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    #16
    Thanks for the research! The difference is subtle, and for the most part, the production quality suffices, but your tweaks help some of the artifacts. Certainly MUCH more suitable out of the box than UDk was/is!

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      #17
      Very nicely done, i would love to get a gold of the assets once it's finalized to see how you put it all together


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        #18
        Nice job!
        Couple of questions:
        - How much geometry there is in the scene? did you optimize the geometry or did you import high poly models without any problems ( like archmodels and so on )?
        - Did you send the scene in an .exe format to the client? if so how many mb it is? I'm looking for Archiviz development in UE4 too and I would like to know how much "effort" the client need to do in order to see the project in realtime on his pc

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          #19
          Some bump maps are a little bit too grainy. But over it is a great rendering; Very very nice.
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            #20
            Would you mind to share the shader for the staircase glass? Did you used any reflection captures (sphere or box)?
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              #21
              I remember this project, great work! I'm happy to see that unreal 4 is good and easy to use
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                #22
                Originally posted by Tom Shannon View Post
                Thanks for the research! The difference is subtle, and for the most part, the production quality suffices, but your tweaks help some of the artifacts. Certainly MUCH more suitable out of the box than UDk was/is!
                No problem! =)
                I agree, it's definitely totally possible to use UE4 lightmass right out of the box in most cases. I remember how my first trials with UE3 lightmass for archiviz were disappointing =P
                But the problem comes when you start using movable assets and lightmass skips the interactions of the light between the objects. It's all floating and shallow. This is hard to fix with baked lighting and SSAO doesn't help too much. That's why I was so excited about the SVOGI =/

                I'll post some screens later to show the difference.

                Originally posted by CharlestonS View Post
                Very nicely done, i would love to get a gold of the assets once it's finalized to see how you put it all together
                Thanks! I'm sorry, but what do you mean exactly by "gold of the assets"? =P

                Originally posted by Nicolas3D View Post
                Nice job!
                Couple of questions:
                - How much geometry there is in the scene? did you optimize the geometry or did you import high poly models without any problems ( like archmodels and so on )?
                - Did you send the scene in an .exe format to the client? if so how many mb it is? I'm looking for Archiviz development in UE4 too and I would like to know how much "effort" the client need to do in order to see the project in realtime on his pc
                Cheers
                1) The geometry of this scene is optimized because I got those assets from the FBX files that I had prepared for UE3, except the vases. Back in UE3, the archmodel chairs were optimized with a simple "optimize" modifier in 3DS. The vases are the same way they came from evermotion. You won't get any mesh issues if you import everything without optimization in UE4, despite the performance degradation. If your scene is like mine (with 5 or 6 models) that is ok, but an entire house full of highpoly archmodels won't be as smooth for sure =P.

                2) I've never used real time archviz for anything but studies. It's actually part of my master's degree project. You could adopt that in your workflow and send the exe files for the clients if you assure that they will have a powerful machine and the time to install it. My scene generates a 300mb final file. I think a complete house won't pass the 500mb.

                Originally posted by ryanjon2040 View Post
                Would you mind to share the shader for the staircase glass? Did you used any reflection captures (sphere or box)?
                That one comes with UE4 initial scene, I didn't touch it. I just distributed a bunch of capture spheres all over the scene to get better reflections.
                Last edited by rabellogp; 03-26-2014, 12:17 PM.
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                  #23
                  Here are the results of some more tests. The real problem with lighting starts when you decide to interact with the objects... If you want movable furniture, you must change those assets to "movable". Then those meshes doesn't receive lightmass calculations anymore, they'll be affected only by direct lights and Indirect Lighting Cache.

                  The Indirect Lighting Cache should help a little with the light quality, but I can't manage to get the right results. It looks like the points are too sparse and the information near the walls is leaking from outside:


                  If I bring the objects far from the wall, they get the right information:


                  I can't reduce the LightMassImportanceVolume (I suppose that it would increase the indirect lightning cache density), so I put a LightMassCharacterIndirectDetail solid around the critical area, but it makes no difference:



                  This is the scene with 100% static meshes:



                  Am I missing something? The documentation doesn't have a lot of information about this...
                  Last edited by rabellogp; 03-26-2014, 06:30 PM.
                  Guilherme Rabello Co-founder, Sureale
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                    #24
                    that's excellent!

                    you mentioned a UE3 project that this was originally could you post a link to that so I can check it out. One of the guys at work is having to light a scene with very clean white walls, and lightmass is making a mess of it, and I was hoping that we could learn from that example, and take a look at your lightmass settings. Thanks!
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                      #25
                      Thanks much for sharing your research. Hope you find a workable dynamic solution (I'm afraid I have nothing to contribute), but the fully static one looks amazing!

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                        #26
                        @rabellogp, the scene is amazing on UE4, and it's definitely more realistic than your past (UE3) render (which is also great). *Although, not saying smth critical, but personally I like indirect shadows from the stairs in UE3 render more than UE4 version. These indirect shadows are clearly more 'obvious' than in UE4 (perhaps you just used other light angle for the directional light and that caused indirect shadows to appear... at other light angle, too).
                        Anyway, keep it up, it's already deserves 'Realistic Rendering' tag on it!

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                          #27
                          Originally posted by Bookman View Post
                          that's excellent!

                          you mentioned a UE3 project that this was originally could you post a link to that so I can check it out. One of the guys at work is having to light a scene with very clean white walls, and lightmass is making a mess of it, and I was hoping that we could learn from that example, and take a look at your lightmass settings. Thanks!
                          Thanks! The link for the UE3 version is in the end of the first post, but here it is again http://forums.epicgames.com/threads/...rchviz-Project
                          You'll find some tips to improve the lightmass quality there.

                          Originally posted by polyneutron View Post
                          @rabellogp, the scene is amazing on UE4, and it's definitely more realistic than your past (UE3) render (which is also great). *Although, not saying smth critical, but personally I like indirect shadows from the stairs in UE3 render more than UE4 version. These indirect shadows are clearly more 'obvious' than in UE4 (perhaps you just used other light angle for the directional light and that caused indirect shadows to appear... at other light angle, too).
                          Anyway, keep it up, it's already deserves 'Realistic Rendering' tag on it!
                          Thank you. And I agree. To be sincere, that very difference that you've pointed is bugging me since I started playing with UE4. The light angle is different in these screens, but I've already tried the same position of the UE3 version with no success. I'm sure it's a matter of finding the right config though.
                          Guilherme Rabello Co-founder, Sureale
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                            #28
                            Originally posted by rabellogp View Post
                            Hello, guys!

                            when I heard that UE4's SVOGI was canceled I think I felt some tears rolling down...
                            Yeah I cried. I concur - SVOGI would make this the best engine ever. I like to think it's a matter of time - the tech will become more efficient and the hardware more powerful, so hopefully it makes an appearance in the not to distant future.

                            You may already know (of it's existence and how to enable it), but you can use Light Propagation Volumes for realtime GI at the moment (if you want some realtime gi to keep you going). It's still in beta and won't give anywhere near as beautiful results, but at the very least it might be handy to try out if you do work in realtime with clients (or just to play with for the sake of it haha). LPV on the forums LPV on the wiki
                            Last edited by elliotENGi; 03-27-2014, 10:00 PM.
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                              #29
                              Thanks!

                              Yeah I'm at work so I can't always read through something reliably (apparently) when multitasking.

                              I passed along the link to the artist I mentioned hopefully he will be able to make good use of it. again really nice stuff!
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                                #30
                                Originally posted by elliotENGi View Post
                                Yeah I cried. I concur - SVOGI would make this the best engine ever. I like to think it's a matter of time - the tech will become more efficient and the hardware more powerful, so hopefully it makes an appearance in the not to distant future.

                                You may already know (of it's existence and how to enable it), but you can use Light Propagation Volumes for realtime GI at the moment (if you want some realtime gi to keep you going). It's still in beta and won't give anywhere near as beautiful results, but at the very least it might be handy to try out if you do work in realtime with clients (or just to play with for the sake of it haha). LPV on the forums LPV on the wiki
                                Yes, I'm aware of the LPV... It's the same stuff they use in CryEngine. It's better than nothing, but I still miss something to get more "depth" on the dynamic objects. Maybe a SSDO technique would improve a lot the visual that I can get with SSAO and Indirect Lighting Cache.

                                I didn't have time to play with the beta LPV yet, but i'll definitely look into it =)
                                Guilherme Rabello Co-founder, Sureale
                                Artstation | Behance | Youtube | Instagram

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