Republic RT - Real Time Lookdev Tool for UE5

Adding the Metahuman session, where these screenshots were taken.

Hi again,

Here a Demo of how “Context” should work. Just migrated; JessyStorm’s Assets - Modular Sci-Fi Indoor/Outdoor environment pack - Rocky Swampy Planet, from the Free content of the Month, to the Republic RT project, this time under UE5.2.1.

There is no lighting in the scene but the one the environment has by its own, no tweaks but the positioning of the level in the 0 coordinates, so models spawn at the top of the stairs.

This indoor level seems very interesting, with several rooms to explore, I imagine I will try to set some of the most interesting locations here, and add them to the toggle “Context” buttons so I can switch from different locations within the same environment on the fly.

This is the rough idea of the context feature, exploring your models in different environments, or even, exploring the environments themselves.

I hope you find this feature as helpful as I do :].

I see that there is 0 feedback coming from anywhere. I imagine most people stopped following this project a while ago.

Indeed, I would like to have some input, specially I hesitate to continue the development under 5.2.1 or stick straight to 5.4, as multiple version support will be quite complicated for me in the future, new UE versions, introduce some significant bugs, and I would prefer not to have different coding between version to short out these problems. Any feedback on this??

Thank you




Hi,

Here some screenshots, and another video of me, spinning around :]. I am trying to expand a bit level exploration capabilities.





Hi,

I come with some feature update this time: Editor Staging Helpers for Bases and Camera, to profit from different locations within the same level.

Also, there are, finally, 10 fully functional Cam Slots :partying_face:.

You can take a look to this short video, to see how this feature is intended to work.

I hope you like It.

After several hours of intense use…
A small update to the UI design. :]

Hey! Here is a little video showcasing how the Sublevel system is implemented on Republic RT.

A pretty unprepared and not very professional demo. Still, happy that all these buttons and input boxes are finally working as intended.

I do my recordings, normally, pretty late at night. Expect some mumbling or nonsense, from my side :sweat_smile:.

I hope you like the feature and the way the levels can be handled.

Best!



CREDITS

Automotive Salt Flats
by Epic Games

Stylized Egypt
by AleksandrIvanov

Ithris Cemetery
by Rasmus Bagner

Ancient Temple - Temple Environment
by Sidearm Studios

Lich
by Lilpupinduy

Valkiria
by Tim Fun CG.

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Hi there @El-Grajo,

Hope you’re well and having a great week so far :slight_smile:

Just popping in to say the images you’ve linked in the past few posts are just gorgeous. I love the lighting and world design from what you’ve showcased so far. The architecture, however, is just gorgeous. Every detail seems so calculated and thoughtfully crafted.

Can’t wait for your next update!

Hey @PresumptivePanda, all good so far thank you, wishing you a nice one also.

Thanks a lot for your kind words :slightly_smiling_face:, I am glad that you like what I have been posting over here lately.

Indeed, beautiful environments and characters, that represent the huge effort of a lot of gifted people that have crafted these great assets.

I am just spinning around, playing with this content while I use my humble tool.

Trying to wrap around all the core features and give them a final kick. Still, there is plenty to do, but at least, the goals are clear. Try to avoid the addition of any new feature… before current functionalities are ready. :nerd_face:

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Hey! Seems that at the end, each level’s own post process can be used inside Republic with minimal tweaks :partying_face:

In my previous video, I thought that my camera postprocess, somehow, was negating any other non conflicting data if a post process was already in the level.

What was completely breaking it, was Republic RT Postprocess, that is only there to kill auto exposure, basically.

Here is a short video, with this nice little environment and props, showing how most of the scene postprocess can be maintained, still having access to all tweaks of Republic Camera Posprocess.


Happy to see that this works as it should.

Best and I hope you like it.

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Hi, I gave a shot to a relatively big exterior, to see how this could work with the tool.

Worked better than expected. Even if the camera is lacking “fly by” controls, it was pretty easy to move around the set, using the “move cam target to under mouse geo” Left Control + Middle mouse Click. All features were pretty usable on an exterior also.

In the video you can see some alternative use for the Bases/Turntables, adding, for example, a Directional Light so you can benefit from the already built z rotation feature, rotate light direction in one axis, which is better than nothing. Republic RT is lacking plenty of features from the first demo, 2 years ago. I would love to have all that, and more, but I would “never” release the tool for the first time… I was forced to cut on features, so I could get a working release asap, this is my priority.

If at some point it gets released :crossed_fingers:, and it kinda works, people finding it useful, I will love to add other features, like a light rig, extended Postprocess, some interactions with sequencer and so on…

This finishes my current “beta testing” phase. It is time now to “stop having fun”… and jump straight to complete the master Base/Turntable and propagate until all 5 bases are working as expected.

This might take some time. I will be back with some update when these behaviors are achieved. :nerd_face:

Best, and as usual, I hope you like it.

*Here Screenshots from this session, and from other unrecorded sessions in the same environment.





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Hey! Little milestone, “launch render” feature works as expected, so far. :face_holding_back_tears:

Here some 4k PT renders

Best and I hope you like it :]

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Hi! Short video here. With some, I believe, necessary Quality of Life updates.

Best and as usual, I hope you like it :]

Hey, here some WIP about the 5 Turntables. :nerd_face:

Resulting render :].

Finished programming the 5 base turntables :nerd_face: :partying_face:
Republic has achieved one of its main milestones, after more than 2 years…
:face_holding_back_tears:.

And yes, why not, I am quite excited about this! This stuff starts to be functional and it has been such a long way… I could not even dream about launching renders in RunTime :exploding_head: when I started my journey creating buttons that do stuff.

Now, model lineups are possible.

What is in the TODO list before a potential release?:

  • 10 Staging Save/Load Slots : Will store all 5 bases; models, location and rotation, plus the displayed sublevels.

  • 10 Snapshot Save/Load Slots : You can store individually; camera, staging, or post process. Snapshot lets you go “unorganized” and save it all at once inside its own slot.

  • 10 Post Process Save/Load Slots: This will be handled, entirely, using keyboard shortcuts.

  • Warp up of all content, options menu and so on + testing.

Note: Republic RT will have very limited lighting presets or interactive solutions on release :smiling_face_with_tear:. Hopefully, some decent presets, and a light rig will come, at some free update, with a similar approach to the one showed in the first video of the post. This feature is not currently under development.

I will not provide any estimation over a potential release date. Things are moving pretty well by now, lets stick to that.

As usual, I hope you like it :].

Best





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