EDIT: No worries. Keep up the great work.
any to get hands on those birches or better the forest scene?
It is all so beautiful:( can you marry me?
looks beautiful, i wonder what type of lights were used to create the colours in scene, are they area lights? regular spotlights? would love to know if anyone has an idea.
I think he maybe used colored lights reflecting of bounce cards, not too sure as im very new to unreal so maybe somebody else can help!
If I remember correctly (I lost most of my old scenes), I used colored spot lights and bounce cards to simulate the sky light and a Directional light that passes through the colored windows for the sun.
Where are you getting your information ? How are you so far ahead of else with the lighting?
I often see a lot of complaints and critiques of ue4 for the lighting and how things always look glossy and or washed out but you completely destroy that myth.
Hello !
I have a question for you, when you start creating a new substance, do you have a rule of thumb of how much meter your texture is going to represent ? Do you have a fixed texel density that you try to follow every time ?
Also, and I guess it is deriving from the previous question, what texture resolution are you using for your UE scene ?
Thank you very much !
Merci beaucoup !
Hello All !
- it is really pleasure watching Your stuff - very inpirating. I have one question to You. How do You achive such quality of Your movie? You render via Sequencer separated frames ( 4k )? and make a movie in external program ( like Adobe Premiere) ? Be very grateful for Your answer.
I love scene, I think the colors are tremendous. You mentioned above that you were using a directional light with translucent shadows and bounce cards for the windows. I’ve been trying to recreate scene as a lighting study and it has proven immensely challenging. I simply cannot get the translucent shadows to be as rich and vibrant as in your example, I really don’t know how you achieved that result.
Hi all !
Here is a little breakdown of paved street in the rain I posted on twitter.
First, I created the textures in substance designer.
I just wanted to test the rain effect so I used the “Roman Street Pavement” substance from SubstanceSource as base (https://source…com/#/s…ce7678a2747f0a). I simply plugged it in a “water level” node to make a wet version.
https://hkgame.files.wordpress/2018/03/untitled-2.jpg
For the water ripples effect, I used a substance from Nicolas Wirrmann (://polycount/discussion/comm…omment_2294007) for generating the normal map.
I haven’t found how to export a animation with substance designer so I exported 16 images and made the flipbook in photoshop.
https://hkgame.files.wordpress/2018/03/untitled-4.jpg
Here is the material in unreal.
https://hkgame.files.wordpress/2018/03/untitled-3.jpg
The scene setup is really simple, some planes for the floor, walls and the “street lights” (a night street photo plugged in the material emissive channel).
I used a BoxReflectionCapture for the reflection, a ExponentialHeightFog for a bit of volumetric fog and a PostProcessVolume.
https://hkgame.files.wordpress/2018/03/untitled-6.jpg
For the lighting, It only comes from the 2 planes with the street photo (the lights are baked).
https://hkgame.files.wordpress/2018/03/untitled-7.jpg
Then, you just have to add some rain particles (with material setup).
The normal map used can be found here /Engine/Functions/Engine_MaterialFunctions02/ExampleContent/Textures/SphereRenderNormalsMap
https://hkgame.files.wordpress/2018/03/untitled-5.jpg
And
https://hkgame.files.wordpress/2018/03/rain.gif
! Thanks for sharing. I saw that on twitter and wondered about the ripples. Nice!
Awesome !
great as always!
Once Again, Thank you very much for sharing
Beautiful work as always. It’s been a while since I’ve checked up on thread. Appreciate the breakdown. =)
Thanks for sharing !
Really, really good stuff. Maximum respect mann
can any one tell me how they get ?? i have tried all kind of tutorials and tips but only ends up in a bad result