Hi everyone,
we wanted to share some work in progress of a case study, we are currently working on. We tried to recreate an interior space from actual reference to get a workflow for ArchViz in Unreal 4 going.
Our goal is to achieve a similar look and feel to our renderings. We deliberately chose to convert one of our existing archViz-projects (which you can see here: http://www.lefx.de/referenzen/visualisierung-innenraume/) into a realtime-viz to see, how the workflow would be, what we have to change, what is reuseable…
We plan on creating a VR-experience in conjunction with the oculus rift from this scene soon.
The lighting of the room proved to be more challenging, than we first thought. Getting clean (archviz-clean) results from lightmass on plain, bright surfaces needs some tricks and work arounds. As do elongated lights…
We are currently working on filling up the scene with additional details. The scene also still lacks some sort of surroundings…but that is on our list as well.
Updates are to follow soon
Feel free to check out a short captured sequence of a little fly through:
(the stuttering comes from Vimeo conversion. Don’t really know how to do this right, i created a h.264 video with 30 fps in 720p as a start, uploaded it…and then it get’s this choppy. Any ideas?)
The scene is about 3/4 done. What is missing are some additional interior details, some adjustments to clean up some errors and stuff and of course some outdoor environment.
We’d really like to know, what you think about our progress so far.
Unreal Engine 4 is a great tool to work with, though it has some shortcomings at the moment, that come into play, when building things like that. (Missing forward shading for better glass materials, problems with sorting of transparent surfaces, lack of light channels (or any form of inclusive/exclusive lighting))
We are really looking forward to what’s in the pipeline for UE4, because we plan to build a serious workflow around it for our Viz-Business.