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Datasmith Feature Requests
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FrankiePibbs repliedI'd like to see the possibility to import BIM Metadata in Unreal Engine (If present in 3DSMax for example or Revit)
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duke22 repliedA callback that maxscript can respond to would be great.
- DatasmithHandleMaterial
- DatasmithHandleMap
- DatasmithHandleLight
- DatasmithHandleGeometry, etc.
The parameter would be the node.
You could return false for DS to handle it, and true if its handled by your script. This allows us to handle materials and maps DS doesn't yet support.
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kenpimentel repliedOriginally posted by Prioux François View PostAs a mechanical designer, I use Solidworks A LOT. It's pretty annoying that Studio supports the native format up to 2014 only, because last years the program improved a lot, and I can't use SW2014 anymore. Of course I can save models in STEP, but I loose all the benefits of lights or camera. And Studio can be a killer app against Vizualize Pro. (but maybe this explains that?) Anyway, if you can, please support Solidworks up to 2017 (at least) !
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kenpimentel repliedOriginally posted by Prioux François View PostOther thing, that can be seen as a feature request: After the beta, the subscription will be 45$ monthly or so. A perpetual license with upgrade if the guy want to would be great, because I hate subscribe for something that I can loose if I stop subscription.
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kenpimentel repliedOriginally posted by fco3d View PostOff the top of my head, I would say:
- Generate UV lightmap for selected objects. I noticed some geometries do not import with UV map for some reason and it would be helpful if we can only select that geometry and generate a new UV lightmap, instead of re-importing the whole scene. This is very helpful for large projects.
- Be able to adjust the size of the 'baked' maps that DataSmith create when importing scenes from 3D Max.
There are some shaders of complex textures that can be translated to Unreal (this is understandable) but there is no way to adjust how big or small that texture gets baked.
This can be fixed later in anyways, but wonder when the project is very large if this feature could speed things up.
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Yupa-sensei repliedOther thing, that can be seen as a feature request: After the beta, the subscription will be 45$ monthly or so. A perpetual license with upgrade if the guy want to would be great, because I hate subscribe for something that I can loose if I stop subscription.
- 1 like
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Yupa-sensei repliedAs a mechanical designer, I use Solidworks A LOT. It's pretty annoying that Studio supports the native format up to 2014 only, because last years the program improved a lot, and I can't use SW2014 anymore. Of course I can save models in STEP, but I loose all the benefits of lights or camera. And Studio can be a killer app against Vizualize Pro. (but maybe this explains that?) Anyway, if you can, please support Solidworks up to 2017 (at least) !
- 2 likes
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ldo repliedQuestion about Datasmith import options. When I export 3d model from 3ds max (unwrapped made in 2nd channel) I got 4 different uvw channels in ue4 and my 2nd channel in 3ds max is 4th channel in ue4. So I need manually change lightmap index from 4 to 1, for every mesh. Why it is not automatically goes to 1st channel in ue4, like when I import standart .fbx file??
Thanks!
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goergingo repliedNew swarm please!
I post this a year ago:
"Lightmass calculation and quality, swarm distribution methods look old fashioned and time consuming. I tested network rendering for swarm and it is really useless. Cores does not work together. You can not use your cores efficiently . As netfrag-sam said before that one core has a job and another cores wait in vain. Unreal team must write new renderer in short term, maybe in UE5."
You can find critics at this topic : https://forums.unrealengine.com/deve...ly-out-of-date
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fco3d repliedOff the top of my head, I would say:
-Bake selected objects, this is the only feature that I miss from Stingray LOL.
- Generate UV lightmap for selected objects. I noticed some geometries do not import with UV map for some reason and it would be helpful if we can only select that geometry and generate a new UV lightmap, instead of re-importing the whole scene. This is very helpful for large projects.
- Be able to adjust the size of the 'baked' maps that DataSmith create when importing scenes from 3D Max.
There are some shaders of complex textures that can be translated to Unreal (this is understandable) but there is no way to adjust how big or small that texture gets baked.
This can be fixed later in anyways, but wonder when the project is very large if this feature could speed things up.
That's all for now
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MaxISoP repliedBoth Unity and Lumberyard now have ECS workflow built-in. It would be awesome if Unreal has a ECS workflow.
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LegendreVR repliedOriginally posted by FrederickD View PostWith Niagara around the corner, and with all the laser scanning going on, the first thing i'd look into is some great hdd/memory paging system and -sparse- octree structure to support Massive PointClouds. like 2 billion points at least. And have tools ray intersect, sphere intersect and such on that data for interactive - vr- pointcloud tools and viz. all blueprintable.
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FrederickD repliedWith Niagara around the corner, and with all the laser scanning going on, the first thing i'd look into is some great hdd/memory paging system and -sparse- octree structure to support Massive PointClouds. like 2 billion points at least. And have tools ray intersect, sphere intersect and such on that data for interactive - vr- pointcloud tools and viz. all blueprintable.
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ronbubl repliedAnother good option would be easy interface for setting haptic feedback for mesh collisions (between the controllers and the model mesh)
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RayRayJnr repliedA directional light blueprint that takes a long/lat coordinate and gives an accurate sun position based on time and day. For archviz lighting.
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