap resolution is high for all the objects, compress lightmaps turned off(tried with him on as well)...

#

tried changing the lightmap detail cell and the result is still the same too

#

on the render is visible that not all shadow edges are like this so it's even more weird to me...

royal osprey
#

the lightmap resolution is not as important as the density, how does the density look?

boreal meadow
#

@royal osprey thanks for the reply. When you say density, did you mean this?

royal osprey
#

(alt 0)

boreal meadow
#

this isn't good, right?

royal osprey
#

you could use more on the green stuff and less on the red stuff

#

basically size those things in your UV

#

or if they are separate objects give the floor more res

boreal meadow
#

oh, ok i will try, lets see how it goes 😀

#

@royal osprey it worked! Thank you! You're awesome!!!!! 👍

true prairie
#

Hey guys! How are you

ooh
@boreal meadow Dont take what I will say as a fixed ruled but for Archviz, you would generally tend to increase lightmap resolution until everything is red. ( BTW, object will get red when lightmap resolution reaches a texel density of 0.80) There will be cases and objects in which increasing lightmap resolution so much maybe won't be needed though. Also take into account that increasing lightmap density will increase baking times. But in archviz we usually aim for very high lighting quality standards, so...

#

i'm still stuck in those jagged shadows. I have no idea what is the problem. lightmap resolution is high for all the objects, compress lightmaps turned off(tried with him on as well)...
@boreal meadow Btw, you said that lfloor's lightmap resolution is already high. The thing is that you may prefer to divide that floor into several smaller parts so that you can decrease their lightmap resolution. That strategy usually leads to much lower baking times, that's why you will find so many people that divide their models in very small pieces. It's a better workflow than increasing a unified floor's lightmap resolution to very high values.

boreal meadow
#

@true prairie i see! Thank you for your notes! Splitting the floor(or any object) into more parts also helped! Really appreciate the help!

tribal gyro
#

Correct way to set up urban hdr

#

not hdr really, I have a panoramic backdrop of a city I need to put around my environment

#

Right now I have it mapped to a cylinder but the caps are visible.

pale prairie
#

@boreal meadow you need to change your static lighting scale and indirect lighting quality

#

for example static scale: 0.5 and quality: 2

#

lower number for scale is higher quality, higher number for quality is higher quality

#

good trick is that they should multiply together to = 1

#

also click the drop down next to build and change lighting build quality to medium or high

#

its on preview by default

boreal meadow
#

@tribal gyro thanks for the reply man. But i'm using gpulightmass... Does static scale and quality change anything using it?

unborn pebble
#

Hey i was wondering if any of you could share his/her experience with us regarding perforce servers.
We've worked with it already and its great. The thing is, our IT-guy quit and he was the one hosting a private server for our text project.
We are looking for a server to rent which runs perforce and dont know what to rent.
We need about 300GB, 4 Users, and would like to have a server-solution which includes client support in case something happens.

So, does anybody have recommendations?

austere hazel
#

Running into an “out of memory” error using gpu lightmass on ue4.24. It’s a small flat and I’m not done detailing it yet. Most of my lightmap resolutions are in the reddish zone, some are green. How do I fix it? Gtx1080 and 16GB DDR ram. Is this common or is there something very wrong with my scene?

hallow arrow
#

it is out of VRAM instead cpu ram.

#

you cant fix the problem without lowering lightmap resolutions and scene complexity now

#

the new GPU Lightmass in 4.26 will be much better at handling VRAM, though it requires ray tracing

austere hazel
#

Thanks. I’m considering getting an rtx3080 and start working with raytrace only, am I correct in assuming that scene complexity won’t matter that much with raytace?

hallow arrow
#

4.26 will be out very soon. you can try to hear from other ppl who have something like a 2080Ti about their experience in scenes with different scales

royal osprey
#

I have a 2070 and I have yet to get that error, but I optimize my UVs a lot

#

Are we getting any kind of auto texel density tool? I know there is an addon for it, just wondering if there was one planned in house.

idle mulch
#

Hi !, quick question if anyone had a similar problem. I cant install gpu light mass for 4.25, or rather I'm installing but its like nothing is happening. And I believe I am putting them to the correct file path I don't think that's the issue. Does anyone have an idea of what might be happening ? I have rtx 2060 gpu and ryzen 5 2500X cpu. I did a render with cpu and the temperature hit 95 degrees Celsius, so i don't believe its a good idea to continue calculating with cpu😆

vernal pecan
#

@austere hazel @hallow arrow is right, we've been using GPULM internally on some pretty massive (we're talking gigantic hotel complexes) without any memory issues.

austere hazel
#

Any pointers on how one would debug this? Other than checking lightmass resolution I wouldn’t know where ro start. Was your massive hotel an interior and exterior project?

austere hazel
#

I tried splitting up the biggest surfaces in my scene and it doesn't crash now, so to me it looks like more smaller meshes is better than fewer bug bigger, am I right in this assumption?

tribal gyro
#

Hi! If you were tasked with creating a huge residence area archviz project, with several buildings, each building has various apartments you can visit. So the project has exteriors and interiors. How would you approach that level streaming process? Using sublevels with Lvl Streaming Volumes? Perhaps each interior loads a whole different level without sublevel streaming? I need ideas. Thanks!

royal osprey
#

I'm assuming this is for real-time, not a video. Unreal has occlusion culling on by default, so if performance or memory consumption is your concern, all you need to do is to make sure things are individual assets. (Don't have all the couches from all the rooms in the same static mesh, it's a weird thing to do but I've seen things like this).

tribal gyro
#

@royal osprey That's the issue mostly yes. (real time project ofc). Are you sure it culls everything that isn't visible tho?

#

Having imported the scene from Revit via Datasmith, I have 3 buildings and when I look at them all the FPS goes very low

royal osprey
#

it culls what it can't see

tribal gyro
#

I was thinking using LVL streaming to destroy the outside once I enter a building and vice versa, destroy all the interiors when im outside

royal osprey
#

that is the default behaviour, but things need to be made into units for this to happen

tribal gyro
#

I see

#

So as many static mesh pieces as possible, not merged

royal osprey
#

well.. yes and no

tribal gyro
#

More different meshes= more draw calls, but better culling

royal osprey
#

you can also slow it down if there are too many pieces, but don't group pieces that are far apart

tribal gyro
#

Yeah I see

#

Think that'll do it without ever touching lvl streaming stuff?

#

I mean the project is pretty huge

royal osprey
#

there are other things you can do to oplimize it

#

like using a a set of 3 or 4 master materials and have instances of that for every material. Reuse the same materials as much as possible to reduce draw calls, and of course decimate/reduce the geometry wherever you can.

tribal gyro
#

yeah the obvious stuff.

#

thanks dude!

royal osprey
#

gl

tribal gyro
#

@royal osprey using stat scenerendering I can see that mesh drawcall number is huge and performance is slow when looking in the direction of the meshes even when theyre not visible, behind a wall or something

#

So unreal doesn't really cull them after all

royal osprey
#

hmm

#

there are ways to visualize what is happening with that

tribal gyro
#

what do u mean?

royal osprey
#

at minute 1.42 he turns on a console command to visualize culling

tribal gyro
#

Well, it does occlude what's not visible but the performance is still aweful

#

when looking in their direction

royal osprey
#

it's not rendering it, but it still has to constantly check if it's there

tribal gyro
#

So might aswell destroy it with level streaming don't you think?

royal osprey
#

some experimentation is in order..

tribal gyro
#

thanks for ur time

atomic ether
#

Hi, I would like to make a change of lights similar to this effect: https://www.youtube.com/watch?v=amRDYrLHwpI&ab_channel=MoodLightTV

Do you know of any tutorial or how to do it?

I do it with emissive material. How do I set the timing? And above all, how can I make a single transmitter change in this way from right to left

Sit back, turn off the lights & chillax to this 12 hour fast speed color changing mood light. All the colours of the Rainbow and more…

Change the settings to speed it up or slow it down.
There's no audio - choose your own music.

Subscribe & Follow:
Facebook – https://faceboo...

▶ Play video
steep shale
#

do you literally want a full screen of color? because there are easier ways than unreal engine if so... it's about 4 lines of javascript to do it in a webpage.

atomic ether
#

Nono, it must be in unreal because it goes together to an interactive 3d space. Reference step

steep shale
#

First, give your material a color parameter, and then in a blueprint that uses the material, you can do something like this:

#

this is just a random example, tweak the math for the color as you like.

#

nothing complex here.

#

you could add a parameter to multiply the angle by something before the sin/cos to change the speed of the effect

#

I did this on the basic shape material out of laziness.. you'd modify whatever material you want to morph colors your scene instead and the blueprint for the actor that you used to place the thing in your scene.

atomic ether
#

If this material were applied to a long object like a rectangle, if I add the angle, does it represent that it will change from one side to the other gradually?

#

I have sent that wetransfer so that you can see a video (it weighs a little) of more or less the effect.

It does not have a virus or anything, but if you want to check it or tell me a better way to send it that is more comfortable

steep shale
#

no.. you need to do something different if you want a long object to have a gradually changing color along the axis.

#

but that's really just a minor change to the material itself... the rest of the logic is the same

#

sorry, i don't want to register for the service hosting your download, so i can't reference that, but let me see if i can tweak the material to do what i think you want in the shader.

atomic ether
#

No need to register, if you look at it, you can download automatically, I will also cut the video to show it here

steep shale
#

i'm trying to move all the logic to the texture itself now.. this could take some time, but it will probably be more efficient runtime.

#

(i mean the material actually)

atomic ether
#

I get it. Thank you very much for taking all this trouble.

You really help me a lot and I hope I can help you one day

steep shale
#

basically what you want to do is take the position in the material as an input to the color chosen...

#

eventually you'll have a rainbow material, and then you'll offset the starting point over time, and it will appear to animate.

#

Unfortunately i am new to the language of unreal engine.. i know how to do this in GLSL.

atomic ether
#

Go ... see if someone can give us a hand

royal osprey
#

I would use a panner node, moving a hue texture in a uv that is tiled to be really big (so a 0.1 in the tile setting)

atomic ether
#

@royal osprey That I have been told in other forums. Make use of the UV, however I do not know how to do it or how it would look, any video that you know on the internet that can help this?

timber sun
#

Hi, Quick question what is the best way to move the datasmith import coordinates so it aligns with the world objects so it can keep relinking properly as you progress the model? I'm off in the middle of nowhere

#

I'm very new

atomic ether
#

For @timber sun
It depends from which program you are exporting and importing from datasmith but if you work on the 0,0,0 axis with the pivot, in Unreal it should take the exact reference

timber sun
#

So move it in 3dsmax/Sketchup versus inside Unreal?

atomic ether
#

In both sketchup and 3dsmax the pivot has to be in the center. In any case, if you work with Sketchup, I would first send it to Max to correct errors

royal osprey
#

@atomic ether Not for your need exactly. But UVs can be scaled by multiplying them to make them bigger or smaller and they start to tile, the panner node can be used to move the texture along the UV so it appears to change color.

atomic ether
#

For @royal osprey
I think I understand but, you have no example of how it would be true? I'm something new even in Unreal and I'm lost.

royal osprey
#

no sorry and I can't make it now, rendering.

atomic ether
#

OKey! Thks!

royal osprey
#

of course the texture doesn't have to be huge, just made huge by tyling the uv (making the uv smal makes the image big.. )

atomic ether
#

Yes I understand! I think it is the best solution we can find right now!

#

thank you so much!

steep shale
#

This works.

#

all by itself.

#

you can change the multipliers i used.. or transform and rotate the coordinates for different effect directions (like on a diagonal or whatever)

#

at any rate, this should run completely inside the gpu.

atomic ether
#

Buah! Great! Thank you very much!!!!

steep shale
#

the advantage of this vs panning textures is that the movement of the color shift is coordinated throughout the scene.

#

so it will appear to go from one object to the next if they're placed in a line.

#

i didn't know i needed this material until you asked how it was done, but i'm glad i made it. I'm going to get a ton of use out of this.

steep shale
idle mulch
#

Does anybody know how to use 4.26 gpu lightmass, how can I enable it ?

royal osprey
#

from the release notes "To enable GPU Lightmass:
Enable Ray Tracing and set the Default RHI to DX12 in the Project Settings. (Requires a DXR capable graphics card with Windows 10 build 1809 or later.)
Enable Virtual Texture Lightmaps project setting for real-time preview in the editor.
Enable the GPU Lightmass plugin."

royal osprey
#

DXR GeForce GTX 1060 and Above

timber sun
#

Little confused when to use SunSky versus Skylight etc

idle mulch
#

@royal osprey and when I press build light ( like we do with cpu) builds with gpu?

atomic ether
#

@steep shale Today I was late but tomorrow I will try it without fail. It is very interesting what you have sent me! Thanks a lot crack!

steep shale
#

cool! let me know how it goes.

#

i was going to do a mockup of your scene with this material but life got in the way.

atomic ether
#

Don't worry, if you want, I'll give you the 3D scene already ready to export in case it makes you fun

steep shale
#

nah it's more fun to figure out how to do it myself, because i usually learn something trying to replicate things others have done.

steep shale
#

For example, just now importing my mesh from blender, i learned that it doesn't know the inside from outside:

steep shale
#

should have just made it out of cubes and then i wouldn't have an inside vs outside issue.

high arch
#

flip your normals

pastel summit
#

Hey everyone!

I want to give back to the community for al the feedback I have gotten over the past year!

Im releasing my project files from a recent project I did over on my artstation store.
The file contains a PDF on how to import the scene to Unreal Engine 4 and the Blender file + FBX

The assets have custom made lightmaps and uv's. This is great for training lighting skills in UE4, as there is no extra work needed to prepare the assets.

Get it here: https://www.artstation.com/marketplace/p/051b/oceanside-project-file-free?utm_source=artstation&utm_medium=referral&utm_campaign=homepage&utm_term=marketplace

thorny mirage
#

Hey guys,
I am using Datasmith in order to import models from Sketchup and then replace the textures added in sketchup with Quixel Bridge textures. Works fine for big surfaces, however the smaller 'group' at the right side has this super tiny texture tiling. How can I make that consistent or bigger?
Thanks in advance.

#

this is how it came from Sketchup (datasmith) after importing...

sweet fossil
#

Modify the material to use tri-planar mapping (world aligned texture)

#

Can't say for actually modifying UVs in Sketchup (can you even do that?)

#

You could also generate box-projected UVs in the static mesh editor

boreal meadow
#

@austere hazel I wold consider and rtx quadro instead an rtx 3090

steep shale
#

it's kind of hard to buy an rtx 3090 right now, but i'm patient because i want a 24GB graphics card and 10k cuda cores.

inner lynx
#

Hey everyone! I hope all of you are doing great! This morning I finished my second lighting tutorial for beginners, your feedback is appreciated 🤍
https://youtu.be/2ByANgoQwf4

In this Unreal Engine lighting tutorial series, I share with you what I learned about lighting during my 5 years unreal journey. I hope you find the information in this video useful, your feedback is super appreciated ❤☕

🤜🤛Consider supporting me in making tutorials in higher ...

▶ Play video
unborn pebble
#

hey guys,
does anybody have similar problems when bringing light into a scene via HDRi?
Im doing it exactly like in the Unreal course "Creating an Architectural Exterior Real-Time Project" and in his video it lights up the scene with an intensity of 1-2
When i try that, with that same HDRI, first of all its not intensity for me its cd/m² so clearly theyve changed it between verions, and i need to set it to like 50k and even then its a blodgy grey mass, not much of a light

#

and i cant get the bp_skysphere from the engine content to work with the sunsky object, ive created multipe new projects with and without Raytracingand the sky wont react at all to the sunsky object like it used to

inner lynx
#

can you send a screenshot of the problem you're facing @unborn pebble ?

unborn pebble
tribal gyro
#

got a baked sun light bouncing up from the ground but creating this ugly gradient in my modules
as u can imagine these are different pieces and not a single mesh

somber kettle
#

@tribal gyro if you go into the world settings, find the lighting level scale option under lightmass settings and turn it down. the lower it is the greater the build times... much greater. also you might want to check on your light maps as well

#

make sure the resolution is small enough so that the meshes have enough information to shade smoothly

#

hey gang, does anyone know why im getting terrible shadows on my landscape? they look very blobby and inconsistent.
I assume it has something to do with the lightmap res?

the problem is that I need the directional light to be stationary so I can get baked GI but dynamic shadows on movable objects for my interior.

night elm
#

Hello everyone, so I'm trying to export my project from Blender 2.90.1 to UE4.26, and every time I try to do that, the weird glitch you'll see in the video happens, I tried with an older versions of both UE and Blender, and the same problem occurs every time.

true prairie
#

got a baked sun light bouncing up from the ground but creating this ugly gradient in my modules
as u can imagine these are different pieces and not a single mesh
@tribal gyro whats your ligjtmap resolution for your outer walls?

tribal gyro
#

If I have an apartment that has the same type but mirrored , is there a quick way to show it? Like a mirror post process effect or whatever? Or do I have to create it again?

timber sun
#

Anyone point me in the right direction to get clouds using sunsky?

inner lynx
#

Hey beautiful people! Today we got 2k subs and here's part 3 of what I know I'm lighting with UE4, I hope you find this episode useful! I look forward to see what you guys will create! Cheers https://youtu.be/fcNNAQagYT4❤️

In this Unreal Engine lighting tutorial series, I share with you what I learned about lighting during my 5 years unreal journey. I hope you find the information in this video useful, your feedback is super appreciated ❤☕

🤜🤛By getting us coffee you help creating these tutorial...

▶ Play video
thorny mirage
#

@timber sun using sky_sphere and increasing cloud opacity creates clouds for me 😄

thorny mirage
royal osprey
#

@thorny mirage I could not get clouds either.. in 4.25

#

in previous versions I could.

muted cove
#

Trying some archviz acene

#

But not realistic yet

thorny mirage
#

@thorny mirage I could not get clouds either.. in 4.25
@royal osprey weird... :c

sleek cove
#

Hello! I am looking this blueprint graph. In the tutorial, it pops up when double clicking the datasmith scene actor. For me, it only opens a screen that shows some default values of the scene actor

#

any idea what might cause this

idle mulch
#

Is it possible to use vr headset with ray tracing enabled for architectural presentation ?

unborn pebble
#

Is it possible to use vr headset with ray tracing enabled for architectural presentation ?
@idle mulch
Depends. Shadows and reflections work relatively well. Ambient Occlusion doesnt. It thats activated you'll only see it in 1 eye, the other will have baked lights and thats a rather shitty look

idle mulch
#

@unborn pebble thnx for the info much appreciated !

unborn pebble
#

Also its not really FPS friendly, best way is to combine baked lighs with some Raytrace touches here and there.
Im working with a 2080ti and have to be careful with it so thats speaks for itselfd

idle mulch
#

Lol so let’s not talk about the performance with my 2060 😆

royal osprey
#

Not a good idea to do raytraced VR on a 2060

ripe tartan
#

guys, where can i find specific plant species?

thorny mirage
#

guys, where can i find specific plant species?
@ripe tartan quixel bridge or epic games marketplace

idle mulch
#

@thorny mirage nice !

#

Only the second photo seems kind off to me but nevertheless it’s just the detail, maybe it’s the white structure in the right, in my opinion it might be too white

#

Again it’s a minor detail, just feedback hope this helps !

unborn pebble
#

@thorny mirage thats very nice, good work

#

@thorny mirage How'd you make that beautiful sky?

thorny mirage
#

Thanks guys

#

@unborn pebble just normal sky sphere and set cloud opacity higher. Then some atmospheric fog and exponential fog

unborn pebble
#

ok id have to try that, i cant get any sky to work in my raytraced project

boreal meadow
#

guys, i want to be able to set this to pause but i cant pull any reference to the sound... Any ideas?

tribal gyro
#

What if I need to make an entire apartment building but they're all pretty much the same.. how can I fake the height from the balcony without having to go and actually add furniture and design every single apartment there?

vernal pecan
#

Hi everyone ! Revit users who moved on 4.26 may have noticed new buttons in the Revit Datasmith Addin :

#

This is the first experimental beta of what will become Datasmith support at runtime. We are currently looking for people to test out this feature and help us shape it further. If you are interested, please sign up at the following form https://forms.gle/Rjoh1iysPgBqQkex5 and we will contact you to provide technical information and guidance. Cheers !

cyan ether
#

thanks, i'll share this with my work, big DT department using revit, sending to us max/vray guys, and making our lives hell lol

vernal pecan
#

Sounds like a perfect use case @cyan ether 🙂

sweet fossil
#

Applied on behalf of my work too - done similar projects using "another" engine's toolset that shall remain unnamed. Really looking forward to the Datasmith alternative!

simple shadow
#

Hi, share with you this Scene I’m currently working on to test and learn UE4’s capabilities for high quality Previs, interactive Archviz and Virtual Production experiences. https://www.youtube.com/watch?v=ZM1fhLP1CvY&ab_channel=Edubais

Unreal Engine 4.24, GPU lightmass, 60fps render in Realtime with Nvidia 1080Ti.
Scene I’m currently working on to test and learn UE4’s capabilities for high quality Previs, interactive Archviz and Virtual Production experiences.
Escena en la que me encuentro trabajando para p...

▶ Play video
forest depot
#

this looks awesome 🙂

cyan ether
#

wow

#

the camera shake really adds something to it

simple shadow
#

thanks!

drifting drift
#

that's pretty insane, well done!

median summit
#

Hi group. Novice to intermediate UE4 user. My focus is almost 100% photorealistic cinematics.
Can anyone recommend a really good test scene in the Marketplace for testing lighting, especially ray tracing?

fleet flame
#

Hello everyone i m bit new to arch viz but i made a test scene where i wanted to test real time lighting and no ray tracing. The thing is i want to make day and night cycle in a scene. I made also to be able to turn on/off lights and open doors in my scene.
I would like some opinions about the lighting mostly.

Here is a download of my baked project its 1Gb download and 2.6Gb unziped
https://e.pcloud.link/publink/show?code=XZQBUZAruiplRf0fXEA9B5aLgaOkcxmPN7

pCloud

Keep, share and access your files whenever you need from wherever you are. Create a free pCloud account and make your life easier.

fleet flame
icy gazelle
#

Anyone figured out how to stop ray tracing translucency causing flashing?

whole yacht
#

@bigalek

#

you need more indirect lighting for better shadows. you could try hard baking with the sun dynamic but separating the scene into levels for a day and night scene.

fleet flame
#

No man i will stick to real time, baked is easier to get better results i know that just i need it in real time. Thx for the feedback 😉

unborn pebble
#

Does anybody have experience with Octane for unreal?

#

i'm having problems with the camera where octane rendered images have a different angle or sensor width than what unreal renders.
But its correctly implemented as far as i can tell

median summit
#

Who here is using raytracing? Have enabled RayTracing, set default RHI to DX12 and enabled several RayTracing features in my Post Process Volume.
My noob question is how do you actually view changes to your settings? Is a 'Build' necessary or by default should any changes to settings be reflected in your viewport in real-time?

royal osprey
#

@median summit you can see it in realtime if you have the correct settings and hardware.

paper crest
#

https://youtu.be/BEBEiNJ875g Here is a clip form a current work in progress. I thought I might interest some of you as Its the first project I have done using full ray tracing, no baked anything, no reflection captures. All GI, Reflections, translucency is ray traced, all screen space effects were disabled. Its done using 4.26 preview and an RTX 2070. I am really impressed by the improvements to the final gather GI in 4.26. It seems much better than 4.25. The video was rendered out using brute force GI with 4 bounces. Its very exciting to see how quickly this is being improved and perfected by Epic.

median summit
#

@royal osprey ok thanks!

mellow crater
#

@paper crest that is beautiful!

median summit
#

@paper crest thanks for posting. Is there a reference somewhere documenting Raytracing improvements in 4.26? I assume since you were using Brute Force you were not rendering in real-time. Would love to see a render using Final gather.

paper crest
#

Here is a comparison of Final Gather vs Brute force. You can see the brute force has better secondary bounce lighting

#

The first image is brute force, the lower one is final gather

#

Check out the above video on for info on advanced ray tracing features that are available in the nvidia branch

#

My project will be a realtime VR project but I am using the brute force rendering for the still images and video that are part of the package. The VR project will have everything baked for performance.

median summit
#

@paper crest Thanks for posting! Have you been able to access the Nvidia branch? I keep getting a 404 even after linking my github. This is what I am hyped about https://www.youtube.com/watch?v=ZefvmV1pdP8&t=6900s

DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games. We're joined by Richard Cowgill from NVIDIA who will demonstrate how the technology can be used in Unreal. We'll also dive into RTXGI which pro...

▶ Play video
paper crest
#

I haven't tried to download it yet so I cant help there.

steep ridge
#

Hey, quick question about DatasmithAreaLight actors. How do I set their mobisity?

#

I can see the construction creating the component, but I don't see the component in the editor.

tribal gyro
#

My caustics decal is only visible in Unlit mode
Once I go Lit it's invisible. Any ideas?

mighty crane
#

Seems like there is no point in baking shadows of one can generate high quality renderings with raytrace

What about the vray baker? Is it any better than the examples above?

#

Beautiful render @paper crest

paper crest
#

If you can afford a fast RTX card and you dont need to run it in VR then I dont see the need to bake GI anymore either for these kinds of projects. My rtx 2070 is not really fast enough to run scenes like this at high resolution, I only get around 20fps at 1080p when using final gather and it drops down to 4-6 fps for brute force. I cant wait to upgrade to a 3080. The last time I tried Vray for Unreal it was crashing on me a lot so I gave up. The new GPU baker that is included in 4.26 is the next thing I'll be trying. It looks great in my initial tests and other people are getting some amazing results with it.

real niche
#

Anyone here using blender?

#

I'm modelling a door but I'm not sure how it translates to unreal.

royal osprey
#

@paper crest the new GPU baker is pretty cool but it had a limit of 256 lights last I tried, so it was a no go for me (I'm doing something huge)

#

@real niche the dimentions should be fine in Unreal

real niche
#

Alright thanks

royal osprey
#

@real niche enable back-face culling in Blender, just to make sure your normals are pointing the correct way.

lavish field
#

Hi, I'm trying out the UE4-NvRTX build by Nvidia. It was said in the documents that emissive surfaces are supposed to behave like lights. However, emissive surfaces don't seem to be casting shadows. Does anyone know anything about this?

tacit tapir
#

@whole yacht that must've taken you ten... hours?

wicked willow
#

Do you guys recommend using the HDRI Backdrop plugin? I'm a little confused about how it works.. do I delete the sky light that is already in the scene by default?

whole yacht
#

@tacit tapir no actually just 1hr😅

#

@wicked willow depends on wat you want to do. Keep the sky lights light but set it to movable and mess around with it’s settings till its satisfying to u

tribal gyro
#

Having a big exterior scene with 13 buildings. performance is pretty bad when looking in the direction of all of them. Also baking times are too long. What are some way to optimize this? What do urban levels in games do?

#

what about culling distance volumes?

steep ridge
#

I'm having trouble. I have a SunSky along with two DatasmithArea lights infront of windows, but the SunSky always seems to blow out the scene. Just where is the light component that AreaLight creates, is it not in the details panel?

steep ridge
#

Another thing, There is a Box Reflection Capture in the ArchViz Interior Learning project, but no static lights? What's the point? Raster reflections are completely black except for the sky light through the window. Is that intentional?

serene moon
#

i cant seem to get the volumetric light map to give me anything information when i enable it in the visualize tab..... ive baked mylighting , even adjusted in the world settings... but nothing! I have included light mass importance volumes and LightmassCharacterIndirectDetailVolumes, is this visualiyer broken in 4.25.3?

#

is there something in the project settings that i must enable?

#

ive even placed volumetric lightmap density volumes... im running out of ideas... super annoying

mellow crater
#

@paper crest do you have dlss

paper crest
#

@mellow crater nope, I haven't downloaded the nvidia branch yet. I read that other people were not being granted access to dlss so I didnt bother. It would be a massive help if it was available. I'm just going to upgrade my GPU to a 30 series as soon as I can get my hands on one.

mellow crater
#

i just applied

#

😄 they want your estimated release date of the game, and the name, and the steam page or a youtube video

#

😭

#

i gave them 10 pictures lol

#

est. date: n/a i typed in 😄

#

@paper crest

naive spruce
#

Is there a way to import a scene from Blender, but keep relative locations ?

#

I tried usind blender to unreal add-on but the objects dont keep location

lucid orbit
#

there are several blender to unreal addons

#

have you tried official one? (on github) @naive spruce

naive spruce
#

im using that one

#

but doesnt save locations @lucid orbit

lucid orbit
#

to be honest, I have yet to figure out how to export multiple meshes like that, but no success so far. I had fuzzy thought there's addon that lets export meshes to ue4 placing them in world properly, while keeping object origin. Maybe that was just future feature of some addon. The one I'm using is called blender to unreal engine, has a lot of options, but no solution there either, it can either move meshes to zero world origin (scene/fbx) or keep meshes in world position, but object origins are in zero origin sadly @naive spruce

vocal mesa
#

excuse me, theres a chat focused on materials in this server ?

royal osprey
sweet fossil
#

to be honest, I have yet to figure out how to export multiple meshes like that, but no success so far. I had fuzzy thought there's addon that lets export meshes to ue4 placing them in world properly, while keeping object origin. Maybe that was just future feature of some addon. The one I'm using is called blender to unreal engine, has a lot of options, but no solution there either, it can either move meshes to zero world origin (scene/fbx) or keep meshes in world position, but object origins are in zero origin sadly @naive spruce
@lucid orbit Tom Shannon released a Maxscript that acts as both an exporter and a way to copy/paste object locations - it could be that you're thinking of. (TS_Tools)

tribal gyro
#

Hey! I am looking for a way to incorporate both an environmental cubemap in my project but keep the unreal sky sphere for the sun position and godrays

#

Right now I have a sphere mesh with inverted normals around my scene so I can have the environment background but it hides the sky BP

unborn pebble
#

Hey there,
Did anybody else experience color shifts when using raytraced Transluceny:
I'm attaching two examples of my scene, one is grass with raytraced translucency the other is rasterized.

I've already tried messing with the grassmaterial to get rid of the redness, but it didn't help.
Any ideas?

#

in the upper one you can see a lot of red. Gets worse if you look at it from inside, through glass....

wicked willow
#

Working with reflection cubes ... What is the correct way to fix this? If you look at the floor you can see these rectangular patches that correspond with the size of the reflection cubes I created

#

here's how they look in the top view

royal osprey
#

you should have one that covers everything, then smaller ones

wicked willow
#

@royal osprey ok that did help they are a little less than before but still noticeble

#

i already increased it hoping it would produce a more gradual falloff

royal osprey
#

hmm no idea, are you sure it's not just a shadow?

wicked willow
#

I don't think so . I switched to Box Reflection because when I used Sphere Reflection I was getting a similar circular border at the edges of the rooms. When tried to make the sphere radius bigger than the room to get rid of it I was getting reflection of items in the adjacent rooms?

#

but I didn't know about making one giant reflection capture to cover the whole area. maybe that could fix the problem with the sphere captures..

tribal gyro
#

Seems like TwinMotion materials don't stream

#

why is that?

prime summit
#

I was watching this about photo realism in blender. I was wondering how UE compares and what settings I should look at it achieve the same natural lighting results
https://youtu.be/m9AT7H4GGrA

Important Note
The Filmic addon is no longer required and will actually potentially cause some compatibility issues with other addons.
Filmic is now included with Blender by default and can be configured via the color management panel.

Discover why the restricted dynamic r...

▶ Play video
sleek quail
#

there plenty of archviz tutorial on ue4 learning site. they walk through what setting usually the goto and what to achieve photo realism.

pale prairie
#

@prime summit unreal engine uses filmic tonemapper by default so it shouldnt be an issue

royal osprey
#

So does Blender now.. that's a really old video.

#

(in 3d software terms)

bold meadow
#

guys is that okay to use two materials?

lavish anvil
#

Hard to show in an image but the default 'time of day' sky flickers....I need this to not happen, it looks awful. I have played with a lot of settings.

How do I make it stop flickering?

#

Fixed : Anti-Aliasing settings by default mess with it, setting AA to medium stops it (good enough fix for me for now)

cloud iron
#

Hi yall. What's the best way to get a high res 360/panorama from UE? Do you guys use ansel too or is there a better option?

unborn pebble
#

Using ansel here too

merry patrol
#

Can anyone help me guess at two why I'm getting these pixelated shadows?

#

I tried scaling up the light mass resolution, which I assume is the 1024 in the screenshot. Scaling to 2048 changes nothing.

#

A note of importance, - I constructed the walls as one giant mesh, and scaled the UV's up in blender past their bounds. Not sure if that causes problems.

pale prairie
#

i think you mean lightmap resolution

#

can you send a screenshot of your lightmass settings?

merry patrol
#

I haven't changed them, they'll all default

#

Yes, light map resolution. not light mass. I'm not sure what lightmass is, exactly.

merry patrol
#

I'm having bizarre issues where the lighting starts dark, but fades into brightness

pale prairie
#

lightmass settings are essentially the paremeters that control the quality of your lighting

#

the reason your lighting is low quality is because the default settings are very modest

#

also i imagine you are building your lighting in preview mode

merry patrol
#

The screenshot was production mode

pale prairie
#

ah ok

#

high is fine until your finaal build

#

production has a significant build time increase for a very small quality gain

merry patrol
#

I can't seem to be able to control the lighting in ways I want to. I get light leaks in the corners of the wall, artifacts, and I can't manage complete darkness in certain areas

pale prairie
#

yep that has to do with your the low sample count from default lightmass settings

#

try static lighting level scale 0.5

#

num indirect light bounce 10 as well as for sky indirect bounce

#

indirect lighting quality 3

#

and smoothness 0.9

#

also disable compression

#

you should see huge lighting improvements

#

you can scale them up from there to fit your needs

merry patrol
#

Put in the setting, pressed the button

#

Muh building times...

pale prairie
#

yeep

merry patrol
#

Let's see what I get on high quality

pale prairie
#

you can always try GPU lightmass for vastly faster lighting build times

#

depending on your graphics card

merry patrol
#

GTX 1070

pale prairie
#

yeah should be solid for gpu lightmass

merry patrol
#

Where's the option for GPU? Seeing as my build time won't move past 0%

pale prairie
#

Im pretty sure its a plugin that you enable

#

but the builds normally sit at 0% for awhile before going up faster

#

its normal behavior

merry patrol
#

Those settings didn't help the walls much

pale prairie
#

did the build finish?

merry patrol
pale prairie
#

hmm

#

thats some wierd artifacting

#

do you have proper UV's?

merry patrol
#

I think that may be the problem

#

The walls aren't modular

#

They're one giant mesh

#

I scaled the hell out of the UV map

pale prairie
#

press alt + 0 to check lightmap density

#

for archviz you want green to red

merry patrol
#

More squares = more resolution?

pale prairie
#

yep

#

i mean density looks good to me

#

floor and ceiling are low

#

but everything else seems fine

merry patrol
#

Strangely the floor and ceiling don't have artifacts

pale prairie
#

odd

merry patrol
#

This is how much I scaled up the UV map of the walls, if that matters

pale prairie
#

I don't know if you did this but you need unwrapped UV's on your 2nd UV channel for unreal engine lightmaps

merry patrol
#

I managed to get away without doing that for other objects. I assumed unreal makes a new channel automatically for lightmaps

pale prairie
#

yeah I think unreal engine is pretty good about auto generating lightmap uvs from your channel 0 UV's now

merry patrol
#

I think you're right about the bad 0 channel

hollow canopy
#

yeah I think unreal engine is pretty good about auto generating lightmap uvs from your channel 0 UV's now
@pale prairie doesn’t unreal generate a light map from whatever channel you specify as light map source?

#

Say you have a UV for textures on 0 and light map on 1, then setting source to 1 should result with UE generating bakes from 1 to 2(default)?

#

Just wondering if one should use the same destination index as the source or separate them. In my head setting them as the same would override the source wouldn’t it?

royal osprey
#

if you created a good lighmap UV while modeling then at import untick "generalte lightmap UV" and it should automatically use the one on chanel 1 for baking (channel 0 for texturing) If you didn't untick that it will generate a third channel, from what channel you have as source and assign that for lighmap.

hollow canopy
#

Right. So if I carry over a light map from blender in ch1 and set destination to 2, then all should work as expected, yes?

royal osprey
#

not sure what you are expecting 🙂

hollow canopy
#

Well I was just trying to wrap my head around whether the destination index denotes the space where a light map is baked to - meaning whatever was there previously is replaced with the baked map during light baking. So Unreal docs mention that if you’re using index 1 from auto generated, then your destination index should ideally be 1 as well. To my mind - it sounds like baking would replace that? Or are those two separate things?

#

That’s sort of what I’m trying to understand.

royal osprey
#

there are two common workflows.

  1. have only the textue UV, then have Unreal generat the lighmap UV from that. (so it should be source lighmpap index 0, destination 1)
  2. make both UVs in 3d app, and untick "generate lightmap UVs"
#

In some cases you might have more than one texture UV, (sometimes you need more than one for texturing reasons) so in that case you would have to select a different source and destination depending on what UV you want as source.

hollow canopy
#

I see. So basically the destination should be above whatever index number that is your last UV used for texturing.

#

Gotcha. Thanks!

royal osprey
#

you really don't have to touch the defaults unless you have more than 2 texture UVs or for some reason Unreal screwed up. by default it's set as 0 for source 1 for destination. And by default if you untick generation it will use 0 for texture 1 for LM

hollow canopy
#

No I got that. I was just asking for my own education and so I understand it more. What I do now is pretty much the same - I import meshes with texture UVs at 0 and LM on 1, and just use it that way. What slightly threw me was the destination index and it’s purpose and whether it overwrites anything.

royal osprey
#

about the overwriting I'd have to test

#

but I've never experienced it, since the defaults are pretty smart usually.

#

well acording to the documentation, it does overwrite

#

if you select the destination to be the same as source.

#

so you can change the padding and pack it better if it was poorly packed.

hollow canopy
#

Understood. So, useful for re-generating a light map

steep ridge
#

Since we're talking LM. I'll repost my question from #datasmith :

#

"every time Datasmith imports a geometry object from 3ds Max into a Static Mesh Asset in the Unreal Engine, it uses two UV channels to generate the lightmap UVs for that Static Mesh"
Two? What are they talking about?

rose comet
#

@steep ridge Think they just mean there is one for normal textures and second one for generating light maps

steep ridge
#

@rose comet, thanks for replying. I don't think that's the case because:
"This results in a set of UV channels numbered 0-4 in Unreal. Finally, the import process creates two additional UV channels, 5 and 6 in this case, for the auto-generated lightmaps."
They explicitly say it adds two channels, and I've never seen it do that. If I import an object with 3, I'll get 0-2 plus '3' auto generated. Is it outdated docs?
This has been really bothering because of a bug where I couldn't set the Lightmap Index to greater than '3' on a model exported with four UVs.

hollow canopy
#

I’ve never see more than one

boreal meadow
#

Why does this happen to my models when i import to unreal? on 3ds max using v-ray it does not have that issue... 😟

royal osprey
#

If you have a normal map, try inverting the green channel. some apps read it different than others.@boreal meadow

tribal gyro
#

My shadows are always jagged. no matter the lightmap density, bake quality or world settings. How can I fix that?

mellow crater
#

proprty of the light actor

tribal gyro
#

u sure?

royal osprey
#

are you sure that light is static?

tribal gyro
#

yeah

tribal gyro
#

Apparently it was all too low texel density on those areas

#

I always find I need to bump the lightmap resolutions higher towards the red area to get nice crisp shadows.

royal osprey
#

it depends on the material, but yeah

#

shinny stuff, dark stuff, stuff with textures with variation, look good lower than red.

tribal gyro
#

Optimal FOV for Archviz?

rose comet
#

Depends if it is a beauty shot or client wants good overview of the scene... I'd say 45-80 are "safe" values. I usually use around 60 for 80% of the work.

royal osprey
#

"what looks good" I fiddle around with it a lot depending on the shot. A bit wider shots for interiors than exteriors. Having said that what Gorr mentioned also applies, a beauty shot will usually be a tighter shot, (the typical rack focus transition from a foreground item to the background).

sweet fossil
#

anyone had this issue with datasmith assets where applying a different material breaks it? Highlighted mesh here is from a datasmith import, I've dropped my asphalt material on it and it changes to a checkerboard?

open cipher
#

Am I using light portals wrong? Window is a static mesh. Top is shadows disabled on the mesh, bottom is shadows enabled. If I'm understanding light portals correctly there should be four light beams coming through the window on the bottom screenshot.

drifting drift
#

I used UDIM workflow for the first time with max/substance/unreal. Without it, everything is fine, but with it ...

#

Everything is darker as well. Some walls are the colour they were supposed to be, another on the exterior has become super dark. None of this happened when not using UDIM workflow.

#

furthermore, the exterior walls use one texture and for some reason one wall has this yellowy tint to it but another does not. Again, only happening once I began using UDIM

#

it mentioned in one of the logs that lightmaps were overlapping. Since I haven't done anything with those (never set them up to begin with, so everything is being done auto by unreal), is this the culprit?

steep ridge
#

@sweet fossil Is it actally compiling the material? You'll probably see an error if you open the asphalt material.

steep ridge
#

@drifting drift I still don't understand why I'd use VTs.

sweet fossil
#

@steep ridge, the material is already compiled, I was using it on the other road piece there.

steep ridge
#

@sweet fossil UV looks rotated is it a channel issue?

#

You should show the details.

mellow crater
#

where are the shadows? nothin gthere. totally dead
what i tried:
higher light map resolution.
using a default cube from ue4 as a floor. still the skylight doesnt create shadows on the default cube (statismesh)
skylight and sun do cast shadows.
i changed lightmass settings.
and perhaps other things, don't remember.

royal osprey
#

is everthing static? (including the sky light)

#

the floor is huge, if you don't have a very very large lightmap you won't get any baked shadows.

mellow crater
#

@royal osprey stationary

#

ive tried such things you mentioned already

mellow crater
#

@royal osprey when i use a point light the floor gets shadows. skylight doesnt. i also added the initial main text above.

royal osprey
#

If you have the walls separate from the floor try doing tests of only floor and block.

#

is that window a hole? does it have a glass? is it a separate object you can turn off shadows?

#

I had a problem like that once, turns out the skylight was movable..

#

it might be something silly like that.

hollow canopy
#

@mellow crater - what resolution are your lightmaps?

#

Before unreal does anything

mellow crater
#

floor and walls are one mesh. that window is just a hole, no glass.

#

lightmap is 2048, blue colour

#

standard is 64

hollow canopy
#

Okay, but 2048 is the setting in unreal?

mellow crater
#

manual 2048

#

should be enough. point light casts shadows on floor

hollow canopy
#

I’m wondering if your source lightmap UV might be small (256/512) and when unreal ups the res from the original AND has to bake onto such a large room - your shadows are THERE but are way too big to look like shadows and may just end up looking like tint.

mellow crater
#

o.O wait

hollow canopy
#

That and you really should separate floor and ceiling from the main walls at the very least

mellow crater
hollow canopy
#

I’ve had all sorts of issues myself with this. I’m doing an apartment for my game and I’ve had so much crap to deal with before I found the “right” thing for me

#

Okay when you are in that UV mode in blender, hover over the selected mesh and click U, then choose the lightmap option and tell me what resolution is shown in the dialog that opens.

mellow crater
#

i dont use lightmapper in blender

#

u cant use that for lightmaps

hollow canopy
#

I’m using it and they come out near perfect

mellow crater
#

512

hollow canopy
#

Right but if your current UV or whatever you mapped in blender is actually 512, and you tell UE to use that as source, then UE would be up scaling. I’m thinking that might involve some weird stretching

#

Cause you are using 4 times the resolution in UE

mellow crater
#

where cna is ee the uv resolution in blender tho?

hollow canopy
#

It’s far better for you to split the floor for a test, just use lightmap pack in blender on it, choose the res as 1024, import it to UE and then raise it slightly above the existing floor so it covers it. Then change source index on the new floor to 1 and destination to 2, resolution to 1024 in UE as well (not the minimum res though) and then do a bake and see what’s different.

mellow crater
#

why so difficult?

#

just use ue4 default cube as floor

hollow canopy
#

Cause then you use blenders autogenerated UV’s and it’s not a 1:1 test

#

Not blenders

#

UE’s

mellow crater
#

so using ue4 cube is not good?

hollow canopy
#

Well isn’t it logical that if you are troubleshooting a blender mesh and blender made lightmaps in UE, that you use another comparable blender mesh as a test

#

Otherwise there’s no point

mellow crater
#

i dont understand how that is related to the default ue4 cube

hollow canopy
#

It isn’t that’s my point

mellow crater
#

huh?

hollow canopy
#

I would not use any UE meshes because your actual room isn’t from UE

#

It’s made in blender

mellow crater
#

ya but if the ue4 cube dosent work, then its not lightmap reoslution

hollow canopy
#

That’s not true

mellow crater
#

what how?

hollow canopy
#

Because I can guarantee you that I can make one cube in UE and one in Blender - both identical and make it so that the blender one has shit lightmaps and UE has good ones or vice versa.

#

You want help, but you don’t want to take 2 minutes to try out something that helps troubleshoot.

mellow crater
#

i just thought that this is a quicker way

hollow canopy
#

When you’re troubleshooting stuff, you can’t be taking shortcuts

#

Or you won’t end up solving the issue

#

Also make sure you recalculate your normals on the meshes if you aren’t seeing shadows, sometimes if you use the solidify modifier and screw with faces and all that - you can end up with inverted faces which will fuck up your LM’s

#

@mellow crater I’m gonna be on my pc in 2-3 hours or so, if you’re still having issues, I can grab the room mesh and light settings from you and test on my UE and see if I can help in a more involved way.

mellow crater
#

okey

#

nope. doesnt work

hollow canopy
#

K I’ll try it out for you when I’m home.

mellow crater
#

:< ok.

worthy oak
#

Hello guys. i used an HDRI image for the sky but now the sun is behind the actual image. Is there a way to make the sun actually visible?

rose comet
#

rotate HDRI just a bit ccw if it is behind that larger building on the right??

mellow skiff
#

Hey rendering gurus

#

question, the ceiling had a white material. though it comes out very dark almost unlit.

#

it is all raytracing,

#

I'm working with sun and sky but i just can't get the bright indoor lit look that i want

#

i tried arealights and that gives me the look i want

#

but i want to change on the fly from daytime to night time

royal osprey
#

I don't see a sky light in your scene

mellow skiff
#

its in the sun and sky

royal osprey
#

oh

mellow skiff
#

this is the look and feel that i managed to create with area lights

royal osprey
#

do you have your glass in a separate layer?

#

just to test if you can remove it and see if light comes in

mellow skiff
#

there arent any windows haha

#

just the frame

royal osprey
#

ok. the ceiling certainly doesn't look white

#

strange

mellow skiff
#

yaa it really difficult to get the proper look with the sund and sky thing

#

this is what happends when i remove the box reflection capture

royal osprey
#

ok

#

then we have a clue

mellow skiff
#

but then the overall scene is way to bright and all the shadows are washed out

royal osprey
#

make one huge reflection capture

#

that covers everything

mellow skiff
#

sphere or box

royal osprey
#

then add another one in the center of the room, smaller one

#

sphere is fine

#

make sure both are centered in the middle of the room

#

or near

#

but not on the floor, like at eye level

mellow skiff
#

okay, same same. one huge one and one smaller one

royal osprey
#

hmm

mellow skiff
#

this is the sun and sky

royal osprey
#

are they all movable?

mellow skiff
#

skylight all defaultsettings

#

yeah

#

but also the blue should wbounce way more

#

i feel like the raytracing is a bit faake in unreal

#

like not truly RT, like in otoy octane or Redshift

#

all the tuts on yt are also using area lights in the windws

royal osprey
#

it's all kinda new and lot's of settings to move around

mellow skiff
#

mabye it is just not optimized for sun and sky

royal osprey
#

maybe the skylight has "raytracing" disabled

mellow skiff
royal osprey
#

how about increasing intensity?

mellow skiff
#

nah it just washed out everything haha

royal osprey
#

I don't see raytracing in your scene

mellow skiff
#

imma build it fromt eh ground up

royal osprey
#

not in the reflections anyway

mellow skiff
#

with seperate skylight and

royal osprey
#

are you sure you have directx 12 and raytracing enabled?

mellow skiff
#

yup all on

#

its working just not as i want to haha

royal osprey
#

yeah I see it, your floor is just rough

mellow skiff
#

and im mostly using megascan materials

#

no sund and sky 🙂

royal osprey
#

all my scenes are baked so I'm out of my confort zone

mellow skiff
#

just a hdri backdrop

#

hmm yeah

steep ridge
#

@mellow skiff try 'force no precompute lighting'? Maybe some bakes are throwing you off?

hollow canopy
#

As you can see the bleeds in #1 do not correspond to sun direction in #3, and my LM and settings are in #2, I do not see issues like this in the main "decked out" room, but in empty rooms - this is happening

#

^ one more piece of info - the last image is detail lighting, so the reflection is from the material

#

I.. uh.. solved it myself.. But just for anyone in the future - box reflection captures can cause this if their bound exceed the room they're in. Additionally - they create light artefacts like so:

hollow canopy
#

This is a little contradictory since the general advice is to make them smaller in radius for accuracy, but that then causes these lighting conditions which is a bit weird..? Any tips on how to not let a RC fuck up my lights?

royal osprey
#

The workflow I use is one huge spherical that covers everything, then extra sphericals for each area, I only use box captures if there is a big flat shiny area (like a very shinny wall or even a mirror) I put a box capture right on it If I can't use planar reflections or raytracing.

hollow canopy
#

@royal osprey - ive got a plan for using polished concrete as a floor and there’s plenty of wood veneer in places. So you recommend to slap a huge spherical and use granular ones for other objects?

royal osprey
#

Everthing should be inside at least one or things look dark. Then detail stuff to simulate different areas.

glacial pawn
#

Has anyone used Meshmatic with unreal engine?

wicked willow
wicked willow
broken radish
#

Hi! I'm working in archviz project. I bought some wc assets. They seem to be properly unwrapped but when I lightbacke it this is the result

#

Does anybody know why this grayed zone appears and how can I avoid it?

royal osprey
#

are you in production in the bake settings? @broken radish

#

@wicked willow the thing that sticks out to me is that the kitchen/dining area is too dark.

hollow canopy
#

^ more bounces?

wicked willow
#

@royal osprey hmm yeah I was feeling that too .. I have the Indirect Lighting Bounces already set to 10

#

I'll try higher. I just don't want every thing else to get too bright too

hollow canopy
#

You might wanna adjust your sun/skylight indirect intensity before adjusting the world indirect bounces

#

Could win there cheaply

wicked willow
#

I bumped up the light mass bounces to 100 and it looks pretty much the same!?

#

I

#

I'll try the Sun & Skylight indirect intensities next

wicked willow
#

adjusting the skylight didnt seem to do anything either

hollow canopy
#

Seems brighter

#

But you DO have GI bleed

wicked willow
#

that would a light map resolution fix right?

limpid pivot
#

Does anyone know how to help me with my building lighting problem? Whenever I build lighting for my map it doesn't work

wicked willow
#

@limpid pivot what exactly happens when you try ?

limpid pivot
#

So it will say it failed and none of the lighting get's built. It stays on 0 for like 15 minutes.

wicked willow
#

any error messages?

limpid pivot
#

not that I saw

#

I have the swarm agent log ifyou want

signal narwhal
#

while copying reflection capture i m getting out of memory error. i tried (https://www.thewindowsclub.com/increase-page-file-size-virtual-memory-windows) but again same issue. my pc having 32gb of ram and 2 gtx 970 graphic cards. please suggest me the solution.
thanks in advance.

The Windows Club

If you see Your system is low on virtual memory message, when you try to start memory intensive applications, increase page file size in Windows 10/8/7.

hollow canopy
#

@signal narwhal - that card is 4GB iirc. So 4G is sort of your hard limit even in SLI since memory of GPU’s doesn’t double in crossfire or sli, it’s just shared in parallel so the same number of effective memory. Secondly - you may need to adjust your texture sizes, especially since reflection captures with a high resolution eat a lot of VRAM. A scene with refcaps with 2048 res will use 256mb per reflection capture so you max your video memory out with just 8 captures. And that’s not counting other stuff. That’s how I understand it. I’m not sure how UE optimisations come into play here. But also there are reported bugs about that message being sporadic and going away with engine restart or scene cleanup so 🤷‍♂️

signal narwhal
hollow canopy
#

Well try reducing the reflection capture texture sizes first before reducing your main materials / textures

signal narwhal
#

ok

signal narwhal
hollow canopy
#

You reduced it for the actual reflection captures too or just textures you use on meshes ?

signal narwhal
#

reflection capture m not using any texture. most of the mega scan texture i downloaded was in 4k i reduced all the to 2k

#

@hollow canopy

hollow canopy
#

Here. Reflection captures grab a picture of whatever they capture as a reflection so they do rely on that and the resolution of it.

#

That’s what I was talking about.

#

It’s in project settings.

signal narwhal
#

that is 2k

#

let me reduce that too

hollow canopy
#

Put it to 512 or something.

signal narwhal
#

@hollow canopy it worked

#

Thank you so much

hollow canopy
#

Yeah you can up your other textures back up a little.

#

I think

signal narwhal
#

👍

broken radish
mellow crater
#

i need superb tutorials

#

about lightmap and photorealistic dynamic light

iron pendant
#

Hey all~ first time posting, I have a question regarding with Revit datasmith to unreal plugin. I import my datasmith file into unreal and attempt to switch the revit materials that came over to pbr materials and they are at the incorrect scale. what would be the appropriate solution or method to solve this?

sand cloak
#

probably something is wrong with uvs

#

if instead you mean the model

#

idk

proven berry
#

Hey all getting a weird issue in 3DS Max -> UE4 via Datasmith. Imported two other scenes flawlessly but this one seems to be behaving really strange

#

The materials didn't carry correctly, they all have an automatic texturecoordinate node set to scale 300x300 for some reason, and applying any materials to objects, even fresh ones I've just created, won't show up on the object itself

#

They do show up in reflections though;

#

See the floor there should have a wooden texture applied, but it just looks almost plain grey everywhere except for the reflection

leaden axle
#

Anyone have any opinions on the best wireless VR headset?

royal osprey
#

@leaden axle there is really no such thing, there are stand alone headsets and wireless adapters for cable based VR headsets.

#

You can't go wrong with a Vive pro with the wireless kit. If you want truly portable go with the Quest2, the lenses and screen are fantastic, but the 3d environment has to be optimized for a high end mobile chip. Having said that you can remove that limitation and also use the quest wirelessly with PC-VR even if it's not officially supported. You need a good wifi 6 router, some paid software and time to configure it all.

austere canopy
#

Hi, to get the maximum quality for a Raytracing rendering, is it better to use the movie render queue or NvidiaAnsel?

steep ridge
#

@austere canopy, Try 'em

#

Has anyone here tried to run VR+Raytracing?

#

I can get a small scene to 90 fps with 50 percent pixel density

#

Vive Pro + 2080Ti

onyx flame
#

hi everyone, do you know why when i "hide" the lights from view, the model is still lit up? i'm trying to get full darkness so i can shine a spotlight on a small area. thanks

royal osprey
#

might need to re bake

stuck edge
#

Emerging business models for Arch-Viz??
Can anyone share examples of links to architects, builders or real estate developers using configurable unreal models of buildings or communities to market real estate directly to buyers BUT also linked to prefab manufacturers so "ordered" buildings can offer realistic pricing and fast manufacturing and delivery? This would be similar to how unreal is increasingly being used in the automotive and other industries.

I ask this as a manufacturer of prefab wooden buildings in Oregon. I see this sales "model" as inevitable and imminent and want to help make it happen faster. The booming US West Coast housing market is also the ideal region to lead this for multiple reasons but it requires disruptive change in multiple professions.

There are multiple intellectual property, who pays, who owns, who is responsible and contractual challenges but also nearly unlimited opportunities.

I am in discussions about this with the Epic AEC team and also a group of architects and real estate companies.

Anyone seeing this happening?

quick basalt
idle mulch
#

Hi quick question, I'm new to Unreal Arch Viz and I was wandering about what can I do with the collisions. I have hundreds of individual objects in my scene, do I need to go one by one and make them custom collision? Is there a better way to solve this problem ??

royal osprey
idle mulch
#

oh yes I didnt mention it, I want to make the character interact with the environment, and with the auto generated its not possible, to be able to do that I need to make it custom one by one

#

I found a way I believe though, I'm going to use the blocking volume, haven't tested it though

drifting drift
#

any ideas why bringing the mesh onto the fps-template "ground" is causing the textures to get "bleached"? I moved it halfway to illustrate the effect. The post process volume and lighting boxes are all large so even the left side that is out of the "ground" area is still within the lighting box

drifting drift
#

ok I figured out that it's the post process volume - if I disable it or delete it, the textures are then unaffected by ... whatever it is that post process volume is doing.

#

so I guess the question is - what's it doing? I like how the texture is when post process volume is disabled, however I imagine for photorealism I need post process volume.

sterile flume
#

hello guys!

#

can someone tell me, where can i find free furniture consepts? I'm an architect and making render with ue4 but i have a really big problem about this furniture etc. models.
Thanks!

royal osprey
#

look for free assets in the Unreal Marketplace, You could scour the internet for 3d models (like in 3dmdb.com) but even if you find one you like there is a chance it's either too low poly or too dense.

#

@sterile flume

amber tendon
#

design connected has some free samples iirc

austere canopy
wicked willow
#

@hollow fox wow! Awesome job! Is that baked lighting or Ray Traced?

onyx flame
#

hi, how do you remove the "Preview" indicator in rendered videos? i can hide it in editor mode but when i render the video it appears on the materials there.

hollow fox
#

@wicked willow This was raytracing

tall bay
tiny pecan
neat eagle
tribal gyro
#

Hi ya'll!

#

We're in the midst of a large exterior architecture project. Looking for tips and tricks in using a real life panoramic image mapped to a sphere of the real world environment and blending it with the 3d environment.

dusty gyro
#

Hey people ! The TMtoUE plugin is out of private beta and now available to public :)

cyan ether
#

skysphere sparks

quick basalt
#

HDR Backdrop 😉

fathom otter
#

greetings ppl 🙂 I have a question regarding skylight, raytraced reflections and GPU Lightmass, maybe someone here can help me 🙂

#

I have a scene with SunSky with all set to Static

#

so the sky doesn't seem to be affecting the light bake (nor the reflections in editor)

#

in realtime play, it seems to be working RT (there's some noisy stuff happening on the wall on that other room too, leading me to believe its RT raytracing)

#

any help or insight would be great 🙂 thx in advance 😉

thorny mirage
neat eagle
#

Hello! does anyone know how to solve this problem? When ray tracing is enabled, leaves and trees have double geometry. This can only be fixed on a single static mesh by checking the "Evaluate World Position Offset" checkbox in the Details / rendering tab. But I cannot fix it in Foliage Editing Mode.

idle mulch
#

if somebody knows, I have a problem with texture streaming pool size, I raised the default unreal size to a 3000, but the message doesn't go away. Also it destroyed my lighting somehow, That is a production bake...

frank arrow
#

Hi! I need help with something...I am using gpu lightmass plugin in 4.25.3 engine version and I get the "out of memory" error. Is this error about hardware limitations?

idle mulch
#

yoo

#

i get that too

#

I have this problem like a day now and cant find anything

#

for me happens when a place more than a few reflection spheres

#

and my specs, CPU Ryzen 5 2600X GPU NVIDIA GeForce 2060 6GB

#

soo I don't know what to tell you if anyone knows it could help us both

dusk charm
#

Is someone know how i can get rid of "Ran out of memory allocating" crash when i build light with GPU Lightmass ?

idle mulch
#

i don't know if this helps any of you, but for me helped with the crashes the reflection. In project settings mine was set to 2048, and I read in the documentation that the default needs to be 128. I set it to that number and didn't have any texture steaming pool problems or crashes. Still have problems with bakes ... I don't have crashes at least now 😛

hallow arrow
#

@dusk charm wait for 4.26.1 or compile from GitHub source

#

i have a fix for CPU memory there

#

4.26.1 will come later than usual

dusk charm
#

thanks a lot @hallow arrow

frank arrow
#

The error message is Out of Memory

hallow arrow
#

thats an unfortunate limitation of how the old GPULM is designed

#

it is designed to be lightning fast in small scenes with medium num of lightmaps

#

and then completely breaks down in larger scenes due to memory

#

GPULM in 4.26 is redesigned to handle this much better, at the cost of 3-4x slowdown in raw sampling speed

frank arrow
#

But I read It needs Ray Tracing, no?

hallow arrow
#

yes, it needs ray tracing

frank arrow
#

Ok, thanks a lot for the answers, I really apreciate

idle mulch
#

@hallow arrow I'm a noodbie to this stuff now Im starting to get into it, sorry if I ask something too obvious because I dont get it 😅 . So you say thos problem will be fixed in the new update for 4.26 or what can we do form GitHub?? we download something from there?

#

Now I'm using gpu lightmass in 4.25 and my scene is relatively large so I have some of this problems. Firstly I got the texture streaming pool over, and then I got crashes like @frank arrow. So to conclude, for this things to be fixed we need to wait for the new update ??

#

and again sorry If I ask dumb questions I'm new to this stuff

steep ridge
#

@idle mulch, you should learn about Version Control in general. You won't need to wait for 4.26, but cherry picking fixes often isn't practical unless you really need a specific feature.

#

Anyway, how are people dealing with dynamic actors (changing entire wall sections) with static reflection probes?

#

doesn't seem to be great way to use static light builds with runtime switching sections if you have a lot of shiny materials that don't take planar

idle mulch
#

you mean Source Control I think, I found a webinar of unreal engine

#

l will have a look at it, seams important thnx !

steep ridge
#

@idle mulch It's the same thing.

#

How do Dynamic Material Instances work with static builds btw?

#

Oh, I guess they don't exist when you build.

#

Do animated materials?

idle mulch
#

You can do animated materials, like a tv playing a video but haven’t played with it yet to tell you in detail. Better someone with more experience answer that.

potent raptor
#

Can anyone tell me the reason for that? I am using Luoshuang's GPU Lightmass.Lightmap resolution is high.But getting those weird shadows.I baked it in production quality but still facing same issue

steep ridge
#

Hope someone can help. If I have a persistent level like collab_viewer_p, and i load in and out variations of my scene that are added as sublevels (bathroom A with red walls/ Bathroom B with green walls), what's the proper baking procedure? Do I load the sub levels in the editor and bake individually?

#

It's a little confusing because i don't want the sublevel's bakes to interact, which seems to be the standard use case.

steep ridge
#

Is there no way to force sublevels to use separate lightbuilds? Will I have to setup my level variants as diffirent levels that I open?

toxic lintel
#

What lightmap resolution do you guys like to use for larger architectural elements?

tropic flicker
#

Hi guys, I have a fairly general and possibly silly question. Once Im complete with an ArchViz scene and i want to use the level sequencer to output image files as the format for the video. Does FPS matter or will it not affect the image file smoothness ?

toxic lintel
#

@tropic flicker Depends, do you mean the FPS when the scene is rendering or the FPS that is set in Sequencer

#

If the former, no it won't matter. If the latter than it will affect the playback speed of the result

tropic flicker
#

Yep I meant the former! Great to know thanks 👍

royal osprey
#

@toxic lintel resolution is irrelevant, it's the texel density that is important. For arch viz I try to keep it just barely in the red. Shinny, transparent and dark stuff can have lower rez.

toxic lintel
#

@royal osprey Ahh thanks, I was unaware there was a Lightmap density view, I'll use that then

silver hull
woven galleon
#

so im doing an rvt texture on the default rock from starter pack why is the material doing this? please @ me so we can fix whatever happened

worthy loom
#

how do you guy work with quixel 3d plant asset. some has really bad overlapping problem, about 15 - 25% lightmap, causing the mesh look black spot all over the mesh

velvet viper
#

i have the same issue with plants

royal osprey
vagrant veldt
#

Hey guys

compact girder
#

Hello

pure lantern
#

i'm trying to import fbx file, unreal engine stop responding when importing process reach to 100%

idle mulch
#

Does anybody know a good asset that has lawned grass? All the grass that I’m finding are for outdoor nature

royal osprey
#

I had to make my own grass, I couldn't find any I liked either. Made up of a few different sized clups, made out of planes with color and alpha. The material had a world aligned texture to help with variation, the normals were tweaked so the light behaves more naturally and I had a system to applying it using several layers of foliage, each with different fade distances so it didn't fade out noticeably but it also remained somewhat responsive. Also near the edges I erased the main clumps and added smaller ones, so the grass doesn't poke through solid surfaces.

idle mulch
#

cool then thnx for the information

zealous cobalt
#

I made both normal UVs and lightmap UVs. I also tried autogenerated but they don't make it better

velvet viper
#

did you increase the lightmap density?

#

@zealous cobalt make sure its at least in orange

zealous cobalt
#

Yeah it's mostly orange and some red

#

Oh I actually uploaded the wrong image, this one is from like a week ago when my UVs were overlapping and out of 1:1 space, sorry

#

Someone suggested increasing r.streaming.poolsize and it helped in preview, now I'm doing production build

#

YES, finally it looks not terrible, there are some weird pixelated splotches in dark corners though

cosmic solar
idle mulch
#

@cosmic solar cool lets do that

idle mulch
#

@zealous cobalt check the reflection capture size

#

I had a problem with the texture size over, and it created problems to my bakes as well somehow

#

In archviz the default reflection value is 2048, I set that to like 128 and it fixed many things

#

I don’t know if this helps but it took me a while to figure this out and it’s a stupid problem to have, Check if it works for you

raven atlas
#

hello guys , anyone knows how can i generate UV maps for all my objects in a scene at once ?

zealous cobalt
#

When you're importing there's an option to generate UVs

raven atlas
#

My friends i need help i am using a displacment sample from quixel and i have this problem

#

this is supposed to be a tiled roof 😆 , unfortunatley

void citrus
#

Hello guys, is there any way through which I can dynamically download a level while running an app?

idle mulch
#

Hi! I am trying to bake and it fails. It doesn't tell me whats wrong. Do you have any idea were I may start looking?? what happens in this situations ??

idle mulch
#

And some other thing if I go to app data and delete my DerivedDataCache will I brake my Unreal project or is it a junk space???

royal osprey
#

you can delete the folder, but then you'll have to recompile your shaders

#

to see what is going on, open swarm and look at the log.

idle mulch
#

I deleted the cache just to get done with it because I had a lot of junk in it anyway

#

Like 70gb

#

And now I'm waiting for it to open

#

It takes a while correct? I have it at 95% about a hour now

royal osprey
#

it takes a while to recreate those 70gb ;o) (hopefully less this time)

idle mulch
#

Let's hope everything goes well

#

The pc is frozen now so I don't know what to expect 😓

#

But I won't touch it and wait a while

idle mulch
#

so update

#

all day today I had it loading

#

and nothing happened

#

I restarted my PC and reopened the project and still the PC froze at 95%

#

in short is there a way to get my project now or should I make a new one from scratch ?

sacred lintel
iron pendant
#

@zealous cobalt maybe consider adding some lighting to soften those dark surfaces on your counter that youve mentioned.

#

typically its under the ribbon, or you can integrate it under the cabinets

zealous cobalt
#

Thank you but I decided to use unreal engine later when I get a better pc, my pc doesn't support GPU lightmass

#

And when I tried to bake the lighting in some scene I downloaded (Lake house) overnight, it was still on 0% when I woke up lol

idle mulch
jaunty swallow
#

Hey all, anyone had the issue when trying to use the sunsky actor, with the physically-based 75000 lux intensity value for the sun, and the whole scene gets overexposed?

#

I've fixed up the exposure settings, so that it works... but only when the Sky Light is set to Static and has its light baked.

#

Problem is that I want it stationary, so that it can interact with volumetric clouds... There is a small island of well baked cubemap in the middle... even though the postprocess volume is unbounded

#

Anyone met and overcome this issue before?

#

I tried expanding the postprocess volume to the level's extents

#

but only the small circle in the middle stays well exposed

jaunty swallow
#

Or, rather, I've realised that it's that Real Time Capture doesn't work. Doesn't matter whether the sky light is stationary or static, so long as real time capture is not enabled... the scene is not overexposed

#

But what I don't understand is what is responsible for the well exposed part of the scene when real time capture is enabled...

jaunty swallow
#

ok figured it out I believe. Not sure exactly why it still doesn't work Stationary... but you either have to choose to make the Sky Light completely static, or completely movable, and not in between

strange edge
idle mulch
#

In the photo I have some meshes and as you can see I can not Tinker with light map settings. I can change the values but I can't see the changes with lightmap density. And when I bake the quality is really low. Does someone know what's happening here?

whole yacht
royal osprey
#

@idle mulch looks like you don't have UVs

idle mulch
#

I had everything I don’t know

#

I opened a new project with the same assets and it worked fine

#

Maybe it was a bug

#

I don’t know if anyone finds an explanation to this

royal osprey
#

maybe you had "generate uvs" ticked in the second project

idle mulch
#

Hahah guess will never know

royal osprey
#

(import settings)

idle mulch
#

I did it with data smith

royal osprey
#

oh

#

I haven't tried DS

#

I'm too set in my ways (that work) so I don't feel like tinkering with it 🙂

idle mulch
#

If it works this way then there is no need to change

#

Data Smith it’s just faster

#

And more organized

#

That’s why I prefer it

royal osprey
#

I can see the use for it, specially coming from cad apps

hidden sigil
#

hey guys just wanted to ask a quick question more general about lighting
im finding it confusing as to what should be left default and whats to adjust

im just looking for the general rule of thumb, direction to follow to get clear sharp quality close and distant from camera

i can either adjust the cameras iso, shutter, aperture and leave the scene lights defaultish or vice versa

i know should be working with both always but what would be best for adjustability or proper way to start and work from

rose comet
#

Guys can someone please help me with this ugly object popups? Why are they happening?
It's not LOD, but I don't know what it is.

idle mulch
#

hi how an I make a material that I can put to a curtain ?? I want the sun to get though it, does anyone have a nice tutorial or a way I can make it ?

royal osprey
#

@rose cometlooks like you are running into texture streaming, you also have some noise coming from glass, for glass to behave in scenes with depth of field you should disable " Render After DOF" in the material.

rose comet
#

@royal osprey Thank you dann, will do that.

thorny mirage
#

Hey guys, does anyone recommend any really good Tree assetpacks such as itoo Forest Pro? I'm not sure if it is compatible with UE4.

unborn pebble
#

you should also check megascans, if they got any trees. Would be free there

idle mulch
#

@pastel summit how ?

pastel summit
# idle mulch <@!280751036963225612> how ?

its pretty simple. ad a media source into the scene and let a 2d camera capture that media. you can use that data as a filter on your lamps and project that in realtime in your scene

#

i did some digging and found this video if you want an in depth explanation i think this videoexplains it wel https://www.youtube.com/watch?v=LKIBxLbvvPM

This tutorial demonstrates a technique for creating a realistic TV glow and flicker effect in Unreal Engine 4. The example also shows the basics of playing video using the Media Player asset.

Material nodes used in this example include SpiralBlur-Texture, TextureObject, and ComponentMask.

Unreal Engine version shown: 4.19

You can download th...

▶ Play video
#

im not sure if this video still applies to the newer engine versions

idle mulch
#

Cool Thank you i'll check it out !!

mellow crater
#

@elder notch apologies in advance for tagging you -- I thought it would help me get visibility.

I've been given a CAD task - I have some pictures and potato quality videos of a bridge that's collapsed in my city. Job could go well up to the government. My task is to:

  1. Model and embellish said bridge
  2. Make it destructible
  3. Make a short cinematic of it

I'm not entirely sure about how to do this in Unreal (I know the PBT well enough to do basic CAD but I don't know much about destruction) and I don't know how much to charge for my work since I'm not a designer but a programmer. Any advice and pro tips will earn me money and boost my confidence towards future pursuits.

unborn pebble
# mellow crater <@224622653632282625> apologies in advance for tagging you -- I thought it would...

regarding your question of how much to charge - here is a video where its explained for the field of architectural visualization by my former prof.
Should be apply-able to unreal art as well

https://www.youtube.com/watch?v=oprh0Jg74QQ

How much should you price your first professional design work?
Let's find out!

My name is Fabio Palvelli, I am an Italian designer and I share my life with you on video.

Come to the d2 in Vienna, you will not regret it ;) http://vienna.d2conferences.com/
-------------------------...

▶ Play video
autumn ember
#

the gpu lightmass in 4.26 makes my scene a lot darker

#

i dont know what settings that i do wrong

elder notch
#

@mellow crater maybe try to do something with chaos physics? not sure what is status of chaos

mellow crater
#

Turns out the process is a bit simpler and may not involve disintegration. I'm trying to figure out a simple way to animate a simple segment-by-segment "vanishing" act.

autumn ember
#

I just try to test 4.26 GPU lightmass, there are a lot of artifacts. I turn on 512 lightmap res for every static actor. 1 directional light, 1 area light 1 lightmass portal, 1 lightmass importance volume

#

wonder if i havent done something correctly yet

#

the normal CPU rendering would not give this much bad quality of lightmap

vast wadi
#

try turning off lightmap compression

#

It's in your Lightmass settings in your World settings

void moon
#

Hello everyone, does anyone here ever tried both EEVEE and Unreal engine 4? I can no longer render in eevee because my VRAM is limited to 2GB for now.

May I ask if rendering instead in UE4 is better in terms of optimization and performance? I just want a still image of my Daz scene.

Blender is not rendering in eevee because I dont have enough VRAM. It's force closing so maybe I should try UE4 instead?

#

The textures for the archviz i used is fron daz and it turns out it's almost 4mb per textures.

lilac hound
#

Can some one help me with lighting a scene in unreal?

unborn pebble
royal osprey
#

it does

warped widget
#

There is no such thing as enough memory...
64Gb RAM maxed out.
3090's 24Gb VRAM maxed out.
... sadly it's not a downloaded image, it's my screenshot 🙃

idle mulch
#

Hi, I am making a playable scene and the door will be moving. How can I go about it in the baking prosses? When I bake the lights it is discarding the door and passes through it. Is there a way I can avoid that ?

raven atlas
raven atlas
mossy cipher
idle mulch
#

Ok cool I’ll try that

#

@mossy cipher But I will replace this door with a blueprint actor so it will open automatically when I am near it. Is there a way to do the same method with the blueprint actor?

ember notch
#

hi, i just upgraded from 4.23 to 4.25 where are these black lines coming from?

#

in 23 it was usually the World Settings Ambient Occlusion, but in 25 i have it disabled

mellow crater
#

im very bad with ue4 but maybr try building the lighting?

ember notch
#

i did

#

this is built

#

that error is for other meshes i moved

pastel summit
# raven atlas <@!280751036963225612> iam still starting can u give me any feedback https://you...

@raven atlas It looks good overal! Some things that stand out is to watch out with camera movement. You speed up the camera a lot and slow it back down aswell. This ruins the flow of the shots. One big part of critique is not to use a character in the scene specially not a character that is not animated when you showcase an animation. This destroys the reality of the scene and gives it an odd feeling. Your lamps emit to much light in my opinion. Beside the emission value they don’t actually produce light within your scene, keep that in mind that when you mimic a light source that it also has to look like it’s emitting light. If you look at the wall behind the lamp you would expect it to be overblown by the lamp. The exposure value as don’t feel right aswell it’s way to dark when looking through the window. Some easy tweaking in pp might fix that. I personally would bump up the overal reflection in some materials to really enhance the affect of the trim lights in the roof. I rlly like those!

#

Sorry for the late reply been quit busy 🙈

raven atlas
#

@pastel summit yeah bro been following on youtube , good job , i notice that my videos seem like they are lacking resolution , is it something to do with LOD or is there an issue that iam unaware of ?

void citrus
#

Hello guys, the static meshes are coming black after building static light. Can anyone help me with this?

pastel summit
#

@raven atlas thanks 😊 you can increase the screen resolution in post processing under rendering - misc - screen percentage. I use it on a value of 200. You can also do it in the viewport. Besides I created a sharpness filter for the camera lens that makes it pop more

raven atlas
#

@pastel summit thanks a lot bro , u know u can add me , id like to know a bit more about you , also iam staring a project u seem good with critique and ur genuine too , message me ill run it by you maybe ull like it. that sharpness filter is also very good , man for a guy who knew unreal engine like 2 months ago iam still a bit overwhelmed , for a mechanical engineer , who somehow got involved in banking , i think my pace is okay , i just open unreal everyday for 3 to 4 hours after work , so far iam very excited about this technology and also iam excited about artificial intelligence , the open sourceness of it all.

idle mulch
#

what mobility has your light source ?

void citrus
#

I need to work with static lighting only as on mobile the dynamic lighting uses more gpu & hangs the app.

idle mulch
#

everything turns black ?

void citrus
#

no just few static meshes

idle mulch
#

try re importing those meshes

#

and see if anything changes

void citrus
#

I have also tried lightmap coordinate index 1 but no change.

void citrus
idle mulch
#

ohh

#

I dont know this is weird

void citrus
#

I have searched on net about it & come up with the fact that meshes which don't have lightmap uv channel(uv channel 2) turns black after light building but the meshes I am using all contains lightmap uv channel.
This is weird error I am facing, don't know what to do.

idle mulch
#

have you tried importing those assets to a new map ?

#

or project

#

if you make a test project and try bake them there and still turn black, your meshes will have a problem

#

if they don't turn black then your current scene might have a problem

void citrus
# idle mulch or project

I have also tested the meshes in blank level there also they come black.
Can you suggest some wayout for this?

idle mulch
#

I use 3ds max, and when I get weird things I use reset xform, Im not familiar with maya or blender if you are using them.

void citrus
#

yeah I am not to familiar with 3d tools, I am just trying to solve the issue in unreal.

idle mulch
#

In witch program did you made your meshes ?

raven atlas
#

this happened to me before if was a sure fix

#

keep the default settings on the window and press ok

void citrus
void citrus
void citrus
#

I am only able to see UV Channel 0,1,2 under UV section inside mesh editor.

late perch
#

New to Blender. I made this scene from a tutorial on YT. How do I import this scene in UE? Getting "Degenerate tangents" or "overlapping UVs" errors. After baking in UE, all the textures look horrible.

raven atlas
#

can i see how it looks in UE ?

late perch
#

After a bit of surfing i came to know about UV and Lightmap. Tried importing a single model and it worked Fine. But now that my scene has lots of models do I do it for every one of them?

limpid grove
#

Hi all, has anyone experienced this issue in a ray traced scene, where at a given distance the shadows of foliage elements stop displaying? Is there a distance parameter somewhere I can extend the visibility of the foliage shadows?

velvet viper
#

could be LOD's turning into billboards

limpid grove
#

I'll look into that thankyou 👍

limpid grove
#

If anyone else has this problem with ray traced shadow distance on foliage in the future I solved it by going into the r.raytracing.instancedstaticmeshes.lowscalecullradius and setting that to a higher number

mellow crater
#

Should I use Blender over UE4 for interior design?
Like walls and stuff? Doorways, etc

royal osprey
#

@mellow crater In Blender. this might change as the internal modeling tools are being improved, but right now, you should make your geometry in an external 3d app.

steep ridge
#

What is up with the reflection not moving in the second section. The stuck reflection is using forward shading.

#

Box reflection capture is lined up as best as I could

strange edge
wicked willow
#

Does 4.26 now have luoshuang's GPU light mass?

#

I found the files on the forum but I thought it was now officially integrated into 4.26?

royal osprey
#

They are both options

#

they are different beasts, the integrated one needs dx12

wicked willow
#

I installed GPU Lightmass and tried a render.. I cannot tell if its working this time. I dont see the progress window that usually open up .. do I have to do something to enable it?

tawdry iris
#

Hey anyone here use 3ds max?

west cloak
tawdry iris
#

can you help me export a 3ds file to fbx please?

west cloak
#

select object -> choose "export selected" -> save as *.fbx

tawdry iris
#

Well the thing is i dont have 3ds max

west cloak
#

aaah thats the point

tawdry iris
#

Yeah

#

can you export it for me?

west cloak
#

I wanted to write that you need to prepare UV maps first. It can take a long time.

#

Depends on how complicated scene you have.

tawdry iris
#

its just one shirt

#

nothing else

tawdry iris
#

🙂

west cloak
#

I'm at work, can help you after 6pm

#

if you don't find help earlier, mail me on priv

tawdry iris
#

Ok No worries

#

I will try getting someone else till you get back

#

If not I will msg you 🙂

west cloak
#

ok, good luck

thorny mirage
#

Is it possible to display or render material ID in Unreal? Similar to here:

royal osprey
#

@thorny mirage not per material, but in 4.26 you can do a object color pass. https://www.youtube.com/watch?v=RHemgKcIYMM

In this tutorial, I'll show you how to setup the new Render Passes you can now do in Unreal Engine 4.26 including Object IDs and Depth Passes.

My new Unreal Engine for Motion Graphics course is now out!
➜ Creating the Unreal Course: http://www.mograph.com/creatingtheunreal

Buy Winbush a Coffee 😉
➜ Ko-Fi: https://ko-fi.com/winbush
------------...

▶ Play video
steep ridge
#

I've got a ruffled curtain I need to lightmap. I'm having trouble unwrapping it. Got any links to tutorials for similar curvy cloth items?

west cloak
#

Hi, I'm looking for solution that helps me creates many of glass walls. They are of different lengths so the best would be a expanding procedural system that could hurry up my implementation to UE4. Any ideas?
an example from 3ds max:

velvet viper
#

does changing screen percentage affect the renderings done in sequencer/render queue?

royal osprey
#

@velvet viper I'm not sure it does anything. I did some tests with screen percentage at 200%, exported that, then compared it to exporting the images at 200% of the intended resolution and scaling them down in AfterFX. The scaled down full rez images looked much better.