Realtime ArchViz-VR - UE4

Hey Chance Ivey, thanks for the feedback. Unfortunately this means, it will still take a while, until this “gap” in UE4’s feature-set gets solved. I just hope, it goes fast.
To add more to my grief, i just found some spectacular video, showing of the capabilities of another engine on utilizing the DX11-Order-independent-transparency. Something like this in UE4 would blow my mind :wink:
For everything in our business, glass and transparency is very important, thus i’m “pressing” so much on this issues. Anyway…thanks for listening into your dev-channels for me :slight_smile:

@Nicholas Eischeid: We didn’t prebake anything. In general i didn’t get very satisfying results from texture baking with V-Ray in 3ds Max. We tried this on some older project for another engine, but the results where quite a mess and it took a whole lot of work to establish a solid workflow for that. VRays GI calculation methods don’t really seem to play along nicely with the render to texture feature-set in 3ds max. If you want to go that way, have a look into mental ray, as it offers rather easy methods to achieve some fast and reliable baking-results.

For this project, we created the whole lighting in UE4, because we wanted to see, where we can go with Lightmass. We even have a prototype of this scene, that utilizes LPV-based Realtime GI. It doesn’t look to bad either, but the feature isn’t stable enough to go into production with it, so we wanted to give the “traditional” Lightmass approach a good try and it seems to get the job done :wink: