Great stuff you inspire me a lot… ! keep it coming. and thanks for the scene in the marketplace
I’ve a question for you With large lightmaps, your ini file, and large build times. How would you go about doing something like a large estate (lots of houses)? Trying to make some optimizations to my current setup, and even with 28 cores, it’s taking 3+ hours to render the lighting. Any tips? - Cheers in advance! .
3 hours is nothing man!
I think got a bit upset by reading all the comments, mainly because is just looking for the quickest-solution-possible, discarding all the hard work he put in.
Even if he shared some of the settings I saw multiple comments which don’t even mentione if they liked the images, its just “give me the settings” which is quite sad.
I think that people do not realize that UE4 ( and Cryengine before it ) are a game changer regarding architectural visualization, mainly because if you spend 30 minutes for light baking and o have those results then try to go back to Vray/Mental Ray/whatever and see how much time is necessary to achieve perfect quality lighting and then try to make a video.
Can’t wait to see more stuff done by , the beach scene was absolutely amazing!
Keep it up
Just to be sure - I didn’t ask for settings, I’ve spent time researching rendering. I was asking if he had any tips.
The best tips I can give you : don’t use my ini file
You can have the same result with the ingame settings (static lighting level scale, indirect lighting quality and indirect lighting smoothness).
Great work !
The detail on those trees are insane! However i did pick up what looked like a mini tornado in the background. 28 seconds in
I think dude should be posting enviornment and or just level building tutorials.
the Unreal blog has today an explanation for area lights using 's diffuser workflow.
Save thread for my ref, nice job!
Hey Guys,
I am trying to build a little arch vis scene and just blocked out my house in maya (On a grid divided in 25cm units) - some friends told me I will get problems because I build modular wall and windows pieces with lightbake artefacts and tiling problems. But when I looked in koolas marketplace scene it was done in different pieces as well. What do you think?
Cheers
I still love your stuff , might be nice to seen some night time scenes done. I have yet to see a night time realistic done in UE4, maybe it’s just me. But your work is truly inspirational and I look forward to your game
hi , its to see arch reel by you. can you provide lessons if i want to learn UE to make arch reel ?
All of your photo-real matinee scenes are amazing!
How did you do ??? Is there a tutorial I can watch or read to begin doing what you do?
Buenas tardes, como se logra ese ambiente Cinematográfico en las escenas?
Agradezco me colaboren.
Congratulations !
Your work is just incredible, technically and aesthetically. The mood and composition are top noch, and having that grade of realism and quality in real time is a dream came true… THANKS for sharing your knowledge(and the free scene)!
Right now I´m experiencing your Lightroom scene with my Rift CV1 and it´s !
A quick question, I´ve just begun to learn about Unreal Engine, so please consider that I´m almost a complete newie:
I create a new project from the ´s LIGHTROOM Free Scene, I open it in editor and looks , I can play with it in VR… everything working perfect in 4.12… but when I press “build” button (with “production” quailty chosen), after all claculations (5-10min and no errors) the scene becomes much darker. I think I somehow lose the indirect lighting coming from the reflectors. Am I missing anything? I´m checking everything and reviewing Unreal official documentatio but I can´t obtain the correct result…
Maybe It´s related to 4.12 support?
Thank you very much in advance for your help!
Hi,
In 4.12, objects with “Actor Hidden In Game” enabled are no more took into account for light bake. You need to select all the reflector and uncheck parameter.
Or you can use a skylight with Lightmass Portals at the windows.
Also IIRC 4.12 has problem with roughness rendering which turns lighting intensity and speculars down. That was a known bug, not sure if it has been fixed or not. If it’s fixed then said enough