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Is it possible??

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    Is it possible??

    ...so UE4 is incredible, really Epic has done a great job with this. I have seen amazing archviz works done with this tool and I´m very glad that this technology can be used for more than just playing videogames. I would say this would be the ultimate tool for archviz if it were because of its poor ability to represent reflections (at least which are needed for archviz). Other softwares like ------- or ------ (i will not say names) which make use of gpu to render in realtime, offer an appropriate solution to this and are not even half of what UE4 is. I have tested ssr and the scenecaptureactor and I have not achieved good results, the glass surfaces are still missed. How is this possible? Am I missing something? Should I try something else or insist on testing the scenecaptureactor way or just keep avoinding that kind of surfaces?
    Last edited by PRUN; 01-26-2016, 03:53 PM. Reason: Better description of topic in title.

    #2
    Other gpu render engines aren't realtime unfortunately so you can't compare. Offline always wins versus realtime quality-wise. But the gap will eventually disappear.

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      #3
      Sorry, no. Outhere are other gpu/realtime -no unbiased- architectural renderers to which I have referred...

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        #4
        Im still new and exploring ue4. Ive come across several posts stating that re reflection isnt possible?

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          #5
          I don´t understrand your question syrom.

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            #6
            Ah yeah your right I forgot about Lumion and stuff like that...these engines always look fake imo tho!

            The latest Lumion http://lumion3d.com/new-in-lumion-6/ still doesn't look very impressive. I don't see very nice reflections and the rest is just plain bad! It seems very intuitive and easy to use at least!
            Last edited by heartlessphil; 01-19-2016, 08:10 PM.

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              #7
              m... to me they look bad because of their absecne/poor GI solution (most cases) -UE4 is better for this- but all of them had better ways to represent reflections. Maybe you need to take a wide look. Anyway UE4 is still the best option to me but I wonder about the way to keep on with that topic.
              Last edited by PRUN; 01-19-2016, 08:54 PM.

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                #8
                The title of the thread won't help to gain attention from the devs tho. I would also like to see improved glass reflection/refraction in the future!
                I'm using the scenecapturecube method but it's not ideal!

                This is my best attempt for decent reflections with the scenecapturecube... It's a bit ''heavy'' but the scene runs well on a gtx760ti even tho I made the project on a gtx980sc.
                I added a little bit of distortion in the glass material to make the reflections look more natural. The downside is the reflection texture resolution is capped at 2048x2048 in the editor.

                Click image for larger version

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                Last edited by heartlessphil; 01-20-2016, 12:49 AM.

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                  #9
                  Very nice picture!! I think I could look even better or more "archstyle" if the if the vertical lines were parallel to the edges of the image. Nice work!!

                  yes, in addittion to the limitations that you mention, things goes ugly in that way when you are trying e.g. with a vase over the glass of a table...

                  ...in that case maybe the best option is to render the vase turned down and then edit in ps or something, but it is only for "static" images (and mmm)...
                  Last edited by PRUN; 01-20-2016, 07:02 AM.

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                    #10
                    ...yes I also think that to change some names here could give more light to the subject, what do you suggest?

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                      #11
                      I think that this topic should not end like this. Come on, it seems to be easy to get right reflections with a little bit of raytracing, I don´t understand why devs couldn´t solve that.
                      Last edited by PRUN; 01-26-2016, 05:40 AM.

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