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Exterior Light Studies

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    #46
    This looks really awesome, it doesn't need any kind of changes

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      #47
      Great work. Thanks for sharing! +1 for tutorials!

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        #48
        For your skylight setup and the EXR sphere, what is the skylight setup?

        Distance threshold?
        Indirect lighting intensity?
        SLS capture scene?


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          #49
          Originally posted by Aareas247 View Post
          For your skylight setup and the EXR sphere, what is the skylight setup?

          Distance threshold?
          Indirect lighting intensity?
          SLS capture scene?

          "Distance threshold?"
          Any value larger than your sky sphere's size (if you want to grab color of it)

          "Indirect lighting intensity?"
          1. But sometimes I experiment with a bit higher value if I'm not getting enough bouncing in the interiors. Never went higher than 2.

          "SLS capture scene?"
          Yes otherwise you won't be grabbing color from the EXR sphere
          Guilherme Rabello Co-founder, Sureale
          Artstation | Behance | Youtube | Instagram

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            #50
            Thanks! Your work looks great, the foliage is very impressive.

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              #51
              hi @rabellogp
              i'm actually working on FPS

              i have a GTX 1080 and my FPS are really less than yours (mine are like 20fps for an exterior scene)
              • how many triangles have your trees and grass in the LODS?
              • do you make LODs by yourself or do u use the UE4 smallprop?
              • do you use 2D trees/grass for the really far meshes?
              Last edited by coach; 11-15-2018, 06:46 AM.

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                #52
                Hi coach

                "how many triangles have your trees and grass in the LODS?"

                It depends on the asset. The most important trees (the ones near the house) can have up to 200k tris on LOD0. The ones that are always kinda far from the player (inside forests and at the horizon) are simpler models that won't have more than 50k on LOD0. All of them have something around 10k on the last geometrical LOD. The final LOD is a billboard for every tree.

                All my grass is 2D. Denser clusters on LOD0 and less dense on LOD2. I put a lot of effort on trying to match the grass assets color with the actual ground texture so at the distance you won't notice when the culling happens. That involves taking shadow into account because if your grass casts shadow it will be overall darker and at some distance it won't match a ground color that was tweaked to match fully lit grass.

                Also I try to minimize overdrawing as much as possible on all my foliage assets.

                "do you make LODs by yourself or do u use the UE4 smallprop?"

                I create all my foliage in SpeedTree and I use their LOD system to generate my LODs. It's very convenient. For the non-foliage assets I use UE4 mesh optimization feature.

                "do you use 2D trees/grass for the really far meshes?"

                I use the billboards generated in SpeedTree for the far trees. I don't use billboards for grass.
                Guilherme Rabello Co-founder, Sureale
                Artstation | Behance | Youtube | Instagram

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                  #53
                  many thanks! i will try your tips!
                  man you are absolutly the best again thanks really

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                    #54
                    Hi i used same methode to make a sky the result its dark as show below please can you solve it

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                      #55
                      yor are awesome man, can you make a video on exterior video rendering?

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