ArchViz / Lighting

You really shouldn’t patronize anyone. It only shows how narrow minded you are.
We never asked for a magic buttons, nor did we ask for skillz. we asked for a tutorial and tutorials are the most common way to learn -say the basics of a new game engine. In fact, every type of learning in pretty much in every area of life involves learning through examples. Following your mentality, schools wouldn’t have teachers, nor books for that matter. After all, you’re a moran and want to get skillz the easy way, if you can’t figure it out on your own, right?

Sorry, but thats just not true! :wink: What you describe would have been more like: yeah I modified the Lightmass.ini (–>points to the warehouse) and there you can play around and tweak stuff…experiment! (–> just enter it and search for what you are looking for)

But instead, he posted his exact settings, he gave us a break down of how he arranges a scene, he showed us his basic material setup, he explained how he did the dynamic scene and which types of lights he was using. Honestly…thats quite something! :wink:

If you look at what he did…its not magic! Lightmass is just cranked up like crazy, the materials just have the textures plugged in, no shader magic at all, the only “special” thing is the reflector setup. So if you would just copy that, you probably wouldnt get the same results out of the box. Why? Because probably (thats my guess) has an eye for it. He knows how the elements play together. He knows how he has to author the roughness or albedo map to work the way he wants them to.

is something you can not learn in a tutorial…just comes from experience and trying things out…getting a feel for it. Actually I watch tutorials too…its not a bad thing! But following a step by step guide doesnt teach you a lot. I watched a lot of texturing tutorials when I was still in education…I just devoured that stuff. Did make me a good texture artist? No! I just learned stuff and I was good in theory…but my materials still didnt have that extra punch in quality. That just came over time by getting a feel for it and learn how all the different parts work together.

Right now…I have a bout 5 different workflows to make a roughness map and I decide which one to use based on what kind of texture I am working on. Nobody could have tought me that…it just comes from the expierience that one workflow I used for my last rock texture didnt really work out for wood.

To get to a conclusion…I dont want to hate people who are asking for tutorials in general and tips are very helpful! But I would like to encourage people to try stuff by themselves. Its actually quite fun and helps you understand the matter even better.
It just makes me sad reading all these demands for tutorials from one post guys that probably havent read all the information provided in thread and just asking again and again the same questions. Thats just **** lazy.

But I think its also a problem of these times that people are used to getting everything already chewed and they just have to swallow.

So…I stop with now…lets have some fun and talk about cool Unreal ArchViz stuff! :smiley:

And regarding the fact that people start posting their work here…I think it is Koolas thread to show his work, not a general “show off you ArchViz stuff” thread (we might need one in the future?^^). However…its Koolas thread, and as long as he has no issues with it, why should we?^^

Cheers!

BTW: if you guys use a skylight with a specified cubemap that is just white and you tweak brightness and gi strength right…you “almost” get the same results as with the reflector but even higher quality since the skylight saves shadows as bent normals.
But you sacrifice a little bit of control over directionality :wink:

is such a better way to express a opinion! I agree 100% with you, although I have to confess that I would like to see an test of your skylight + cube map results lol. I will try it for sure. Cheers!

Sure it is true and i can’t even believe that we are arguing about something like . How you managed to misunderstand such a simple analogy such as the dark warehouse escapes me.

I’m a reflector/theorist type of a learner, that’s why i prefer tutorials, instead of stumbling around in the dark warehouse, trying to find what i need. People learn different ways. Stating that my argument is simply just not true is nonsense.

Sure, we were given a lot of information by , but the is that i don’t know my way around the engine well enough yet to utilize information efficiently, not without a proper guide and i don’t seem to be the only one.
I’m not here to reinvent the wheel. I’m here to learn from the examples of others. Tutorials are needed, we learn by building the scenes based on them and then messing around with their settings. We learn the UI and menus of the application the same way.

Learning the basics and mastering something are two entirely different things and we never stated that we believe to become masters of the art if we just could get a step-by-step guides in here. You said it yourself; You devoured tutorials and guides, but it didn’t make you as good as you are now, but you still went through them. We have the exact same right. Eventually when we know enough, we can start to hone our skills.

looks around shiftily Don’t tell anyone but I am a Unity user wanting to see how close or not close I can get to fidelity, your stuff is wonderful you have an eye for it for sure so keep it up! :slight_smile:

UE4 Is truly remarkable piece of kit, however I use Unity so screw you guys :wink: has inspired me to see how far I can push Unity 5 ( beta )

Lots and lots of images and details on technique or lack thereof here, feel free to chuckle at my misfortune… or be afraid that Unity is catching up a lil :stuck_out_tongue:

http://www.shadowood.uk/Store/?u=2014-09-01

I’ve been watching what’s going on with Unity, but it doesn’t seem like Enlighten is a good solution given how much processing you still have to do, and it doesn’t work with dynamic objects which is a big problem for me.

It does work with dynamic objects, lights can move around the scene, emissive textures on objects can animate and light a room, and it can have lighting in a room change say if a ceiling is destroyed… though those bits are not working in the beta yet as they havn’t hooked in the shadowing supporting yet

if you mean lighting a dynamic object like a character then that also works via light probes

Though yes it has some severe limits on how dynamic, but it allows it to work on mobile because it precomputes data that allows it to do quite a lot of dynamic stuff at runtime, just not EVERYTHING at runtime

The realtime works quite well, and isnt too slow to ‘bake’ what I have had problems with is the old fashioned static baked GI

Why did you steal 's thread?

No more Unity stuff in thread please, it has been derailed enough already.

And to the others; if you have any lighting related questions/need tutorials, start a new thread and ask there. Lets leave one to enjoy 's works. He has given a ton of information on his technique already and making a tutorial or not is up to him at point.

Hobby, you’re completly right about posting your wotk in thread if you consider it that way. Only , can tell you if he likes or not your work in his thread, not some drama-seeking random duds! If you feel motivated from 's work I would love to see other people results with the similar settings used!!

So please, don’t let mr. No-ones to tell you what’s right and not.

BTW, great work! I love your scene screenshot! =)

By Mr No-ones I assume you don’t mean the moderator who just requested it too? :wink:

i think you right to a certain degree. I did tweak my lightmass and setup a small room with a window and roof and setup the sun and the spotlight as described but i just cant get the same results and some of these terms like “inverse square falloff” makes no sense to me. I’m not forcing the author to make a tutorial, I am simply requesting him to do so. And I do understand that the only true way to get skills is to try it out firsthand but I consider myself a beginner to UE4 and just one tut would be nice. sort of how epic releases marketplace examples to provide a basic learning rope. I be asking for too much but I just wanted a little guidance. And I have read most of the documentation but I didn’t really see any of stuff anywhere.

Kindergarten…way to derail someone’s thread kids, internationally or unintentionally.

I guess the moderator is right about derailing 's thread but if hasn’t posted anything since we “derailed his thread” then Im pretty sure we are fine. Its just like a bunch of students talking while the teacher is out of the room. And Mr.Moderator, doesn’t have more authority over thread than you do (I’m saying with no intended disrespect, just asking)?

… just make a game already man!

Really great work!
Looks amazing!

~ Jason

If you have some trouble figuring it out, I’d wait until his example gets added to the marketplace and then you can look at specifically what was done. I’ve tried doing the spotlight shining on a white plane thing and didn’t really get very good results, but I’ve also gotten good results using his config file settings.

Yeah, don’t embed your own images into other people’s threads unless it’s constructive. If you want to talk about Unity, just post links. It’s kinda rude to hijack someone else’s thread like that.

The moderator, said no begging, no Unity stuffs, which I agree, but showing your **related ** work *achieved * through 's instruction is something I WANT TO SEE, in thread personally my opinion. Because it will help me build more knowledge of the possibilities and how hard it is to be achieved. is my last off-topic in thread, I’ll no longer continue meaningless discuss, because it’s not beneficial to anyone!

Marketplace has opened !
But no 's scene yet :frowning:

Arrrg too much post :smiley:

Hop, a quick video (again very simple scene, I just want to play with the lighting^^), i will read all the messages tomorrow :slight_smile: