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    Originally posted by koola View Post
    Hey guyz !


    DimikYoo

    But there's a question: why do you do all this stuff? Planning to create a game/demo or..?

    Why I'm doing this ? The main reason is ... because I love doing this .
    I do these scenes as a hobby and to learn the use of different techiques/softwares. You can see this as "artworks with a real time engine".

    This is very very different than a complete archviz project or a real game environement, they both have a lots of constraints that I absolutly not take into account. The only one that I set to myself is that the scene must run at 1080p30 on my rig most of the time.

    I keep my scenes really simple, like that I can focus on what I really like to do (the "rendering" part).


    DErss

    Does Unreal Engine 4.8 has ability to compile a scene into an exe so it could be downloadable to play around it?


    Of course you can do this.
    So why I don't do it ? Because all my scenes are "test scene", they are reaaaaallly messy, with a lot of useless stuffs, and they are always changing. For exemple, the beach scene has become the volcano scene and now the volcano scene is a grass field :). I always do a lot of iterations on the same scene.


    Adik

    @ Koola, I'm just wondering have you tried the POM shader from RyanB instead of the standard tessellation in UE4 ?

    Nope, But it looks really cool. I wonder if the performances are good.


    Lostra

    Speaking of tessellation, got you a real nice reference. What do you think about creating this scene (or similar) in engine?
    If you have time, could you give it a go? :P


    I already tried something like that ... This was a fail

    Noooooooooooooo, you are butchering your perfect scenes! They should be saved and exported to 3d archeologists for further examination.

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      POM is usually by far cheaper than tessellation, give it a try... Would be interesting to know how much FPS you can save on your scene.

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        Koola - do you do any contract work? I know a few companies that are very interested in this type of work. PM or email me if interested.

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          Amazing! Really looking forward to see the next scene.

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            Amazing work here!

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              Awesome as usual, now I really want a tutorial with your workflow !

              Je ne m'en lasse pas, bravo
              Unreal Engine 4 Developers France Steam Group

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                Originally posted by TNTantoine View Post
                Awesome as usual, now I really want a tutorial with your workflow !

                Je ne m'en lasse pas, bravo
                I wish that too

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                  Sincerely achieving such realistic results on a realtime engine is absolutely extraterrestrial !
                  You said that to get ride of all artifacts on DFGI you increase the global lighting quality... How do you do that ?
                  Last edited by MohandUdk; 07-11-2015, 02:54 PM.

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                    Awesome Work koola! Can we get a closer look at the graphs and how you created normal map for the ground ? i cant find anything with such high quality results.
                    Thank you.

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                      Originally posted by ProXit View Post
                      Awesome Work koola! Can we get a closer look at the graphs and how you created normal map for the ground ? i cant find anything with such high quality results.
                      Thank you.
                      He is using tessellation aswell with height map, thats where most bumpines come from.

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                        What would be the absolute best light model to use for a project where the camera is going to be in large exterior environment and also interior building environments? I want good interior rendering too. Will have movable objects and day/ night cycle. This is for archviz.

                        Thanks

                        www.aaronsmithey.com

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                          There is not optimal solution for you, with movable objects and day night cycle you need dynamic lighting but at the moment there is no real good dynamic GI in UE4, you could try nvidias VXGI, will probably give best results for you.
                          Easy to use UMG Mini Map on the UE4 Marketplace.
                          Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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                            All I can think of is the snow scene from the Shinning! Hahahahaha Great work.

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                              Originally posted by asmithey View Post
                              What would be the absolute best light model to use for a project where the camera is going to be in large exterior environment and also interior building environments? I want good interior rendering too. Will have movable objects and day/ night cycle. This is for archviz.

                              Thanks
                              This is going to be extremely hard to get a high quality viz with all that. You should ditch the day/night cycle for a nice static and more realistic G.I
                              You can make a day and a night version and both are going to look much more real than what you would get in full dynamic mode.

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                                Originally posted by heartlessphil View Post
                                This is going to be extremely hard to get a high quality viz with all that. You should ditch the day/night cycle for a nice static and more realistic G.I
                                You can make a day and a night version and both are going to look much more real than what you would get in full dynamic mode.
                                Yes,

                                The thing is I have been messing with so many settings in my project everything is jacked up. I deleted the day/ night cycle, custom sky sphere, Skylight and Atmospheric fog. Put in the BP sphere that came with UE4 linked up the newly added stationary directional light, added all the other lighting components and now after I build the scene, my foliage on my landscape is not casting shadow, I am getting big nasty dark areas on some of my static meshes.....Ugh.

                                www.aaronsmithey.com

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