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[SUPPORT] Public Hallway Pack

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  • replied
    Hey Will, sorry for the delayed response. Have you found a solution?

    I don't have a lot of experience with mesh distance field, I might be causing an issue - though this seems to be a baking problem. You could certainly try disable distance fields and see if it resolves.

    The white highlight on the baseboard seems looks light a reflection capture issue. You might try shifting the captures a little.

    As for the completely black areas, it appears something is blocking those areas. No hidden geometry?

    Leave a comment:


  • replied
    Hey

    I'm having a lot of lighting issues with this pack. Light bleed through multiple areas of objects, large splotchy shadows in the corners, some faces of the wall are just completely black. I've gone through multiple common solutions, the lightmap UVs look ok and sized well, no intersecting geometry, ensured geo is double sided, lights are set to cast shadows etc Can you have a look at these screen shots and tell me what you think might be going on? I'm using mesh distance fields as well don't know if that could be the issue. I'm using v4.24.3, no ray tracing.Click image for larger version

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    Attached Files

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  • replied
    Perfect! Glad it's working.

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  • replied
    Thank you for information. After checking, it appears that I used these resources in wrong way. Assets in HallwayProps/Geometry/Structural/ceilingSquare_* are rendered correctly.

    Sorry for confusion.

    Leave a comment:


  • replied
    I just loaded a fresh copy of the pack into an existing project in Unreal 4.23 - off of the Epic server (the same file you have access to).

    Here are my results:

    Click image for larger version

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    Also, you'll see the same stretching in the texture files on my end:

    Click image for larger version

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    This is definitely a UV issue. I'm not sure how the UVs got repacked on your end, but they must have somehow. The stretching on the texture files should lie outside of the UV islands, and should therefore not appear on the mesh.

    You can double check - your the 4x4ceiling mesh's UV 0 should look like this:

    Click image for larger version

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    If it isn't exactly like that, the texture will not project correctly onto the mesh.

    Should be an easy fix, use the Epic launcher to reinstall the pack into your project. Just find the pack in the 'Vault' in the Unreal Engine Library. Select "add to project" and then "yes" when if asks you to confirm the overwrite.

    Leave a comment:


  • replied
    Thanks for answer.
    I use UE version 4.23.1.

    All pictures that I gave except last one are of uassets of your project. UV does not apply here.I didn't use any meshes there, just opened uassets in Editor viewer and screenshot that. Material asset viewer (image https://i.imgur.com/BVEPms0.png) uses Unreal's sphere. As far I can see, this is actual artifact of images themself.

    I also tried to import HallwayProps into project using older version of UE (4.22.3). Same artifacts are showing in your assets. Unfortunately, I don't know what could cause it.
    I also looked over other assets in your project - I didn't noticed any other errors, though I didn't looked in depth.

    Considering I paid for your assets, if you do not have these artifacts in your resources, can you sent assets for this directory to me? I cannot really use this ceiling as is.
    To be clear, four .uasset files in directory HallwayProps/Materials/Structural/ceilingTile show artifacts for me:
    ceilingSquare_4m_x_4m_LP_BaseColor (https://i.imgur.com/FEpkGLu.png)
    ceilingSquare_4m_x_4m_LP_Masks (https://i.imgur.com/L5DEwGs.png)
    ceilingSquare_4m_x_4m_LP_MRAO
    ceilingSquare_4m_x_4m_LP_Normal (https://i.imgur.com/zZ6g2Et.png)

    Rest seems to be ok.

    Thanks in advance!

    Leave a comment:


  • replied
    Originally posted by Mader_Levap View Post
    Hello,
    sorry for late answer!
    As you asked, I have screenshots of assets with artifacts. This is from updated version. Links to imgur:
    https://i.imgur.com/zZ6g2Et.png
    https://i.imgur.com/L5DEwGs.png
    https://i.imgur.com/FEpkGLu.png
    https://i.imgur.com/BVEPms0.png

    and used in game in-editor:
    https://i.imgur.com/b7y6D1q.png
    Thanks for posting pics.

    Which version of Unreal are you currently using? I've checked the uploaded version and all is well there.

    These aren't artifacts, but simply how the 3D app bakes 'non-UV' space. Basically, it looks like your UVs somehow got messed up. Any chance you exported/re-imported the mesh? It almost looks like it may be using the lightmap UVs as the texture UVs.

    Leave a comment:


  • replied
    Hello,
    sorry for late answer!
    As you asked, I have screenshots of assets with artifacts. This is from updated version. Links to imgur:
    https://i.imgur.com/zZ6g2Et.png
    https://i.imgur.com/L5DEwGs.png
    https://i.imgur.com/FEpkGLu.png
    https://i.imgur.com/BVEPms0.png

    and used in game in-editor:
    https://i.imgur.com/b7y6D1q.png
    Last edited by Mader_Levap; 12-27-2019, 08:09 PM.

    Leave a comment:


  • replied
    Hey Guys,

    I'm back home and have had a chance to look at the material. I've got it working in forward rendering - and have uploaded the update to Unreal. You should be able to update the plugin at your end.

    Because it is an experimental solution, I didn't want to permanently change the base material. I've included a 'MAT_TerrazzoFlooring01_forwardRender' along with the original material (in 'Materials/Flooring' folder). To get it working with the base geometry, you just need to open 'INST_TerrazzoFlooring01' and change the parent material to the material mentioned above. (If you want the materials to work in the example map, you'll also need to adjust 'INST_flooringLevel01_base' the same way). You'll also find MAT_wall01_forwardRender along with the original wall material in the 'Material/Structural/Wall01' folder. Follow the same process for 'INST_wall01' and 'INST_wall02' (just update the parent material).

    I only update version 4.20+ - if you need an earlier version, let me know.

    Leave a comment:


  • replied
    Hey guys, I'll have a poke around and see if I can come up with a quick solution. Give me a few days (I'm out of country atm, but will be back soon).

    Leave a comment:


  • replied
    +1 to above posts, this does not work in Forward Rendering which isn't really mentioned due to going over texture sample limit. Any chance we're going to see a solution?

    Leave a comment:


  • replied
    Hello, I'm having a slight issue. Can you help me out?Click image for larger version

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    Leave a comment:


  • replied
    Hi ian80

    I bought your pack but to my misfortune your materials have too many textures to work in our project. The problem is we are developing a VR game in Forward Rendering and as i believe you know, you have to use less textures than in in deferral rendering.
    Is there a chance to give us a less complex versions of your materials that works with forward rendering ?

    Thank you for your attention.

    Leave a comment:


  • replied
    Originally posted by BernEngine88 View Post
    How do you add that background of the city showed in the pictures?
    Sorry for the late response: that is just a basic plane with a flat image applied as material. Works fine for pictures. However, for in-game use, you'll generally want a better solution.

    Leave a comment:


  • replied
    How do you add that background of the city showed in the pictures?

    Leave a comment:

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