I run a small architecture studio and we produce everything in house, from project to presentation.
My desired goal would be to migrate to a Real Time RayTrace high quality renderer/engine and improve my workflow and output speed, and also improve de design iteration process.
My current workflow is going from rhino to Max and then render in Corona. I like Corona, it is simple, fast and produce good quality images and has the advantage to be integrated with 3dsMax which has a lot of great plugins like Itoo forest Pack.
Iāve been experimenting and learning Unreal engine for a month and I would like to share a bit of what Iāve learned so far, what I think are the pros, cons and things not working.
But first, my test setup:
- Nvidia 2080ti RTX running studio driver
- Threadripper 1950x
- 64 GB Memory
- Unreal 4.24
First lets start with initial WORKFLOW:
Import and initial Setup:
RHINO TO UNREAL
The best way I could figure out to import my models from Rhino to Unreal is using the DataPrep plugin, itās promising ;). It allows to automatically assign unreal materials to the assets, swap placeholders assets with already setup actors inside the unreal project and other functions. Great time saver.
[INDENT=2]
PROBLEM - The datasmith is not importing the UVs from Rhino, so I need to convert everything to meshes inside Rhino and then import. :([/INDENT]
The Dataprep generates an asset called āDataprep_Rhino_Sceneā which allows to update the scene if any changes to the original file is made. It will reimport everything though and erase changes.
3DSMAX to UNREAL
I used the datasmith max plugin to export the scene assets to unreal format. It takes some time but the assets comes out as it should.
[INDENT=2]
PROBLEM- Materials and textures conversion from Corona and Vray to Unreal is not working properly, if you have a color correct node and real world map size in max it will bring some weird textures and also a lot of functions are not supported or converting properly. A lot of rework here, specially for vegetation which comes without two sided foliage translucency.
[/INDENT]
Observations:
- I donāt know yet a good workflow to import/re import a single asset like a chair or a scene asset set. Havenāt tested yet.
- As far as I understood, Unreal creates a new file for every asset inside the unreal project folder. So, every single texture will be converted to a new asset. There is a drawback here since it will probably consume a lot of disk space.
SCENE MANAGEMENT:
MATERIALS:
[INDENT=2]I created a master material trying to mimic the functions I have inside 3ds Max/Corona and them having a library of instances for my most used materials.
The end material is kind of complex with color correct parameters, normal map or generate normals from a texture, detail normal, use real world UV map size, rotate and flip textures, parallax shader, displace, override parameters for raytrace optimization.
Features to be added to my master material:[/INDENT]
- Round edges parameter - IT IS A MUST for Archviz but it seems to be very complex to do, I HAVE NO IDEA HOW TO DO IT
- Randomize the UV by asset instance and elements - I HAVE NO IDEA HOW TO DO IT
- Triplanar mapping
- Dust from world coordinates (or something like that)
- Dirt map to generate variation
- Edge weathering
- Wetness
- Dirt by proximity to other assets
[INDENT=2]
PROS[/INDENT]
- Quixel integration is amazing, they have some really good materials and textures
- Realtime blend material by vertex painting is SO POWERFUL, havenāt tested a lot yet but the videos from Quixel team are just amazing
- Material layers seems promising also, I need to test them
- Decals are also great, it allows to add variation without the need to create complex custom materials
- Parallax is great for adding details without using displace
[INDENT=2]CONS[/INDENT]
- The blueprints are powerful but I kind of missed an all purpose material like in Twinmotion or Lumion
- I also missed ready nodes for color correction, random Uvs, round edges, adjust intensity of normals and displacement. I had to figure this out, which is kind of time consuming, specially for inexperienced users.
ASSETS MANAGEMENT:
[INDENT=2]I need to do more tests in this area, some pitfalls I could not figure out how to solve is:[/INDENT]
- Adjust mesh pivot point. I know how to do it per actor placed in the scene but I donāt know how to do it in the main mesh. Donāt know if it is possible
- Add and manage new material elements on meshes. I could figure out how to do add a new material element via the Mesh Editing plugin but then I donāt know how to delete or change the material elements.
- Paint foliage tool is great to scatter assets but it lacks a way to manage the added assets in the āscatter windowā. It can become kind of complex really fast.
- As said earlier, Unreal creates copies of textures inside the project folder instead of reference an outside asset, so a 1.5 GB 3ds Max file bacame a 8.5 GB project in Unreal after using the datasmith plugin.
- Donāt what is the best workflow to easily manage and add assets from my libraries of furniture, plant, etc. Mostly .max files.
RENDERING: [INDENT=2]
As said earlier Iām trying to make everything ray traced, no light bake. Here are my impressions so far.
Overall the ray trace technology in Unreal seems promising, I now itās everything new and under development but my guess is that it will evolve to be consistent, fast and with great quality in the near future.[/INDENT]
- The ability to setup exposure, depth of field, lights in real time is great and a real time saver.
- The cinematic controls are working very well, easy to use, easy to learn, consistent. I could not output an alpha channel pass using the Sun Sky system tough. And I saw some complains about stability to output large formats.
- PBR material workflow seems to be working nice
- Lights and shadows are consistent
[INDENT=2]**RayTrace Reflections - **Are working fine, roughness maps are consistent. Depending on the setup it will be noisy or loose performance but that is probably limitations of hardware and early implementation.
**RayTrace Global illumination - **The new Final Gather is great to work in the scene and also output images, fast and if you wait some time it can get rid of most of the noise. The brute force seems to require a lot of processing and becomes unpractical in complex scenes.
RayTrace Refractions - Seem to be broken, I spend a lot of time trying to figure out how to do a simple planar glass. I did it setting up the material specular value to ā0ā and setting the āMax. Refractionā in the PostProcessVolume to ā1ā or ā2ā anything more than that seems to break everything, For exemple, if you are looking thru a glass panel with the Max Refraction setup to more than 2 it seems to ācullā some features like Ray tracing shadows from the Skylight and also it makes the lower LOD grass disappear. Really funky
Also I could not figure out how to do the border of the glass to look darker as it should.
PROBLEMS:[/INDENT]
- My scenes do a really annoying flicker after turning on the translucency. I could not figure out what is happening. the only way to solve is to close thw engine and open it again. But after some time it will show the same problem again
- Iām trying to use the Harry Emelianov Volumetric clouds but the element turns black when using translucency
- I Could not figure out how to use Two_sided_Folliage with Raytrace, it works fine with raster but when Raytrace is turned on it disapears os seems to be really, really small on the borders.
[INDENT=2]Donāt know yet how the render will behave in interior scenes illuminated only by lots of artificial lights.[/INDENT]
Final considerations:
- Overall Unreal seems promising and very powerful, itās also complex to learn and implement simple features that we are used to in archviz, a lot of digging is needed.
- I believe that if the Unreal team is willing to be a consistent tool for archviz, a lot of presets and simplifications are needed. Ray trace is not ready but can already output some good results depending on the scene.
- Being able to directly import a .max file would also be good since it will allow us to import assets from libraries without opening 3ds Max.
- I would really like to understand better the plans for Twinmotion and Unreal, since I donāt know which one to focus my learning. Right now the actual version of Twinmotion does not create a quality good enough but it has some cool pre built tools and ready to use assets.
Thatās all. I hope this can help someone and also create some good productive conversation about workflow and features.