Vray vs Unreal comparison

Hi!

I had the luck to put my hands on an AMAZING scene and I just “HAD TO” test it in Unreal! :wink:
The scene wasn’t 100%… few of the objects were deformed/misplaced and textures were missing (like the curtain)…
Lighting was heavily “faked” in Vray… I was/am trying to keep the original look but without faking anything…
So with the help of Unreal Studio here are the first results. ALL of the lightmaps were created by Unreal!!
This is still in WIP, medium build…



Original:

Nice job!

help us helping you… what do you think we need to improve in unreal studio?

Hi!

I was trying to write a PM but it’s not possible, so:

Hi!

Thank you so much for making Unreal Studio!! …and Unreal of course!! It opened up my boring 3d world!! I’ve stopped to use vray completely!! :smiley:

I guess I’ll need to watch those training videos again because I run into some problems that might be solved! :wink:
After the first two tries of importing lights and cameras with a scene I just stopped doing it because of the strange results… I guess the lights come through in lumens or… but all of them were way too strong! This would be nice to solve! Would save a lot of time if we could import lights… same stands for cameras… /vray cameras didn’t show up at all/
The other problematic part was the materials… they show up waaaay too complicated! …somehow you should implement Metallic too…
But the most problem I had (and I think this part was explained in your videos) is the strange way instances show up! :S Well the problem is that I can modify them only one by one!! :S And changing like lightmap resolutions for hundreds of assets like that is painful! :S :wink:
Oh yeah another thing! Maybe again it’s me but when I import assets and it asks for lightmap resolution: it would be great if we could set the smallest and highest resolution (as now) but it would work per size of the asset!! I had a scene, hundreds (thousands!) of assets. Imported them with 64/256 setting. ALL of my tiny objects got 128 resolution!!
Just some ideas… not even sure if… but: maybe it would be a big help (specially for new users) if a Lightmass importance volume would be placed straight away around the imported area… maybe even a postprocess volume! I guess whoever will use Unreal Studio will need them!
Also… the lightmap generation is really cool! Most of the time your algorithm is working great! I don’t know how difficult would it be to recognize non hard face meshes and keep uv islands together if there is no hard edge and just pelt map it somehow…

And to be honest the rest is GREAT!! I was using automapping in max + fbx (mass)exporter which kind of did the same thing as Unreal Studio, but it was a LOT longer process!! /not to mention if I had a full vray scene and had to convert the materials too!/
So thank you so much!! And thank you so much for making a lot of progress in the archviz + photoreal direction!! I’m using your software for only a bit more than a year now and I’ve seen so many great improvements!!

THANK YOU!!!

It’s a beautiful case!

What is the tool that **Makigirl **can introduce to auto unwrap uvw?

Hi!

I’m not sure what you mean… I’m using 3ds max and there is a script for auto unwrapping (flat mapping) called Steamroller which I was using…
But if you use Unreal Studio it does it for you and you don’t have to worry about it (most of the times)!

I used the Steamroller script before, but there were black spots after the ue. Unreal Studio solved this problem!?

Well Steamroller is good mostly for quick imports and hard surfaces…
With Unreal Studio I didn’t have to make ANY manual changes in the lightmaps!! …whatever changes I needed I could solve it inside Unreal!

It’s been a while…
…this one is from yesterday evening… I’m VERY pleased with the result!!
THANK YOU Epic!!! :))

great job… how did you do the carpet & fur? ohh… and by the way… any chance to share the project file?
and even a packaged version would be great to see the performance.

Thanks! :slight_smile:
The carpet is a mesh as you see!! I was thinking of changing that but did work out well (1024 or 2048 res lightmap…)…
This is not my scene: it was not modelled/put together by me!! I just made it Unreal ready and did the lighting + postprocess!! …so I hope you understand if I don’t want to share the project file…
I can try to pack it and upload it, no problem! /Thursday the closest/

  • also if you have ANY question: I’m here to answer!!

yes… that’s great. and yes, please do the packaging. I am curios to see how the performance is. And I was lately running into packaging issues. Super cool! keep rocking!

Unreal looks best when there is a lot of color and detail in the textures. It looks as good as Vray. - It does struggle a bit with plain or white textures. Although it got a lot better over the latest versions.

When you work on a game you just don’t use plain or white textures partly because of that and because it is a bit boring. Unfortunately ArchViz people seem to be obsessed with white scenes. It would be so much easier and better looking if there would be more color and noise allowed.

HEY MAKI…
I NEED SOME HELP IF U DONT MIND…
i have been trying out my light scene for some time but it does look very good as i see yours is.
i too am using datasmith but i dont think its the prob cos all my materials i made in ue4. but my lighting sucks b***z…
am attaching some images from my scene if it okay, i have tried asking in the archviz fb group but no seems to help out sadly. if u could help out it would be an emess help. thanks in advance.

Hi!

The parts you put circles at… I think your lights might be too bright + your materials are too dark: your whites are burnt out… …try not to have materials brighter than 0.7 and also avoid black or dark textures! /you can brighten them up anytime!/
So what I would do is go with lower light intensity and then you can make your scene brighter in postporcess!
Corner shadow: I think your walls are not corner snapped but overlapping/face snapped…
Shadow resolution beside the painting: the wall’s lightmap resolution is too low.
The interactive mode screenshot look nice to me! …except the exterior… :S …overlapping wall corners… and the bottom of the couch I think had flipped normals that’s why the lightbleed… also better textures and postprocess could help… and higher lightmap resolution…
The next one… the bad corners again… not the best textures… reflection? …and also I think it’s way too bright… and low lightmap resolution… /I don’t see any contact shadows…
And the last one… I don’t really see what the arrow is pointing at… :S …but the tables have low lightmap resolution /= objects are floating on them…

'The interactive mode screenshot look nice to me! …except the exterior… :S …overlapping wall corners… and the bottom of the couch I think had flipped normals that’s why the lightbleed… also better textures and postprocess could help… and higher lightmap resolution…
The next one… the bad corners again… not the best textures… reflection? …and also I think it’s way too bright… and low lightmap resolution… /I don’t see any contact shadows…
And the last one… I don’t really see what the arrow is pointing at… :S …but the tables have low lightmap resolution /= objects are floating on them…
[/QUOTE]

thank you,
however the interactive mode shot is reference of the kind of light i want to achieve same as the one with rag3d logo. it the kind of scene i need to achieve. which setting control contacct shadows esp for items on the table. have u seen my doors. they too are kind dark. wat skylight intensity shud i try shud i bake the sun too to get the shadows? and as for the bath room shot the shadows in between… am fairly new to the engine so pardon all the silly question. Arigato

No worries, your results are quiet nice so far!
:S …yeah I didn’t really understand why they were there but… :wink:
Contact shadow on the table is controlled by static lighting level scale + lightmap resolution + low blur + postprocess.
What is a good practice to set your main lights (skylight + sun) imo:

  • set a fixed exposure (around 0.5)
  • set your sun’s direction/height + it’s intensity and color (depending on the time of the day) try to stay low (between 0.5 and 3)
  • set your skylight’s intensity and color (depending on the time of the day) try to stay low (between 0.5 and 3)
    Do a test bake. Then adjust your exposure accordingly to get the brightness you want. If the “sunhit” spots are burnt out: go lower with the sun’s intensity…
    Be sure to stay between 5-10 bounces with both type of lights! + have importance volume and portal(s) in required areas of course…
    …I still think that a lot of darkness is coming “from” your materials: they are too dark…

So finally here is the packed file! …didn’t spend much time with the settings so it turned out to be 817 MB zipped…
http://www.majart.ie/tutorial/Flowery.zip

Please keep in mind that it wasn’t built for this but that one shot! :wink: …closer shots require higher lightmap resolutions + better lightmaps, as you can see on objects… :S :wink: :smiley:
But I think it still looks cool! :smiley:
…and the FPS never dropped under 110!!!
Have fun! :wink:

3rdperson.jpg

…and a couple of updated pics of the other scene…

this is trully amazing man!!! the likeness is just…wat fps u getting. all i see is centuries of work time!

Awesome work Makigirl.

I have a couple of questions if you don’t mind.

Did you change your approach in 3ds Max to Unreal since you stopped with Vray? For example with materials.
Is every hair of the carpet created by you or did you use Vray hair?
Did you use raytracing or the old way for rendering and how long was your rendertime?

I have some issues with these basically and hope you can help me in the right direction.