ArchViz / Lighting

I don’t think is doing , he wrote that:

I don’t know exactly how was implemented, though, I think his solution relies mostly on LPV.

In any case, you try switching between multiple lightmaps using the approach outlined here, but I don’t think you would get a perfectly smooth fading (plus, in 's case, that would have meant baking a huge number of lightmaps)

questions/56384/one-map-with-different-lightmaps.html

I think it’s mainly due to the fact that 's scene is composed with very simple objects and a very limited number of texures (used in a great way, I add)
A big part of the size is probably due to the DerivedDataCache embedded in the realistic rendering project (which, if I understand correctly does not necessarily need to be bundled with the project.

If you are talking about the UV layout, is probably to add more density in places where it is needed. From a first glance to the project, the lightmap density is more or less the same all across the scene (= the texel size is always more or less the same, and the lightmap size is change accordingly to achieve )

could you me easy for me ? i mean its better make it big or small at UV1 layout ? whats the diference ?
PS: thanks for reply

also he stack some UV and make it small at center is very diferent from UV1 layout in RealisticRendering.

D: thread is amazing!

UV1 (or better, channel 0) is normally used for texture mapping, and not for lightmapping. The size of the UV1 layout is relative just to the size of the textures and materials you will apply (e.g., the smaller the layout is, the larger the textures will appear on it)

UV2 (channel 1) is used for lightmapping. In case it is useful to optimize the layout in order to fill most of the space available, since all the space around the objects will waste memory in unused parts of the lightmaps. Checkout page for an in depth explanation: UDK: Lightmapping Basics and 18 Important Principles for Creating and Using Lightmaps for UDK

(the article talks about UDK, but it is totally relevant to UE4)

Does anyone know what program used to create his 3Dlut?

First guess…Photoshop. But you can do it in any image editing software :wink:

He already stated in thread that he used Photoshop.
There’s also a description on how to set up a LUT in PS in the UE4 documentation.
I linked it in my blogpost you can find above at the animated .gif-Breakdown of 's Scene.

Hey, I just posted a bunch of LUT tables that I made using Photoshop:

If you can’t make them yourself, you can try these out!

Thanks for sharing the scene on marketplace . is really inspiring stuff, and the results you have been getting are incredible.

For those of you who struggle importing the LUT, remember that your LUT must remain in PNG format! Everything else can in UE4 seems to use TGA no problem, but PNG is uncompressed which is whats best when creating Look Up Textures

Just wanted to say you made me jump on the boat 2 months ago, thank you , hope you keep the level high!

Hey all,

I made a new scene for test purposes and it turned out to be great. Check it out here: Unreal Engine 4 Archviz Test Scene - Work in Progress - Unreal Engine Forums

Cheers

Hey , and others! I created profile just to say I got completetly hooked on the stuff you make and it inspired me to do something myself! I’m an artist and a gamer. Got some C4D skills but I’m a complete newb to UE. I would LOVE if someone could make a tutorial for beginners who wants to make some ArchViz stuff.

Hi

So I finally got around to posting my ArchViz project, check it out, it’s still WIP.

Big thanks to for his helpful methods of lighting for archviz

Thanks

HI !
Great viz!)

Fantastic Works!

Fantastic Works!

edit found

Hello friends!
Where to find tutorials on Architectural visualization or Architectural Rendering in Unrealengine?
Thanks for the help.