Big News - "Project Nile" 3ds Max Eporter Plugin

I don’t think it is as simple as we “stopped supporting”. We have a ton of things we can be working on, we can’t work on them simultaneously. LPV just got some attention because we had a bigger reason to do it and the Enterprise team is a new thing at Epic with our own resources. This is not a promise that LPV will see more done to it. Just that we did do some improvements that I hope show up in engine sooner than later.

I see. Look forward to having a go with it.

I work on design laboratories too. As I have many repetitive elements, and many many design options I’m converting all of them to Unreal Assets, with common pivot point in Revit and 3dSMax replicas. First I design in Revit. Then, in 3DSMax, I copypaste assets tranforms from 3ds to UE4, then replacing with converted static meshes in my libray. The only things to unwrap and export every time are architectural elements (walls, floors, ceilings…) I’m thinking on having doors and windows assets in UE4.

You should check out Twinmotion 2018 and the live link to Revit. As I mentioned somewhere, Twinmotion has incorporated UE4 engine. It’s a pretty impressive solution for getting quick feedback.

This kind of threats actually apply to most of the AEC professionals including myself. But as always, going forward with AI and more automation, future is never for everybody but only selected few.

What I can do is only to embrace the technology and adapt my skill set to survive I guess…

There will always be demand for creating “emotion” with images. Learn how to do that, and you’ll always have work to do.

We use LPV in almost every project so I can’t wait to see the improvements!

There’s a rumor the LPV improvement is coming and you shouldn’t have to wait too long. Can’t say more.

Wow ! Just saw this Thread.
Can’t wait to see Stuff for the Project Nile.
:slight_smile:
This will help to improve our workflow ^^

Very nice!

We’ll be showing one component of Project Nile at SIGGRAPH (the one I think you’re most interested in seeing). Join us for the, “Make it Unreal User’s Group” if you’re in the area:
Register

There was no mention of this in the 4.17 preview stream :frowning: Can you shed some light on it?

It’s there, it’s just that it didn’t get mentioned. We, the enterprise team, need to help the games side understand what engine features are going to matter to our industries. We have plans to do this for the future.

I checked it in 4.17 and despite looking a little different there doesn’t seem to be any major improvement. Or at least not the most important one, being cascades. It’s still either low quality or higher quality but then it stops within a couple of meters around you. :frowning:

Yes, I think it still needs work to make it more easily used by end-users. Twinmotion overcame this somehow, not sure.

There’s a distance parameter in post processing settings.

I’m working with Twinmotion on their SIGGGRAPH demo, LPV works well from what I can tell. At least how they’ve figured out how to use it (same as in 4.17 engine). Pretty impressive visuals, even without baking.

You mean size?

Nice to hear. Needed to know if computer requirements with LPV (not light baked builds) agrees with customers computers…

People using Twinmotion have decent workstations, so it’s not a good indicator that LPV will work on consumer PC’s.