No, is not the place to post your works. It’s really better to start a new thread, can comment your images, follow your works, etc…
No, I will not make a tutorial. I have not the time to do one. You must wait a little for the realease of my exemple scene on the marketplace.
Some info on the new scene :
Like I said, it’s based on The Light Walls House by mA-style Architects.
I wanted to add more objects, more textures, more … but, well, no time and I’m too lazy
The high poly chairs come from Side Chair by Vitra Eames - Dimensiva | 3d models of great design (Really great model, I just had to “low polying” it^^)
I’m pretty amazed by lightmass, there is no “fake lights” in the scene, all is lit by the light bounces (around 15min for the baking).
Thanks for sharing, great website with free models !
Too bad you do not have time for a tutorial :rolleyes: Can’t wait to dissect your scene on the marketplace though !
Do you still use the same technique, white planes illuminated by spot lights ?
All of your scene is modeled in 3ds then imported (I have a hard time mastering the UVs from imported 3ds objects) ? If so, do you map them directly in UE or in 3ds ?
Hey
Really nice stuff which is truly inspiring. I started to play around myself and got stuck at one point.
I used a reflector, I’m getting really nice indirect light. But the reflector is blocking direct sunlight, of course. So I took of “cast shadow” from the reflector. After that, the scene is not light by the reflector anymore, just by the direct sunlight, which comes through now.
Also “Shadow Indirect only” doesn’t give the desired result.
What are you doing to get your sunlight through the reflector?
Are u saying u didn’t use a reflector/spotlight time around? Can u at least explain some of the parameters in the BaseLightmass.ini and what they do?I am understanding it to some extent.Do u also tweak the Environment intensity,Diffuse Boost with Ambient Occulsion on in the Lightmass UI Editor settings or u leave them at default?
Do you still use the same technique, white planes illuminated by spot lights ?
Yep
All of your scene is modeled in 3ds then imported (I have a hard time mastering the UVs from imported 3ds objects) ?
Yep. I do almost all the UV2 with flatten mapping and scale down the parts that are not visible (and stich some parts too). For the UV1 it’s just a box mapping on all objects.
*What are you doing to get your sunlight through the reflector? *
Hummm … nothing
Your reflector must be a simple plane (not a box) without 2 sided.
Are u saying u didn’t use a reflector/spotlight time around?
What I was saying is there is no “fake” light inside the room to simulate the light bounces. All the lighting is done with some reflectors outside the house and the sun.
Can u at least explain some of the parameters in the BaseLightmass.ini and what they do?
Nope … because I don’t know
I watch the values changed in the different quality preset and boost them.
*Do u also tweak the Environment intensity,Diffuse Boost with Ambient Occulsion on in the Lightmass UI Editor settings or u leave them at default? *
I only change the bounces number (100).
Really really amazing works! Your works give me huge confidence to using UE4,but I have 2 questions about your textures.
1.Are you using gamma corrected textures(Linear space textures) in your scene?
When I using sRGB texture my scene the GI shows very dark.When I using Linear texture(I just adjusted gamma correction to 2.2) it shows bright,but I don’t have any reference value of brightness so I just make my scene looks good but not accurate.
2.Do you have any reference value of brightness(I mean brightness of texture) for rendering?
Great Work from a Nice generous Guy…
Greetings and Best wishes…
Guys
I need an advice for a start point for creating outdoor environment scenes… for example a house or a multi-storey building…
Shall I start with a specified project in the market place… OR with a blank one…!!?
hi you also inspire me to start UE4, i dont know about many things that you said here but i will study all them.
So for archive your results i need.
1- Make an scene in 3DS
2- UV1 it’s just a box mapping on all objects.
3- UV2 with flatten mapping and scale down the parts that are not visible (and stich some parts too).
4- Have a spot that light a white quad at the exterior of the window (so no direct light/shadow, just smooth indirect lighting) and a directional for the sun.
I have also tweak the BaseLightmass.ini with totally overkill values^^. big spot/reflector to add a little directionality in the ambient lighting.
5- not using inverse square fallof for the spots (and the light fallof is set to 0.0001).
6- exposure settings at 0.25 (or 0.5 for the stairs scene).
7- reflection is done by the screen space reflection (intensity 100, quality 100 and I use the command r.SSR.Quality 4 to have the best quality).
8- lightmap resolution on the “lights tubes” scene, there’s a 512 on each wall and a 1024 for the entire floor and ceiling.
9- reflector must be a simple plane (not a box) without 2 sided.
Luv Threat and all the insight from and all you guys! Finally got version 4.4! Looking foward to try some Archviz, doesnt look easy at all. Tried long time ago with Crytek and I was a mess and there wasnt any support for kind of stuff. Hope we all can learn and share.