Hey guys, been working on this portfolio scene for a while and thought I’d start a thread here
My goal with this is to make a small near-future sci-fi city slice to get started with the PBR workflow and take advantage of the new Unreal 4 goodness. Loving the engine so far, it’s a dream coming true
Anyway, it’s still relatively early in development but hopefully the vision I have for this should already be pretty clear. Some assets are in completely different stages of completion than others so nevermind the placeholder stuff for now.
Here’s my latest WIP, this scene is 100% dynamically lit right now with the new Distance Field AO:
It looks pretty cool but I do have one problem with it, the sign in the background might be a bit too bright, as we are unable to read what it really says, though it still looks pretty cool.
However I do like the reflective road, which could indicate that it may be wet is automatic cleaning or something like that haha.
The road is using a marble material from the content folder right now, I just wanted to test how a wet road would look like I’ll definitely stick with the look and make a proper shader now!
Someone on another forum asked for a pic with and without the new AO, here it is:
Had to disable DFAO for now because it currently doesn’t support cubemap reflections. Still deciding if I should go for lightmaps or just leave it dynamic like that.
Personally, I wouldn’t bother with DFAO for this kind of scene until they can work with the reflection sphere actors. I am working on an outdoor scene, and I will probably use DFAO, since the only reflective elements in my environment are water-related. But, I think because you have a lot of reflective surfaces, SSR won’t quite do it for you. This is just my opinion, but I am curious as to what you think about it.
New udpate! I’m planning to finish the scene by the next Sunday so this will probably be the last update before the final one. If you got any feedback please let me know
I took some time to learn the new dDo this weekend and redid most of my materials. The difference is night and day, I can’t see myself working on PBR stuff without dDo anymore
Also got some trees in there, they are not the best but they should do the job for now (still gonna tweak the colors a bit tho). Again, keep in mind that there’s a lot of placeholder stuff in there.
you can actually use reflection captures together with the movable skylight and DFAO if you have upgraded to 4.4! The trick is to allow the reflection environment to capture from Diffuse. Normally it also needs Lightmass information, so if you have no Lightmass, the reflection environment is black. Back in the days you could just disable “reflection environment lightmap mixing”…but thats not working anymore.
So now, you have to type in “r.DiffusefromCapture 1” or put “r.DiffusefromCapture=1” into the ConsoleVariables to make it work with dynamic lighting. Note that it doe still not update in realtime during game though That would be neat
Aw cool! I ended up using lightmaps for the final piece though, even thouugh it takes a bit to build the lighting the map runs much faster
Anyways, thanks everyone for crits and support. I just posted the final piece in the release works section, head over here to check out the final screenhots!