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Thread: Unreal Engine exterior Night and Day Architectural Visualization

  1. #1
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    Lightbulb Unreal Engine exterior Night and Day Architectural Visualization

    Hi friends, continuing experiments in Unreal Engine with more exterior and interior environment together. This time I tried to recreate this beautiful house exterior from project named
    Wein House – http://www.archdaily.com/639084/wein-house-besonias-almeida-arquitectos. Still struggling with foliage to look realistic(Kite demo assets are so tempting).
    In future will be incorporating some new trees and grass with my own materials for realistic looking foliage.


    I am absolutely loving using Unreal Engine as my new Arch-Viz main tool. 3ds Max/Blender with Vray seems like a turtle when comparing to sheer features and speed of Unreal Engine, for instance exterior light built only took 10:02 minutes with 9 minutes for all night renders. When I compare it to my Vray render (Single 2K Image, Yes I did recreated this in Vray and 3ds Max also) which took whooping 7 hours, 10 minute seems like a breeze.


    Let me know what you all think of adopting Unreal Engine for full-time Arch-Viz creation tool?

    Hoping for better results soon.


    @rabellogp - Thanks for the awesome trick to create realistic reflection on glass. Reply #40 in this thread - https://forums.unrealengine.com/showthread.php?74605-External-Archviz-Landscape-and-foliage-studies&highlight=rabellogp

    P.S – One thing I want desperately is Epic to remove 512×512 restriction on HDRI in game.(I heard there are some methods to get past it, but I am yet to wrap my head around it.)


    Coming soon – Cinematic/Interactive Video with Interior shots.

    I already had rendered the frames for this scene before posting so, the video is without any major changes. Will be redoing scene for exterior foliage very soon.


























    Last edited by Raghu; 08-31-2015 at 08:48 AM. Reason: Night Shots Color Corrected.

  2. #2
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    Nice images. I'm starting a similar house project soon and since vegetation is tough to make, i'll start with an overcast stormy winter atmosphere.
    1 little complaint is the dirt/leaks are a bit strong imo. But I like the scene. Unreal is definitely more fun to use than vray heh!!!

    Do you use a LUT? It could help a bit here to make the vegetation blend better with the rest of the scene. Maybe it's colors are a tad too saturated! Because your vegetation seems of very good quality, is it speedtree or vray-type assets that you converted for unreal?

    I am also wanting to convert from vray/corona to unreal...full time if possible. Whenever I go back to vray I get bored quick. I love the speed, the interactivity and the direct feedback of working real-time. + it allows me to do videos (something $$$$$ with vray), playable apps, vr apps eventually. Lots of possibilities. Hopefully clients are going to embrace the possibilities too!!! sometimes I miss the perfect G.I and reflections/refractions of offline renderer tho. hehe!
    Last edited by heartlessphil; 08-28-2015 at 09:56 AM.

  3. #3
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    You're on the right path very nice work.

    My 2 cents. Everything is too cartoony especially the night shots, the saturation level in particular. I think if you refine your saturation and textures originally then use the post processing volume to good effect you can improve the over all realism.

  4. #4
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    Also--there's some areas where grass shouldn't be able to grow, like under the deck and by trees/rocks, etc.
    Lighting looks very good

  5. #5
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    Lighting looks really good! Couple small things that stood out to me: the grime on the concrete feels a bit too much, I think taking it down by 2/3rds would help. Also, on the ramp I noticed the grime is rotated slightly when it should still be streaking straight down.

    I definitely dig the overall look and feel of the images taken as a whole.
    Trevor Lee
    State Machine Studio
    @StateMachines

  6. #6
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    Beautiful. As a layperson I love UE4 ArchiViz... We're talking all the glossy renderings we see in the brochures and videos but realtime, interactive etc.

    As for the foliage, I would say, yes, do try the Kite demo assets and check out Koola's foliage, I have no idea how he makes it look so good but it shows it's possible!

  7. #7
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    Отличная работа, иди продавать на торговую площадь!

  8. #8
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    Quote Originally Posted by heartlessphil View Post
    Nice images. I'm starting a similar house project soon and since vegetation is tough to make, i'll start with an overcast stormy winter atmosphere.
    1 little complaint is the dirt/leaks are a bit strong imo. But I like the scene. Unreal is definitely more fun to use than vray heh!!!

    Do you use a LUT? It could help a bit here to make the vegetation blend better with the rest of the scene. Maybe it's colors are a tad too saturated! Because your vegetation seems of very good quality, is it speedtree or vray-type assets that you converted for unreal?

    I am also wanting to convert from vray/corona to unreal...full time if possible. Whenever I go back to vray I get bored quick. I love the speed, the interactivity and the direct feedback of working real-time. + it allows me to do videos (something $$$$$ with vray), playable apps, vr apps eventually. Lots of possibilities. Hopefully clients are going to embrace the possibilities too!!! sometimes I miss the perfect G.I and reflections/refractions of offline renderer tho. hehe!
    Thanks. In this particular scene I didn't use any LUT..but generally I use LUTs. Will correct dirt/leaks soon, Now I think they are bit too large and strong. I too miss the ease of GI and Reflection/Refraction...we all do.

    I tried to use one or two Speedtree trees with other assets from kite demo. Kite demo tree material is really hard to control with such high reflection and specular values...will try to make my own foliage assets with better and simple material for full control.

    I am trying hard to get the level where I don't miss 3ds max/blender and Vray that much..wishing for the best...what Unreal Engine is doing in progress wise seems super promising for the time to come. There is so much to learn and adapt.
    Last edited by Raghu; 08-29-2015 at 11:14 AM.

  9. #9
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    Quote Originally Posted by RI3DVIZ View Post
    You're on the right path very nice work.

    My 2 cents. Everything is too cartoony especially the night shots, the saturation level in particular. I think if you refine your saturation and textures originally then use the post processing volume to good effect you can improve the over all realism.
    Will definitely try to improve the images in PS with better saturation control. Thanks

  10. #10
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    Quote Originally Posted by darthviper107 View Post
    Also--there's some areas where grass shouldn't be able to grow, like under the deck and by trees/rocks, etc.
    Lighting looks very good
    Thanks for pointing that......these little things make a huge difference. Will also try to improve the ground texture as it now seems low detail. Now a days I am learning so many different things and software that some time I totally overlook the end result or just simply avoid the details so not to loose my mind. Substance Design seems a very good choice here but the learning curve is bit intense I think after Using Unreal for five months, I am still a complete noob.
    Last edited by Raghu; 08-29-2015 at 11:16 AM.

  11. #11
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    Quote Originally Posted by Hyperloop View Post
    Lighting looks really good! Couple small things that stood out to me: the grime on the concrete feels a bit too much, I think taking it down by 2/3rds would help. Also, on the ramp I noticed the grime is rotated slightly when it should still be streaking straight down.

    I definitely dig the overall look and feel of the images taken as a whole.
    Thanks for pointing out such intricate details and mistakes...I will try to change the grime soon with some high res texture and will make it small to look realistic.

  12. #12
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    Quote Originally Posted by ильнур View Post
    Отличная работа, иди продавать на торговую площадь!
    Tried google translator which came out with - "Great job , go sell at the market square !". Thanks for the kind words..but this scene require tons of improvement before it can become viable for me to ask money.
    Last edited by Raghu; 08-29-2015 at 11:15 AM.

  13. #13
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    Could you make a demo of this, so we could actually walk around and view this really good scene.

  14. #14
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    Basic Color Correction

    I tried to reduce the saturation so as to avoid the cartoony look. Will be trying new foliage soon.


  15. #15
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    You can try a LUT, to kind of give a uniform look to your scene! But I like your new screen! Now if you tone down the leakings, you have a great scene man! good job!

    You did the leaks with vertex painting?

  16. #16
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    Quote Originally Posted by heartlessphil View Post
    You can try a LUT, to kind of give a uniform look to your scene! But I like your new screen! Now if you tone down the leakings, you have a great scene man! good job!

    You did the leaks with vertex painting?
    I am glad that you liked it. Will be using LUTs soon. This was quick PS treatment for the time being, working on few interior shots now.

    No I didn't use vertex painting, as I have created this whole scene first in 3ds Max and Vray and then decided to recreate in Unreal, I had already applied the material there including leaks and all. It was created using VrayBlend Material in 3ds max and in Unreal I used three different channels to simulate this VrayBlend Material - Channel 0 for Concrete, Channel 1 for leaks (Which are multiplied with base concrete material - leaks are Black and White info only) and lastly Channel 3 for lightmass.

  17. #17
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    Is the sky an HDRI image? Are you using an HDRI for the scene lighting?

  18. #18
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    Quote Originally Posted by asmithey View Post
    Is the sky an HDRI image? Are you using an HDRI for the scene lighting?
    Yes, sky is HDRI and Used HDRI for scene lighting.

  19. #19
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    How did you set up your HDRI?

    I'm trying to set up one as a skylight, the lighting is ok , I know about the resloution limitation, but how did you use it about a hires backplate?

    Thanks

  20. #20
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    Raghu, add a very very subtle normal map (like wavy) to your glass normal and your reflections will look more real. No glass is 100% flat in the real world... and it will give the impression of movement. I'm pretty sure that's what Rabellogp did in his scene cause you kinda see a little distortion in the windows :-P

  21. #21
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    Quote Originally Posted by heartlessphil View Post
    Raghu, add a very very subtle normal map (like wavy) to your glass normal and your reflections will look more real. No glass is 100% flat in the real world... and it will give the impression of movement. I'm pretty sure that's what Rabellogp did in his scene cause you kinda see a little distortion in the windows :-P
    Sure will try that.

  22. #22
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    Quote Originally Posted by zerocdv View Post
    How did you set up your HDRI?

    I'm trying to set up one as a skylight, the lighting is ok , I know about the resloution limitation, but how did you use it about a hires backplate?

    Thanks
    To get the backplate look sharp use - "NoMipmaps" in Mip Gen Settings of HRDI texture.




    Attached is the SkyHDRi material.
    Attached Images Attached Images   

  23. #23
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    SOme Interior Render

    These are some quick renders to illustrate the interior. It's kinda empty so didn't spend too much time improving the lightmass. Render time 1 hour 38 mins.











  24. #24
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    Looks very very good but I don't like the background backplate, it's distracting a bit (and blurry/low res). But I know it's a pain to have nice background.

  25. #25
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    Quote Originally Posted by heartlessphil View Post
    Raghu, add a very very subtle normal map (like wavy) to your glass normal and your reflections will look more real. No glass is 100% flat in the real world... and it will give the impression of movement. I'm pretty sure that's what Rabellogp did in his scene cause you kinda see a little distortion in the windows :-P
    This is a great tip, thanks!

  26. #26
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    congrats raghu the scene looks really good and i'm really digging the lighting of the night shots and the interiors... about the last ones...do you mind sharing your workflow on how you achieved this good lighting in such a small time ( 1 hr and 38 mins is impressive for production quality!) thanks in advance

  27. #27
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    Quote Originally Posted by sterne View Post
    congrats raghu the scene looks really good and i'm really digging the lighting of the night shots and the interiors... about the last ones...do you mind sharing your workflow on how you achieved this good lighting in such a small time ( 1 hr and 38 mins is impressive for production quality!) thanks in advance
    In this scene I have tested my new lighting setup, I am still developing it and will create a full flash video tutorial soon. Mean while I am using only a skylight with HDRI and directional light to lit the scene, as of the time I suggest please don't blindly follow koola's settings directly..they tend to increase render time many folds without any visual quality increase after a certain threshold. On thing is sure that to get quality and speed ratio properly we still need to alter the Baselightmass.ini.


    Attached Images Attached Images   

  28. #28
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    牛逼~ 不能少于十个字

  29. #29
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    [QUOTE=Raghu;367679]I tried to reduce the saturation so as to avoid the cartoony look. Will be trying new foliage soon.

    I like that better! There is a chart for the color of real world lights in RGB numbers, I think adjusting your lighting color will help too. Just Google color of real world lights in RGB to get the chart.

  30. #30
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    [QUOTE=RI3DVIZ;375128]
    Quote Originally Posted by Raghu View Post
    I tried to reduce the saturation so as to avoid the cartoony look. Will be trying new foliage soon.

    I like that better! There is a chart for the color of real world lights in RGB numbers, I think adjusting your lighting color will help too. Just Google color of real world lights in RGB to get the chart.
    Generally I use temperature for light color, as it is more accurate and resembles the real world values. This project was a noob attempt to create something artistic but I think I failed miserably.

  31. #31
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    I don't think you failed. My take on it is if it's close to photoreal then really make it photoreal, otherwise lean hard towards artistic so it looks intentional.

  32. #32
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    Agree, it looks pretty good to me.

    I suggest you to change some of the settings on the wall material because it looks a bit strange and grainy.

    Also, add a support at the end of the table, it doesn't look too realistic if its that long

    Overall very nice job, I'm curious to see the lighting setup

  33. #33
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    can i ask about reflection on glass at night(first pic) is this from reflection sphere or a texture ? it looks to detailed to be ref sphere

  34. #34
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    Awesome level of detail,very nice Raghu !
    I'd like to know more about your glass reflection too, if you could share your material setup it would be great ... I've tried glossy material, add some "Metalness", high specular, even fake reflection with scene capture
    but i can't achieve a descent glass material for my windows

  35. #35
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    Ragu amazing stuff and thanks for all the tips! I have a question whats the configuration of the laptop or pc you are using and are you using tessellation for anything here inside the interior.
    Last edited by spacehawk; 01-29-2016 at 07:26 AM.

  36. #36
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    THIS WAS GREAT! I think most important thing are materials, can you please post materials like glass wood floor concrete? Did you backed maps in vray-max? Is everything static or not?

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