Home Interior + Oculus VR

Hello Everyone,

Here are the few screenshots of the Home Interior we did for one of our client. I will be sharing the final output in the coming days.

We started this project for use with Oculus. We are very much pleased with the Quality of output we got from Unreal.






Nice and bright and also very warm feeling, I like that! :smiley: Looking forward to more.

Looks great! Has the client seen it through the Oculus yet? I’m just wondering how many clients would be open to trying it on, but it probably just depends on who the client is.

: Thanks. Will make a walkthrough and will also release the Oculus version of the project.
@ : Yes, the client has experienced with Oculus. Client liked the Quality and the experience very much. However, one thing which I am looking to overcome is “Screen door effect” of Oculus. Since, the Interior walls and other items color is white and beige, the effect is more pronounced.

Wow the interior is really great especially the living room and the bedroom interior is just beyond the imagination just one rug from the commercial rugs manufacturer will add more style to the whole interior.

Can you give information about lighting? Thanks

I have used “Sky light” and “Directional Light” for GI.

With regard to settings:

Static Lighting Level Scale : 0.8
Num Indirect Lighting Bounces : 100
Indirect Lighting Quality : 5
Indirect Lighting Smoothness : 0.6

All default values in BaseLightMass.ini

Light Map resolution for complex/large objects (Sofa, Floor, etc) - 1024
Rest are default

Can you share Post Volume settings? thanks~

i like it good work,you made a good quality with normal render setting

Oooh yeah that’s very very good!! And thanks for sharing the lighting settings. The design is really nice too though keeping it clean might not be :slight_smile: I go for rustic myself. Anything rustic can be in a shocking state and still look lovely :slight_smile: Hope your client is double pleased with what you’ve done.

@JL : I have used Post processing only for Ambient Occlusion and Fringe Intensity. Rest are default settings. I experimented with LUT for scene color, it was nice but later decided not to use since client without it.

@amir.pourshafi : Yup, but it still took around 9+ hours to build lighting on a single system. With 3 systems it took about 4 hours.

@Jakeypoos : Since, this is for ArcViz, client wanted clean look. This was done for Oculus Rift and because of light colors screen door effect is high. But, client wanted this way itself.

Nice curtain. How is the material setup do you use for the curtain?

have u archived 75fps and 9ms ??? this is the main problem in my proyect. ( high quality and oculus with a 980gtx )

have u archived 75fps and 9ms ??? this is the main problem in my proyect. ( high quality and oculus with a 980gtx )
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I got nearly 65+ on Intel i7 X980, GeForce GTX670 with Oculus. I think on Oculus recommended hardware it will reach 75 fps. I haven’t tried it.
Without Oculus, I get a consistent 120 fps with 8.3ms.

I know it’s a headache to get 75 fps. It’s even harder for exterior scene. I was able to get only 40 - 45 fps for exterior(Landscape and Buildings) that too with great difficulty. I am seriously, thinking of breaking the whole thing in to multiple levels and use Level Streaming to achieve good fps for both Interior and Exterior.

It’s a very basic setup. Trick here is to make sure that UV unwrapping is good and without any overlap

Thanks for sharing your setup! Is there any particular reason for subsurface shader? If I remember correctly, subsurface shader is a quite expensive shader.

this is awsome , your work is fantastic

Earlier I wanted to shift the color of the curtain in few dynamic lighting situations. Hence, I used subsurface shader. However, for the current situation it’s not needed. I haven’t yet cleaned the project for final deployment. Since, I am getting good performance I became lazy enough to ignore it.

I got 75fps 9ms actually in my project / i74970k and 980gtx.

But… in the evermotion for ue vol2. it’s impossible… i usually do the photogrametry workflow to reduce all my geometry.

Even I have observed that it’s very difficult to get good fps using Evermotion models/scenes. Photogrammetry sounds interesting though I don’t have much idea about it. Do you have any statistics/comparision regarding performance improvements using Photogrammetry. Can you post any of your works?