[Architecture Visualization Experiment]

@Robbie222: Thank you for your reply :).

And also thanks everyone who replied and gave me great info. After digging some threads of koola, I finally get some better result. This is still W.I.P, im still modeling and put objects in. For lighting, I use 1 directional light and a few spot lights in some corner to kill splotches. All materials are just basic diffuse and some of them has bump. I will invest more time on the material after the lighting stage. There are some minors errors but will fix it asap.

And here are what i got so far.

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Looking good leducvu!

Hi everyone,

I trying to make a clear reflection black glass, but this is what i get so far. The reflection looks like low-res reflection and it does not seem right.

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Here is the Vray rendered version of Evermotion Scene.

The reflections are unfortunatly a limitation in the engine. SSR reflections are very low rez, so you won’t be able to get clear mirror-like reflections.
You can try to fake it like this guy did: (https://www.youtube.com/watch?v=Ux9VFZL_DcM) but it will bend the reflections and it will look a little weird.

Hi everybody,

I’ve just started an interior interactive project. This time, I really want to achieve the realism rendering. I will post my experiments so I hope I can receive feedbacks and comments to help me get better result.

Here is what I have so far.

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Currently, I follow the tutorial of UE4Arch ( https://ue4arch.com/ue4archs-unreal-engine-4-lighting-workflow-part-1/) The method of using only Directional Light and Skylight (No Bounce Card). Here are all the settings that I’ve used:

Render time: 105 minutes ( Machine Specs: I7 5820K 3,3 Ghz; RAM 16GB)

Post Process Setting:

  • Color Grading: LUT_Morning
  • GI: Indirect Lighting Intensity = 1.5
  • Auto Exposure: Min Brightness = 0.3; Max Brightness = 0.3; Exposure Bias = 0.2

Light Settings:

  • Directional Light Intensity = 0.1
  • Skylight: Using Desert_Outer_HDR & Intensity = 3.0

Render Settings:

  • Quality: High
    Static Lighting Level = 0.6
    Num Indirect Bounce = 20
    Indirect Lighting Quality = 10
    Indirect Smooth = 1

  • INI setting:
    NumHemisphereSamples = 64
    IndirectPhotonDensity = 3000
    IndirectIrradiancePhotonDensity = 1500
    IndirectPhotonSearchDistance = 180


I’m encountering some errors: Light leaking and Splotches. I will try to find a solution to these problems.

Do you guys think this render time is ok for these settings? Or any problem with these settings.

Thanks :slight_smile:

Hi guys,

I have done a quick interaction project in 2 weeks. Here are some screenshots and video. Critiques and comments are welcomed.

Good job!! Your progress from the start of this thread has come a long way!

Cool, I’ve converted that exactly same Evermotion scene to play around with VXGI in UE4 a while ago :smiley:

@ FatMoth: Thank you, sir.
@: That’s really cool. I have followed you work relating foliages and stuffs. I’m really inspired. Thanks a lot, sir.

Hello leducvu
Hope this message finds you well.

I am doing some research on (how to) once I have my scene ready.
upload this to a server or something similar.
My question its how do you show your work to the client once you have the level ready?
so the client can walk inside the scene

its out there a tutorial about this? what are the key words that I should look for?

You seem to be the right person to ask. your work its great!
Thanks so much.
Regards

@Ciscolara:
Hi, currently I package this game to be an .exe game package then upload it on any server ( for example: https://mega.nz/) and send the link to the client, then the client will download and run the .exe on their machine PC locally. That’s how I currently sent the files to my clients now.

Here is how you can pack the game: Unreal Engine 4 Tutorial | Package Game for Windows - YouTube

In near future, I will develop the interact application on ios so it’s much easier for the clients. It means you can use the interaction application any where you want as long as you have an ipad or iphone around, no more need for big computer case.

Hope it helps

Hi everybody,

Im trying to use DFAO and DFGI to build a interactive application. But I dont think that I can make those features work at the moment:

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I enabled the DFGI Visualization, it seems that there is no DFGI at all.

Please help.

@leducvu, did you have any specific tutorials or guides you followed to create the interactivity/UI widgets to change your objects materials? That is exactly what I want to learn how to do, but haven’t seen any good guides anywhere. Your interface looks really nice and simple. Just curious how you got it functioning.

@DMHokie : Hi, I bought this pack from marketplace: Interior Toolkit in Architectural Visualization - UE Marketplace I use the file to understand how to make interactivity. If you have budget, this one is also a recommendation: HAL Archviz Toolkit V1 in Architectural Visualization - UE Marketplace

A little try on big scale exterior scene.

Looks really nice, just the exterior maybe need simplified the model at least for that parts that will be far from the user camera (if you don’t have a flying mode). That may help to get better frame rate.

Hi everybody,

Using UE4 for Architecture Visualization would never been a bad choice. I’m having a great time using UE4 not only for Architecture Visualization but also so much more than that. Here is a short video as a quick recap of what I’ve done with UE4 so far. Thanks Epic Games and all people on the forum have provided a great help to me. And now, please enjoy!!!

A demo we did to play with the dynamic interaction for interior and exterior of a building.

Make your skylight stationary and turn off that awful DFAO - it stinks with the typical archviz workflow. Enable LPV in your console settings and in your sunlight and set the size to something like 20000.

@duke22: thank you for you tip :wink:

Hi guys, this is our new experiment with VR using Vive on our old mobile project.