Striving for Photorealism in UE4

This is incredible, oh my god… I used to think UE4 games could never reach the level of realism of Cryengine or Frostbite but I was wrong. This actually looks better than anything I’ve seen made with the cryengine. Kudos to you.

I have finished up a plant pack for the Megascans site using their incredibly detailed atlases. Here are a few screenshots from UE4 showcasing some of the assets.

They will be be dropping on the site soon and I have also prepared a fairly comprehensive UE4 wind material function to plug in to the materials. I’ll most likely be making an example project to help people understand how it works.

Am I still on the UE4 forum or is this a macro photo thread ?

Oh man that’s exciting for sure !

Anyways, keep em coming, these photorealistic screens are a great !

Can i just express myself freely and say, **** off you glorious ************ that is absolutely amazing work! :slight_smile:

Keep it up and i eagerly await your next post!

Awesome results, keep it up!

Wow, they are just incredible!

Definitely let us know when they are available at megascans. Would really love to check out your demo project.

Hello ,

Wow, the Pictures looks amazing!!!

Can you say what will mean “Soon”? I can’t wait to see this incredible Plants.

kind regards,
halobungie

They are already available. E.g. here: Quixel Leafy Dandelions

How is the sample project coming along?

Truly inspiring work. Really interested in an example project. I’m very curious to see how you go about setting up light and post processing to get it to feel so realistic. Most comments here talk about the absolutely fantastic assets you make but there is so much more to a realistic scene than only the assets. Do you have any ETA on when an example project might be released?

Had fun creating a WIP scene in just under two hours today using some of the Megascans 3D plants, still lots to tweak/improve!

https://youtu.be/IwzpIgcZmq8

This is amazing.

Now if we could maintain this level of graphic fidelity @ 80fps. :smiley:

I think I am liking this Quixel’s MegaScan now. Fantastic work on your landscapes mate.

Looks nothing short of amazing, well done.

I might ask, how do you get such great mipmapping from the megascans stuff? I have tried using a few different pieces (grass etc) and I’ve yet to get usable results, though this is with longer grasses.

Also, are you baking any AO into these pieces outside of UE4? Or are they static geometry? I assume not, your bake would be a computer-destroyer.

Hi , really amazing work… would you mind showing us your material setup for foliage and static mesh?

I’m too, very interested in what is the material setup. If you could share with us - just a print screen of the material nodes.
And I think I speak for all of us here on this thread, we would all appreciate it.

I’m kind a newbie in UE4 'cause I’m feed up of slow vray rendering and so on. Searching for interesting post about hyperrealism I found this post. It’s just amazing how this guy achieved so much and so fast. I’m agree 100% with him that this kind of job is so much fun, I can spend hours and hours when I discover new tools and see the results little by little.
I can’t wait for this document where he explain the process.
Looking forward of it!! KEEP UP DUDE, don’t let us down hahahaha

Been playing around with megascans lately. What do you recommend for props when it comes to details? flat/pn tessellation, POM, bumpOffset or just pure high poly’s?

Thank you! I keep lighting and post processing as simple as possible, almost always a single skylight and a single directional light. The more variables you have, the harder it is to tweak to a desired result.

It’s coming along well but have been unfortunately very busy lately so it’s hard to make progress quickly.

Thank you! Nope no AO bakes whatsoever, though I did bake it for some of the billboards in my newer tests but didn’t notice a significant visual impact.

I will post a screenshot of my materials next time I’m working on a scene- it really is very simple though, almost everything just plugged in to a two sided material as you’d expect- the key is having a normal strength multiplier and pumping something other than a constant into the specular value, helps remove the white sheen that is common in UE4.

I tend to stay clear of tessellation/POM etc. especially for foliage. If you don’t need great performance then you can definitely go a long way with Megascans and displacement for hard surface objects such as rocks. I would still not recommend it for foliage as it’ll instantly bring any rig to its knees!


I’ve had very limited time to work on new scenes as of late, but here’s one I have been slowly working on over the last few weeks. Still very much WIP.

https://cdna.artstation.com/p/assets/images/images/005/668/934/small/eoin-o-broin-wip.jpg?1492869565

https://cdna.artstation.com/p/assets/images/images/005/668/938/small/eoin-o-broin-wip2.jpg?1492869599