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My second project in UE4
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That is very nice! Good use of shadows. I like the use of graphite / marble instead of wood (table) and drywall (the wall). Gives the sharp edges a more natural, and new.. look rather than being out of place.Last edited by SaviorNT; 12-07-2015, 07:34 PM.WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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Thanks SaviorNT.
I had reveals in the marble walls but the render engine/animation couldn't handle them and they flickered from aliasing I guess, kind of a bummer. I'll have to try it next time with a normal map instead - I had actually built the reveals into the wall models.
One question I have for the community is my projects seem to be a bit soft focused, is there a setting to get a more crisp look?
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This looks fantastic, nice soft shadows and light everywhere. Did you mess with the baselightmass.ini file at all? One small critique would be that some of the sofas look to be floating just a bit, seen at 0:26 in the video especially, on the far chair. This might just be UE's rendering system or the models, and its really not that noticeable. Otherwise the whole thing looks perfectly real
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Originally posted by CBR0M3 View PostThis looks fantastic, nice soft shadows and light everywhere. Did you mess with the baselightmass.ini file at all? One small critique would be that some of the sofas look to be floating just a bit, seen at 0:26 in the video especially, on the far chair. This might just be UE's rendering system or the models, and its really not that noticeable. Otherwise the whole thing looks perfectly real
Yes, I am not getting good contact shadows on the floor for some reason and the lightmap is at 1024. I used the baselightmass.ini settings that were posted in the make lightmass understandable and epic thread. I'm not sure how much it helped? The lighting is an HDRI and a sun along with the table lamps and the one IES down light on the painting.
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Originally posted by RI3DVIZ View Postand the lightmap is at 1024.
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I think the bake time is around 3 or 4 hours, I ran it over night so I'm not positive but my tests were taking a couple of hours. The static lighting is set to .65, 20 bounces, indirect quality 10, smooth 1 and lighting quality medium. These were setiings based upon tests I saw in the make lightmass epic thread.
I'll bump up the floor and run another one tonight. One question on Lightmap settings can you use any multiple of 64 or do I need to double the 1024 to 2048?
I'll be super happy when Lightmaps go away and there's a better solution.
Thanks!
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You can always check via light map density visualizer. If it's blue, then you may (or may not) need to increase the lightmap size (green color is the optimal result).
Personally, I wouldn't use light map size bigger than 1024. In some cases you may need to use 1024 or 2048 for small objects to get "high quality" look. Generally I'm using a minimum of 256 for small objects (books, vases, lamps, etc). For cloth-type objects (especially folded or wrinkled) I use 1024 to get rid of light map artifacts.
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Originally posted by RI3DVIZ View PostHere's the density, thanks for that info. The floor looks a bit pale green so maybe that's it?
[ATTACH=CONFIG]69202[/ATTACH]
For the shadow contact try set the static lighting scale to 0.2 t should have a good shadow contact naturally
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