ArchViz WIP\a few questions

Hi everyone!

After some experiments, I came to the following results and have new questions:

  1. There are problems with the glass material. In all tutorials that I watched the glass made the same way … The problem arises when we look at the glass under strong angles there are distortions associated with an index of refraction…Has anyone found a solution? Glass model have a shell like in real world.;

  2. How to make the shadow more smoothly? A feeling that not enough quality;

  3. Neon light. How to make good neon light? I tried to do it in two ways: through the emission material, but the result was strange even with production quality; and with Point light, but there are having problems with attenuation of light - the closer to the Point Light the more light, but it is necessary that the light was uniform;

  4. About metallic values in material. Somewhere on the forum I read that the value of this parameter must be 1 or 0 and can not be in between. It’s true? As for me it is strange, there are materials that emit metal and there is appropriate to do other values …

  5. Can I save channel z-depth in a sequence to make post-processing in the final video for best quality of DOF. So I can not to do the normal depth of field standard tools of anreal engine;

  6. How to remove the moire effects? Particularly strong in the texture of the sofa…

  7. Very long calculate of production quality - about 30-40 minutes. Or is it normal for the scene? Scene have a LightmassImportanceVolume and PostProcessVolume. All big surface has a light map res - 2048…I show the settings, may be it can help.

  8. When I do the High Resolution Screenshot in final image the decreases quality. Why is this happening?

2 rabellogp and EoinOBroin : thanks for help.

  1. r.SSR.Quality 4 is help but not enuff…there is still a lot of noise, especially when the camera moves;

  2. Use the Shading Model “Two Sided Foliage” and add some value on the “Subsurface Color” input. Tip: multiply the diffuse texture by a scalar parameter named “subsurface level” with default value “1” and plug it on Subsurface Color. You’ll get a fast and good result and will be able to control the subsurface intensity with the variable. Very good solution;

  3. Anti-aliasing. Bad result is already in the final sequence from the Matinee :(. In the viewport anti-aliasing is good.

  4. Bad DOF in unreal)