Hi all! I’m about to create some levels in unreal and I’m shooting for a photoreal miniature style set, where most of the props/characters are 3-6 inches tall. I’ll be pushing in with the camera on the assets in many shots, shooting for shallow DOF. Are there going to be any issues with lumen, raytracing, depth of field, etc, if my assets are that small in the default unreal unit size? (When I bring in a 1 cm cube from blender, it’s pretty tiny in unreal by default). I know I can change the size of the grid (and units) in UE, but I’d prefer not to mess with it if there isn’t a good reason to. Appreciate any thoughts.
You can get issues with small or large assets in Unreal engine, so I wouldn’t worry too much about the small size. I would recommend though doing some tests, set up a test level and render out some sequences for the models to see how they look.
One thing you may find when zooming in close to small objects is the surface they are on starts to get clipped. But you can adjust this using the ‘Custom near clipping plane’ in the cine camera settings.
You may also get shadow artifacts on the models when using lumen, one way to get rid of these is to use the console command: ‘r.RayTracing.Nanite.Mode 1’
Thanks! I’ll keep these tricks handy in the future. For now, I’ve decided to build all my stuff bigger in Blender, (1 inch realworld = 1 foot in blender) at try to stay at the scale UE seems to like best.