Hello everyone, I am happy to finally join you with a new thread!
This is my second attempt at archiviz with UE4 and as I am slowly learning this awesome tool I would like to collect some feedbacks on what I am doing so that I can improve.
As you can see the project is quite small, a mostly white room with a nice mezzanine and some furnitures (I modeled some of them but not all, not being a modeler myself it was quite hard but I am proud of my little things).
In the end i ended up not using an active hdri (now it’s just a background) as I liked the scene more with atmospheric fog+directional light(intensity of 10)+skylight (intensity of 6).
Of course I am using slightly modified koola post process settings (should I lower the contrast a little bit?).
Regarding world settings i am using a static light scale of .7, 50 bounces, quality of 3…but (and this is were I think I did wrong) I left the compression on…and you can well see it. The reason is that I was scared of using so much ram since I have a crappy laptop (it took me 6 hours to build this with production quality!!) but now i see i have no choice, have I?
So, what do you people think? Is it decent? what about the light? too much or not enough?
I should lower the AO as well…
The darkest corner of the room have this weird this about their shadow, I hope it’s just because of the compression.
Sorry for the low quality screens by the way (ah, and my english too probably!)
Before trying to build it again I thought I could post them here and see, so I’d really appreciate some feedback.
Thank you! bye!
I think it’s not bad for a starter of unreal engine,just lack of some details.
To get rid of splotch on the wall,you can tweak the lightmass settings in the world settings, something like num indirect lighting bounces=20,indirect lighting quality=5. This will give you a better lighting and shadow result.
Thank you for replying!
I am already using 50 bounces but i will increase the quality and try not to compress the lightmaps (does this usually increase enormously building time?).
What kind of details do you think i should add/modify?
Hi thanks to all of you!
Should i reduce AO only in the post process or also in the world settings?
By the way i am facing now some new problem:
The things i changed from last time are 'No compression’; Indirect light intensity of the skylight higher than 1; increased intensity of some point lights…and this I think might be the problem (i read this was a common thing in the ‘make lightmass epic’ thread)…but i thought it should be resolved by now.
I will try tweaking lights some more…sigh
and this is the great problem… take a look to this thread, it’s a masterclass where many have contributed, giving his experiences and discussing the best way to archive the best lighting.
Another option, and ok, it is not what you need but may help, is avoid white and clean unions. Complex geometry, color and textures hides many problems.
Thank you for replying, i’ve been studying that thread for days now but it seemed to me there was no real solution…and now i get either dark rooms with weird shadows or bright rooms with really fricking weird shadows and AO. I really don’t know what to try now…
do you think using spotlights with bouncecards in the darkest corner of the interior so that their light is indirect would help? is there any technique to use them or they are just white planes i should hide after baking?
Hello everyone, I am here again to share some updates. I finally reached a point where i am satisfied of the results and even if i know a lot of thing could be better I probably won’t work anymore on this project…it’s time to move on.
anyway, what i did to resolve my problem is very simple, I just reimported the model making for every wall a .fbx file…and apparently by doing that the room became brighter so this time there are no spotlights ann pointlight…just directional and skylight (with lower values, thanks @heartlessphil ).
One thing I noticed and that is kind of annoying are the black lines at every hedge, it might have something to do with AO but I’ve seen them also in other projects (realistic rendering demo)…
I am already working to make a video about the project and eventually also one stereo, we’ll see ^*
SO, what do you think? there’s not much I changed apart from lightning to be honest but a feedback about the cameras might help
Thank you very much guys, love this community
This looks pretty good already. Just a few issues I can see.
First I think there is something wrong with the scale of the mezzanine. The door looks tiny and the wood beams look huge. The door itself without frame will be 2 m high and a wooden beam that spans over this distance would probably be 16x8 cm high x width. The deck sits on top of the beam. The side beams of the stairs should be somewhere around 5 cm. The step height should be around 18 cm and steps are often 4 cm thick. Railing poles are probably around 4 cm. I think everything of the mezzanine is a bit over scaled which makes it look a bit like a puppet house. And you need a beam along the wall where the top deck can sit on. The stair stringers stick through the beam as well -looks unrealistic.
Do you only use the skylight for lighting? I would NEVER set the skylight higher than 1.0. It flattens the contrast of the whole scene. Although your overall lighting doesn’t look too bad. So you must do something right
With the light bounces: I once read that after 4 bounces nothing much really happens. I use 6 maximum but mostly I use 4 and I haven’t seen a difference between 6 and 50.
Someone mentioned AO before. It might be a bit too harsh still. Or maybe it’s your post processing that makes some of the shadows really dark.