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Thread: New Release: Realistic Rendering Showcase

  1. #1
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    Unreal Engine Developer
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    New Release: Realistic Rendering Showcase

    If you watched today’s Twitch broadcast then you’ve already heard that all active UE4 subscribers can now download our Realistic Rendering showcase through Marketplace for free. We hope it’s a nice surprise for everyone!

    Epic’s environment artist Paul Mader worked with senior designer Nick Donaldson to create this lifelike high-rise apartment scene. I asked Paul to say a few words about it.

    “We wanted to show UE4 developers what they can do with the new tools and technology using a realistic rendering demo as a quick proof of concept. Real-time graphics have always had to fight with heavy limitations, and one of the easiest ways to downplay shading and lighting restraints is to make scenes that are very stylized, or to add dirt and grime to objects, for example. This exercise removed any type of mask to show how artists can now easily build true-to-life environments.”

    According to Paul, producing a setting such as an apartment room works well, being familiar territory where imperfections tend to be obvious. “We wanted to test the tech with a clean, realistic room. UE4 has a physically-based material system that works with our global illumination renderer. Our goal was to come as close as possible to an architectural visualization rendering that one might expect to see created with offline rendering software such as Mental Ray or V-Ray.”

    Paul and Nick spent three weeks creating the apartment scene from start to finish. “From the beginning the agenda was to avoid going crazy over-budget with our assets, and theoretically, every asset in that scene could be used for a high-end game,” he continues, revealing that the carpet, which exhibits fine detail down to the footprint traffic on individual fibers, was the best place to start.

    “I thought that if I could make the carpet look good the rest should be no problem. Using UE4 you can see every little change immediately. Tweaking materials and lighting can be very time-consuming with an offline renderer, so being able to fine-tune changes within a scene and see them instantly is great.”

    On the topic of UE4’s support for photometric lights, he says, “We can now set up realistic lighting using exact values in lumen and IES profiles taken from real light sources. It throws out the guesswork, and physically-based shading makes it easy to implement attractive materials that work in every light situation.”

    We’re excited to see how developers use the realistic rendering showcase along with the other content that’s been released so far.

    What do you think? Are you checking it out? Please share any feedback here in this thread!

  2. #2
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    This small Demo is so AWESOME! no words to describe it haha! well done Epic! and it's running quite well I can manage 40fps on 1080p on Epic Settings

  3. #3
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    Awesome, this has been my most eagerly anticipated demo! Keep 'em coming!
    Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

  4. #4
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    Rift Developer here. Loved the optimization for the Rift. For those who don't know, they've added a level Blueprint which checks if a head mounted displayed (in this case the Rift) is detected and changes the post settings (aliasing and such) if it is.

    Go from an average of : 30FPS and 30ms -> 40FPS and 20ms
    Last edited by Gary00; 04-04-2014 at 03:35 AM.

  5. #5
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    I just put in my old GTX 275 again, is that the reason the room is way darker than in the preview screenshot for me? Or am I missing something here?

  6. #6
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    Infiltrator
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    I am really loving how much content they are coming out with in such a short time. Really worth the money! This is great.

    btw "If you watched today’s Twitch broadcast" any link to that twitch broadcast.

  7. #7
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    Luminary

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    100 FPS on Epic, huh. Freaking magic

  8. #8
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    Quote Originally Posted by Saiboat View Post
    I just put in my old GTX 275 again, is that the reason the room is way darker than in the preview screenshot for me? Or am I missing something here?
    Yeah Since the GTX 275 does not have DirectX 11 it cannot render the new lighting global illumination system.

  9. #9
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    Great demo, very high quality stuff! Great for learning. Hope I can check it out soon with oculus rift

    Looking into the lighting of the scene right now, very interresting.

  10. #10
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    Really great demo, runs flawlessly on my PC and love the details and trying to understand how its built now.

    Whats the best part of the demo though?......................................... The music No lie been stuck in play mode for a while as I don't want it stop, will do all development with this music.

  11. #11
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    @Jinh, we'll post the Twitch broadcast to YouTube.com/UnrealEngine on Monday. I'll edit the link up top at that time and also let folks know via the social channels.

  12. #12
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    Quote Originally Posted by Crash View Post
    Yeah Since the GTX 275 does not have DirectX 11 it cannot render the new lighting global illumination system.
    Does it relies exclusively on Directx 11? What about OSX users?

  13. #13
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    Paul, great attention to detail--appreciated that you could see the insulated glazing unit spacer in the sliding door. Carpet material is amazing, same for the bookshelf!

  14. #14
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    Quote Originally Posted by andreibosco View Post
    Does it relies exclusively on Directx 11? What about OSX users?
    Well OSX users do use the same graphic cards as windows pc's so I am sure it should

  15. #15
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    Samaritan
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    Its very amazing honestly. The only thing i must say is i wish it was bigger i.e. a whole house instead of just a room, but i understand that they want to showcase specific features of the engine so thats why the scene is more compact :-).

    One thing of note. there is a fly through of the day and night scenes but they forgot to make the mantinee play at the level start...

    wanting to play around with camera movement more i created my own camera paths here!


  16. #16
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    Looking really great from what I can see in the screen shots and videos, but not on my machine.
    It is way too dark in the corners away from the window up to the point I can't see a thing.

    I'm on OS X Mavericks 10.9.2
    Graphics NVIDIA GeForce GTX 680MX 2048 MB

    Is this a DirectX 11 issue? Does Open GL require other settings to render well?

    Thnx

  17. #17
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    Is this similar to what you're getting?


  18. #18
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    Dark results

    I'm getting the same thing on my macbook pro
    OSX 10.9.2
    NVIDIA GeForce GT 750M 2048 MB

    Quote Originally Posted by andreibosco View Post
    Is this similar to what you're getting?


  19. #19
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    Quote Originally Posted by Bunnybones View Post
    I'm getting the same thing on my macbook pro
    OSX 10.9.2
    NVIDIA GeForce GT 750M 2048 MB
    same problem here: MacBook Pro OS X 10.9.2, GeForce GT 650M 1024 MB

  20. #20
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    Very nice~~

  21. #21
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    This is a simple reply but to those of you that have dark rooms did you build lighting? Use the build button on top of the of the view port. Still dark?

  22. #22
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    Yes, it looks exactly like the above screenshots even after building lighting.

  23. #23
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    Checked if lighting quality was set to production quality, rebuilt but to no avail.

  24. #24
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    Yeah my room also looks like that. I don't think you would need to build lighting, it should be built already...

  25. #25
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    Luminary


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    Try turning off eye adaptation post process?

  26. #26
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    @ ambershee, no difference. I did get better viewport lighting, and in game mode it looks almost perfect.

    In the viewports settings Lit > Exposure > Fixed at Log 3 or 4 looks good.

    Running in preview mode looks great too not in play mode.

    I PMed Crowl, no reaction.

  27. #27
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    Quote Originally Posted by Remy van der Kleij View Post
    @ ambershee, no difference. I did get better viewport lighting, and in game mode it looks almost perfect.

    In the viewports settings Lit > Exposure > Fixed at Log 3 or 4 looks good.

    Running in preview mode looks great too not in play mode.

    I PMed Crowl, no reaction.
    The viewport settings only affects preview. Too bad we aren't getting any feedback from the developers

  28. #28
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    Will contact support

  29. #29
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    PLease give us some hints how to lighten the scene, which is too dark for OSX (here Mavericks, GeForce)

  30. #30
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    Unfortunately, auto exposure isn't compatible with OpenGL on Mac. To get it looking similar to how it does on Windows, select the "PostProcessVolume3", then set the Min Brightness to 1, the Max Brightness to 1 and the Auto Exposure Bias to 3.7.

  31. #31
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    I don't find it in marketplace, is not longer available?

  32. #32
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    Samaritan
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    It's now in the Learn Tab. Along with other nice Stuff.
    Wannabe VFX Artist @DizcoDev

  33. #33
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    Quote Originally Posted by DizcoDev View Post
    It's now in the Learn Tab. Along with other nice Stuff.
    thanks you!

  34. #34
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    Quote Originally Posted by crowl View Post
    What do you think? Are you checking it out? Please share any feedback here in this thread!
    Well, don't take this the wrong way, (as I in no way intend to belittle anything done here) and I come from a game player, not developer background so have different expectations.

    I actually played with this the other day, I wanted to build my own books / bookcase, and I'm still trying really hard to work out how the books work (something to do with changing colour and size dependant on location I think - beyond my at this point)

    Anyway I digress, the very first thing I did when opening this level, was move things around so they looked more realistic lol sorry.

    I saw the coffee table and the rings, and they wall all the same, and in different places, no one uses a table like that, they sit down and put the cups in one or two places where there dominant hand is, maybe a third place for when they are walking through the room, and just pop it on the end of the table.


    The rings themselves, were all the same - exactly the same (2 varieties maybe), this to me is a big red flag,
    I mean here is a room, the main feature in the center of the room is the coffee table, and the cup rings are the immediate obvious feature on the table that shows constantly repeating patterns, that would never happen.

    So my first 10min looking at this demo, was just rotating / resizing and moving the rings so they layered naturally on top of each other, and moved into a better location.
    secondly I put one on a side table as if someone tried to cover it with a vase. Then rotated the cups to a position that would be conducive to being used by two right handed people who sat there.




    Took me 2min, then I felt better, and carried on looking at the rest of the scene, which is really nice, can't wait till I understand a bit more on how it all works.
    (If I knew I would be posting this image, I would have changed that last one too, as you can still easily tell its a repeat, due to the two blobs on one side)



    Normally I wouldn't mention something so minor, but saw this thread specifically asking for comments on this "realistic rendering" so had to mention the above.

    I do realise that rendering is different to prop set up, so this may be me holding on to the wrong end of the stick here, but as far as I'm concerned unnaturally repeating patterns are a major cause of mental conflict when playing a game, and should be avoided when possible, especially in a demo showcasing realism.

    (as an aside, everyone here knows more about this topic than me, I'm just giving my first impression of this as I saw it, honest feedback is the best )

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