You know what? I think you are there as far as I’m concerned it is more than good enough especially if you can do real time with that set up - great job. My only critique is the floor looks too glossy because it has a lot of bump to it.
Please share anything you feel like as far as your work flow.
I am with RI3DVIZ on this. Quality is almost as per of high quality Vray renders, there are certain limitations but I think they are of Unreal’s own like good reflection and refraction interpolation…other then that this looks good. Floor can be better.
Outstanding as usual, my only advice would be to completely remove the normal map on the floor material if you’re trying to achieve the polish concrete look.
There is no normal bump in the floor material. Unfortunately, this noisy effect is from an issue from SSR reflection and I have to figure out how to fix it.
Nice work!! Unfortunately i cant give any advice as my work is nowhere near the same standard.
So that leads me to asking… when can we expect a tutorial from you
1-hour build is impressive. I was able to chop down 6 hours (from 11h) of build time just by removing 2 high poly static plants in my scene. I was stunned when I discovered this.
Thanks for answering. I am more interested in the lighting techniques. The shaders look good but that’s easy to achieve. That lighting though …not so much. Could you make a breakdown of your lightning settings for this scene?
1h build time is a lot less than I expected, what system are you using?
From my experience with other render engines, I could tell, Lightmass is better and faster than the famous biased solution from vray (IrrMap + Light Cache) and such good as unbiased methods (Bruteforce).
It took 40-50 mins for rendering, in a Dual-Xeon 2670 v3 - 32 GB Ram