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Archinterior conversion (Evermotion) + VXGI tests

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  • replied
    Hi,

    I have a stupid questions but:

    1- how you find and install VXGI? impossible to find or explaination about what to do install on UE4 (474)

    2- I need to make exactly same as you, take a scene already made in 3dsmax (evermotion or other, with vray or other rendreing engine) and would like to export for UE4, how to do to import properly the scene with material like you made.

    appreciate some help

    Erik

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  • replied
    Originally posted by unit23 View Post
    Looks like a photo of my future home.

    The only thing at odds, at least for me, are that all lights are turned on, in a room which is very bright already, and gets a lot daylight. And the lights all look like 60 watt.
    Lol, I totally agree

    The lights being turned on during daylight like that is odd, but it's how they do on interior archviz photography many times.. It's like the original scene as you can see here (page 6): http://www.evermotion.org/modelshop/...l-29/9520/0/0/

    The problem is that I didn't give too much attention to the light intensities, I've just applied the same bright material on every single lamp . Ambient light is also brighter in my scene than in the original one. I'll work on that later.

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  • replied
    Originally posted by rabellogp View Post
    Here are some screens of a conversion I'm working on for study purposes.
    Looks like a photo of my future home.

    The only thing at odds, at least for me, are that all lights are turned on, in a room which is very bright already, and gets a lot daylight. And the lights all look like 60 watt.
    Last edited by unit23; 04-01-2015, 08:07 AM.

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  • replied
    Originally posted by Chesire View Post
    Right now (even though it's a beta) I find it pretty challenging to render flicker-free fly-troughs with VXGI. Even in a completely static scene. There are lots of small glitches with AO, Colorbleed etc. occurring when animating the camera. Moving geometry (trees, curtains etc.) is a total no-go. Really hope to see improvements here. Even if it's just one bounce, it's already pretty good so really looking forward to NVIDIA integrating a 2nd bounce and support for reflection probes. Anyways, again my compliments for your work!
    I agree with you, it's not usable for archviz yet... It's nice to test and play around, have an idea on its potential, then shut it down and go back to lightmap for serious works Maybe for a specific case where realtime lighting is extremely important and has too many variables to be viable with lightmass. But in the stage it is right now, I think we'll be able to get solid results in less then a year. Lats hope so

    Originally posted by hoanganh461 View Post
    very nice ! lightmap looks very clean
    good job
    Thanks, man

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  • replied
    very nice ! lightmap looks very clean
    good job

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  • replied
    Originally posted by rabellogp View Post
    Thanks, man.

    I always get glitches while moving the camera. There is a kind of "banding", most visible on wall surfaces (plane colors), that changes with camera position. GI also changes depending on camera position due to stuff not being rendered when not in sight (so walls and large objects behind you stop generating GI and it looks like if there was a light being turned off behind you). Is there a specific glitch you are talking about? Just when animating cameras or moving them over viewport also triggers the glitch?
    Right now (even though it's a beta) I find it pretty challenging to render flicker-free fly-troughs with VXGI. Even in a completely static scene. There are lots of small glitches with AO, Colorbleed etc. occurring when animating the camera. Moving geometry (trees, curtains etc.) is a total no-go. Really hope to see improvements here. Even if it's just one bounce, it's already pretty good so really looking forward to NVIDIA integrating a 2nd bounce and support for reflection probes. Anyways, again my compliments for your work!

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  • replied
    Originally posted by heartlessphil View Post
    Octane render 3 is supposed to be able to bake lightmaps for ue4 via a plugin...to be released later this year! I'm keeping an eye on this!
    Seems pretty promising. Does volumetric uv baking mean no uwrapping? Sending a scene off to the cloud and getting movie quality raytraced lightmaps back for production would make for some amazing looking games. I wonder if high quality dynamic GI can be used sparingly on dynamic assets while sampling baked lighting and get the best of both.

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  • replied
    I don't really care about the scene being dynamic...I just don't want to manually unwrap stuff lol.

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  • replied
    Octane render 3 is supposed to be able to bake lightmaps for ue4 via a plugin...to be released later this year! I'm keeping an eye on this!

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  • replied
    Great comparison, If you could get 3-5 bounces in vxgi it would be pretty close to lightmaps.

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  • replied
    Originally posted by heartlessphil View Post
    how long does it take to uvw unwrap a whole appartment like that?

    I have an exterior wip scene with lightmass and most of my lightmaps are 1024-2048 res, what res are yours? I went lazy mode tho, it's all flatten mapping in 3ds max.
    Well, it took me a weekend at home to convert this scene, something like 16h maybe.. Probably half of that time was just to bring the meshes from 3DS to UE4 what includes attaching little models into the same mesh (eg. those books, I like to attach a bunch of them so it's easier to manage it and also faster to map). A lot of the evermotion models are formed by tinny individual meshes grouped into a single object in 3DS, so there is also the pain of attaching those parts into a single mesh. For the mapping I'm also going for the lazy mode, "flatten by angle" for everything in the scene . Then, if something gets too many lightmap artifacts, I return to 3DS to adjust the unwrap manually.

    There is only one mesh in that scene with a 2048 res lightmap and that is the floor. It's not enough yet, It's a single mesh and I need to subdivide that into three pieces at least to get better lightmap resolution without exploding my rig's RAM
    I don't use the same lightmap res for everything. I try to maintain everything in the scene with the same lightmap density. To give you an idea, the furniture gets 128-512 and walls get 512-1024.

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  • replied
    how long does it take to uvw unwrap a whole appartment like that?

    I have an exterior wip scene with lightmass and most of my lightmaps are 1024-2048 res, what res are yours? I went lazy mode tho, it's all flatten mapping in 3ds max.
    Last edited by heartlessphil; 03-31-2015, 05:10 PM.

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  • replied
    Originally posted by Chesire View Post
    Awesome work! First really useful interior comparison between Lightmass and VXGI right?
    Are you able to animate the camera in the VXGI version without glitches?
    Thanks, man.

    I always get glitches while moving the camera. There is a kind of "banding", most visible on wall surfaces (plane colors), that changes with camera position. GI also changes depending on camera position due to stuff not being rendered when not in sight (so walls and large objects behind you stop generating GI and it looks like if there was a light being turned off behind you). Is there a specific glitch you are talking about? Just when animating cameras or moving them over viewport also triggers the glitch?

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  • replied
    Awesome work! First really useful interior comparison between Lightmass and VXGI right?
    Are you able to animate the camera in the VXGI version without glitches?

    Leave a comment:


  • replied
    Originally posted by heartlessphil View Post
    Very nice quality conversion man! I'm converting Evermotion's Salk Institute myself. Big exterior project. With vxgi I'm at 30-40 fps with the completed scene. VXGI is hardware accelerated on my gtx 980 tho, I guess it helps. Still tweaking it. Your results are encouraging, keep up the good work.

    Thanks!

    Yeah, I'm following your VXGI thread. I think exteriors maybe less demanding because distant meshes activates voxelization lods and you also don't get all the scene surrounded by meshes reflecting light (since there is an open sky). I can get nice performance in simple interiors like those classic square rooms with red and blue walls to test GI effect, but things get slow pretty quickly when you start populating the interior with a lot of evermotion-like models. It would be nice though if someone with a 9xx card could test an interior scene like this one, so we can get an idea on how much the hardware acceleration really helps with VXGI. Let us know if you get the change to test something like this!

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