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Datasmith Feature Requests

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  • replied
    Great to see more features being added to Unreal Studio.

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  • replied
    First off I wanted to say great job on the progress thus far with Revit and UE interop. Long time coming and it is finally here. Attending Unreal academy in Raleigh and super excited.

    Autodesk recently added PBR support for materials in 2019. They have included 4 base materials from which all materials should be created. Its your typical PBR set:
    Opaque
    Transparent
    Metal
    Layered
    These can be found under the asset browser under Misc.

    I just recently converted our company materials library to reflect these new additions only to find these import into Unreal as Unsupported. Perhaps the Unreal team could modify Datasmith to work with these new materials templates? I was trying to determine what Datasmith didn't like about the new materials; a specific map maybe or a setting but no matter what i change they always import as unsupported.

    Please look into this... Greatly appreciated.

    Here is a screenshot from the Appearance Library (new PBR Materials)


    Click image for larger version

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    Thanks
    John

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  • replied
    Please Filter UV Map creation. In the current cad importer decals in Solidworks are not being imported and the uv maps are being overwritten.

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  • replied
    -Functionality enhancements:

    1) The option to NOT generate lightmap UV's on import (especially with messy large scenes or high poly models that will only use dynamic lighting anyways)
    2) Option to define a default master material on import that Studio will use to set up instances from (see how Quixel did this for Megascans)
    3) 'Architectural' versions of LOD presets and the option to define Automatic LOD generation on import (invaluable for scenes with many props)
    4) 'Architectural' Camera with proper Perspective correction controls (essential for Arch-Viz)
    5) Import 'replace asset for' Check (or do it on export) where if a scene contains objects with identical triangle/vertex count, it's possible to define 1 master, and the rest instances of that mesh (right now it will just create 200 chair meshes if those meshes have different names and/or materials, which might already occur when you do a dirty merge inside your source-app and lack time to clean things up.

    -Visual fidelity enhancements:

    1) Screenspace Bevels/Round edges
    2) Screenspace procedural dirt/cavity

    Please check this out (ignore the weird voice but the pronunciation of certain terms is quite funny)
    https://www.youtube.com/watch?v=Fy79zS1sv3Y

    Lumion has this. Unigine has this. All offline renderers have it. Why? Cause -with a few clicks- it makes your models look amazing xD

    We know Epic has a couple of ultra talented shader guru's.
    Yes they are of course extremely busy but maybe we can crowdfund them a puppy if this would become reality?
    Last edited by Chesire; 04-30-2019, 09:16 PM.

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  • replied
    I want to call additional original process with Open and Close of "SComboBox".
    but "OnMenuOpenChanged()" function not haved delegate.
    Could you add a delegate in a future update?

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  • replied
    Originally posted by david.gillespie View Post
    Adding in my post on C# support as adding this to the engine would be beneficial for industries that have cross application libraries in C# and want to make best use of them. Plus it would be a nice way to put out a hand to Unity devs in general who would like to transition to UE4.

    The Rhino/Grasshopper implementation is very elegant and does a lot of what we in Architecture want. Implementing this in a blueprint node would be amazing.
    https://forums.unrealengine.com/unre...ipting-support
    Just to point you all towards USharp that's being actively developed. Would be amazing if this was able to be supported or scaled up by Epic as a way to let users access Unreal functionality via C#. Support for Datasmith functions would be very welcome.

    https://github.com/pixeltris/USharp

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  • replied
    I should have also mentioned some form of bi-directionality with datasmith data would be really interesting, so for instance you could save out modified datasmith data and re-import it back into Revit where new instances of families if they have been duplicated would be created or new geometry instantiated as new family.

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  • replied
    Adding in my post on C# support as adding this to the engine would be beneficial for industries that have cross application libraries in C# and want to make best use of them. Plus it would be a nice way to put out a hand to Unity devs in general who would like to transition to UE4.

    The Rhino/Grasshopper implementation is very elegant and does a lot of what we in Architecture want. Implementing this in a blueprint node would be amazing.
    https://forums.unrealengine.com/unre...ipting-support

    Leave a comment:


  • replied
    Not sure if this is the right area...(mods please add to the right topic if not)
    As a music video director (indie) I always wanted to use a video game engine to cut down on render for basic previews so i moved over to unreal.
    Coming from a AE background i never liked the nodes used in alot of software so i stuck with AE.
    Last night i tried to do a simple task of adding some green screen footage to a Plane object and OMG what a time sync!!!! By the time i made the movies folder, imported the footage, added a media player, added a plane, went inside the plane texture fixed alot of stuff, then had to make my own nodes (not sure how the blue print system works yet) on top of all that i then had to use alot of nodes to try and key out the footage. (Even tho i did a key in AE i didnt get around to trying just the alpha without the green screen) It was a process that really bummed me out on using the engine to do ( simple 3d background setup, add my green screen footage, and play around with moving the camera and such....Keep in mind this is not trying to fix the footage to match the 3d models or add effects....In theory What i think should take less time to simply add green screen to a texture and set the texture transparent then place in the 3d world, took me hours of tutorial searching and not enough time to look up how to even blend it in. ) This is something thats just blowing my mind how much of a time sync basic and what should be easy things to do seem to take a huuuuuge amount of time, as well as alot of nodes to do something simple. Keep in mind im no game dev, or really work in the high end side of music videos....BUUUTTTT what i am is a customer who would buy alot of stuff off the unreal store based on small needs i have to do a music video ie buying models, backgrounds, etc.... My reason for this post is to remind the DEVs that even us no tech people who only need to use the engine in a limited way compared to a full dev team or tech person still has value.... I dont want to know what the gas is made from in my car...Only that i need to open the tank and put gas in...I dont want to know about the engine of my car, I just want it to start when i drive. So my point is as you make this tool keep in mind the ease of use factor and the fact that some of us dont plan to dig too deep in the engine. I hate nodes and all the wires its alot...So i dont always need to see them to do basic things... The fact i have to make a movies folder, and go through all those steps just to do a basic thing like get my footage on a time line almost turns me off for the engine. I hope the Devs see value in what im trying to say. And keep in mind as more new people from different markets shift over to the engine we need less time sync and more out of the box function. I plan on looking up tutorials tonight but most are not using 4.22 so even in the learn section it doesn't do a good job of introducing me to the program. Most tutorials feel like im listening to a robot or a over techy self unaware person who is in a mono tone putting me to sleep. Im in no way trying to talk down on the Devs or the engine Im only trying to be as open as i can and express as a newer user what i felt from the gate just opening up the program and trying to test out basic things. I do hope to get feedback as well as be apart of the community in the unreal studio section of the engine. Sidenote: Even if i wanted to do something as simple as "try" to cut a music video using only video files feels like its a time sync...Now someone might ask why do it in unreal? Because dont we all want realtime editing no preview buffer, no change one thing and now it re renders again....My goal with unreal is to start doing basic 3d backgrounds with green screen footage...Move my way into adding effects, import my on 3d or photo scanned models into the engine to use in my music videos....I would love to move away from AE and spend that monthly fee with Unreal Studio when its out of beta. Please be nice and dont flame me for trying to be open and honest. I would love to join a discord of other people who are also trying to do what im doing as well as share help to others like me. Thank you for letting me be apart of the beta i hope to see this product grow into a platform i can grow with!!! @Romeo615videos

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  • replied
    Hi, this is not only for the Unreal Studio but for the Unreal engine itself. I would like a "Build All maps lightning" option so I don't have to manually change level to build the lightning of each level, thank you!

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  • replied
    It would be great to link material detail from CAD metadata (like in .IFC) automatically to materials(instancesn) in the Unreal editor. Prefeably in some tabular overview, allowing more control on parameters too.

    Don't know whether it's existing yet, I'm a fresh user.

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  • replied
    Please consider enabling using grass layers on meshes and make possible the same approach for meshes as for landscapes.
    This is especially important for people working with an architecture viz where you should have an easy way to export/update terrain as a mesh through Datasmith (from Revit or Rhino). In concept projects terrain changes frequently it also needs to be precisely modeled by CAD programs.
    Every change in meshes doesn't go well with painted foliage on top of it.

    Using grass type layers would make it way more streamlined by unlocking for the users the same techniques used for landscapes.

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  • replied
    Could you please either make it so that if you toggle off cameras on import, it doesn't import/create a post process volume, or have a seperate toggle for it? The use case is when you're importing assets (as datasmith files) into an existing scene setup.

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  • replied
    Add a Daz Studio plugin for Datasmith

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  • replied
    Mac/OSX Support for Unreal Studio and hopefully the same for upcoming C4d Datasmith

    Thanks!

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