#aec-visualization

1 messages Β· Page 17 of 1

velvet viper
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thanks, I guess ill have to end up using this technique

royal osprey
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@velvet viper if you are on 4.25 or 4.26 take a look at the "movie render queue" system https://www.youtube.com/watch?v=KLbzNS5Oya4

In this video I will show you how to render a movie with the best quality inside Unreal Engine 4 using Sequencer.

Follow me on Twitter: https://twitter.com/MR3Dev

How to use Dynamic Real Time Lighting: https://youtu.be/RkYe876N5I0

==TimeStamps==
0:00 Intro
2:18 Setting up TdrDelay Registry
5:30 How to use Movie Render Queue

TdrDelay Documen...

β–Ά Play video
jovial nebula
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I have been using SketchUp for Unreal engine, small projects like 2 or 4 bhk apartment gives good result but I don't get satisfying result when my projects are of large size. Many problems rise like light bleeding, weird uv maps, lighting quality gets very bad...these problems sometimes happen in small projects also but not most of the time they are good...
I'm thinking now is it because i use SketchUp as modeling software? And is there any other modeling software which will help be solve these problems?
Please help
Thanks

(sorry I'm still a noob to ue4, i have read documentations and watched videos about it but still I'm not clear about what uv maps are and how can i control them)

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πŸ˜…πŸ˜… can you tell me how to make uv maps...and what are uv maps...i have read documentations and watched videos about it... I'm very confused...i don't use 3ds max but I'll learn to use it if it solves my problem... sorry to bother you. Thanks

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You can download a project ' city park' from market place and migrate it's assets. There are lots of trees, grass , bushes etc that you can use and it's free

west cloak
jovial nebula
steep ridge
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for box refleciton captures, should the room match the inside box or the outer one?

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I'm talking about the influence distance box.

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I always have horrible distortion in my reflection capture

wispy blade
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Hello guys! Not sure if it's right channel to ask, but maybe someone already seen problems like that.
I have a simple level, and a wall with static light. Basically wall is just 3 cubes to form a door entrance, and when I build lighting - a horrifying seam appears between cubes. I'm not really sure where I need to look about this thing, maybe someone can point directions? Thanks in advance!

steep ridge
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@wispy blade It would be best to just use boolean operations.

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but hit alt-0 and see if the resolution matches

wispy blade
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yeah resolution is way off

steep ridge
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They don't match?

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it should be even across the scene

wispy blade
steep ridge
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blue means it's too low also

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actually if the texel size is the same I would not have expected a seam. You really should just make it one mesh.

wispy blade
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thank you, will do

steep ridge
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@wispy blade Keep in mind you don't want the entire room to be one mesh.

tribal gyro
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Whats this "r.RayTracing.Reflections.ExperimentalDeferred" cmd? it seems to improve FPS significantly with little to no visual impact.

steep ridge
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I've got a small 2m X 1.7m bathroom that a box reflection capture seems to distort.

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This is Forward Shading, but the materials on the back wall have high quality reflections checked. Planar Reflection in front of the sink covering the whole wall actually

tribal gyro
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New GPU lighmass gives too dark and noisy results with interior scene. Anyone else noticed ?

tribal gyro
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Also, lighting quality (Preview-Production) affect it at all or is it only for cpu?

dusty mason
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hey guys

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anyone proficient in 3dsmax here?

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im guessing so for arch vis

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started making an oven to import into my interior

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tried exporting untextured version into my main file and it messes with the transformations of the other objects

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and its own

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it effects both objects in the file with the same names

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I will rename them

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Is there an easier fix?

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that will prevent this from happening

unborn pebble
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Hey there,
Working on a teleportation mode in our game and wondering how i could detect all levels that are currently streamed and unload them without having to include every one of them in a BP manually, does anybody have experience with that?

steep ridge
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@dusty mason Xref?

late harness
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You can reset the Xforms

west cloak
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Hello, anyone could help with these lighmapas? How to make it correctly?

late harness
jovial nebula
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@late harness static lights only.

unborn pebble
west cloak
unborn pebble
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well then youll have to UV everything yourself

west cloak
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there is an option "flatten mapping" in UV editor. UV channel map looks fine after using this method.

prisma mesa
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hey guys, what's the deal with 4.26 GPU lightmass? I can't get anything similar to luoshang's gpu lightmass

unborn pebble
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does anybody know a way of telling unreal that lod4 is now lod0 and to delete the higher poly meshes
My current workaround is to export the asset to fbx - take the lowst lod in my 3d software and import it again as basemesh.

Some models out there on the market are just too highly detailed for a gaming engine

thorny mirage
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Two projects I've been working on villagerdance2

velvet viper
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your lighting looks really cool, what did you use for the sky?

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especially the night time

dusty gyro
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since when is earth bathed by two suns ?

humble locust
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not sure about two suns for the buildings? But looks like the people shadows in that light is opposite direction from building shadows, people lighting in general is very inconsistent, some are in front, behind etc, almost like cut and pasted?

solemn prawn
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Has anyone had an issue where the DataPrep uses an absurd about of RAM even when importing a few items in a large scene?

vernal pecan
solemn prawn
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@vernal pecan Thank you for reaching back to me. Which file would you like to view? The project itself is pretty big. Would you like the datasmith file? It was generated via 3ds Max.

royal osprey
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To send or archive projects use the built in zipping command, very handy, it skips non vital stuff so it makes projects quite small

thorny mirage
thorny mirage
solemn prawn
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@royal osprey Thanks for the zip tip!

dusty mason
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Hey, im getting into archvis and was wondering if anyone had some job advice? If you're a professional please could you take some time to message me about how you got into the industry, what programs you use etc? thanks.

ember notch
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Hey guys, I have two transparent objects in front of eachother but the one in the front disappears

solemn prawn
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@ember notch I had this same problem about a year ago. I can't remember exactly how I fixed it, but I believe it had to do with "Sorting order" on a Transparent material, research this and see if it helps.

solemn prawn
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Question - I need to render slot machines inside a casino that are transparent. Normally I would render out a pass from 3ds Max of the slot machines by themselves and composite them in After Effects on top of the casino's interior. But I am uncertain how this is done in UE4. Does anyone have any suggestions?

royal osprey
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there is an object ID pass but not a surface ID pass in Unreal, so you could put them all in one object

tribal gyro
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between the walls

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lightmap res is very high

royal osprey
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ideally UVs should be straight and the edges should match perfectly with no overlap.

solemn prawn
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I have a Level that refuses to stay hidden when rendering a Sequence. The level is a slot machines level. I have tried both Level visibility to Hidden, and a "Unload Stream Level" in the Level Blueprint. Neither seem to work.... The level was created via DataPrep. What am I missing?

solemn prawn
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@royal osprey Where would I referenced the Object ID pass? Movie Render Queue?

royal osprey
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In this video we will be looking at how to render Cryptomatte (Matte ID, Object ID, etc), in Unreal Engine 4. This is a brand new feature which was released in UE4 version 4.26.

00:00 - Intro
00:46 - Plugin Setup
01:35 - Sequencer & Movie Render Queue
02:41 - Adding the Object ID Render Pass, and Rendering
04:01 - Opening Cryptomatte in Pho...

β–Ά Play video
solemn prawn
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@royal osprey Thank you for this. Awesome!

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Has anyone had an issue with the Movie Render Queue only rendering the first Sequence on the list, and freezing when it tries to start the second Sequence in the Queue? Basically I can only render one sequence at a time.

solemn prawn
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@royal osprey My slot machines are blueprints, do you have any suggestion on how I could combine them so they will render as a single Object ID pass?

royal osprey
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@solemn prawn Not sure really. Render passes are a complicated affair, you have to rebuild your antialias and motion blur with motion vectors etc. It's all kinda new so not much info on it. In this 3 hour long (!) talk on Movie Render Queue, at this timestamp, they start talking about render passes, maybe they'll give you some ideas. https://youtu.be/XBu0otF-CxA?t=5493

Unreal 4.26 brings several enhancements to the Movie Render Queue. With a new improved interface, it is now easier to visualize your queued camera shots, allowing you to choose which camera sequence you want included in your final outputs. This week on Inside Unreal, Matt and Andy will give you a crash course and cover advanced topics such as po...

β–Ά Play video
solemn prawn
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@royal osprey Thanks again buddy. You're a life saver!

olive sparrow
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Hello everbody! I want to take 360pics with ansel of my interior, but the lighting looks drastically different in standalone game version. (Autoexposure is off) Does anyone have any idea what this could be caused by?

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lightmaps are much lower quality, post processing is just ignored. It looks awful. But what could be the cause??

solemn prawn
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@olive sparrow Are you using multiple maps? If so, a map is likely not loading properly when you click "Play".

olive sparrow
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UV maps, yes, except walls and ceilings. Levels - no.

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I rebuilt everything and now the game and the viewport match up. However, now they both look horrible (life is a cruel joke.. how did this happen)

solemn prawn
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Can you show your uv lightmass maps? Alt+0.

solemn prawn
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Does anyone know the solution to SphereReflectionCaptures causing flickering??

olive sparrow
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There you go. Mind you, I have doubled the size of ebery problematic one since the last screenshot. Tho I'm still getting some awkward light bleeding

gentle bloom
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Could anybody shed a little light πŸ˜‰ onto how light bakes are managed? I've started using the swarm agent and it looks like the bit before it starts counting %'s is marked as "Skylight radiosity" https://i.imgur.com/Sraeszs.png

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this tends to take longer than the bake itself and what's more interesting is that it doesn't seem to be affected by using multiple machines, it still takes a long time https://i.imgur.com/zS7fh6w.png

tribal gyro
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I have a two floor apartment and light keep leaking into the bottom floor as if it was fully exposed to daylight, which makes no sense! all walls are watertight and no flipped normals, with thickness all around

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Been trying to fix it for days now but I just can't find the reason

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I'd highly appreciate any help or direction

worthy loom
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hi guy, i need help, you have any idea what may cause this light error?
Unwrap is fine i think, material is simple white color with no other node, ue4.25, high quality bake,

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world setting.

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also here, somehow light bounce so much from little piece of white material to nearby wall

velvet viper
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Hey guys are lightmass world settings still relevant when using 4.26 gpu baking?

solemn prawn
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@velvet viper Good question, you should do a test and see if changing their settings improve the rendering. Like start with very low settings then use higher settings. Render time changes?

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Question - When using reflection spheres, I get random flickering and artifacts that only show when the camera is at a certain angle. Changing reflection sphere size or brightness doesn't solve it. But turning it off does solve it.

royal osprey
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I've had reflection spheres turn sour on me.. just deleting it and adding another one solved it! Also make sure you have one sphere that covers everything, then individual ones for different areas.

azure vigil
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Hi! Is anyone here using the Luoshuang's GPULightmass for 4.26.1? Everytime I bake static lighting I am getting these weird shadows. I've scoured the internet to search for this problem but am not sure what to search for.

solemn prawn
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@azure vigil Why not use the built in GPULightmass for 4.26? I find it to be more accurate than Luoshuang's version.

solemn prawn
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@royal osprey I figured out what it was. My SkyLight was using an HDRI, and my Reflection Spheres were not, adding an HDRI to the sphere works. But I also applied a massive overall sphere as you suggested and this also helps. Thanks for your response!

mystic lynx
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didn't luoshuang actually make it as well

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so naturally it would be a progression of his previous efforts

mellow crater
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anyone know why this is happening

white blade
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Someone help? Whenever I import my 3dsmax model into UE4 all the coordinates seem to be scattered. Origin of all the separate parts of the house have seen set om 0,0,0 in 3dsmax, but when imported into level in UE4 none of the origins make sense. How to avoid??

velvet viper
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did you set all of the objects to 0,0,0 in unreal aswell?

white blade
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@velvet viper yep

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But already solved it. Thanks anyway

barren hazel
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super weird question but how would you go about making a basic layout for an existing house. say you had dimensions and pictures. if I didnt care I would block it out in geometry brushes in engine but with those being removed, perhaps using the new geometry tools. but would it be smarter to use a real DCC program outside of it say sketchup or something similar with real tools to block it out then bring it in?

full willow
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Hey everyone, so i'm getting into unreal lately to do some arch viz and been watching tutorials. I'm currently stuck on a part where the tutor doesn't go into how he set up a hdri ambient light, would anyone know how this was done?

(I've time stamped the part of the video i'm talking about)

https://youtu.be/dQ8bqHUg5To?t=598

Any help is greatly appreciated

In this 4 part series, we'll cover how to light an ArchViz interior scene from start to finish. Through this series, you should gain a much deeper understanding of lighting and lighting principles when working in Unreal Engine 4. The principles taught in this series should apply to any lighting situation in UE4.

In Part 2 we cover setting up th...

β–Ά Play video
sweet nova
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Hey guys, i'm having some problems with the texture while I swap meshes in unreal. I create a blueprint for swap meshes in unreal, the blueprint is working fine and the swaps are perfect. The problem is that the textures in those meshes that swaps stay emissive cause they are moveble objects that don't bake in scene like the other meshes. (In short, they dont bake cause they are inside the blueprint) So I found a way to resolve the problem but the results are not satisfactory, i used the lightmassimportacevolume to make a "false" bake of the meshes using the volumetric lightmass but the results are not so good in some cases (i'll add some photos). My question is: I'ts there any other way to create that swap of meshes and make the bake or to use the lighmassimportancevolume and make the texture look pretty?

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Pretty bake with the lightmassimportancevolume

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Ugly bake with the lightmassimportancevolume

frigid flax
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Has anybody ever seen an artifact like this before? cant seem to figure it out. There are no hidden objects in these spots...

velvet viper
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overlapping uvs probably

quaint dune
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yea looks like a bad lightmap

agile laurel
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Is there a better alternative for the high res screenshot tool that doesn't produce blurry pictures with TAA?

velvet viper
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What is the best method to record archviz walkthroughs? I have been simply recording it with obs but that takes away some frames and i need to optimise the scene very hard to maintain the framerate

quaint dune
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and yea same question as GLK, my OBS recordings look pretty bad

velvet viper
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the quality of my recordings is really good, but i have to really watch out for the framerate, im thinking if theres a way to record a walktrough in the sequencer, as in simulating the usual human movements with camera maybe

agile laurel
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Is there a way to keep bloom from material sources over bigger distance?

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I am using TAA and I think it's causing the trouble

vernal pecan
# velvet viper What is the best method to record archviz walkthroughs? I have been simply recor...

As @quaint dune suggested, you can use level sequences to make your walkthrough. To export your frames I would suggest using the Movie Render Queue https://docs.unrealengine.com/en-US/RenderingAndGraphics/RayTracing/MovieRenderQueue/index.html

A how-to guide for configuring the Unreal Engine Movie Render Queue feature to get high-quality cinematicsβ€”particularly when using ray tracing

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(note that it works with or without raytracing)

quaint dune
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but how do you make one with the in game menus or gameplay visible?

vernal pecan
velvet viper
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@vernal pecan yo this is exactly what i was looking for, thanks a lot

queen kiln
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Hey all, does anyone know of a good solution for setting up cameras to be accurately lined up to one another? I'm looking to render a scene from the level sequencer that is spread across multiple cameras (see example), any thoughts much appreciated!

sweet nova
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Hey guys, i just can't get it right the floor pagination with the baseboard, anyone can help? I'm using the same material in booth meshes, they are separated meshes.

brittle sage
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@barren hazel your question got old , but i think most quick way is using bim software like Revit / archicad

barren hazel
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@brittle sage yeah I think I came to that conclusion as well. I tried sketchup which worked fine but having to do everything manually as I drew was annoying and adjusting walls sucked lol

brittle sage
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Yeah , i can suggest archicad , as revit interface is a bit non friendly/ complex

supple pewter
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For all the archviz maniacs around here, we are building a catalog of ready-to-use Unreal Engine digital replicas of branded products.

We experienced the same daily frustration of gathering, preparing, and importing real products' assets. It's a major time-consuming process that is not part of what an architect or interior designer should do with his time.

So we decided to develop a series of services that speed up the design and review process. R3PLICA, the products' catalog, is the first building block and we are gearing up for a first testing phase later this year.

I've put together this super short form in order to gather feedback from you all. It would be really helpful for us if you could take the time (30 seconds) to fill it πŸ™https://forms.gle/d6vi3SbnkFudLKyy8
DMs are also open πŸ™‚

west cloak
supple pewter
west cloak
supple pewter
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Thanks 😊 I will keep you posted

dry cobalt
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Hey πŸ‘‹ are you using pixel steaming for archviz? Just want to know pros and cons.. share your experience πŸ˜„

sacred cedar
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Hi guys. I hope everyone is having a good friday. I have a question regarding GPU lightmass. I'm trying to use it but whenever I build the lighting I still have preview on some of my materials? It's also taking forever to build the lighting any idea why? I'm using a rtx 2080 super

sweet fossil
# agile laurel Is there a better alternative for the high res screenshot tool that doesn't prod...

I made a plugin that automates the "render via sequencer" trick. It's acts as a general purpose camera manager too. It's something I made for myself and polished up to sell, hope it's useful.

https://www.unrealengine.com/marketplace/en-US/product/screenshot-pro

Unreal Engine

Screenshot pro allows you to quickly manage all the cameras in your scene and batch render stills at the highest possible quality.

agile laurel
west cloak
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is there any plugin to help you build walls and doors like in ArchiCad?

orchid nimbus
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HI all
I got the desert scene gas station from marketplace / amazing render out of the box
Raytrace is off in the option

I wanted to a perfect mirror in the scene hence swithced on the raytrace/ which changes the look of the scene 10/20 %

is there any option to just turn on raytrace for that single mirror object without turning it on for the entire scene !

any help is appriciated πŸ™‚

velvet viper
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@orchid nimbus planar reflections are perfect for a single mirror but are quite expensive nevertheless

pastel summit
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hey everyone just wanted to share a effcient configuration conept im working on πŸ™‚

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

For the past few days I have been diving into #rtx inside Unreal Engine

I got inspired by David Baylis car configuration concept that he developed. I wanted to bring the same principles over to an archviz scene, and let clients quickly go through different options available for certain interior styles.

I found that 100% raytracing works perfec...

β–Ά Play video
idle mulch
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Hi, I want to make a waterfall fountain. Does anybody know a good toturial or an asset I can buy?

royal osprey
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@idle mulch look for Water Planes

forest depot
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@pastel summit looking awesome

full willow
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hey everyone, so i've got this fireplace with a glass front on it and in front of the glass is a reflection capture. The problem is that the glass is reflecting the HDRI and not the interior of the room. I've tried this with a planar relfection capture as well and that didn't work either. Any help would be greatly appreciated πŸ™‚

royal osprey
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planar reflection captures start to fail if you add too many, try adding a box reflection capture, right in front of the glass

full willow
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no problem, i'll try that

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nope that didn't rectify it 😦

royal osprey
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place it almost on top of the glass and make it big enough that it covers it all

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and recalculate it

full willow
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will do, it crashed unreal so i'm just waiting for it boot up πŸ˜…

royal osprey
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if your card supports it go raytrace and foreget about this nonsense

full willow
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i have an rtx card, is there another option to enable ray tracing other than when selecting a new template?

royal osprey
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you can enable it afterwards

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you have to switch to dx12 first tho

full willow
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will do, building refelction capture now

full willow
royal osprey
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I can't say I'm surprised, I've had a few subborn reflections before

full willow
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glad i'm not the only one, i'm new to unreal and have a client deadline tomorrow, these reflections are the only things sticking out like a sore thumb πŸ˜…

royal osprey
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they might not notice it at all

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specially if you place some fire in it

velvet viper
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maybe make the glass material less reflective?

full willow
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should i bump up the roughness for that?

royal osprey
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that would also work

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just a tad

velvet viper
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play with opacity and rougness a bit, till u find something that looks good

royal osprey
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to make the reflections less recognizable

velvet viper
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also metalness

full willow
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there's a TV in the scene that's reflecting fine with a planar reflection capture that is working fine so i don't know why this part isn't

royal osprey
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metalness works well on glass, specially colored glass (metalness tints reflections in a different way)

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Like I said, multiple reflection captures fail

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one works fine

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but when you add 3 it starts to act up

full willow
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is there a workaround for it or do you just have to deal with it

royal osprey
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I couln't find it

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but then raytracing came along

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so I stopped looking

full willow
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my unreal scene is restarting atm coz i did the real time ray tracing steps, i think it's building a skin cache

royal osprey
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it will redo all your shaders

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sorry to say

full willow
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as long as it doesn't break anything

royal osprey
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it should be fine, but it takes a while

velvet viper
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its weird that u have problem with raytracing reflections tho, it should be consistently good

royal osprey
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those are not raytracing

velvet viper
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he said he tried raytracing aswell?

full willow
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yeah i only just enabled ray tracing which is what i'm currently waiting on

royal osprey
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he is trying now

velvet viper
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aaah

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oh yeah it should probably fix everything then

royal osprey
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glass is different in raytracing, specularity controls IOR πŸ€·β€β™‚οΈ

full willow
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oh interesting

royal osprey
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for flat glass you should leave it off

full willow
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will do

royal osprey
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well it depends on version I think it's back to refraction on 4.26

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I'd have to investigate

velvet viper
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ye its refraction

royal osprey
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it was in specularity in 4.25

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or 4.24

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anyhoo

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if you have any problematic shaders let me know

full willow
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i absolutely will do πŸ™‚

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still at 39% lol

royal osprey
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it might look stuck, just hang in there

velvet viper
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go make a coffe cuz it will take a while

full willow
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if someone with a non rtx card opens this, what happens?

velvet viper
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it works just very inefficient i think

royal osprey
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it depends on how far back you go

full willow
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like just before RTX was a thing

royal osprey
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1070 will look fine but it wil be veeery slow

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and unstable

full willow
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would it be possible to roll it back?

royal osprey
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yes

full willow
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ahh good

royal osprey
full willow
royal osprey
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thanx πŸ™‚

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its a little fast at times

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I dunno, I'll let the client make the changes

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they always do

full willow
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just so i know, if i need to roll it back to non rtx, do i just undo the changes i made that put it to RTX? Or is there another way

royal osprey
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you could have made a backup, but too late now

velvet viper
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if you dont mind me asking: do you charge hourly or a fixed price for such videos?

royal osprey
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I work at a studio, I have a fixed salary

velvet viper
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aah thats simpler then

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im trying to figure out the financial side of this industry, its always kinda the awkward part when starting out

royal osprey
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yeah, when I was freelancing I would estimate the time it would take me, figure out my hourly rate, multiply them, then multiply by 3. That way I covered equipement costs and my overconfidence (I always felt it was easier than it really was) Then have a round or two of changes clearly stated in the contract, and any extra changes generate an extra charge.

velvet viper
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oh wow I have been undercharging a lot then πŸ˜„

royal osprey
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It's a market so you have to have perceived value to the client. They have to think you are great (somehow) then you can command a pretty penny.

velvet viper
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ye im working on that currently, pretty much done with my portfolio, hopefully it will have that effect

royal osprey
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just remember that for portfolios, very good is better than very many.

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it's not a perfect system, we have hired guys with awesome reels, but didn't work out (they were too slow)

velvet viper
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ye thanks for the insight

full willow
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so it's all black now

velvet viper
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needs more bounces

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2-3 is usually best

royal osprey
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also remove refraction for flat glass

full willow
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that's my glass mat atm

full willow
royal osprey
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post processing

full willow
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ahh okay

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i don't know if i got the other settings wrong

royal osprey
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does your glass have thickness?

full willow
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yep

royal osprey
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I don't think fresnel node works with raytracing

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sorry to leave you hanging for now, be back in a hour.

full willow
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no problem, thanks for the help!

royal osprey
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I based my glass shader on twinmotion materials, get the asseet add them to your scene and use MI_Glass_ClearRT, and modify it to your liking. it might need to be doble sided or if it is, single sided πŸ€·β€β™‚οΈ

full willow
#

atm i've had to revert to non RTX, purely coz of the client

#

but defos for future reference i'll be using RTX

#

but in a nutshell, does static, statitionary and movable lighting matter in real time ray tracing or is it all the same type of light

royal osprey
#

Yeah probably not the best to try something new with a looming deadline

#

it works the same as non rtx. Some lights can be baked, some not, the more you bake the better the performance

full willow
#

ahh okay

#

just the results are better?

royal osprey
#

for arch viz baking is the best alternative, unless you want something to move

#

realtime lights in raytrace are vey high quality, but slow things down, and don't show up in global illumination calculations. I don't do realtime GI (yet)

full willow
#

ahh okay, makes sense

#

in comparison offline rendering is easier imo

royal osprey
#

yeah, but when animations get long, Uneal shines

full willow
#

totally

#

i know you can get octane for unreal

royal osprey
#

2500 images at 4k in an hour.

full willow
#

but i don't know how well that works

royal osprey
#

it works, the material converter is very good

#

but it's still too slow for me..

#

once you go realtime..

full willow
#

ahh right

royal osprey
#

i also bake with GPU always

full willow
#

interesting

#

umm i tried that and it broke my unreal scene and had to verify it in the epic games launcher

royal osprey
#

you should do this when you think you might do something that could break your scene.

full willow
#

you're a lifesaver

#

that's like 3ds max archiving?

royal osprey
#

yeah, it makes a zip of your project, removing unecessary stuff

full willow
#

brilliant

full willow
#

with real time ray tracing, you shouldn't use high poly assets? Such as fbx exports from cad files etc

royal osprey
#

well it's a balance, will the system handle it? can I spend time optimizing?

#

it all adds up, but geometry is sometimes not the biggest problem, you have to keep texture resolution, bake resolution and shading complexity in check

#

I work as usual

#

I don't do anything different, but I've always keep an eye on complexity

full willow
#

ahh good to know

#

i'm just comparing it to offline rendering as that also bounces rays

royal osprey
#

it's all kind of new so when it works is amazing, but it's not as robust as a traditional engine.

sacred phoenix
#

I don't what could be wrong, each time I try packaging my project to windows *64 bit platform, it returns packaging failed.

royal osprey
#

hmm never had that problem

sacred phoenix
supple pewter
solemn bison
#

!coinflip

quaint shuttleBOT
#

@solemn bison, :coin: Heads

full willow
#

is it possible to permanently centre the pivot on an asset in unreal?

fluid nebula
full willow
#

ahh okay, yeah i have a lot of assets so i guess i'll have to scour the marketplace πŸ˜…

full willow
#

ahh brilliant, thank you!

#

ahh it's unavailable lol

fluid nebula
#

The link is messed up

#

This one should work

full willow
#

ahh okay, thank you!

white blade
#

GPU LightMESS. Anyone got a solution for these "splotches" on my walls???

full willow
#

given my weeks worth of experience with unreal, i think it might be a preview light build, low res lightmap or bad lightmap UVs

#

also another question i have, my unreal project is taking up a huge amount of storage, i think it's the derived data cache, if i delete that will the project be okay?

hexed rover
#

Hello.. I have two question πŸ™‚ if anybody can help out. Does ies profles work with Luos GPU? I beieve i saw something that it doesn't work?

#

Other question: Does anybody know this? I'm trouble shooting some ideas. Do you normally speaking adjust the (PostProcess exposure before or after the lightbake? I'm using Luos GPU) I also noticed for the first time πŸ™‚ that there is a exposure in the CinematicCamera as well. What would work best? When I switch back to gamemode my scene looks darker. And brighter when i view thru the CinematicCam. Thanks

hexed rover
full willow
#

if you check the project settings and type derived data cache you can assign a path to it so in future all the cache files will go there

solemn hawk
#

so I recently switched over from the old "random" unit lighting system to the new unreal sunsky system in 4.26.

First thing I'm noticing is that the reflection captures don't seem to be working properly, is there a checkbox somewhere I need to hit for it to work properly with photometric values?

#

in the screenshot here notice the ball on top of the color calibrator is chrome so it's showing exactly what the reflection capture is seeing, which in this case seems to be black with only the translucent objects present.

unborn pebble
#

anybody ever had weird artefacts like that in their baking?

some facts to this:
Baked with Lhou Shangs GPU Baker in 4.26.1
Spotlight is hovering underneath a mesh of a spot (so no overlap) even if so, mesh of the spots + ceiling are set to cast no shadow

when i delete the spot that causes this and copy over another one, the same artefact appears elsewhere where it wasnt before, underneath a different spotlight so to speak.

i ve tweaked settings of the spots like shadow bias and shadow slope bias and deep shadow layer distribition are all maxed out.

UV Lightmaps are all done nicely and are sized big enough.

I dont use light profile nor function textures, these are purely light

unborn pebble
# hexed rover Hello.. I have two question πŸ™‚ if anybody can help out. Does ies profles work wi...

the post process does its work regardless of before or after bake and tweaking post process doesnt mean you need to bake again.

and best use of post process is either have it infinite to encompass the whole project, so no need to adjust exposure per camera.

or use multiple post process volumes. For example for inside/outside of a building to adjust for exposure or more extreme example you could see everthiny in orange as soon as you enter a spexific post process volume (Mexico-Filter :D)

hexed rover
unborn pebble
#

if your goal are still-renders it doesnt really matter where you set the exposure. as long as your scene es evenly lit. if there are darker areas, youd need an exposure per camera

hexed rover
#

@ Ilius I'm also on 4.26.1 been playing with lights too today! I'm using Lous GPU as well. Did you try rotating the spotlights. I have been trying the IES profiles

unborn pebble
#

no didnt try that, dont see how that would influence my shadow problem but im desperate enough to try

hexed rover
#

@unborn pebble Well I had IES and strange things. Does it also happen with a point light?

unborn pebble
#

i really dont want to use point lights, they cost a lot more in calculation

hexed rover
#

@unborn pebble What about create a new box or new box with extrude and see if its the mesh you are using now is corrupt. See what happens with a new mesh!! hope it makes sence

unborn pebble
#

yeah it cant be the mesh because i swapped out the overly complicated 30k polygon mesh for the spot with a simple box (with a texture of a spot to fake it) because i thought maybe the mesh above the spotloght creates problem but it seems like it didnt

#

if it were the mesh i would also have this kind of shadowing on every mesh , is my guess
but its only here and there. and when i delete the spotlight and create a new one the problem just occurs elsewhere for another spotlight

hexed rover
#

@unborn pebble What about if you create a new map... place the mesh and spotlight. See if this works. To pin point the problem!!

unborn pebble
#

yeah guess its the only way

hexed rover
#

@unborn pebble. Hope it helps! Can I add you to my contact list!! Perhaps we can swap out info/ideas !! we are doing same stuff let me know!! I can show you my stuff πŸ˜‰

unborn pebble
hexed rover
#

Cool!! let me know if it works out!

whole bluff
#

Obviously you guys are already using it, so I'm sure the answers will be biased a little lol, but I'm curious just how good Unreal is for static scenes and arch-viz, compared to the usual suspects like Blender? I already use blender for making the models, and currently for scenes too, but I'd like to start learning Unreal (if only because it would then maybe lead on to being able to use it for some simple games) and was curious about the archviz advantages

brittle sage
royal osprey
#

@whole bluff The thing that makes Unreal better for rendering is the fast output. So I can render a long scene, over 2000 frames, in half an hour. My boss sees it, he doesn't like the camera movement, I tweak it in half an hour he sees the change, we send it to the client, they decide to move a few things around, change a logo on a screen and we rebake the scene using gpu, takes about 10 minutes, we export out again. and send it to the client that same day.

#

The downside is that the initial setup of the scene is more complicated. Materials, reflections and lighting are all harder to get to look right in Unreal than cycles.

whole bluff
#

I didn't expect materials and lighting to be harder, thought the unreal lighting ability would have had a lot of development time put into it

royal osprey
#

@whole bluff it's like eevee on steroids

#

Lighting is harder because you have to have good Uvs for baking

whole bluff
#

I expected the lighting to be a big improvement over eevee, though I do need to improve on my UVs I guess

royal osprey
#

it is an improvement over eevee

whole bluff
#

I thought unreal would have more real-time ray tracing tricks up its sleeve for faster ray tracing

royal osprey
#

reflections, depth of field, motion blur, they are all better than Eevee too

whole bluff
#

thats a good start

royal osprey
#

raytracing is pretty good

#

In Unreal, you do need a decent card

whole bluff
#

currently on a 2070 super, so its functional. Will be on a 3080 or 3090 at some point, as and when I manage to get one

royal osprey
#

it will work, you might need to reduce some settings to get it to behave while editing, then max them on export.

solemn prawn
#

Question. I have glass windows that are tented on a building, but the tint effect doesn't effect the lighting unless I use "Static" for my directional sunlight. But I prefer the "Moveable" light. Any solution to forcing the tinted window to darken my sunlight while keeping a moveable light?

glacial pawn
slim bear
#

Is it normal that no light maps are generated when building with gpu in 4.26?

full willow
royal osprey
#

@slim bear it is not normal

slim bear
#

@royal osprey any idea what can cause this issue? lights are clearly build in editor and i got map build data. In build tho everything is black

royal osprey
#

hard to tell, are your objects and lights stationary?

slim bear
#

static

royal osprey
#

did you check the UVs that will receive the lightmap?

slim bear
#

yes, also everything worked fine before the project moved to 4.26

#

exactly the same levels same meshes and same lights

royal osprey
#

are you using built in gpu lightmass or the forum version?

slim bear
#

i was using the forum version while working on 4.25.4
now using the built in from 4.26

royal osprey
#

you can use either on 4.26 (as long as you have the exact version number) the advantage of the forum version is there is no light limit amount

#

another thing you could try is using traditional ligtmap (non gpu) and see if it builds there.

slim bear
#

true, i will test that out but i really dont want to go back to cpu lightbuilds tho πŸ™‚

royal osprey
#

I know, it's just to see if it works

#

do a lower settings version if your scene is complex

slim bear
#

did it on a simple startup env

#

it works

#

...

#

oke good thing is i know why i have no lights tho

#

tried building with cpu on another level, gave me CTD

full willow
#

does anyone know why when in my interior scene, that when i move me camera, reflective surfaces get weird when the get to the edge of the viewport? πŸ™‚

velvet viper
#

if you are using screen space reflections, it only reflects objects that are in your viewport, thus when you move the camera it culls those objects

fiery crane
#

Well, reflections is one of the things Unreal don't manage as it was offline rendering (VRay, Corono, ...), to save time and calculation it works with bad quality refletions, for a plane reflection you can use planar reflection, but you only can use 1 in your scene, you can't set more than one.

#

BTW, Im pretty sure many solved the issue of light bleeding walls, I did in the past for other projects, but for this one I can't get rid of it. Does anyone has a good tip to solve it. Gonna share a screenshot about it

#

Here you can see

#

Outside looks pretty good, but still there are some improvements to do

#

Also in the 1st floor looking good. But in the basement.........

full willow
velvet viper
#

u need to choose between screenspace reflections or raytracing reflections

full willow
#

ahh okay i'm not doing real time ray tracing so i think i'll have to do SSR

dawn cave
#

Hi everyone! I was wondering if there are any plans in to get BSPs to work with Raytracing. Or is that just fundamentally impossible?

#

Because they are super handy to test out some rooms, but it's always a hassle to convert them to meshes.

royal osprey
#

BSPs are kind of abandoned, there is a modeling system in developement, so my bet is that attention will be focused on that.

dawn cave
#

Cool, thanks!

tribal gyro
#

Hi yall, any recommend places for office assets for archviz except the marketplace?

royal osprey
idle mulch
#

Hi! I have a problem and I need help
I have an object that doesnt get the material right, its like when I throw it its like washed out
and I try that on another level and its ok
so its not the object I think that has the problem but the level
do you have any idea of what might be happening ?

dawn cave
#

Might be an absence of reflections?

#

What is the base color like?

cerulean charm
#

Looks like you haven't built reflections yet

unborn pebble
#

Hey,
Do any of you have any idea what kind of Safety and Warranty Guide needs to be implemented in a piece of software when its shipped out to clients?
Considering german law, is a PDF enough or does the VR-Application need a warning baked into the game itself?
the typical stuff like, epilepsy warnings and dont harm yourself because you dont have enough room for vr and so on

terse geyser
#

Hi everyone, if you are interested here is a video that I made in collaboration with Giuseppe Massoni (Mcneel Italia) on the real-time connection between Rhinoceros / Grasshopper and Unreal Engine via Mindesk.
The video is in Italian but at the following link : https://aiasf.org/member-services/committees/design-technology-committee/ (scroll down on view recording) you can follow the presentation in Italian / English (here, however, the description of the Grasshopper definitions is not present)

glacial pawn
#

trying to figure out raytracing, was having horrible reflection issues in my own scene that made me think that RTX was broken (but it's obviously working for everyone else) In epics ArchVis_RT example, Their scene renders perfectly for me in the same project, I ran their cinematic, and suddenly performance has dropped and quality has gone up, indicating RT has been activated or something, and my scene in another level is suddenly fixed,
In their cinematic they have these events that control certain graphic features, are these just the ray tracing console commands? not finding what these events are in the movie render queue

#

To my understanding, I need to set my RT console variables every time I open the project? Do you do this via the level blueprint?

lilac hound
#

Hi guys, i need some help with interactive arch viz in vr. I am very new to Unreal engine. Can someone guide me to setup up the scenes properly?

lilac hound
#

I dont mind paying if the rates are resonable

pastel summit
#

hey everyone. I wanted to share my rookie entree for this years contest. learned a lot of new things and cant wait to see what amazing work will be shared this year!

https://www.therookies.co/entries/9407

velvet viper
#

for some reasons the windows in my mirror are not translucent as they are normally

#

heres how they look outside the mirror

#

anyone got ideas what could be the problem here?

mild dagger
#

i need help

#

i tried almost everything but for some reason the shadow pixelated on ES3.1 after the building the light

full willow
#

hey everyone, so i've got this bright interior where the light is nice and realistic but for some reason i can't get this corner to brighten up, any help would be greatly appreciated πŸ™‚

#

there's a post process volume that's adding indirect lighting and bloom as well

royal osprey
#

@full willow I would look for errors in the UV, flipped faces, and finally making sure the area is coverd by at least one reflecion sphere/cube

full willow
#

so there is a reflection capture covering it, currently doing a lighting build so i'll have to check the mesh once the build is complete

#

but if there were backfaces wouldn't the mesh be invisible?

#

build complete gonna check the mesh now

full willow
#

i made a new mesh with UV's as this mesh came from revit, currently building the lighting again to see if it'll rectify the issue

full willow
#

so mesh UV's are fine, material is okay and the problem still persists 😦

velvet mist
#

@full willow for a moment I thought you posted a pic of your house and claimed it was a unreal engine render. Looks really good.

full willow
#

lol thanks man, it's my first real time project after using offline rendering for years, still working out the kinks πŸ˜…

full willow
#

wee update, so a high level build seemed to get more light on to the wood

velvet viper
#

maybe increase indirect light bounces on direct ligh and or skylight

full willow
#

i'm using the HDRI backdrop tool, that has a skylight in it, should i use that one or add a new one in

velvet viper
#

the one inside hdri backdrop should be fine

full willow
#

no problem i'll do that, i bumped up the indirect lighting on the directional light as well

velvet viper
#

play around with it, it has big impact on interior lighting, depending how u light your scene you can bump it up very high, i have 50 on my directional light with neutral 1 exposure

full willow
#

for me it's very sensitive, anything above 5 just washes out the scene

velvet viper
#

ye it depends a lot on exposure and direct light intensity

#

also make sure normals are the correct way

full willow
#

yeah i triple checked the meshes lol

#

time for another build to see if it works

full willow
#

it worked!

abstract sigil
#

Anyone using HDRIs and raytracing together?

alpine dagger
#

Does anyone know why I am getting Skylight contribution inside a room with no openings while raytracing? If I enable the pathtracer or do the same thing while baking I get no light contribution.

alpine dagger
abstract sigil
tribal pike
#

Guys, I wanna see Emissive maps and when I switch to Path Tracing, the screen gets black?? Anybody knows how to fix it?

sudden notch
#

Hi All, I am getting poor reflections in my scene, does anyone know how to increase the reflections, I get low quality reflections and they start to break up, not using raytracing.

tropic epoch
#

hi everyone,
can anyone help me out here i am having a reflection issue , i need to show mirror inside mirror
thanks

sudden notch
#

@tropic epoch I'm not expert as I'm asking for help too but maybe use planar reflections

tropic epoch
sudden notch
#

Arh ok, sorry I'm only just starting out hopefully someone else can help:)

tropic epoch
#

i tried this screen capture and it worked , in case anyone having same issue can try "screen capture"
thanks

tropic epoch
sudden notch
full willow
#

so sometimes when i do a light build it crashes with this prompt, it usually works again by restarting the editor but it's an inconvenience. Does anyone know a fix for this? πŸ™‚

terse geyser
full willow
#

is it validate then clear or vice versa?

terse geyser
#

i dont understand the question, you have to go into the swarm agent options and clear the cache before starting the construction of the light

full willow
#

no problem, i'll do that

lilac hound
#

Can any guide me to fix these artifacts that are being baked onto my mesh after the GPU Lightmass has completed?

glossy cave
#

You might have overlapping UVs, check your model

royal osprey
#

@lilac hound I once had the bake corrupt on me, only way I was able to fix it was to do a regular cpu bake then back to gpu bake (I lowered the settings so it would be fast)

velvet viper
#

i think u can just turn on force no precompiled lightning in world settings, bake on cpu, then its instant

#

then turn it back off again, continue baking with gpu

near kiln
#

Anyone here use twinmotion? I have twinmotion 2020 and the 2021 gave me a download button

#

I don’t understand if twin 2021 is free for unreal engine and who have the 2020 version (?)

lilac hound
lilac hound
#

Thank you guys

ocean orbit
#

hi, I have a problem with static lights and some of my meshes.
The problem is that my mesh does not reflect the light and appears dark.
I've detailed my problem here : https://stackoverflow.com/questions/66984478/mesh-not-reflecting-light-in-unreal-engine

boreal condor
#

@ocean orbit does your mesh have generate light map uv checked?

ocean orbit
#

where do I find that option?

#

found it, it's checked

boreal condor
#

The mesh doesn't have light map uvs so when you bake it doesn't store any lightmap info

#

If you Change the lightmap uv coordinator to 0, it will use the uvs you generated but it might not give an ideal result

ocean orbit
#

this one?

boreal condor
#

Yep

#

You can also read this if you want to rebake the lightmap uvs

ocean orbit
#

hun... it works and gives a pretty good result... I need to adjust intensity tho. Cheers @boreal condor

#

thanks for the link, I'll check it out

boreal condor
#

Happy to help

ocean orbit
#

wanna answer the question on stack to earn a few points or not?

#

@boreal condor (sorry for the ping)

half knot
#

hi all - anyone using Twinmotion?

#

Looking for a discord or a thread for specifically TM

wise anvil
#

@full willow About the crash you posted earlier.
You were running out of RAM (Random Access Memory) and that is why the light build process crashed (UnrealLightmass.exe)

On windows you can increase the size of the swap buffer (called virtual memory by windows or page file) this can help but it will be slower then having more ram as the os will have to write some of the data stored on the RAM to your persistent drive to them fetch it later and remount it in your RAM.

full willow
#

ahh okay thank you for letting me know. That's the project sent off to the client so I think i'll probs focus on optimization next time as this is my first real project in unreal engine

full willow
#

Hey everyone, now that I have some free time, I want to double down on getting better at arch viz in unreal engine (I alreayd have a lot of experience with offline renderers).

Would anyone know of any full courses or tutorials where it focuses on interior rendering from materials to lighting? Any help is greatly appreciated πŸ™‚

full willow
#

nvm found one πŸ™‚

shell jacinth
#

Is it possible to get a directional light to cast through glass using raytraced translucency and refraction? What I'm getting is that if I have refraction on I can't see the directional light lighting the interior through a window when looking from outside.

shell jacinth
#

With raytraced refraction off

#

With raytraced refraction on

fossil ice
#

Hello πŸ™‚ How does someone tell epic games about a release for an aec-visualization? Since english is not my mothers tongue I am a little confused about the release form site. From the license part its the creators license right? But then how do you tell epic about your project / do you have to ? Usually the question is more about the royalties and how the project should credit unreal engine and so one so I do not find an answer specific enough for that. Thanks in advance

vernal pecan
# fossil ice Hello πŸ™‚ How does someone tell epic games about a release for an aec-visualizati...

You are right, AEC content falls in the Creators Licencing πŸ™‚ Means that any AEC content produced by our users (renders, videos, interactive experiences) are not subject to royalties as long as these are shipped directly to your client as the final recipient (ie. not sold on an online shop for example). See 1.(A) for the different situations in https://www.unrealengine.com/en-US/eula/creators

Unreal Engine

Unreal Engine is free to use for internal and free projects, custom applications, and linear content.

fossil ice
vernal pecan
fossil ice
#

Hm okay well my question was more like "but if I want to" but its great that I do not need to. I just was wondering if that would not be interesting for epic games to know. Thank you πŸ™‚

vernal pecan
fossil ice
#

Well then I would not know how to get in contact via email because I did not see an email address on the webpage that could be used for this. As an Example I have products on the marketplace and there is a specific email address just for questions about that. Perhaps this was something I should have asked in the first place. Like is there an general email form or which form could be used for this case. Sorry I am asking that much or perhaps its silly but this is something I was thinking about for a while and just did not find my answers for this. Perhaps its very easy and I am thinking way to complicated or I am blind to it πŸ˜… In any case, I wanted to give other developer I know a better information about this topics so I am asking on their behalf too

fossil ice
#

Many thanks have a great day!

broken radish
#

Hi community, I wanted to share two renders. I have improved my results but i'm still far away from photo realistic renders.

#

How do you think I could improve it?

#

Any kind of help/feedback would be rly appreciated

rugged cargo
#

@royal osprey @velvet viper @glossy cave hi guys, can someone help me with Packaging the file without errors in unreal?

clear rampart
#

hey guys, does anybody know if real time creating of floor plans by a person x without direct acces to a software and rendering that with a preset of elements is possible via scripting? thanks in advance

full willow
#

i'm currently lighting an indoor scene using RTX. I'm using a post process volume for GI and using exposure and EV to make sure the interior isn't completely washed out. However when I change the exposure for the interior then the exterior sunlight and sky becomes a lot darker. Would anyone know a solution to rectify this? πŸ™‚

#

nevermind, my ev and exposure settings were wrong πŸ˜…

cyan fiber
#

When doing architectural design do you ever need to press the play button? I ask because I get pretty good results just in edit mode and with raytracing. So I am wondering is the play button just for game design. It seems once I hit play I am locked out from making edits to the scene.

velvet viper
#

if you do virtual walkthroughs you would use game mode

pseudo imp
#

Hey guys, new to archviz in Ue4, just wondering If anyone had any recommendations on courses or tutorials? (best I've seen is dviz) so far

weary tangle
#

does anyone know how i can get my SSS to blend in more? so its not a harsh shadow on my curtain?

brittle sage
#

Oh this room is arch viz but changed name

midnight canyon
#

Hi, can anyone help me out? I am having problems with twin motion crashing, and the epic games bug report forms seem to be broken, so I cant get help from them either. Every time I try to open my file it crashes. Working on Twinmotion 2021.1 on my PC. I've checked and all of the system requirements are met. Yesterday everything worked fine. Please help 😣 or direct me to where i can find help

sudden notch
#

does anyone know how to get a nice soft falloff from a rectangle light?

vernal pecan
#

Hello everyone ! We just pushed the Twinmotion to Unreal plugin to the Marketplace instead of the Box directory !

#

Should be a lot easier and faster to grab it now

#

Please note that the plugin is split in two plugins, content and code. More on this in the description page linked above

hallow oar
#

Hello, I would like to rebuild a project I already have in twinmotion inside unreal engine because I want to learn how to do certain things in unreal engine aswell.

I currently struggle applying textures to parts of an FBX model I was sent by a designer. When I apply my "brick" texture which I got from Megascans it looks like this

#

In twinmotion it is easy to fix as you can just change the option "From object UV" to "Cubic UVs"

#

Is it possible to do something like that in Unreal Engine aswell ?

brittle sage
#

@hallow oar i think #graphics can answer u quicker

royal osprey
#

@hallow oar you can use Twinmotion materials, you can open them and study how they were made. The short of it is that your UV is not correct but you can use object or world alignment for the textures

sudden notch
#

Is there a way to speed up frame rate when adding planar reflections, they look good but slow thr file down a lot

rugged cargo
clear rampart
#

anyone out there with experience in creating an interior design configurator?

pastel summit
#

Happy to announce that my ArtStation Learning course is now free to everyone for the remaining of 2021!

check it out here: https://www.artstation.com/learning/courses/l9m/creating-archviz-in-unreal-engine/chapters/Rmw/intro

ArtStation

Wessel Huizenga discusses the uses of a game engine like Unreal Engine can impact the architectural visualization industry. The course showcases his personal workflow he has developed over the years and covers the use of Blender for creating 3d assets, setting up photorealistic lighting, and his use of procedural materials to quickly make change...

full willow
hallow oar
#

Hey I am currently added lights to me scene. I have a really big room and I build a lamp blueprint with a lamp static mesh and a pointlight. The lamp itself does it job and it looks decent enough. Problem is that if I am close to the lamp everything looks and works as intended but if I go far away it looks like the light does not bounce of the lamp static mesh anymore and shines through it. This results in the specific part of the seen looking really bright and once I come closer the light seems to start bouncing of the lamp mesh again which results in shadow flickering which does not look great

#

Any ideas on how to fix that ?

#

This is how it looks if I am close enough

#

This is what it looks if I am a bit more far away

worthy loom
idle mulch
#

Hi, quick question. When I am in vewport the shadows inside the temple are fine. But when I have it in play mode and also when I package the game its like the shadows are missing. Do you have any idea why this might be happening?

inner lynx
#

hey guys!

(since it's still in beta) are you struggling with the official GPU Lightmass in Unreal Engine 4.26?
In this video I will show you how to download and use
luoshuang's GPU Lightmass πŸ˜‰

If you don't know, GPU Lightmass is the best option to achieve high-quality baked lights in your architectural projects ... it's a must for archviz!

Feedback is super welcome! ❀️
https://youtu.be/ft1a21L4dAI

If you are struggling with any bugs in lighting, this stuff will save you so many headaches. In today's video, I will show you how to install Luoshuang's GPU Lightmass on Unreal Engine 4.26.2

Download GPU Lightmass from here https://bit.ly/3f8BhGs

Masterclass and freebies on Gumroad
https://bit.ly/2Rvs3f2

--

πŸ“ŒShare your progress on our comm...

β–Ά Play video
vernal pecan
shell jacinth
#

Hello. I'm having some issues with GPU Lightmass in 4.26 for an architectural interior. I'm getting this square artifacts only when I do a Full Bake. If I do Bake What You See the artifacts are not present:

tribal gyro
#

We all know this- UE4 generates lightmap UVs, but stretches them out of proportion, resulting in this non uniform density. Is there a way to go around it?

velvet viper
#

you can unwrap your own UV's, which is trivial for things like walls

#

or you could try to generate new lightmap UV's in unreal which sometimes simply fixed itself, tho I have no idea why, for me it was seemingly random

vernal pecan
icy gazelle
#

hey, does anyone know why objects in the foreground of my DOF shots have weird artefacts like this?

worthy loom
#

hey guy,. i really need some help. what may caused this GPU lightmass build problem. my rig is way more than enough for the sceen i am using, so it must be something else?

wispy vigil
#

is there anything I can do to fix these shadows?

tribal gyro
#

When migrating a level, it goes with all other levels and all kinds of assets that aren't references and should not be there! How can I fix this?

loud swan
#

question.. for v4.26.2, which is better.. luoshuang or default engine

royal osprey
#

You can actually have both and compare. Default engine has a 256 light limitation and your scene has to use dx12+raytracing. I avoid that when I can since it slows things down and it's still kinda buggy. The external version is a little clunkier for tweaking settings as you have to do it on a config file. Short answer I use both depending on situation.

dusk prism
#

you can disable raytracing features at runtime for the engine version is that helps

earnest temple
#

How Do i remove these noise and improve the lighting

#

I am using dynamic lighting . now there is only sunlight.

#

i don't want to use bake Lighting

royal osprey
#

that looks more like a reflection issue than a lighting issue

tidal prairie
#

UE4 still can utilise 2nd CPU for lightmapping?

earnest temple
#

If i use area light then this is the problem i am getting

#

y this lines are coming?

#

These are using dynamics lighting'

solemn prawn
#

3ds Max 2022 has been out for some time now, any update on when Datasmith will support it? We desperately want to upgrade to 2022 but waiting for Datasmith support as our current projects utilize it.

median summit
#

Hi guys. Looking for any good advanced tutorials on photo real material creation in UE.

mellow crater
#

guys, I have some issues with GI in ue4

#

basically it doesn't work when I bake it (yes I am using static lights, meshes are also static)

#

I tried with different lights, directional, spotlight

#

nothing

#

tried raytracing, nothing

#

thjis is the baked lighting

#

this is the test room i built in

#

what gives?

#

why doesn't light bounce to meshes?

hearty current
# earnest temple

Reduce the metallic value on material, it will fix the noise issue

#

Just completed another apartment for #OculusQuest

short mantle
#

Hello there! Does anybody know about any courses focused on Archicad > 3DS Max > UE4 workflow? I would appreciate any recommendations

#

πŸ™‚

frank pollen
#

cuz that looks so realistic, so gooood

kind shale
hearty current
hearty current
leaden ermine
#

so the axis decided to come in my viewport as a low poly annoying f**** lmao. What is this and how do I remove it??

glacial pawn
mellow crater
#

hi

#

how can we use the grid in unreal engine 5

leaden ermine
glacial pawn
#

Hey all, does the blender send unreal tools work in reverse? can I link a .uasset from unreal or do I have to export and make a new copy when I send it back?

mellow crater
#

hello

#

i'm reading the documentation for reflection captures (particularly box reflection captures)

#

and i'm having trouble understanding what seems to be a poorly phrased description

#

"The box has an orange preview for the projection shape when selected. It only captures the level within Box Transition Distance outside this box. The influence of this capture fades in over the transition distance as well, inside the box."

#

can anyone please explain to me wtf "It only captures the level within Box Transition Distance outside this box." means?

#

to clarify: i understand that it captures the scene and creates a cubemap and i understand that it does some sort of blending within the transition area

mellow crater
fallow herald
#

Hi, I have created a basic scene. I aim to create architectural renders in future as I learn more. This is my first scene in UE 5. I need feedback on how I can make this scene look better, in lighting, if needed changing object positions, sky color, etc... I appreciate any reply and the your time. Thanks in advance πŸ™‚ Here are a few screenies;

https://drive.google.com/drive/folders/1BKcdD4IFH8EEFD0wgSdLnYv07m-8X3wc?usp=sharing

urban bramble
#

Lumen is awesome, the GI is pretty much the same of a offline render engine

sweet rapids
#

Hi, recently I've tried bringing Twinmotion scenes to Unreal in order to add more functionality to my projects. I brought the project in unreal, placed an UltraDynamicSky Bp and a postprocess with raytracing enabled but the lighting looks way off than in Twinmotion. Tried increasing the intensity of the sky, but could not match the lighting in any way. Anybody has any post process settings or tutorial for achieving the same results(or similar) as in Twinmotion? I need to use real-time lighting so baking is not an option.

rotund ruin
#

what are your exposure settings in the post process volume?

sweet rapids
#

can I make my shadows look darker though?

velvet viper
#

I think you simply have to experiment with the values a lot. Like really tweak every setting till you get what you want. Turn off auto exposure, set it to 0.1, if you use UDS, theres a setting there that overrrides the exposure. Start playing with sun intensity and skylight intensity. When u get the lighting look you like, start tweaking the grass material, especially the subsurface color and intensity to get that nice light shining through the blades

#

for the shadows it depends if you are using ray trayced shadows or distance fields

sweet rapids
velvet viper
#

click on the skylight and in details panel type 'ray' there will be a checkbox for cast ray trayced shadows

#

make sure its turned on for the skylight but turned off for direct light

#

if you want to use raytrayced shadows that is

#

UDS has multiple skylights, so make sure you check that on the one ure using or all of them

hushed bridge
#

Hi! I have a large scale archviz project project with fully enabled RayTracing features (GI,Reflections,Translucency). The proble appears when camera move far from objects. Reflections and Translucensy just turns off in some distance... I`ve tryed recreate similar situation (large scale + raytracing) in simple project and have the same problem there... Anyone anything?

cloud dew
#

Guys what is the simplest and fastest workflow between Houdini +Substence > UE5?

signal narwhal
#

UDS giving bad fps is there any way to increase fps

median summit
#

Calling all lightmap baking experts. Does GPU Lightmass have any other advantages other than rendering speed? ie are the resulting lightmaps in any way of better 'quality'?

velvet viper
#

for some people it has artifcats, otherwise quality is pretty much same i would say

brittle sage
#

Hows UE5 going for architects ? Huge difference from Ue4 ?

placid mural
#

should be better since they work with static most of the time

#

nanite/lumen is a huge bonus for them

royal osprey
# brittle sage Hows UE5 going for architects ? Huge difference from Ue4 ?

I've been testing UE5 EA, and it's gonna be nice not having to worry about lightmap UVs or baking. If you have a good machine it's like having real time baking, there are still a few things to iron out but the technology is quite impressive. UE5 is not ready for production and I don't recommend you use it for anything other than testing out nanite and lumen.

brittle sage
#

Thanks Const and Dann for the advices and update 😊

real niche
#

A building model I'm making in blender has very bad shadow results and artifacts on walls. Is there any way I can fix this? I used the smart UV option in blender.

jolly valley
#

Hi guys, I have a question regarding datasmith. I have a revit model with buildings but the landscape design is purely autocad 2d lines laid over the view such as this picture

#

When I export this view with datasmith, all of the 2D lines are lost

#

as you can see from this picture in UE

#

to save time we use 2d landscape as a cad link to our revit views for site plans etc, we do not have any geometry demonstrating the landscape design in the model

#

my question is how can i import the 2D lines into UE so i can populate the vegetation/road etc accurately?

reef pagoda
#

I dont believe you can do what you are trying to do, I think you would need to convert the lines into 3D geo

reef pagoda
jolly valley
reef pagoda
reef pagoda
reef pagoda
#

NP

jolly valley
#

Hi guys, I have a question regarding Revit to UE workflow related to materials. I have done some researches on the process and it seems to me that the procedure goes like this:
-Datasmith Revit model to UE
-Re-apply UE's high quality material to imported static meshes
-Populate landscape etc.

Now, assuming my understanding is correct, I should be able to manipulate the material application exclusively via UE's interface without the help of other software such as Blender etc, correct? This is because if during the re-application process, a design change calls for a new datasmith export, and I happen to have used Blender to apply materials, the new datasmith information will overwrite the Blender import, thus work wasted.

If this is the case, then I will face a dilemma where for example, manipulating UV in UE for different faces in the same static mesh will be difficult, but it is relatively easy to do in Blender. Am I missing some key feature here in UE which allows me to completely bypass Blender for the purpose of AEC visualization?

reef pagoda
#

@jolly valley I am not experienced with Revit but here is what I believe. Your assumptions are correct. If you datasmith from Revit to UE, then make adjustments to the 3D geo in a different program, and reimport you will lose the original data like applied materials etc.

Adjusting UVs per face in unreal is very difficult and not something i would recommend. Is it possible to make adjustments to UVs inside of Revit?

jolly valley
# reef pagoda <@!566310562649211076> I am not experienced with Revit but here is what I believ...

Unfortunately Revit's function to adjust UV of a material is very limited. I think Blender will be the way to go then. A practical scenario is that in Revit, it is common and model a roof component which includes items such as gutter/fascia/downspout etc. If I datasmith this roof component to UE, it seems that UE considers this entire component as a single static mesh. This is problematic because the gutter may be a different material than the fascia board. In Revit this is easy to change because the material display is based on the viewport that you are looking at the model, not the model itself. So essentially, I can have a black fascia board in a draft set of drawings and a red fascia board in the working drawing. But they are the same fascia board, as in it is the same geometry in the model. If I datasmith this fascia board to UE, it will belong to the roof component, which then is one entire static mesh itself. For the time being, I am studying a bit about the UV mapping tools in UE to see how I can proceed. I had hoped that UE can have some quick and intuitive way to manipulate object UV without much trouble. But it seems that maybe I will have to borrow the power of Blender anyway.

reef pagoda
#

But honestly I dont use Datasmith anymore. I found it useless the longer I work In UE

reef pagoda
#

If you have datasmith specific questions you might have better luck on the #datasmith channel

jolly valley
rotund ruin
#

and you can't have overlaps

urban bramble
# sweet rapids

my advice would be to use a photo as a reference instead of Twin motion

velvet viper
#

hey, does anyone have ideas what would be the best way to achieve this kind of look dynamically if possible? In Blender I would use a boolean to 'cut' then walls and animate it for a nice effect. My idea was to lerp transparent material for walls in shader level

reef pagoda
velvet viper
#

animated effect @reef pagoda

kind shale
velvet viper
#

id like to stick ue4 for its sweet rendering times

inner lynx
#

hey guys new tutorial in Archviz and Unreal Engine 5
https://www.youtube.com/watch?v=9uAWDVTyVLc&ab_channel=VRDivision

Today's tutorial is a crash course for beginners in getting you started in archviz and Unreal Engine 5.
To learn more about our Unreal Engine Community Challenge
Our Discord Community: https://discord.gg/9CDyDPb

Our Unreal Engine Masterclass
https://gum.co/uearchviz

Download free apartment project
https://www.artstation.com/artwork/lxdXYe

Ya...

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hearty current
mental acorn
#

This is nice

#

What’s your reflection setup?

frail wave
#

I want to learn how to do photorealisic projects like this
https://www.youtube.com/watch?v=rzjqAgh9bN4&t=203s

Is it worth it to buy his course? ($139) or is there a better cheaper way to learn how to do this?

What's up... I would Like to share This Complete Project Pack ( R2 House ) That we just Release.
This is a Very very special Archviz Pack!! Perfect to do "Reverse engineering" and Learning a lot of things!!
This pack have Two Versions Included ( UE4 Version and UE5 Version )

This Pack Contains :

Complete Photorealistic Levels
UE4 Project / UE...

β–Ά Play video
velvet viper
#

I have not done the course, but I bought the project for like 45$ to reverse engineer it. It is very well made, but I think everything applied there can be learned from free content. That being said the course could be a huge shortcut to achieve exactly what you see there.

sacred ore
fiery crane
#

But I guess you need a powerfull machine to work with UE5

atomic nymph
#

Can anyone tell me if its possible to use GPU Lightmass with the DXR enabled RX6700 Video Cards?

royal osprey
#

@sacred ore foliage system

inner lynx
weary mortar
#

General UE Arch viz question but are you guys building material libraries as you go to use over a wide variety of projects or making new ones per project?

#

I'm switching from Max to UE and taking the opportunity to get organised!

broken radish
#

Hi! I'm creating an archviz and when I use grass foliage it seems that there is some kind of virtual sphere that makes my grass look different beyond it. Where can I change the radius o unlimit it? Thanks

amber tendon
#

It's the view dist or shadow cast view dist

velvet viper
#

Would it be possible to implement room scaling at runtime in unreal? Like setting room length, width and height parameters in UI

brittle sage
pastel summit
#

Hey everyone! I Launched a trailer for my new brand im starting soon. you can check it out here! https://www.youtube.com/watch?v=6ezI4ymVR2U&lc=UgypQM7OVdFrpS6lwi54AaABAg

Realtime Viz is here!

I'm thrilled to announce that I am starting my own brand!

I have been working hard on making the impossible possible and extending the possibilities and boundaries of what a real-time engine can do! With this brand I will release new projects, Unreal Engine Mentoring, open up a store and many more!

STAY TUNED!

---...

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low tide
ocean finch
#

Hi everyone
Do you know how to solve this problem in raytracing
it is ok when Raytrace is off , but when raytrace is turn on it looks like this

hard oar
low tide
hard oar
azure vigil
#

Hi everyone! Does anyone know how to bake camera lag into keyframes? I am using camera lag for a walkthrough and would like to have the camera lag baked in the keyframes so it doesn't lag and take a while to settle when I scrub through the sequencer, but still have the effect of the camera lagging.

knotty magnet
velvet viper
knotty magnet
#

@velvet viper Just a standard cube from UE4? Those are pretty flexible, thanks for the WA texture tip πŸ™‚

velvet viper
#

Ive created a wall mesh in blender by mine specific parameters, which is 2.3m Height, .03 Width and 1m length, then I placed the pivot point on one side in the bottom middle, so I could then scale its 1m length to whatever i want

#

and it stays linear that way

#

@knotty magnet

knotty magnet
#

@velvet viper That is even better πŸ™‚ You could also put it on a corner somewhere at the bottom, then you could scale it in 3 dimensions. That is what I am going to do.

glacial pawn
# knotty magnet That would be interesting to me too. Anyone has an idea on how to do this? I thi...

I once did this in BP, but I can't find my implementation 😦 I made an event that would get everything in the level, and assign it a tag like "scale globally", then using some math I found and the set world scale 3D node, I was able to scale a massive level down perfectly. Another option I would quickly try is this from the forums:


2) Press CTRL + A to select your entire level (or just select the actors you want to scaler) and then hold CTRL and Left click on your SCALER actor to de-select it.

3) In the World Outliner, right-click on any of the selected actors and choose Attach To and then pick your SCALER mesh in the list (Alternatively you can drag all of the selected objects in the world outliner onto the SCALER mesh to parent/attach.)and then deselect everything. In the World Outliner, you will see that your SCALER mesh is now at the top of the list with a grey arrow (black when selected) to the left of its name and everything else is below it and slightly indented to the right letting you know that they're all children of the SCALER mesh.

4) If you know the exact amount you want to scale everything, select your SCALER mesh and hit the lock icon to scale uniformly then type the amount in one of the axes. For example 4.0 for 4X larger or 0.25 for 4x smaller. You can also use the transform gizmo (Press R or hit Spacebar till you get to scale) to scale by eye if you're not sure of the exact amount.

5) Once everything is to the scale you want, just delete the SCALER mesh and it will unparent everything else.```
vernal pecan
#

Registration is closed for now, thanks to our participants ! ~~Hi everyone ! We are preparing for a Closed Beta on our reworked Datasmith 3dsMax plugin ! If you are interested to participate and give feedback, please head over to this form and register ! The number of participants is limited so be swift ! ~~https://docs.google.com/forms/d/e/1FAIpQLSejuwhwqdrREfXoB7Zbbw5v1YlgCWQGqSB4Uur7nrbw8s7BWg/viewform

median rivet
#

Is it possible to render out a spherical image to be used in spins with the newly updated PathTracer?

brittle sage
pastel summit
#

Hey everyone! I have been recommended a lot to do a breakdown of some projects i have done. I did a quick rundown of one of my recent projects where i talk about the project and share some tips. I hope it can be helpfull! https://www.youtube.com/watch?v=Six556dL01A

Hey Everyone!

Many of you asked for a breakdown video on one of my projects. I made a quick rundown video where I discuss the different topics of how I created this scene, plus some bonus tips to keep in mind while creating archviz in Unreal Engine 4.

Feel free to leave any suggestion in the commands for future tutorials!


ArtStation L...

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gray nest
#

Does anyone here freelance/contract work using UE for AEC Visualisations? If so would you recommend it?

supple pewter
#

The project we envisioned for a long time is finally taking shape and almost ready for prime time!

If you are doing architectural visualization in UnrealEngine, I believe you will like this!
R3PLICA is a curated library of branded furniture digital replicas with a lot of really nice features.

Our goal is to make you spend less time preparing 3d assets and more time actually creating and designing spaces.

Stay tuned and feel free to drop me a dm for any additional info! We will open up a dedicated Discord server when the time is right.

supple pewter
gray nest
supple pewter
# gray nest I would love to find out more - do you have a website/linked in?

this is our company website https://myd3sign.studio/
R3PLICA website will be up soon.
Feel free to contact me here on Discord or any other social. You can easily find me by name πŸ™‚

myD3SIGN | Interactive, Real-time Experiences for the Digital Age

Real-time, interactive experiences that engage with your customers and deliver your message. Welcome to the digital age.

supple pewter
#

Following my previous post,
You can now signup here to the R3PLICA waitlist and get free assets when we officially launch!
https://myd3sign.studio/r3plica

myD3SIGN | Interactive, Real-time Experiences for the Digital Age

Real-time, interactive experiences that engage with your customers and deliver your message. Welcome to the digital age.

misty rain
#

how do i pull things straight in camera?
like it looks like i get a weird perspective, but FOV does nothing.

hearty steppe
# hearty current UE4 + baked lighting

nice. the 2 things that set me off were the glass table at the end as it was to reflective and the metal table in the beginning was too reflective as well. but it might just be me. insane work though

hearty current
frail bane
#

I'm working on getting better at ue4, specifically for architectural visualizations/renders. I'm also looking at upgrading my PC. I've got an rtx 3090 on the way. What would you guys recommend for a CPU? I've been thinking about the 3970x?

royal osprey
#

I think it would be overkill for Unreal work, even baking is done with GPU now so I would just get something fast but not as extreme, like a Ryzen 9 5900X.

#

the ryzen 9 will surely give you slightly better frame rate as it has less cores but more speed per core.

brittle sage
#

Vray or UE5 rendering? For hyper realism

mellow crater
#

Hey guys this was one of my last project, I would love to have some feedback from you πŸ™‚
Project downloadable for free
https://youtu.be/YxmxuwtS3r4

In this video I am going to show to all of you guys one of my ArchViz Project made with blender and unreal engine 4.

The project is an Real Time 3D Interactive ArchViz, and the user have a large range of decisions, which means that we can customize almost everything we see on the screen, and also interact with objects that fill the scene.

This...

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velvet viper
velvet viper
#

Do you think 4.27 path tracer workflow is better than gpu lightmass baking for highest quality results?

#

and efficiency

median summit
#

I need to create an emisive video texture to simulate some digital advertising signage.

Is there a Material sample somewhere I can reference?

arctic light
#

Hello all,
I want to animate something like a material change of all my project, from all white to the real materials, there is a way to change the View Mode with blueprints, I mean or want to start at Detail Lightning or Lightning Only and change gradually to Lit Mode, at the start of the game in play mode or in Cinematics.

sudden notch
#

With the new path tracing do you still need to unwrap models?

vernal pecan
sudden notch
vernal pecan
#

it might be slow with a gen 10x0 GPU, but you can use the Movie Render Queue and Stills tool to do offline rendering

thin gazelle
#

First it says

#

Then you scroll down a little bit and u get

#

If someone from Epic wants to fix that, its small but thought would just let you know

vernal pecan
signal narwhal
#

Need to know more about Ray trace Exterior lighting tutorials.

sudden notch
#

How are people lighting their scenes these days in UE, I started to learn it then left it for a while. Are we still unwrapping everything or has that done out the window now? Or is this only for good GPUs?

signal narwhal
#

Is there any way to convert ue4.27 file to ue4.26

royal osprey
#

@sudden notch There is no best way anymore. It really depends on the type of project and deadline. There are two ways now of having global illumination without having to prepare lightmap UVs One is using the path tracer. It will probably give you the best quality but that takes a long time to render-export, it is in essence a traditional render engine like Octane, Vray or Cycles. The other method of having GI without making UVs is to use Lumen, It's quite amazing but it is prone to glitches and works best if the geometry is modular. The old GPU-lightmass is still viable and so is the the new integrated GPU-lightmass. The render view feature is specially useful on the latter. They both require good lightmap UVs (either user created or auto generated) but they are more predictable than lumen and quicker to export than path tracing. Having a strong GPU is a huge advantage in all of the above.

sudden notch
royal osprey
#

it is also known as Luoshuang's GPULightmass. It is a method where you replace the lightmass system with an external one and has been updated to the latest versions.

cyan ether
#

is there any plans by epic to have sort of xref uassets
scenario: i have 5 projects, some of them use a master material i've developed. that master material is still being developed over time as i add features and fix bugs. i have to remember which project i have saved the latest master material in, and redistribute it out manually to the others if i want parity again

velvet viper
#

@royal osprey how does the new path tracer stack up against something like Cycles? Would rendering in Unreal still be faster than offline renderers? From what I have seen the denoiser is awful and you need a lot of samples to get good quality

#

With Cycles X and 1.4 OpenImage denoiser the renderings are so fast in blender nowadays

royal osprey
#

@velvet viper I haven't tried it, but I doubt it can really compete in speed. The value I see in it is if you already have your scene in Unreal then you can render it out in high quality without having to recreate it outside.

pastel summit
#

Hey everyone! I finished up a new project. Learned a lot of new things regarding colours and technical/lighting skills. check it out here: https://www.artstation.com/artwork/ykdKYx

ArtStation

I wanted to get out of my comfort zone. For that reason I decided to do something with darker colors and a change in the overall look and feel of the project. I'm really pleased with the results and can definitely say that I learned a lot while working on this project!

If anything within this project stands out. And you would like to know how i...

grim plinth
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Hello everyone, I have a question regarding imported (sketchup models for example) flowers and flora to UE4. I'm using Blender to build my scene and woud like to use flora in the scene, but as a newbie I have no idea what to do about unwrapping such complex object with tens of K's of triangles. Should I try to look for and use Megascan assets in place instead?

grim plinth
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Also massive thanks to Wessel Huizenga for his tutorial on Artstation learning

royal osprey
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@grim plinth there are a lot of high quality plants and flowers in the Unreal marketplace, many of them free.

grim plinth
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Thanks I'll check them out

velvet viper
sudden notch
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Am I right in thinking that when ue5 comes out unwrapping will be a thing of the past?

stable breach
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Not right at all

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unwrapping might be worse if anything

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Well, less lightmap woes if lumen works for your scene

sudden notch
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So unwrap won't be used anymore?

stable breach
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UVs will still be important for texturing

sudden notch
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I'm just trying to understand if ue5 will take away the need for unwrapping for light maps

stable breach
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Lumen will work pretty well with scenes with lots of sunlight pouring in, not as well with just artificial lights or indirect lights. GPU Lightmass exists in both UE4 4.27 and UE5 and will probably be the suggested solution for arch vis. Still needs lightmass UVs, but it's a bit less picky

sudden notch
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Arh I see thats good to know thanks :)

stable breach
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And Lumen still requires modeling and breaking up a scene in ways it'll work well for distance field generation

pastel summit
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@velvet viper I blend a colour by using a overlay with a random pattern of cloth. This will give the curtain some realism. and then i can use the overlay to slightly offset the colour if needed. The pattern is hooked up to a texture coordinate so i can tile the pattern. i got an opacity strength setup to play around with the opacity level. and then lastly a subsurface colour to give some depth to the material whenever an object happens to be in front of a light source. and i make sure to change the settings marked with arrows.

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result for having blend mode on translucent

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and results with full rtx having blend mode on opaque

grim plinth
royal osprey
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@grim plinthYou could load them in project made with a previous version, then open that project with 4.27 or migrate the assets to an existing 4.27 project.

grim plinth
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okay, thanks

woven gyro
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Hello. I've tried building a glass material from a tutorial, and downloaded assets from the store. Is there such a thing as glass that just works?

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UE5 Lumen reflections with no reflection captures. Scene is emtpy apart from the house and furnitire geo.

grim plinth
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Has anyone had any success in actually remeshing library models from 3dwarehouse etc, I tried using Zbrush Zremesher and QuadRemesher for Blender but no success, these are nightmarish to unwrap as is

earnest temple
cosmic hinge
#

Trying to figure out how to solve this. I'm trying to texture blend using Virtual Textures. Normals blend just fine, it is the texture that I cannot seem to solve

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If anyone to help me solve. That would be great! Thank you in advance

amber tendon
grim plinth
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@cosmic hinge have you checked Unreal Sensei's video on virtual textures, it might have some solution

tropic vessel
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I am getting some artifacts in when building the lighting, the object has no overlaps and a big enough lightmap. what could it be the problem?

cerulean charm
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Hello. Looking for courses on building interactive archviz applications. Specifically navigation in fps, click on floor to move, and teleport via floor plan. Any tips?

sudden notch
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What's the best way to get good reflections these days? I am still baking my light as don't want to slow down the scene when running it

sudden notch
tropic vessel
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Uv's are correct, it happens in an occluded area, not sure why.

sudden notch
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If you move it to thr centre of the room with some other shadow cast on it is it OK?

grim plinth
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did you bake with gpu or cpu lightmass, my gpu bakes are mess

royal osprey
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bake does weird things like that sometimes if that surface is looking at the back of a polygon.

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like a face that is pointing away

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I'll give you an example. Let's say you have a wooden coffee table, you figured that the bottom face would never be seen so you delete it with the intention on saving geometry. Now the bake of the floor below it will (potentially) look strange.

tacit socket
tropic vessel
royal osprey
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not really, if you don't want to (or can't) edit the original model add a box there.

ocean patio
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Has anyone done a project for a client in Archviz utilizing Unreal Engine recently ?

royal osprey
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Pretty sure many people have.

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me included

ocean patio
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Just wondering if they were impressed or if they have requested services like it before but not with Unreal engine.

Just wondering how the market is with UE instead of traditional methods with v-ray/Corona

near lichen
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we still do both but went from 6 offline artists and 2,5 unreal to 10 unreal 3,5 offline.

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most customers are impressed but we dont try to do only traditional renderings in unreal

ocean patio
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I see , you mean you also include animation shots etc.

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You think being able to do that allowed you to increase the cost a bit and validate it compared to other traditional renderings

near lichen
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no animations at all. mostly webtools, panoramatours, realtime walkthroughs (desktop), VR walkthroughs, web-configurators

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we try to build one project with the flat(s) and then the customer gets as much content out of that as they want/can pay for

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we've done this for 5 years now though.

ocean patio
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Sorry by animations I meant what you stated walkthroughs etc. By webtools do you mean the pixel streaming to allow users to access the walkthroughs online ? Or being able to change materials and stuff?

near lichen
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depends.
we use pixelstreaming for previews. just to clarify as well: walktroughs means WASD and mouse/Arrowkeys and we send them/let them by a laptop that's able to run it.

online is mostly panoramatours and configurators that allow customers to configure their flat and have a price for that

ocean patio
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Interesting , i was trying to see how pixel streaming work but I'm assuming you need something like an AWS server to host the packages for streaming? I'm guessing like you said it's simpler to have a laptop that can run it.

near lichen
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I host ours locally. we have some serious GPUs for that though. AWS is way to expensive for that. You can use cloud if you can have fixed times with the clients so you can just turn them on 10min before and then off instantly after they're done.

my biggest blocker for that currently is the startuptime

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and no rtx on linux. otherwise i'd probably host on Gcloud or AWS

ocean patio
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Wow thank you so much for the insight. How would you host it locally and have a client access it? I'm assuming starting your own local server with node.js or something with those packages and remotely accessing a public IP or something?

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Don't have to go too Technical just didn't know there were options other than cloud hosting

near lichen
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you can start all servers locally, get a static IP, forward a Domain to that IP and then portforward the needed ports to those servers

ocean patio
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Ooohh

near lichen
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but please ask a professional about this. it's really easy to make this insecure πŸ˜„

ocean patio
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Of course

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Thank you so much you answered a lot of questions hopefully this helps someone else also

quasi schooner
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I'm new to the world of UE, Unreal Studio, and Twinmotion. I'm having a hard time understanding how they all relate to each other. I'm an architect and want to create VR content for clients, so Twinmotion looks like a good route, but I also see that you can bring a Twinmotion project into UE, and I don't understand why you'd want to do that. I've also read about Datasmith and its ability to bring Revit, Rhino, and Max files into UE.

brittle sage
grim plinth
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Hey, is there any benefit in modeling inner walls and outer walls separate? In one of the UE courses, the house is modeled inner walls all together as one mesh, then another mesh as outerwalls... isn't it better to just model the walls with proper thickness and maybe make the walls each their own mesh ?

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I'm playing around with the said meshes and there's really bad light bleeding everywhere, and a pain to get everything to match and line up together so I don't understand why this kind of workflow is used

velvet viper
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And as far as I know working with lumen also requires you to have separate walls, since it has problems with concave meshes.

grim plinth
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cant you just uv and lightmap the faces that are towards the interior

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do you do the outer thiccness with UE primitives or model that too?

quasi schooner
royal osprey
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they renamed the idea to Datasmith I beleive

#

only thing I could find on the fate of Unreal Studio is this:
"Editor's note: With the release of Unreal Engine 4.24, all Unreal Studio features have been rolled into Unreal Engine."

velvet viper
grim plinth
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yeah that makes sense

grim plinth
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should there be space between all the islands for good results? if so, doesn't it cause artifacting or seams if the islands arent consistently placed?

velvet viper
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you can use full uv space without problems, whats important is that it is not outside of the default uv space

grim plinth
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woops I meant to ask if this matters in the lightmap

velvet viper
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yes, as i said only thing that matters is that it doesnt overlapp and is not outside of uv space

proven berry
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Anybody know if the new Path Tracer in 4.27 supports rendering alpha / transparent background? Trying using the usual methods and it's giving me weird results.

sudden notch
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Is there a way to get good screen space reflections for an interior, say a very reflective wood

grim plinth
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I'm running out of ideas how to get rid of these light artifacts

grim plinth
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I got rid of them by simply remodeling the floor

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Blender's send to unreal plugin is awesome

royal osprey
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@sudden notch if it's a floor add a planar reflection, otherwise use raytracing.

sudden notch
royal osprey
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planar reflections are not that expensive but VR is very sensitive

sudden notch
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Arh cheers, I'll need to test it out once I get a normal set up done first

grim plinth
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sphere reflection might not be as accurate but IIRC its easiest for performance out of the three

royal osprey
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a cube reflection probe placed on a mirror can look better than SSR in many cases.

sudden notch
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Thanks both :)

grim plinth
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Hi, I have this idea of making a powerpoint-like presentation inside unreal, changing "player" view to a camera in front of a TV screen with a button press, then changing slides with buttons as well. Anyone got some good pointers to approaching building this kind of blueprints?

sudden notch
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Does anyone have any tips for lighting a room with no windows, it has a few spot lights and some wash lights on ceiling but not enough to light it nicely. It leads into a room with a window which looks OK at the moment

velvet viper
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just boost the indirect light intensity till it looks good

sudden notch
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You mean the wash lights?

velvet viper
# sudden notch You mean the wash lights?

all of the lights, I would suggest basically placing light sources the same way as they would be placed in real life, and then just experimenting by tweaking indirect light intensity and source radius, inner/outer cone till you find good results.

sudden notch
worldly delta
#

Hi guys, are there some good advices about LookDev for Virtual Building Project like Digital City Twins ?

sand vortex
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I imagine some complex ass state machine system

royal osprey
limber mesa
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Oh i thought this was animation my bad

grim plinth
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reflection probes are insanely confusing for me... why am I getting hdri reflected through walls and ceiling

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that countertop looks like it has some kind of film suddenly

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what is a good/proper setup for setting up reflections for baked lighting? I have planar reflection for the floor and SSR turned to 0 in postprocess, it seems to give me best floor reflections, but how should I set the spheres?

sudden notch
grim plinth
#

are there any Rhino3d users here? How well do the models import to UE through datasmith and are they decent to use for baked lighting?

vernal pecan
#

You can also use Dataprep to change the resolution of your lightmap UVs (Setup Static Lighting Operation)

grim plinth
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thanks I'll be checking it out

vernal pecan
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Be sure to update to the latest version of the plugin !

grim plinth
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has anyone used pixel streaming to show projects to clients? if you use ray tracing in the project, would it work that your client can access it even if they don't have the hardware to run a packaged build?

rotund ruin
velvet viper
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between island yes, but if its just one island it can use full uv space

red anvil
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I'm a super noob at UE4, but is there a way to create a linear light with an IES file? My company makes LED Tape light and we were hoping to use UE4 to visualize light projects.

velvet viper
vernal pecan
tribal rampart
#

I have a question about this weird "white shaddow" what setting in the PPV in the Raytraceing section do I have to tweak that this looks like a real shaddow. Or is it a light Tweak. Thank you

royal osprey
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@tribal rampart first thing I would check is if there are back faces there, sometimes people remove faces that will not be seen by the player, but in this case the lighting calculations need to see them.

tribal rampart
royal osprey
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does that mirror have a back face?

tribal rampart
royal osprey
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just checking

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I have had some artifacts that were impossible to remove.. so I feel your pain. But it is rare.

tribal rampart
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will update the chat when I have a solution ^^ thx for your help

silver sparrow
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Hello all. Can maybe someone help me? How can I import a dwg floor plan (layout) to Unreal and try to design my house there following the house plan?

silver sparrow
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I think I managed to import as texture and create material and put in a cube.. It seems fine πŸ™‚

fair stone
#

is there any info on twinmotion water shader support?

vernal pecan
fair stone
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no i mean twinmotion pathtracer currently does not render water properly and im wandering if it will be fixed soon@vernal pecan

vernal pecan
fair stone
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@vernal pecanoh really? damn. this makes twinmotion unsuitable for more than half of our projects

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there is a twinmotion roadmap trello right?

vernal pecan
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water works in TM2022.1 preview 1 (which is the latest version we made available last week), but it looks a tad odd right now

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now this is only an issue with the Path Tracer

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water still works normally on the raster render mode

silver sparrow
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Where can I download free furniture for unreal? I am new to this... Whats the best way to get a bunch of good objects?

fair stone
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@vernal pecan yes water works in the raster render mode, but tbh i get better results with lumion, so, path tracer is what makes twinmotion stand out (together with d5 render)

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now that i think of it, d5 render doesnt have great water shader neither

vernal pecan
# silver sparrow Where can I download free furniture for unreal? I am new to this... Whats the be...

you can grab our Twinmotion To Unreal Content plugin, which has the Twinmotion asset library https://www.unrealengine.com/marketplace/en-US/product/twinmotion-content-for-unreal-engine-plugin-beta

Unreal Engine

Created by Epic Games, this plugin allows you to start a project in Twinmotion and finish it in Unreal Engine. You will be able to import Twinmotion project files in the UE4 Editor the same way you can import *.udatasmith files. Some limitations apply.

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It includes all the furniture we currently have in TM

silver sparrow
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Thanks!

grim plinth
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Hi, how do you go around solving stuff like this? I was given project files which I import from Rhino to UE and then imported the .fbx to Blender to check out UVs and normal orientation, then there are broken meshes. I tried "sewing" the vertices together but it makes the geometry look worse.

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Should I just model this chair leg from scratch?

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furniture are nightmare fuel for me

hushed crystal
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How

sacred phoenix
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I keep getting this error each time I try to install Datasmith for Autodesk Revit and 3ds Max.

sudden notch
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Anyone doing VR in their projects?

vernal pecan
cyan ether
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i've been dabbling in vr the past 3 weeks

sudden notch
cyan ether
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quest 1 with airlink

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openxr and new template stuff makes dev much more viable

sudden notch
cyan ether
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its a little difficult inputs wise cause you're working in the dark if you dont have all target devices in front of you

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but i'd start with ue4.27.1, create a project from vr template, build or port your archviz into that

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the vr project will have default inputs that should cover oculus hardware

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gdxr discord is p good for these topics

sudden notch
cyan ether
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vr wiz with yt tutorials

sudden notch
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Nice one thanks πŸ™‚ Another random questions if that's OK, I have a room and the size is physically correct but when I go into VR my head is nearly touch the room and in real life is definitely isn't nearly touching the roof lol. Cant figure out why there would be a scaling issue

cyan ether
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often calibration of the device in your physical space

sudden notch
cyan ether
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np

sacred phoenix
vernal pecan
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you will need to reinstall the exact version you had before, then uninstall it properly. After this you will be able to do your 4.27.1 installation

echo snow
#

Perhaps asking my question in the right section would be a good idea :p
Is it feasible/recommended to create models in UE instead of importing from an external modeller such as maya, blender, sketchup,...?

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I'm looking to do some relatively simple archviz stuff but don't have much experience with modellers. Since I'll need to learn one anyway, I figure I might as well do it straight in unreal engine instead of learning 2 different applications

deft escarp
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i love aec πŸ™‚

velvet viper
echo snow
velvet viper
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Yes model and UV unwrap in blender, export to unreal and create materials for the models and the lighting there

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99% of modelling for archviz is extremely simple and can be learned in a day or two

echo snow
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Sweet. Thanks for the info!

velvet viper
#

can look up any archviz tutorial and you will be good, if youre not familiar with basic controls, you can take a look at blender gurus beginner tutorial

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and wessel huizenga has amazing free course for whole blender-unreal workflow

echo snow
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I'm watching/following along with the blender fundamentals right now. I'll put the wessel huizenga course on my to-do list, thanks!

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I started with the unreal learning course for archviz (amazing system btw) but ran aground when the course landed on "Ok now take your completed 3D building model from modeller software and let's import it"

echo snow
# velvet viper and wessel huizenga has amazing free course for whole blender-unreal workflow
ArtStation

Wessel Huizenga discusses the uses of a game engine like Unreal Engine can impact the architectural visualization industry. The course showcases his personal workflow for creating 3D assets, setting up photorealistic lighting, and using procedural materials to quickly make changes within a scene.

velvet viper
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yes

echo snow
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cool, thanks again! After the intro I get a popup that "Access to ArtStation Learning is free until the end of 2021", but that should be time enough πŸ™‚

brisk plank
#

Does anyone know how the collab viewer spawns players?

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Are they spawned or possessed?

karmic heron
grim plinth
#

How does ue5 solve weird topology meshes

woven skiff
#

I am trying to model my apartment, and was doing the doors/door frames. I noticed my doors aren't all the same width. I wanted to use the same mesh for all my door frames. I don't want to scale them because that distorts the shape of the frame. Any suggestions?

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I was thinking of either slicing the frame into parts, or having a skeleton drive the shape.

mossy kite
#

Hey guys , anyone tried to do 4d simulation in unreal engine ?

oblique pendant
#

How would I go about modeling something in unreal? These for example

velvet viper
oblique pendant
#

Hm, I'm not that good with blender

pastel fjord
polar escarp
#

hi guys I have created a interior walk-through animation using unreal engine 4 please have a look and share you views in comments and also here so that I can improve my future work.
https://www.youtube.com/watch?v=rwCzZSh8tcI&lc=Ugw_aXFIpibcAHJaLl94AaABAg

Small apartment's walk-through has been created with the help of Unreal engine 4 which shows you visualization of it, designed in blend of modern and minimalist style. This video can be used to show case the design to client or this can be used for promotion of residential society projects to boost up the sales. I have made the video in a month...

β–Ά Play video
velvet viper
#

when trying to bake foliage shadows into lightmass unreal crashes with this error, are there any specifics to know when baking foliage?

acoustic fog
#

Not sure if this is the right place but trying to make a photorealistic/cinematic interrogation room. Any criticism and feedback welcome.

earnest temple
polar escarp
red gyro
#

hello friends, did someone manage to make a nice interior lighting, with a skybox that is visible through glass..? i use the "SunSky" Actor and a Skysphere with a "IsSky" Material.. the skylight is set to realtimecapture.. with default values, the interior is very dark, but the skybox looks kinda ok... if i increase the skilight intensity, the interior gets enough light, but the skybox turns white.... does anyone have a solution to this? :/

compact coral
#

Hi guys, I need so much of your help please.
When I try to make a light bake I need a light map resolution very high (more than 1k).
I'm exporting a second uv to be my lightmap (I'm not automatically generating in unreal), so my prop gets very bleed and irregular light bake, like in the image below.

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and the irregularities are even more visible where there are cuts from my UV

misty rain
#

Why cant i see the Depth of field in my cinamatic camera? like it doenst show anything blurry even with a 0.1 Aperture....

velvet viper
# red gyro hello friends, did someone manage to make a nice interior lighting, with a skybo...

I never had good result with the default sunsky actors, instead try using a skybox with your own skylight actor. Control the brightness of the skybox with Emission strength parameter, and then the strength of the skylight with its light intensity value. Make sure the skylight is casting raytraced shadows and your glass material is NOT casting shadows. That way you have full control over your outside skybox brightness and your inside light from the skylight individually. You can then bake the skylight by increasing skylight lighting bounces in world settings and skylights indirect light intensity setting.

pastel summit
#

Hey everyone! i'm selling one of my recent projects as a render template! https://bit.ly/3GM9w2I

This high quality scene serves as a render template for your unique models. The scene comes with high quality easy to tweak lighting, camera and material setup. Without any work you can import your assets and render them however you like! Because of the dynamic setup with the use RTX, you can make instant changes to all the assets within the scene!

red gyro
sage bay
#

UE5 Archviz tutorials concentrating on interactivity?

Hey there guys, before I go off and buy this tutorial https://www.dviz.com.br/courseoffer

Are there any others you have seen (preferably in English which the above link isn't, but has subtitles) that cover exporting a UE5 exe, interactivity (eg swapping furniture, changing asset colours, opening doors, changing from day to night, etc in the exe) all in one course (ie I don't want to be jumping around trying to patch different tutorials into one project)?

I just want to have the skills to produce interactive architectural visualisations that provide the best value to prospective clients.

Thanks in advance.

dviz

Over 30 hours of straightforward content, addressing the details, concepts and fundamentals (theory + technique) of realistic lighting, camera, materials,... And all the classes have English subtitles!

velvet viper
# sage bay UE5 Archviz tutorials concentrating on interactivity? Hey there guys, before I ...

so this particular course does not have much of interactivity lessons, I think its only changing the asset materials and making a UI for it. I dont know if there is any course that focuses on interactivity, but the easiest way to learn archviz interactivity blueprints is simply quick youtube videos from my experience. All of the interactions are quite trivial blueprint programming.

#

This course however has some very interesting lessons for the graphical side of things

sage bay
royal osprey
vocal crane
#

Has anyone used the Lumen intensity in Unreal and based it on real light information?
I'm trying to use the Lumen information of a real lamp, but in Unreal it's waaaay to bright according to the real world?
Thanks

wide frost
#

not sure this is the right channel, happy holidays also ;),,what is the (oss if possible) best app for UE to access CDB data ,,doing some bing'ing but not sure ,,I see arcgis by microsoft but isn't there a open source for cdb ,don't recall name....? ;_) thx!!

strange stream
#

Hi ... so if I want to achieve a normal physical light led bulp , what should I use in the term of parameters , I calculated after little bit of searching that 85 lumens will do for the power but what about the real attenuation radius ?

hearty sand
#

Hello Guy,I hope you're all doing well.My clients asked me for the unreal file of his project.I was wondering if there is a way to make the project assets not migratable?

near lichen
#

No that's not possible. But this should be handled in the contract. Ours always say something like "no assets to client". Ask the client why they need that and maybe you can give them the control they need. Otherwise a videocall where you show them stuff and change on the fly

thorny mirage
#

Hey there, in Twinmotion 2022 I have this weird dirtmask on my entire screen on every project. Is there a way to disable that?

molten tusk
#

Hello Everyone
I have this issue on UE 4.26

#

i'm getting this wierd leaking on my mesh
my light source is stationary
Does this happen to anyone else ?
Thank you for your help

simple ocean
#

recently I started exploring collab viewer template. i am trying to run build for windows 64.i am able to connect with other users on same LAN network but could not connect with users on internet. KINDLY GUIDE

pseudo sand
#

Hello Community,

Does anyone have a good workflow where I can bring in 2D printed arch drawings and use a transparent template with the MODEL GEO tools ? If I were in maya I would use my CAD drawings as a transparent reference in each portal view. Then I would start blocking all my GEO. Because I want to have all native in UNREAL I want to learn the MODEL tools in UNREAL.

Also, for UNREAL dev team, moving pivot point in UNREAL is super cumbersome. Please look to accommodate PIVOT in the MAYA style. And also allow us to snap to point. Its super fast when you need to rotate against unique angles and move in different vectors.

Thanks all! πŸ™‚

late canopy
sacred phoenix
sacred phoenix
supple pewter
velvet viper
late canopy
coarse sonnet
#

Hi i am new in ue4 and im trying to use it in my archviz projects but i am having problem with displacement when im using megascan bridge any idea how i can solve it?

dawn plume
#

Hi guys, I was wondering if anyone here could kindly help me with these "blobs" I have them everywhere and its a real issue. They go away when I turn off "Affect Distance Field Lighting" But then I get other issues when I turn that off as other elements look bad without it. Can you please advise on how to get rid of these??

#

Here is the same location with Distance Field Ambient Occlusion - ON.