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    Minimalist Interior Visualization(Lighting Test)

    This is my new lighting test, trying to learn "BaseLightmass.ini" with experiments and practice. Scene is inspired by - http://www.archdaily.com/627802/micr...-johnpaulcoss/ and chair is free modal from http://dimensiva.com/.
    C&C are more then welcome.











    Thanks.
    Last edited by Raghu; 06-11-2015, 05:02 AM.
    Raghu
    http://rag3dviz.com
    HDRI Lighting Tutorial
    Basic UVW Workflow Tutorial

    #2
    Plain white stuff is a nightmare for lightmass... Really nice and smooth results you got there, man! Congrats!
    Hope you could share some tips about the tweaks with us..
    Guilherme Rabello Co-founder, Sureale
    Artstation | Behance | Youtube | Instagram

    Comment


      #3
      Hi Raghu,
      Very nice and smooth, especially the details are very clear.
      could you share your workflow?

      I have a quick question:

      How to export/Import the model ? I use 3dmax, need export each mesh to FBX then import to UE and arrange the positon?

      Thank you in advance!

      Comment


        #4
        You can export all meshes at once, import that .FBX and untick combine meshes in the import dialog box. From the content browser you select all your meshes and drop them in the viewport. They're all going to be at the right place like in 3ds max! :-) You can also use CTRL+G / SHIFT+G to group ungroup some of the meshes after that if you need!

        Comment


          #5
          Originally posted by heartlessphil View Post
          You can export all meshes at once, import that .FBX and untick combine meshes in the import dialog box. From the content browser you select all your meshes and drop them in the viewport. They're all going to be at the right place like in 3ds max! :-) You can also use CTRL+G / SHIFT+G to group ungroup some of the meshes after that if you need!
          heartlessphil said it all, no need to export individual objects but when you import in UE just remember to uncheck "Combine Mesh", other thing that is super imp is the management of UVs for texture and lightmass(hope you know how to assign the UVs to different channels).
          Raghu
          http://rag3dviz.com
          HDRI Lighting Tutorial
          Basic UVW Workflow Tutorial

          Comment


            #6
            how do you prevent color bleeding?

            Comment


              #7
              Thank you very much of your answers!

              When I follow your steps import FBX to UE, there more questions are rising up. I think most new UE fans will have same questions, we may need to write a tutorial step by step, teach how to edit a model suitable for UE.

              As you mentioned "assign the UVs" , that means in the 3dmax each object need use"Unwrap UVW' edit the UV ?
              could you spend a few minutes to make a video tutorial that will be very helpfully.

              Thank you again!

              Click image for larger version

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              Last edited by AlexWang; 06-11-2015, 12:13 PM.

              Comment


                #8
                Originally posted by AlexWang View Post
                Thank you very much of your answers!

                When I follow your steps import FBX to UE, there more questions are rising up. I think most new UE fans will have same questions, we may need to write a tutorial step by step, teach how to edit a model suitable for UE.

                As you mentioned "assign the UVs" , that means in the 3dmax each object need use"Unwrap UVW' edit the UV ?
                could you spend a few minutes to make a video tutorial that will be very helpfully.

                Thank you again!
                The only thing you MUST do despite everything you've already been doing for archviz in 3DS is to assign a new non-overlapping mapping in the second map channel of each one of your objects.

                So lets say that you have a table and it has a UVW map that you have already applied to adjust its materials. Then after that you apply the Unwrap UVW and make sure to set the "Map Channel" to "2" (you can see that at the very end of the printscreen you've just posted. Then you click "Open UV Editor", select all the faces and spread it by face angles (or anything you like, but you must be sure there won't be any overlapping faces). Unreal needs that second channel to apply the light results of its calculation to every object in your scene after you build lights using lightmaps. There are tricks and tips to improve that mapping, its a critical stuff to get nice lighting in your scene. You should read this to get a better idea: https://docs.unrealengine.com/latest...ing/index.html

                One tip: every time you read anyone talking about something in Unreal that you don't know yet, look for it at UE4 documentation. You'll end up learning a lot of nice and important stuff (that people will probably bypass in a forum answer or archviz straight forward tutorial) that will save you a lot of hard time struggling to get nice results in the future.
                Last edited by rabellogp; 06-11-2015, 04:29 PM.
                Guilherme Rabello Co-founder, Sureale
                Artstation | Behance | Youtube | Instagram

                Comment


                  #9
                  I second everything Rabellogp said! You can learn alot of stuff from the official documentation.

                  Comment


                    #10
                    And after that:



                    https://wiki.unrealengine.com/Lighti...g_About_Bounce


                    And as a tip to save a lot of time wondering and waiting answer forum. I know that the forum is to help, but I have resolved many doubts at the official aid unreal.

                    There will be things to ask, but I highly recommend, consult the official help of unreal because it is fabulous and this very very very very well done.

                    All the doubts that exist in the forum, I have had the well. And look at the aid has helped me to resolve them quickly.

                    Not trying to say that people do not ask. I want to express the satisfaction as a user to see who bothered to do it as well.

                    Comment


                      #11
                      Thank you all of your helps.
                      I'm keep trying and learning.

                      Cheers!

                      Comment


                        #12
                        i have a question:for tweaking the baselightmass.ini should only tweak the [DevOptions.StaticLightingProductionQuality]??
                        what about other parts like [DevOptions.PhotonMapping]?

                        Comment


                          #13
                          How to you make images? print screen or take highresshot? I don't see much aliasing which is nice.

                          Comment


                            #14
                            Originally posted by heartlessphil View Post
                            How to you make images? print screen or take highresshot? I don't see much aliasing which is nice.
                            Hi, I always like to extract selected images rendered through matinee in 4K resolution with console variable commands applied at level blueprint(eg SSR, anti aliasing etc)
                            Raghu
                            http://rag3dviz.com
                            HDRI Lighting Tutorial
                            Basic UVW Workflow Tutorial

                            Comment


                              #15
                              Originally posted by amir.pourshafi View Post
                              i have a question:for tweaking the baselightmass.ini should only tweak the [DevOptions.StaticLightingProductionQuality]??
                              what about other parts like [DevOptions.PhotonMapping]?
                              For the starting you should always try tweaking the Lightmass properties in world settings, if results are unsatisfactory then we will tweak the baselightmass.ini, that too with caution, increasing individual values and noticing there effect. It's a good point to start from tweaking values in [DevOptions.StaticLightingProductionQuality] and then moving to the other options like [DevOptions.PhotonMapping]. Always try to move in incremental steps. For better understanding of baselightmass.ini you can try downloading "sceneExport.h" file from source code of unreal engine on git-hub it contains explanations of the parameters given in baselightmass.ini.
                              Raghu
                              http://rag3dviz.com
                              HDRI Lighting Tutorial
                              Basic UVW Workflow Tutorial

                              Comment

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