The Studio Lighting Course is without Raytracing. So yes, I am referring to Tutorials, that are going to use 100% Raytracing.
I also noticed, that the Bokeh DOF is not working.
Not sure if that’s just a Raytracing Bug, or a Bug inside of the the Beta Studio Version.
I also pointed out Raytracing for Refraction/Translucency. This is a major part, but there are no Tutorials out there yet, that goes step by step every single process and also shows the setup of glass materials - refraction and translucency for Raytracing.
I got the info that 4.23 will be out soon with a major update on that. So yes cool. Love it.
One more thing: I guess lot’s of “offline” Users are interested in the Creative use of Unreal - but not really interested into the development part.
For example:
I don’t like to create shaders, materials, or effects from scratch. As a user, Designer & Creative I don’t like to code.
In fact… I hate coding.
I need solutions, that helps me creating stuff fast, quick and easy.
Render images, change materials fast, it’s kinda a cooking process until you’ll find the right mix.
Everything that comes just close to developing or coding is a huge turn off for me personally speaking. And I know for sure, being in the industry for almost 20 years, for a ton of other creative folks.
So to speak:
You want to create a fire, an explosion, or you want to apply a leather material, make it black, blue, green, pink, what ever?
There is no time for us to develop crazy shader networks. We just need to have solutions, pick, drag and drop, apply.
Test, experiment, change things on the fly as quick as possible.
That’s what brings us over to Unreal. That’s the huge turn on.
Personally I am super stoked about the fact that Unreal is unleashing the Raytracing Power with Nvidia.
This is AWESOME. And that’s the reason why I am learning the engine, and why I am moving things over to the unreal engine.
But for a daily productive production - the pipeline has to work. I has to be efficient and fast with as less technical troubles as possible.
Therefore, Practical Tutorials are HUGE.
Starting with a simple studio setup (fully raytraced) for example a glass bottle, or a headset, or any other shiny electronic device.
This is what drives people over here.
And yes, Architecture is big. Exterior & Interior lighting. But small and simple scene files are better, than having massive ones.
That’s what I would appreciate and that’s what would make my life much easier.
So far so good. I hope that input helps. Keep rocking, I FREAKING LOVE EPIC & UNREAL.
cheers!