FYI - we updated the asset in Marketplace so that it includes the uproject file. You can get the updated file by updating Lightroom in the launcher Library.
Thanks for letting us know!
-deke
FYI - we updated the asset in Marketplace so that it includes the uproject file. You can get the updated file by updating Lightroom in the launcher Library.
Thanks for letting us know!
-deke
Finally it’s there! Thanks so much for the effort and sharing your knowledge, !
I made a little Rendering Pass Breakdown as an animated GIF. I think it’s fascinating how much your Postproduction (LUT) contributes to the final quality…
and some more info can be found in my little blogpost I just wrote about the Breakdown of 's Scene. (If external links are inappropriate, please let me know): Dissecting Koola’s UE4 Archviz Magic | Moritz Weller CGI & Photography
I just try it! Looking foward to try my own stuff
work . My question will seem retarded for many, but not knows everything. What is ArchViz? Can someone give me a link to learn what it is about?
Great idea and visualization!
I asked folks to look into . I wonder whether the tweaked .inis were missed. In either case, we’re on it
We just verified looks as expected if you rebuild lighting with “production lighting”. I don’t think is the default. Could you confirm whether works for you as well?
Seems to resolve the - Rebuilding on “Production” Setting reproduces similar Quality (1 min 55 sec on i7 2600k), although not exactly the same - GI seems slightly darker than in the lightbuild shipped with the Daytime scene.
Is the camera animation included in the project or just the static scene? I can’t run the walkthrough. Any info? Thanks.
ArchViz = Architectural Visualization.
The first time I read that word I spent hours on the Internet trying to figure out what was all about, I got hooked, and with UE4 and 's work I’ve developed a whole new addiction level
Same here, my current project uses a lot of the lighting methods uses, really glad I found thread. I’m also think about moving away from Video Games Art (what I studied at Uni), and going into ArchViz…but we’ll see, only trouble with doing ArchViz is UE4 eats my CPU (maxed out when building lighting, can’t afford to upgrade it yet).
And I might stick a render up here after the next lighting build (still need to tweak a few settings).
Dan
Putting light quality to and and modifiying lightmass.ini then clicking build (or build lights only) give me those errors: Assertion failed: GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT(“NumShadowRaysScale”), NumShadowRaysScale, GLightmassIni) [File:C:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp] [Line: 2016]
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xce8a5896 + 0 bytes [File=c:\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xce744535 + 0 bytes [File=c:\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:203] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FLightmassExporter::WriteSceneSettings() 0xcbb7b60d + 82 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2016] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FLightmassExporter::WriteToChannel() 0xcbb7d0aa + 0 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:522] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FLightmassProcessor::InitiateExport() 0xcbb5ba2c + 22 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:2363] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FStaticLightingSystem::InitiateLightmassProcessor() 0xcbb5bd4c + 0 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:1838] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FStaticLightingSystem::BeginLightmassProcess() 0xcbb41e9a + 8 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:564] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FStaticLightingManager::CreateStaticLightingSystem() 0xcbb47f50 + 0 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:210] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UEditorEngine::BuildLighting() 0xcbb43b4e + 63 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2114] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FEditorBuildUtils::EditorBuild() 0xcb453b62 + 0 bytes [File=c:\unrealengine\engine\source\editor\unrealed\private\editorbuildutils.cpp:264] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
TBaseStaticDelegateInstance_NoParams::ExecuteIfSafe() 0xc2aaa71a + 0 bytes [File=c:\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:690] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-LevelEditor.dll]
FUICommandList::ExecuteAction() 0xcf53cbb6 + 60 bytes [File=c:\unrealengine\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:104] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Slate.dll]
SMenuEntryBlock::OnClicked() 0xcf6a00e7 + 127 bytes [File=c:\unrealengine\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:847] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Slate.dll]
SMenuEntryBlock::OnMenuItemButtonClicked() 0xcf6a7cf8 + 0 bytes [File=c:\unrealengine\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:806] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Slate.dll]
TBaseSPMethodDelegateInstance_RetVal_NoParams::Execute() 0xcf66444c + 17 bytes [File=c:\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:161] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Slate.dll]
TBaseDelegate_RetVal_NoParams::Execute() 0xcf776f7a + 6 bytes [File=c:\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1058] [in C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Slate.dll]
SButton::OnMouseButtonUp() 0xcf7b8f59 + 17 bytes [File=c:\unrealengine\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:188] in C:\UnrealEngine\Engine\Binaries\Win64\UE
The assert tells you that ‘NumShadowRaysScale’ can not be found within the ini file, did you accidentally deleted it?
I hope you don’t mind not publishing your identical comment on my blog, since chances are higher you will find help here
spectular you add to each materials ?
what is Basic tint and Cursh Shadows ?
Sorry! Also I managed to make it work. Also it wasn’t my comment on your blog, I just copy pasted it from that comment since I had the same problem.
Thats Scene…
i know thas scene, i just want know if the spectular you add to each materials ? and what is Basic tint and Cursh Shadows ?
Wow, I didn’t even know about possibility… Does UE4 support transitioning by default?
Anyone could explain to me why ** Lightroom Interior day light UV1** is so small and the UV1 in RealisticRendering is so big ?
What the point in make it big or small ?
Also why the UV2 (Lightmap) some part are alot bigger than others ?