Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC
I personally have tried to use GPU rendering from game engines or DirectX 11 for most of my projects. -Draise +57 3138116821 From: softimage-boun...@listproc.autodesk.com on behalf of Eric Turman Sent: Tuesday, March 7, 2017 10:04:54 AM To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list Subject: Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC ...and then there is this too: http://www.polygon.com/2017/3/1/14777806/gdc-epic-rogue-one-star-wars-k2so On Mon, Mar 6, 2017 at 1:23 AM, Pierre Schiller mailto:activemotionpictu...@gmail.com>> wrote: I saw this and got blanked. Because this is the same back when they advertised DVD "extra" angle scenes by "pushing a button" on your remote control. Working more (deviating the story) means they ought to pay us more (4 timelines in 1 for RT (i.example))... Because at the end of the day that´s where it all boils down: more "alternative" stories, more characters, more texturing, more work... and...more pay? If so, let´s check it. If they ae going to keep on crunching hours for this... I mean, we already have it bad as it is with cruch times, right? Storywise? see first sentence. Cheers. On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality <3dv...@gmail.com<mailto:3dv...@gmail.com>> wrote: Yesterday at GDC Epic Games presented some of the innovating way the Unreal Engine 4 has been used in many different ways, creating many different solutions for both gaming and non-gaming projects, including realtime Automotive ads, movies and so on. Especially behind CG in movies, the general idea is to have a realtime visual feedback on characters and environments, in order to drastically reduce the production pipeline workflow, allowing the artists to see the results in realtime. Since lots of you works in the industry ( ads, movies ), what you think about this? This kind of interactive feedback and development is something you wish to try ( or you already developed a similar solution )? Epic Games @GDC 2017<https://www.youtube.com/watch?v=K6tRt7c2elU> -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- Portfolio 2013<http://be.net/3dcinetv> Cinema & TV production Video Reel<https://vimeo.com/3dcinetv/reel2012> -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the subject, and reply to confirm. -- -=T=- -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC
...and then there is this too: http://www.polygon.com/2017/3/1/14777806/gdc-epic-rogue-one-star-wars-k2so On Mon, Mar 6, 2017 at 1:23 AM, Pierre Schiller < activemotionpictu...@gmail.com> wrote: > I saw this and got blanked. > Because this is the same back when they advertised DVD "extra" angle > scenes by "pushing a button" on your remote control. > Working more (deviating the story) means they ought to pay us more (4 > timelines in 1 for RT (i.example))... > Because at the end of the day that´s where it all boils down: more > "alternative" stories, more characters, more texturing, more work... > and...more pay? > > If so, let´s check it. If they ae going to keep on crunching hours for > this... I mean, we already have it bad as it is with cruch times, right? > > Storywise? see first sentence. > > Cheers. > > On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality <3dv...@gmail.com> wrote: > >> Yesterday at GDC Epic Games presented some of the innovating way the >> Unreal Engine 4 has been used in many different ways, creating many >> different solutions for both gaming and non-gaming projects, including >> realtime Automotive ads, movies and so on. >> >> Especially behind CG in movies, the general idea is to have a realtime >> visual feedback on characters and environments, in order to drastically >> reduce the production pipeline workflow, allowing the artists to see the >> results in realtime. >> >> Since lots of you works in the industry ( ads, movies ), what you think >> about this? >> >> This kind of interactive feedback and development is something you wish >> to try ( or you already developed a similar solution )? >> >> Epic Games @GDC 2017 <https://www.youtube.com/watch?v=K6tRt7c2elU> >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Portfolio 2013 <http://be.net/3dcinetv> > Cinema & TV production > Video Reel <https://vimeo.com/3dcinetv/reel2012> > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- -=T=- -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC
I saw this and got blanked. Because this is the same back when they advertised DVD "extra" angle scenes by "pushing a button" on your remote control. Working more (deviating the story) means they ought to pay us more (4 timelines in 1 for RT (i.example))... Because at the end of the day that´s where it all boils down: more "alternative" stories, more characters, more texturing, more work... and...more pay? If so, let´s check it. If they ae going to keep on crunching hours for this... I mean, we already have it bad as it is with cruch times, right? Storywise? see first sentence. Cheers. On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality <3dv...@gmail.com> wrote: > Yesterday at GDC Epic Games presented some of the innovating way the > Unreal Engine 4 has been used in many different ways, creating many > different solutions for both gaming and non-gaming projects, including > realtime Automotive ads, movies and so on. > > Especially behind CG in movies, the general idea is to have a realtime > visual feedback on characters and environments, in order to drastically > reduce the production pipeline workflow, allowing the artists to see the > results in realtime. > > Since lots of you works in the industry ( ads, movies ), what you think > about this? > > This kind of interactive feedback and development is something you wish to > try ( or you already developed a similar solution )? > > Epic Games @GDC 2017 <https://www.youtube.com/watch?v=K6tRt7c2elU> > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Portfolio 2013 <http://be.net/3dcinetv> Cinema & TV production Video Reel <https://vimeo.com/3dcinetv/reel2012> -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Road to Realtime-Rendering - Unreal Engine 4 @GDC
Yesterday at GDC Epic Games presented some of the innovating way the Unreal Engine 4 has been used in many different ways, creating many different solutions for both gaming and non-gaming projects, including realtime Automotive ads, movies and so on. Especially behind CG in movies, the general idea is to have a realtime visual feedback on characters and environments, in order to drastically reduce the production pipeline workflow, allowing the artists to see the results in realtime. Since lots of you works in the industry ( ads, movies ), what you think about this? This kind of interactive feedback and development is something you wish to try ( or you already developed a similar solution )? Epic Games @GDC 2017 <https://www.youtube.com/watch?v=K6tRt7c2elU> -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Unreal engine and softimage Gear
Guys, I just checked out the u4 docs. Apparently none of the hierarchies will work unless we setup a 0,0,0 bone root that will parent all the skeleteon's rig hierarchy. Absurd. But atm I'm away from my machine. I checked it out on my phone. I just asked a friend to send me the generic U4 humanoid character as .fbx with all its bones. I should create a temolate of this hierarchy and recreate it on softimage constraining it to a Gear rig, let's see if that works. Cheers. On Jan 30, 2016 11:42 AM, "Enter Reality" <3dv...@gmail.com> wrote: > Tried a bit ago with Species, I also made a tutorial about that and > possibly the workflow should be the same > > Softimage to UE4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ> > > I haven't tried Gear in quite a bit so I'm not sure what's wrong with it > > Right now I'm using Maya and its ART plugin for character rigs for UE4 > > 2016-01-30 17:35 GMT+01:00 Pierre Schiller >: > >> DangI guess I have to dowload a U4 skeleton template. Have a global >> cog (not a spline or curve) to be the overall Parent of the model, then go >> COG (bone hip) and work it from there. Anyone seeing maya-marketing plan >> running also on clumsy software resemblance, here? >> On Jan 30, 2016 11:09 AM, "Nono" wrote: >> >>> Hi guys this is possible ! >>> I've done this a couple months ago but the process was so convoluted >>> that I don't recall well where the thing hang. >>> If my memory is correct you can have a working one by plotting the >>> GLOBAL matrix and not the classical Local one. Then you can try a first >>> export with all the bones cutted from any hierarchy (all in a flat >>> hierarchy just under the mesh, this is possible since you've just plotted >>> the global matrix ;-) ) this was working. >>> >>> Now the process to obtain a working one keeping the hierarchy is out of >>> my mind for now. >>> >>> Cheers, >>> Nono >>> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller < >>> activemotionpictu...@gmail.com> a écrit : >>> >>>> Native rig from softimage doesn't work either. Nor mobuilder rig. This >>>> is insane. :( >>>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" >>>> wrote: >>>> >>>>> Hey, I was actually trying same thing for a bit over week and never >>>>> got any progress on it at all. If there is anyone that can sort out this >>>>> it >>>>> would be really really great... >>>>> I had to drop whole project due to this issue >>>>> >>>>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller < >>>>> activemotionpictu...@gmail.com> wrote: >>>>> >>>>>> Hi fellows, I've been trying for the past 5 days to export the shadow >>>>>> group (plotted) and my weighted mesh from softimage to unreal engine >>>>>> 4.0.9 >>>>>> to no sucess with gear. >>>>>> >>>>>> I animate the gear rig, select the shadow group, select child >>>>>> members, plot animation, remove all constraints, select my mesh, then >>>>>> export .fbx (selection only),(i'm not using crosswalk menu since I think >>>>>> it's the same dialogue). >>>>>> >>>>>> Then I drag/drop this character.fbx into unreal and importing options >>>>>> doesn't show a name for the skeleton (import doesn't happen, import is >>>>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT >>>>>> button enabled but crashes on import. >>>>>> >>>>>> I'm really going nuts wih this, I can see the animation play fine on >>>>>> unity (Rigging in Gear fom softimage to unity video there is on youtube). >>>>>> But U4 has me going really crazy at this point... Please help me. >>>>>> >>>>>> Thanks. >>>>>> >>>>> >>>>> >
Re: Unreal engine and softimage Gear
Tried a bit ago with Species, I also made a tutorial about that and possibly the workflow should be the same Softimage to UE4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ> I haven't tried Gear in quite a bit so I'm not sure what's wrong with it Right now I'm using Maya and its ART plugin for character rigs for UE4 2016-01-30 17:35 GMT+01:00 Pierre Schiller : > DangI guess I have to dowload a U4 skeleton template. Have a global > cog (not a spline or curve) to be the overall Parent of the model, then go > COG (bone hip) and work it from there. Anyone seeing maya-marketing plan > running also on clumsy software resemblance, here? > On Jan 30, 2016 11:09 AM, "Nono" wrote: > >> Hi guys this is possible ! >> I've done this a couple months ago but the process was so convoluted that >> I don't recall well where the thing hang. >> If my memory is correct you can have a working one by plotting the GLOBAL >> matrix and not the classical Local one. Then you can try a first export >> with all the bones cutted from any hierarchy (all in a flat hierarchy just >> under the mesh, this is possible since you've just plotted the global >> matrix ;-) ) this was working. >> >> Now the process to obtain a working one keeping the hierarchy is out of >> my mind for now. >> >> Cheers, >> Nono >> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller < >> activemotionpictu...@gmail.com> a écrit : >> >>> Native rig from softimage doesn't work either. Nor mobuilder rig. This >>> is insane. :( >>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" >>> wrote: >>> >>>> Hey, I was actually trying same thing for a bit over week and never got >>>> any progress on it at all. If there is anyone that can sort out this it >>>> would be really really great... >>>> I had to drop whole project due to this issue >>>> >>>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller < >>>> activemotionpictu...@gmail.com> wrote: >>>> >>>>> Hi fellows, I've been trying for the past 5 days to export the shadow >>>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9 >>>>> to no sucess with gear. >>>>> >>>>> I animate the gear rig, select the shadow group, select child members, >>>>> plot animation, remove all constraints, select my mesh, then export .fbx >>>>> (selection only),(i'm not using crosswalk menu since I think it's the same >>>>> dialogue). >>>>> >>>>> Then I drag/drop this character.fbx into unreal and importing options >>>>> doesn't show a name for the skeleton (import doesn't happen, import is >>>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT >>>>> button enabled but crashes on import. >>>>> >>>>> I'm really going nuts wih this, I can see the animation play fine on >>>>> unity (Rigging in Gear fom softimage to unity video there is on youtube). >>>>> But U4 has me going really crazy at this point... Please help me. >>>>> >>>>> Thanks. >>>>> >>>> >>>>
Re: Unreal engine and softimage Gear
DangI guess I have to dowload a U4 skeleton template. Have a global cog (not a spline or curve) to be the overall Parent of the model, then go COG (bone hip) and work it from there. Anyone seeing maya-marketing plan running also on clumsy software resemblance, here? On Jan 30, 2016 11:09 AM, "Nono" wrote: > Hi guys this is possible ! > I've done this a couple months ago but the process was so convoluted that > I don't recall well where the thing hang. > If my memory is correct you can have a working one by plotting the GLOBAL > matrix and not the classical Local one. Then you can try a first export > with all the bones cutted from any hierarchy (all in a flat hierarchy just > under the mesh, this is possible since you've just plotted the global > matrix ;-) ) this was working. > > Now the process to obtain a working one keeping the hierarchy is out of my > mind for now. > > Cheers, > Nono > Le sam. 30 janv. 2016 à 16:47, Pierre Schiller < > activemotionpictu...@gmail.com> a écrit : > >> Native rig from softimage doesn't work either. Nor mobuilder rig. This is >> insane. :( >> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" >> wrote: >> >>> Hey, I was actually trying same thing for a bit over week and never got >>> any progress on it at all. If there is anyone that can sort out this it >>> would be really really great... >>> I had to drop whole project due to this issue >>> >>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller < >>> activemotionpictu...@gmail.com> wrote: >>> >>>> Hi fellows, I've been trying for the past 5 days to export the shadow >>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9 >>>> to no sucess with gear. >>>> >>>> I animate the gear rig, select the shadow group, select child members, >>>> plot animation, remove all constraints, select my mesh, then export .fbx >>>> (selection only),(i'm not using crosswalk menu since I think it's the same >>>> dialogue). >>>> >>>> Then I drag/drop this character.fbx into unreal and importing options >>>> doesn't show a name for the skeleton (import doesn't happen, import is >>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT >>>> button enabled but crashes on import. >>>> >>>> I'm really going nuts wih this, I can see the animation play fine on >>>> unity (Rigging in Gear fom softimage to unity video there is on youtube). >>>> But U4 has me going really crazy at this point... Please help me. >>>> >>>> Thanks. >>>> >>> >>>
Re: Unreal engine and softimage Gear
Hi guys this is possible ! I've done this a couple months ago but the process was so convoluted that I don't recall well where the thing hang. If my memory is correct you can have a working one by plotting the GLOBAL matrix and not the classical Local one. Then you can try a first export with all the bones cutted from any hierarchy (all in a flat hierarchy just under the mesh, this is possible since you've just plotted the global matrix ;-) ) this was working. Now the process to obtain a working one keeping the hierarchy is out of my mind for now. Cheers, Nono Le sam. 30 janv. 2016 à 16:47, Pierre Schiller < activemotionpictu...@gmail.com> a écrit : > Native rig from softimage doesn't work either. Nor mobuilder rig. This is > insane. :( > On Jan 30, 2016 9:25 AM, "Mirko Jankovic" > wrote: > >> Hey, I was actually trying same thing for a bit over week and never got >> any progress on it at all. If there is anyone that can sort out this it >> would be really really great... >> I had to drop whole project due to this issue >> >> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller < >> activemotionpictu...@gmail.com> wrote: >> >>> Hi fellows, I've been trying for the past 5 days to export the shadow >>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9 >>> to no sucess with gear. >>> >>> I animate the gear rig, select the shadow group, select child members, >>> plot animation, remove all constraints, select my mesh, then export .fbx >>> (selection only),(i'm not using crosswalk menu since I think it's the same >>> dialogue). >>> >>> Then I drag/drop this character.fbx into unreal and importing options >>> doesn't show a name for the skeleton (import doesn't happen, import is >>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT >>> button enabled but crashes on import. >>> >>> I'm really going nuts wih this, I can see the animation play fine on >>> unity (Rigging in Gear fom softimage to unity video there is on youtube). >>> But U4 has me going really crazy at this point... Please help me. >>> >>> Thanks. >>> >> >>
Re: Unreal engine and softimage Gear
Native rig from softimage doesn't work either. Nor mobuilder rig. This is insane. :( On Jan 30, 2016 9:25 AM, "Mirko Jankovic" wrote: > Hey, I was actually trying same thing for a bit over week and never got > any progress on it at all. If there is anyone that can sort out this it > would be really really great... > I had to drop whole project due to this issue > > On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller < > activemotionpictu...@gmail.com> wrote: > >> Hi fellows, I've been trying for the past 5 days to export the shadow >> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9 >> to no sucess with gear. >> >> I animate the gear rig, select the shadow group, select child members, >> plot animation, remove all constraints, select my mesh, then export .fbx >> (selection only),(i'm not using crosswalk menu since I think it's the same >> dialogue). >> >> Then I drag/drop this character.fbx into unreal and importing options >> doesn't show a name for the skeleton (import doesn't happen, import is >> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT >> button enabled but crashes on import. >> >> I'm really going nuts wih this, I can see the animation play fine on >> unity (Rigging in Gear fom softimage to unity video there is on youtube). >> But U4 has me going really crazy at this point... Please help me. >> >> Thanks. >> > >
Re: Unreal engine and softimage Gear
Hey, I was actually trying same thing for a bit over week and never got any progress on it at all. If there is anyone that can sort out this it would be really really great... I had to drop whole project due to this issue On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller < activemotionpictu...@gmail.com> wrote: > Hi fellows, I've been trying for the past 5 days to export the shadow > group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9 > to no sucess with gear. > > I animate the gear rig, select the shadow group, select child members, > plot animation, remove all constraints, select my mesh, then export .fbx > (selection only),(i'm not using crosswalk menu since I think it's the same > dialogue). > > Then I drag/drop this character.fbx into unreal and importing options > doesn't show a name for the skeleton (import doesn't happen, import is > ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT > button enabled but crashes on import. > > I'm really going nuts wih this, I can see the animation play fine on unity > (Rigging in Gear fom softimage to unity video there is on youtube). But U4 > has me going really crazy at this point... Please help me. > > Thanks. >
Unreal engine and softimage Gear
Hi fellows, I've been trying for the past 5 days to export the shadow group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9 to no sucess with gear. I animate the gear rig, select the shadow group, select child members, plot animation, remove all constraints, select my mesh, then export .fbx (selection only),(i'm not using crosswalk menu since I think it's the same dialogue). Then I drag/drop this character.fbx into unreal and importing options doesn't show a name for the skeleton (import doesn't happen, import is ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT button enabled but crashes on import. I'm really going nuts wih this, I can see the animation play fine on unity (Rigging in Gear fom softimage to unity video there is on youtube). But U4 has me going really crazy at this point... Please help me. Thanks.
Re: OT: images from unreal engine
Hi Nico, didn´t check perceptio´s status, last thing i knew is that next shipping would start on July 8... We already prepared two different vr apps for mocap and waiting for it to finish implementation! F. 2015-06-30 9:13 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > Saw that a couple of days ago, absolutely amazing! > Its incredible what can be achieved with UE4. > > PS: Francisco looks like we wont get our stuff until September...I'm so > pissed :( > > 2015-06-30 14:01 GMT+02:00 Francisco Criado : > >> Amazing stuff done by Koola: >> >> https://www.flickr.com/photos/99646627@N03/19207611066/ >> >> link to video: >> >> https://www.youtube.com/watch?v=_nLGoqqDc0w >> >> >> >> -- >> >> >> > --
Re: OT: images from unreal engine
Saw that a couple of days ago, absolutely amazing! Its incredible what can be achieved with UE4. PS: Francisco looks like we wont get our stuff until September...I'm so pissed :( 2015-06-30 14:01 GMT+02:00 Francisco Criado : > Amazing stuff done by Koola: > > https://www.flickr.com/photos/99646627@N03/19207611066/ > > link to video: > > https://www.youtube.com/watch?v=_nLGoqqDc0w > > > > -- > > >
OT: images from unreal engine
Amazing stuff done by Koola: https://www.flickr.com/photos/99646627@N03/19207611066/ link to video: https://www.youtube.com/watch?v=_nLGoqqDc0w --
Re: ot: unreal engine
bit of self promotion and fun use of the Blueprint in UE4 ( man I love this system! ) Lately I've been developing a character customization for UE4 which right now is in early stage ( also using the Species mesh as "Test subject" ) Main purpose would be to easily create NPC characters with a custom UI ( made with UMG ) and also shareable lipsync between meshes by extracting the data from Facerobot. Character Customization for UE4 - Featuring Species ;-) <https://www.youtube.com/watch?v=3CLuZJFCC7Q> Further development will include clothes, armor, hairstyle, glasses, Apex clothing and fully functional ( and shareable ) facial mocap 2014-11-20 10:18 GMT+01:00 Brent McPherson : > Yes, the right-click menus activate object-component mode in Maya. > > Apparently it is used for some commands where you need to make a hybrid > object+component selection and I agree it is confusing. > -- > Brent > > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante > Sent: 19 November 2014 11:04 > To: softimage@listproc.autodesk.com > Subject: Re: ot: unreal engine > > Hi Nico, > > I agree that the inconsistency between right click (vertex) and F8 > component selection mode is > REALLY annoying. Hopefully the are working in unifying them since it I > don't see the point of having them disjointed. > > It feels that if you right-click select vertex Maya should just switch to > component mode.. > > > > > On 18 November 2014 20:44, Nicolas Esposito <3dv...@gmail.com 3dv...@gmail.com>> wrote: > Hi Francisco, > Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it > works pretty good! > > Not knowing python scripting is a huge downside for me, so having this > free rigging tool is really a huge timesaver. > Step by step I'm "extending" this rig functionality in order to integrate > my custom ( re-usable ) facial rig into the body rig and everything works > fine. > I'm really digging Unreal Engine 4, the Blueprint system has a similar > feel to ICE, and its really intuitive :) > > 2014-11-18 21:32 GMT+01:00 Francisco Criado malcriad...@gmail.com>>: > Nicolas, > may i ask if you are using unreal toolset for rigging? > thanks, > F. > > > > -- > Francisco Criado > visual geek > DCA Lab > > >
RE: ot: unreal engine
Yes, the right-click menus activate object-component mode in Maya. Apparently it is used for some commands where you need to make a hybrid object+component selection and I agree it is confusing. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante Sent: 19 November 2014 11:04 To: softimage@listproc.autodesk.com Subject: Re: ot: unreal engine Hi Nico, I agree that the inconsistency between right click (vertex) and F8 component selection mode is REALLY annoying. Hopefully the are working in unifying them since it I don't see the point of having them disjointed. It feels that if you right-click select vertex Maya should just switch to component mode.. On 18 November 2014 20:44, Nicolas Esposito <3dv...@gmail.com<mailto:3dv...@gmail.com>> wrote: Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm "extending" this rig functionality in order to integrate my custom ( re-usable ) facial rig into the body rig and everything works fine. I'm really digging Unreal Engine 4, the Blueprint system has a similar feel to ICE, and its really intuitive :) 2014-11-18 21:32 GMT+01:00 Francisco Criado mailto:malcriad...@gmail.com>>: Nicolas, may i ask if you are using unreal toolset for rigging? thanks, F. -- Francisco Criado visual geek DCA Lab <>
Re: ot: unreal engine
Hi Nico, I agree that the inconsistency between right click (vertex) and F8 component selection mode is REALLY annoying. Hopefully the are working in unifying them since it I don't see the point of having them disjointed. It feels that if you right-click select vertex Maya should just switch to component mode.. On 18 November 2014 20:44, Nicolas Esposito <3dv...@gmail.com> wrote: > Hi Francisco, > Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it > works pretty good! > > Not knowing python scripting is a huge downside for me, so having this > free rigging tool is really a huge timesaver. > Step by step I'm "extending" this rig functionality in order to integrate > my custom ( re-usable ) facial rig into the body rig and everything works > fine. > I'm really digging Unreal Engine 4, the Blueprint system has a similar > feel to ICE, and its really intuitive :) > > 2014-11-18 21:32 GMT+01:00 Francisco Criado : > >> Nicolas, >> may i ask if you are using unreal toolset for rigging? >> thanks, >> F. >> >> >> >> >> -- >> Francisco Criado >> visual geek >> DCA Lab >> > >
Re: ot: unreal engine
Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm "extending" this rig functionality in order to integrate my custom ( re-usable ) facial rig into the body rig and everything works fine. I'm really digging Unreal Engine 4, the Blueprint system has a similar feel to ICE, and its really intuitive :) 2014-11-18 21:32 GMT+01:00 Francisco Criado : > Nicolas, > may i ask if you are using unreal toolset for rigging? > thanks, > F. > > > > > -- > Francisco Criado > visual geek > DCA Lab >
Re: ot: unreal engine
Nicolas, may i ask if you are using unreal toolset for rigging? thanks, F. -- Francisco Criado visual geek DCA Lab
Re: ot: unreal engine
Probably its my fault because I spent much more time on rigging, but one of the annoying thing for me is the component selection ( vertex, edges, faces ) and the deformers. F8 ( or right click ) is just something that won't cope with my brain. The modeling kit is what I use quite often, but right now, if I need to model something, I just do that in Softimage and export into Maya. Funny thing is that, when using the shrink wrap, in Softimage a scan of a head ( 2milion polys ) is done in a couple of secondsin Maya it takes almost 20 seconds... I guess that in the near future I really need to start digging into all the shortcut to speed up the workflow, but right now I find it to be quite frustrating. 2014-11-18 17:22 GMT+01:00 Cristobal Infante : > Hi Nico, > > which aspects of Maya modelling are you finding troublesome? In my little > experience with Maya this has been one of the only thing I haven't got much > complaints with. There are also a few thing that we never had in xsi like > the multicut tool. > > On 18 November 2014 14:07, Mirko Jankovic > wrote: > >> They switch because as much as impossible it sound Max is even worse for >> character animation... >> That is horror story of its own, 9th circle of animators hell... >> >> On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com> >> wrote: >> >>> Hold on Marco, >>> There have been plenty of game engine dedicated plugins, including Valve >>> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and >>> I used them quite extensively... >>> 3ds Max was the "king" of game engine preferred software, but most of >>> them switch to Maya :-D >>> >>> Anyway yes I agree...sometimes I think that Maya was created to test >>> people patience...has been 4-5 months since I did the switch and I'm still >>> fighting for some stupid stuff which required one button in >>> Softimage...especially regarding modeling...jesus...incredibly painfull >>> >>> 2014-11-18 14:34 GMT+01:00 Francisco Criado : >>> >>>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not >>>> again, i promess i´ll be better, i don´t want to do maya! >>>> >>>> F. >>>> >>>> >>>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto : >>>> >>>> thats why I wrote keep dreaming... even when Soft was active there was >>>>> basically no exporters for any game engine... its not now they they will >>>>> appear >>>>> >>>>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> >>>>> wrote: >>>>> >>>>>> No one is going to spend time to develop this in Softimage >>>>>> unfortunately ( unless you really have nothing else to do :D ) >>>>>> >>>>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante : >>>>>> >>>>>>> Exactly the same with houdini engine, the API is there to make for >>>>>>> soft. >>>>>>> >>>>>>> Will anyone do it? I doubt it, time to move on if you need this tools >>>>>>> >>>>>>> On 18 November 2014 12:44, Francisco Criado >>>>>>> wrote: >>>>>>> >>>>>>>> Well, its based on python scripting and they are giving away the >>>>>>>> code: >>>>>>>> >>>>>>>> https://bitbucket.org/m2u/m2u/ >>>>>>>> https://bitbucket.org/m2u/m2uue4plugin >>>>>>>> >>>>>>>> F. >>>>>>>> >>>>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>>>>>>> >>>>>>>> keep dreaming :) >>>>>>>>> >>>>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>>>>>>> malcriad...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> Very nice! would be great to have this tool under Softimage >>>>>>>>>> hood... >>>>>>>>>> >>>>>>>>>> F. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>>>>>>> >>>>>>>>>> I haven't tried it yet, but for May
Re: ot: unreal engine
Hi Nico, which aspects of Maya modelling are you finding troublesome? In my little experience with Maya this has been one of the only thing I haven't got much complaints with. There are also a few thing that we never had in xsi like the multicut tool. On 18 November 2014 14:07, Mirko Jankovic wrote: > They switch because as much as impossible it sound Max is even worse for > character animation... > That is horror story of its own, 9th circle of animators hell... > > On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> Hold on Marco, >> There have been plenty of game engine dedicated plugins, including Valve >> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and >> I used them quite extensively... >> 3ds Max was the "king" of game engine preferred software, but most of >> them switch to Maya :-D >> >> Anyway yes I agree...sometimes I think that Maya was created to test >> people patience...has been 4-5 months since I did the switch and I'm still >> fighting for some stupid stuff which required one button in >> Softimage...especially regarding modeling...jesus...incredibly painfull >> >> 2014-11-18 14:34 GMT+01:00 Francisco Criado : >> >>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not >>> again, i promess i´ll be better, i don´t want to do maya! >>> >>> F. >>> >>> >>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto : >>> >>> thats why I wrote keep dreaming... even when Soft was active there was >>>> basically no exporters for any game engine... its not now they they will >>>> appear >>>> >>>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> >>>> wrote: >>>> >>>>> No one is going to spend time to develop this in Softimage >>>>> unfortunately ( unless you really have nothing else to do :D ) >>>>> >>>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante : >>>>> >>>>>> Exactly the same with houdini engine, the API is there to make for >>>>>> soft. >>>>>> >>>>>> Will anyone do it? I doubt it, time to move on if you need this tools >>>>>> >>>>>> On 18 November 2014 12:44, Francisco Criado >>>>>> wrote: >>>>>> >>>>>>> Well, its based on python scripting and they are giving away the >>>>>>> code: >>>>>>> >>>>>>> https://bitbucket.org/m2u/m2u/ >>>>>>> https://bitbucket.org/m2u/m2uue4plugin >>>>>>> >>>>>>> F. >>>>>>> >>>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>>>>>> >>>>>>> keep dreaming :) >>>>>>>> >>>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>>>>>> malcriad...@gmail.com> wrote: >>>>>>>> >>>>>>>>> Very nice! would be great to have this tool under Softimage hood... >>>>>>>>> >>>>>>>>> F. >>>>>>>>> >>>>>>>>> >>>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>>>>>> >>>>>>>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>>>>>>> >>>>>>>>>> Interactive sync - M2UE4 >>>>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>>>>>>> >>>>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>>>>>>> >>>>>>>>>>> Some new interesting tests: >>>>>>>>>>> >>>>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>>>>>>> >>>>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>>>>>>> >>>>>>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>>> Martin, >>>
Re: ot: unreal engine
They switch because as much as impossible it sound Max is even worse for character animation... That is horror story of its own, 9th circle of animators hell... On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com> wrote: > Hold on Marco, > There have been plenty of game engine dedicated plugins, including Valve > Source engine, Cryengine from Crytek and Unreal Engine Development Kit and > I used them quite extensively... > 3ds Max was the "king" of game engine preferred software, but most of them > switch to Maya :-D > > Anyway yes I agree...sometimes I think that Maya was created to test > people patience...has been 4-5 months since I did the switch and I'm still > fighting for some stupid stuff which required one button in > Softimage...especially regarding modeling...jesus...incredibly painfull > > 2014-11-18 14:34 GMT+01:00 Francisco Criado : > >> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not >> again, i promess i´ll be better, i don´t want to do maya! >> >> F. >> >> >> 2014-11-18 10:28 GMT-03:00 Marco Peixoto : >> >> thats why I wrote keep dreaming... even when Soft was active there was >>> basically no exporters for any game engine... its not now they they will >>> appear >>> >>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> >>> wrote: >>> >>>> No one is going to spend time to develop this in Softimage >>>> unfortunately ( unless you really have nothing else to do :D ) >>>> >>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante : >>>> >>>>> Exactly the same with houdini engine, the API is there to make for >>>>> soft. >>>>> >>>>> Will anyone do it? I doubt it, time to move on if you need this tools >>>>> >>>>> On 18 November 2014 12:44, Francisco Criado >>>>> wrote: >>>>> >>>>>> Well, its based on python scripting and they are giving away the code: >>>>>> >>>>>> https://bitbucket.org/m2u/m2u/ >>>>>> https://bitbucket.org/m2u/m2uue4plugin >>>>>> >>>>>> F. >>>>>> >>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>>>>> >>>>>> keep dreaming :) >>>>>>> >>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>>>>> malcriad...@gmail.com> wrote: >>>>>>> >>>>>>>> Very nice! would be great to have this tool under Softimage hood... >>>>>>>> >>>>>>>> F. >>>>>>>> >>>>>>>> >>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>>>>> >>>>>>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>>>>>> >>>>>>>>> Interactive sync - M2UE4 >>>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>>>>>> >>>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>>>>>> >>>>>>>>>> Some new interesting tests: >>>>>>>>>> >>>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>>>>>> >>>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>>>>>> >>>>>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>>>>> wrote: >>>>>>>>>> >>>>>>>>>>> Martin, >>>>>>>>>>> In the unreal forum that was posted earlier in this mail you can >>>>>>>>>>> read that for those movies he only spent 10 minutes aprox for >>>>>>>>>>> baking lights. >>>>>>>>>>> F. >>>>>>>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>>>>>>> escribió: >>>>>>>>>>> >>>>>>>>>>> Outstanding quality ! >>>>>>>>>>>> >>>>>>>>>>>> I've never written a s
Re: ot: unreal engine
Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal Engine Development Kit and I used them quite extensively... 3ds Max was the "king" of game engine preferred software, but most of them switch to Maya :-D Anyway yes I agree...sometimes I think that Maya was created to test people patience...has been 4-5 months since I did the switch and I'm still fighting for some stupid stuff which required one button in Softimage...especially regarding modeling...jesus...incredibly painfull 2014-11-18 14:34 GMT+01:00 Francisco Criado : > i don´t want to do maya, please, i don´t want to do maya! pleasee! Not > again, i promess i´ll be better, i don´t want to do maya! > > F. > > > 2014-11-18 10:28 GMT-03:00 Marco Peixoto : > > thats why I wrote keep dreaming... even when Soft was active there was >> basically no exporters for any game engine... its not now they they will >> appear >> >> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> >> wrote: >> >>> No one is going to spend time to develop this in Softimage unfortunately >>> ( unless you really have nothing else to do :D ) >>> >>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante : >>> >>>> Exactly the same with houdini engine, the API is there to make for soft. >>>> >>>> Will anyone do it? I doubt it, time to move on if you need this tools >>>> >>>> On 18 November 2014 12:44, Francisco Criado >>>> wrote: >>>> >>>>> Well, its based on python scripting and they are giving away the code: >>>>> >>>>> https://bitbucket.org/m2u/m2u/ >>>>> https://bitbucket.org/m2u/m2uue4plugin >>>>> >>>>> F. >>>>> >>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>>>> >>>>> keep dreaming :) >>>>>> >>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>>>> malcriad...@gmail.com> wrote: >>>>>> >>>>>>> Very nice! would be great to have this tool under Softimage hood... >>>>>>> >>>>>>> F. >>>>>>> >>>>>>> >>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>>>> >>>>>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>>>>> >>>>>>>> Interactive sync - M2UE4 >>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>>>>> >>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>>>>> >>>>>>>>> Some new interesting tests: >>>>>>>>> >>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>>>>> >>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>>>>> >>>>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>>> Martin, >>>>>>>>>> In the unreal forum that was posted earlier in this mail you can >>>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking >>>>>>>>>> lights. >>>>>>>>>> F. >>>>>>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>>>>>> escribió: >>>>>>>>>> >>>>>>>>>> Outstanding quality ! >>>>>>>>>>> >>>>>>>>>>> I've never written a shader, and I guess I misunderstood you but >>>>>>>>>>> are you saying that this quality is achievable in SI with custom >>>>>>>>>>> shaders? >>>>>>>>>>> even with that crappy viewer? >>>>>>>>>>> >>>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final >>>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all >>>>>>>>>>> the >>>>>>&g
Re: ot: unreal engine
i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto : > thats why I wrote keep dreaming... even when Soft was active there was > basically no exporters for any game engine... its not now they they will > appear > > On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> No one is going to spend time to develop this in Softimage unfortunately >> ( unless you really have nothing else to do :D ) >> >> 2014-11-18 13:47 GMT+01:00 Cristobal Infante : >> >>> Exactly the same with houdini engine, the API is there to make for soft. >>> >>> Will anyone do it? I doubt it, time to move on if you need this tools >>> >>> On 18 November 2014 12:44, Francisco Criado >>> wrote: >>> >>>> Well, its based on python scripting and they are giving away the code: >>>> >>>> https://bitbucket.org/m2u/m2u/ >>>> https://bitbucket.org/m2u/m2uue4plugin >>>> >>>> F. >>>> >>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>>> >>>> keep dreaming :) >>>>> >>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>>> malcriad...@gmail.com> wrote: >>>>> >>>>>> Very nice! would be great to have this tool under Softimage hood... >>>>>> >>>>>> F. >>>>>> >>>>>> >>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>>> >>>>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>>>> >>>>>>> Interactive sync - M2UE4 >>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>>>> >>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>>>> >>>>>>>> Some new interesting tests: >>>>>>>> >>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>>>> >>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>>>> >>>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>>> wrote: >>>>>>>> >>>>>>>>> Martin, >>>>>>>>> In the unreal forum that was posted earlier in this mail you can >>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking >>>>>>>>> lights. >>>>>>>>> F. >>>>>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>>>>> escribió: >>>>>>>>> >>>>>>>>> Outstanding quality ! >>>>>>>>>> >>>>>>>>>> I've never written a shader, and I guess I misunderstood you but >>>>>>>>>> are you saying that this quality is achievable in SI with custom >>>>>>>>>> shaders? >>>>>>>>>> even with that crappy viewer? >>>>>>>>>> >>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final >>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all >>>>>>>>>> the >>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time >>>>>>>>>> shaders. >>>>>>>>>> >>>>>>>>>> Martin >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata < >>>>>>>>>> eug...@flormata.com> wrote: >>>>>>>>>> >>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>>>>>>> this doesn't really look baked though >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>>>>>>>> alok.gandhi2...@
Re: ot: unreal engine
yea probably wont happen... so you have great connection tools taht we can only dream of. and connected only to crap software that is nightmare to work with... trust me it is easier to go through process of export and import then to work in maya ;) ofc in case you are solo or really small team wihtouth acces to bunch of tech guys to keep that crap moving... script script script... fu On Tue, Nov 18, 2014 at 2:28 PM, Marco Peixoto wrote: > thats why I wrote keep dreaming... even when Soft was active there was > basically no exporters for any game engine... its not now they they will > appear > > On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> No one is going to spend time to develop this in Softimage unfortunately >> ( unless you really have nothing else to do :D ) >> >> 2014-11-18 13:47 GMT+01:00 Cristobal Infante : >> >>> Exactly the same with houdini engine, the API is there to make for soft. >>> >>> Will anyone do it? I doubt it, time to move on if you need this tools >>> >>> On 18 November 2014 12:44, Francisco Criado >>> wrote: >>> >>>> Well, its based on python scripting and they are giving away the code: >>>> >>>> https://bitbucket.org/m2u/m2u/ >>>> https://bitbucket.org/m2u/m2uue4plugin >>>> >>>> F. >>>> >>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>>> >>>> keep dreaming :) >>>>> >>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>>> malcriad...@gmail.com> wrote: >>>>> >>>>>> Very nice! would be great to have this tool under Softimage hood... >>>>>> >>>>>> F. >>>>>> >>>>>> >>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>>> >>>>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>>>> >>>>>>> Interactive sync - M2UE4 >>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>>>> >>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>>>> >>>>>>>> Some new interesting tests: >>>>>>>> >>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>>>> >>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>>>> >>>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>>> wrote: >>>>>>>> >>>>>>>>> Martin, >>>>>>>>> In the unreal forum that was posted earlier in this mail you can >>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking >>>>>>>>> lights. >>>>>>>>> F. >>>>>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>>>>> escribió: >>>>>>>>> >>>>>>>>> Outstanding quality ! >>>>>>>>>> >>>>>>>>>> I've never written a shader, and I guess I misunderstood you but >>>>>>>>>> are you saying that this quality is achievable in SI with custom >>>>>>>>>> shaders? >>>>>>>>>> even with that crappy viewer? >>>>>>>>>> >>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final >>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all >>>>>>>>>> the >>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time >>>>>>>>>> shaders. >>>>>>>>>> >>>>>>>>>> Martin >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata < >>>>>>>>>> eug...@flormata.com> wrote: >>>>>>>>>> >>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>>>>>>> this doesn't really look baked though >&
Re: ot: unreal engine
thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> wrote: > No one is going to spend time to develop this in Softimage unfortunately ( > unless you really have nothing else to do :D ) > > 2014-11-18 13:47 GMT+01:00 Cristobal Infante : > >> Exactly the same with houdini engine, the API is there to make for soft. >> >> Will anyone do it? I doubt it, time to move on if you need this tools >> >> On 18 November 2014 12:44, Francisco Criado >> wrote: >> >>> Well, its based on python scripting and they are giving away the code: >>> >>> https://bitbucket.org/m2u/m2u/ >>> https://bitbucket.org/m2u/m2uue4plugin >>> >>> F. >>> >>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >>> >>> keep dreaming :) >>>> >>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado < >>>> malcriad...@gmail.com> wrote: >>>> >>>>> Very nice! would be great to have this tool under Softimage hood... >>>>> >>>>> F. >>>>> >>>>> >>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>>> >>>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>>> >>>>>> Interactive sync - M2UE4 >>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>>> >>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>>> >>>>>>> Some new interesting tests: >>>>>>> >>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>>> >>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>>> >>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>> wrote: >>>>>>> >>>>>>>> Martin, >>>>>>>> In the unreal forum that was posted earlier in this mail you can >>>>>>>> read that for those movies he only spent 10 minutes aprox for baking >>>>>>>> lights. >>>>>>>> F. >>>>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>>>> escribió: >>>>>>>> >>>>>>>> Outstanding quality ! >>>>>>>>> >>>>>>>>> I've never written a shader, and I guess I misunderstood you but >>>>>>>>> are you saying that this quality is achievable in SI with custom >>>>>>>>> shaders? >>>>>>>>> even with that crappy viewer? >>>>>>>>> >>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final >>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all >>>>>>>>> the >>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time >>>>>>>>> shaders. >>>>>>>>> >>>>>>>>> Martin >>>>>>>>> >>>>>>>>> >>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata < >>>>>>>>> eug...@flormata.com> wrote: >>>>>>>>> >>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>>>>>> this doesn't really look baked though >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>>>>>>> alok.gandhi2...@gmail.com> wrote: >>>>>>>>>> >>>>>>>>>>> It's all about baking. Recently, I made some arch viz app for >>>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for >>>>>>>>>>> unity >>>>>>>>>>> and I did all the baking in soft. >>>>>>>>>>> >>>>>>>>>>> Sent from my iPhone >>>>>>>>>>
Re: ot: unreal engine
No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante : > Exactly the same with houdini engine, the API is there to make for soft. > > Will anyone do it? I doubt it, time to move on if you need this tools > > On 18 November 2014 12:44, Francisco Criado wrote: > >> Well, its based on python scripting and they are giving away the code: >> >> https://bitbucket.org/m2u/m2u/ >> https://bitbucket.org/m2u/m2uue4plugin >> >> F. >> >> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >> >> keep dreaming :) >>> >>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado >> > wrote: >>> >>>> Very nice! would be great to have this tool under Softimage hood... >>>> >>>> F. >>>> >>>> >>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>>> >>>> I haven't tried it yet, but for Maya users this is pretty cool! >>>>> >>>>> Interactive sync - M2UE4 >>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>>> >>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>>> >>>>>> Some new interesting tests: >>>>>> >>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>>> >>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>>> >>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>> wrote: >>>>>> >>>>>>> Martin, >>>>>>> In the unreal forum that was posted earlier in this mail you can >>>>>>> read that for those movies he only spent 10 minutes aprox for baking >>>>>>> lights. >>>>>>> F. >>>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>>> escribió: >>>>>>> >>>>>>> Outstanding quality ! >>>>>>>> >>>>>>>> I've never written a shader, and I guess I misunderstood you but >>>>>>>> are you saying that this quality is achievable in SI with custom >>>>>>>> shaders? >>>>>>>> even with that crappy viewer? >>>>>>>> >>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final >>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all the >>>>>>>> cinematics we see in games nowadays, pre-rendered with real time >>>>>>>> shaders. >>>>>>>> >>>>>>>> Martin >>>>>>>> >>>>>>>> >>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata < >>>>>>>> eug...@flormata.com> wrote: >>>>>>>> >>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>>>>> this doesn't really look baked though >>>>>>>>> >>>>>>>>> >>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>>>>>> alok.gandhi2...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> It's all about baking. Recently, I made some arch viz app for >>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for >>>>>>>>>> unity >>>>>>>>>> and I did all the baking in soft. >>>>>>>>>> >>>>>>>>>> Sent from my iPhone >>>>>>>>>> >>>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> >>>>>>>>>> wrote: >>>>>>>>>> >>>>>>>>>> Consider that this is a kind of tech demo, means that Unreal >>>>>>>>>> Engine 4, being a game engine, is built to manage multiple aspect ( >>>>>>>>>> physics, characters movement and logic, enemies logic, particles and >>>>>>>>>> so on ) >>>>>>>>>> The video shows how good is UE4 with lighting and
Re: ot: unreal engine
Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado wrote: > Well, its based on python scripting and they are giving away the code: > > https://bitbucket.org/m2u/m2u/ > https://bitbucket.org/m2u/m2uue4plugin > > F. > > 2014-11-18 9:36 GMT-03:00 Marco Peixoto : > > keep dreaming :) >> >> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado >> wrote: >> >>> Very nice! would be great to have this tool under Softimage hood... >>> >>> F. >>> >>> >>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >>> >>> I haven't tried it yet, but for Maya users this is pretty cool! >>>> >>>> Interactive sync - M2UE4 >>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>>> >>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>>> >>>>> Some new interesting tests: >>>>> >>>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>>> >>>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>>> >>>>> On 23 August 2014 22:47, Francisco Criado >>>>> wrote: >>>>> >>>>>> Martin, >>>>>> In the unreal forum that was posted earlier in this mail you can read >>>>>> that for those movies he only spent 10 minutes aprox for baking lights. >>>>>> F. >>>>>> El ago 23, 2014 4:44 PM, "Martin Yara" >>>>>> escribió: >>>>>> >>>>>> Outstanding quality ! >>>>>>> >>>>>>> I've never written a shader, and I guess I misunderstood you but are >>>>>>> you saying that this quality is achievable in SI with custom shaders? >>>>>>> even >>>>>>> with that crappy viewer? >>>>>>> >>>>>>> BTW, the fact that he is using UE4 doesn't mean the final >>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all the >>>>>>> cinematics we see in games nowadays, pre-rendered with real time >>>>>>> shaders. >>>>>>> >>>>>>> Martin >>>>>>> >>>>>>> >>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata < >>>>>>> eug...@flormata.com> wrote: >>>>>>> >>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>>>> this doesn't really look baked though >>>>>>>> >>>>>>>> >>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>>>>> alok.gandhi2...@gmail.com> wrote: >>>>>>>> >>>>>>>>> It's all about baking. Recently, I made some arch viz app for >>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for >>>>>>>>> unity >>>>>>>>> and I did all the baking in soft. >>>>>>>>> >>>>>>>>> Sent from my iPhone >>>>>>>>> >>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>> Consider that this is a kind of tech demo, means that Unreal >>>>>>>>> Engine 4, being a game engine, is built to manage multiple aspect ( >>>>>>>>> physics, characters movement and logic, enemies logic, particles and >>>>>>>>> so on ) >>>>>>>>> The video shows how good is UE4 with lighting and "atmosphere", >>>>>>>>> but the you actually build your scene as a game you need to do lots of >>>>>>>>> compromises... >>>>>>>>> Cryengine 2 was used as well for archivz and the results were >>>>>>>>> stunning, and lots of companies get a license to develop just that... >>>>>>>>> >>>>>>>>> The main issue that I found right now is that if you want to share >>>>>
Re: ot: unreal engine
Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto : > keep dreaming :) > > On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado > wrote: > >> Very nice! would be great to have this tool under Softimage hood... >> >> F. >> >> >> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: >> >> I haven't tried it yet, but for Maya users this is pretty cool! >>> >>> Interactive sync - M2UE4 >>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >>> >>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >>> >>>> Some new interesting tests: >>>> >>>> https://www.youtube.com/watch?v=gC0PdspqNYk >>>> >>>> https://www.youtube.com/watch?v=vfZD22zMnUY >>>> >>>> On 23 August 2014 22:47, Francisco Criado >>>> wrote: >>>> >>>>> Martin, >>>>> In the unreal forum that was posted earlier in this mail you can read >>>>> that for those movies he only spent 10 minutes aprox for baking lights. >>>>> F. >>>>> El ago 23, 2014 4:44 PM, "Martin Yara" escribió: >>>>> >>>>> Outstanding quality ! >>>>>> >>>>>> I've never written a shader, and I guess I misunderstood you but are >>>>>> you saying that this quality is achievable in SI with custom shaders? >>>>>> even >>>>>> with that crappy viewer? >>>>>> >>>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame >>>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we >>>>>> see in games nowadays, pre-rendered with real time shaders. >>>>>> >>>>>> Martin >>>>>> >>>>>> >>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >>>>> > wrote: >>>>>> >>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>>> this doesn't really look baked though >>>>>>> >>>>>>> >>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>>>> alok.gandhi2...@gmail.com> wrote: >>>>>>> >>>>>>>> It's all about baking. Recently, I made some arch viz app for >>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for >>>>>>>> unity >>>>>>>> and I did all the baking in soft. >>>>>>>> >>>>>>>> Sent from my iPhone >>>>>>>> >>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> >>>>>>>> wrote: >>>>>>>> >>>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine >>>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics, >>>>>>>> characters movement and logic, enemies logic, particles and so on ) >>>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but >>>>>>>> the you actually build your scene as a game you need to do lots of >>>>>>>> compromises... >>>>>>>> Cryengine 2 was used as well for archivz and the results were >>>>>>>> stunning, and lots of companies get a license to develop just that... >>>>>>>> >>>>>>>> The main issue that I found right now is that if you want to share >>>>>>>> or send the work to your client ( as a walkthrough I mean ) you have to >>>>>>>> send ( and install ) a 1-2gb file, which most clients are not so >>>>>>>> comfortable with...otherwise you can just render a video with it...the >>>>>>>> main >>>>>>>> advantage is that you don't wait 5 minutes per frame, but just a >>>>>>>> couple of >>>>>>>> seconds. >>>>>>>> >>>>>>>> Anyway this engine looks amazing and the constant updates are >>>>>>>&
Re: ot: unreal engine
keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado wrote: > Very nice! would be great to have this tool under Softimage hood... > > F. > > > 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > > I haven't tried it yet, but for Maya users this is pretty cool! >> >> Interactive sync - M2UE4 >> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> >> >> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : >> >>> Some new interesting tests: >>> >>> https://www.youtube.com/watch?v=gC0PdspqNYk >>> >>> https://www.youtube.com/watch?v=vfZD22zMnUY >>> >>> On 23 August 2014 22:47, Francisco Criado wrote: >>> >>>> Martin, >>>> In the unreal forum that was posted earlier in this mail you can read >>>> that for those movies he only spent 10 minutes aprox for baking lights. >>>> F. >>>> El ago 23, 2014 4:44 PM, "Martin Yara" escribió: >>>> >>>> Outstanding quality ! >>>>> >>>>> I've never written a shader, and I guess I misunderstood you but are >>>>> you saying that this quality is achievable in SI with custom shaders? even >>>>> with that crappy viewer? >>>>> >>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame >>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we >>>>> see in games nowadays, pre-rendered with real time shaders. >>>>> >>>>> Martin >>>>> >>>>> >>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >>>>> wrote: >>>>> >>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>>> this doesn't really look baked though >>>>>> >>>>>> >>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>>> alok.gandhi2...@gmail.com> wrote: >>>>>> >>>>>>> It's all about baking. Recently, I made some arch viz app for >>>>>>> Andriod and iOS and I was able to achieve good quality. It was for unity >>>>>>> and I did all the baking in soft. >>>>>>> >>>>>>> Sent from my iPhone >>>>>>> >>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> >>>>>>> wrote: >>>>>>> >>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine >>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics, >>>>>>> characters movement and logic, enemies logic, particles and so on ) >>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but >>>>>>> the you actually build your scene as a game you need to do lots of >>>>>>> compromises... >>>>>>> Cryengine 2 was used as well for archivz and the results were >>>>>>> stunning, and lots of companies get a license to develop just that... >>>>>>> >>>>>>> The main issue that I found right now is that if you want to share >>>>>>> or send the work to your client ( as a walkthrough I mean ) you have to >>>>>>> send ( and install ) a 1-2gb file, which most clients are not so >>>>>>> comfortable with...otherwise you can just render a video with it...the >>>>>>> main >>>>>>> advantage is that you don't wait 5 minutes per frame, but just a couple >>>>>>> of >>>>>>> seconds. >>>>>>> >>>>>>> Anyway this engine looks amazing and the constant updates are >>>>>>> improving it more and more >>>>>>> >>>>>>> >>>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >>>>>>> >>>>>>>> Some more in his work in kotaku: >>>>>>>> >>>>>>>> >>>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>>>>>>> >>>>>&g
Re: ot: unreal engine
Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > I haven't tried it yet, but for Maya users this is pretty cool! > > Interactive sync - M2UE4 > <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> > > 2014-11-06 14:18 GMT+01:00 Cristobal Infante : > >> Some new interesting tests: >> >> https://www.youtube.com/watch?v=gC0PdspqNYk >> >> https://www.youtube.com/watch?v=vfZD22zMnUY >> >> On 23 August 2014 22:47, Francisco Criado wrote: >> >>> Martin, >>> In the unreal forum that was posted earlier in this mail you can read >>> that for those movies he only spent 10 minutes aprox for baking lights. >>> F. >>> El ago 23, 2014 4:44 PM, "Martin Yara" escribió: >>> >>> Outstanding quality ! >>>> >>>> I've never written a shader, and I guess I misunderstood you but are >>>> you saying that this quality is achievable in SI with custom shaders? even >>>> with that crappy viewer? >>>> >>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame >>>> rate is real time. I'm guessing it isn't, just like all the cinematics we >>>> see in games nowadays, pre-rendered with real time shaders. >>>> >>>> Martin >>>> >>>> >>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >>>> wrote: >>>> >>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>>> this doesn't really look baked though >>>>> >>>>> >>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>>> alok.gandhi2...@gmail.com> wrote: >>>>> >>>>>> It's all about baking. Recently, I made some arch viz app for Andriod >>>>>> and iOS and I was able to achieve good quality. It was for unity and I >>>>>> did >>>>>> all the baking in soft. >>>>>> >>>>>> Sent from my iPhone >>>>>> >>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> >>>>>> wrote: >>>>>> >>>>>> Consider that this is a kind of tech demo, means that Unreal Engine >>>>>> 4, being a game engine, is built to manage multiple aspect ( physics, >>>>>> characters movement and logic, enemies logic, particles and so on ) >>>>>> The video shows how good is UE4 with lighting and "atmosphere", but >>>>>> the you actually build your scene as a game you need to do lots of >>>>>> compromises... >>>>>> Cryengine 2 was used as well for archivz and the results were >>>>>> stunning, and lots of companies get a license to develop just that... >>>>>> >>>>>> The main issue that I found right now is that if you want to share or >>>>>> send the work to your client ( as a walkthrough I mean ) you have to >>>>>> send ( >>>>>> and install ) a 1-2gb file, which most clients are not so comfortable >>>>>> with...otherwise you can just render a video with it...the main advantage >>>>>> is that you don't wait 5 minutes per frame, but just a couple of seconds. >>>>>> >>>>>> Anyway this engine looks amazing and the constant updates are >>>>>> improving it more and more >>>>>> >>>>>> >>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >>>>>> >>>>>>> Some more in his work in kotaku: >>>>>>> >>>>>>> >>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>>>>>> >>>>>>> And also a while back this Swedish apartment was done in Unreal >>>>>>> (previously done in octane). He even offers a download if you want to >>>>>>> test >>>>>>> the interactivity. >>>>>>> >>>>>>> http://vimeo.com/m/98625270 >>>>>>> >>>>>>> >>>>>>> On Friday, 22 August 2014, Matt Lind >>>>>>
Re: ot: unreal engine
I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine> 2014-11-06 14:18 GMT+01:00 Cristobal Infante : > Some new interesting tests: > > https://www.youtube.com/watch?v=gC0PdspqNYk > > https://www.youtube.com/watch?v=vfZD22zMnUY > > On 23 August 2014 22:47, Francisco Criado wrote: > >> Martin, >> In the unreal forum that was posted earlier in this mail you can read >> that for those movies he only spent 10 minutes aprox for baking lights. >> F. >> El ago 23, 2014 4:44 PM, "Martin Yara" escribió: >> >> Outstanding quality ! >>> >>> I've never written a shader, and I guess I misunderstood you but are you >>> saying that this quality is achievable in SI with custom shaders? even with >>> that crappy viewer? >>> >>> BTW, the fact that he is using UE4 doesn't mean the final movie frame >>> rate is real time. I'm guessing it isn't, just like all the cinematics we >>> see in games nowadays, pre-rendered with real time shaders. >>> >>> Martin >>> >>> >>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >>> wrote: >>> >>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>>> this doesn't really look baked though >>>> >>>> >>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>> alok.gandhi2...@gmail.com> wrote: >>>> >>>>> It's all about baking. Recently, I made some arch viz app for Andriod >>>>> and iOS and I was able to achieve good quality. It was for unity and I did >>>>> all the baking in soft. >>>>> >>>>> Sent from my iPhone >>>>> >>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: >>>>> >>>>> Consider that this is a kind of tech demo, means that Unreal Engine 4, >>>>> being a game engine, is built to manage multiple aspect ( physics, >>>>> characters movement and logic, enemies logic, particles and so on ) >>>>> The video shows how good is UE4 with lighting and "atmosphere", but >>>>> the you actually build your scene as a game you need to do lots of >>>>> compromises... >>>>> Cryengine 2 was used as well for archivz and the results were >>>>> stunning, and lots of companies get a license to develop just that... >>>>> >>>>> The main issue that I found right now is that if you want to share or >>>>> send the work to your client ( as a walkthrough I mean ) you have to send >>>>> ( >>>>> and install ) a 1-2gb file, which most clients are not so comfortable >>>>> with...otherwise you can just render a video with it...the main advantage >>>>> is that you don't wait 5 minutes per frame, but just a couple of seconds. >>>>> >>>>> Anyway this engine looks amazing and the constant updates are >>>>> improving it more and more >>>>> >>>>> >>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >>>>> >>>>>> Some more in his work in kotaku: >>>>>> >>>>>> >>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>>>>> >>>>>> And also a while back this Swedish apartment was done in Unreal >>>>>> (previously done in octane). He even offers a download if you want to >>>>>> test >>>>>> the interactivity. >>>>>> >>>>>> http://vimeo.com/m/98625270 >>>>>> >>>>>> >>>>>> On Friday, 22 August 2014, Matt Lind >>>>>> wrote: >>>>>> >>>>>>> Addendum: >>>>>>> >>>>>>> >>>>>>> >>>>>>> It’s also part of the reason why 3rd party apps such as Fabric >>>>>>> Engine can render faster than the native viewports – less overhead. >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> Mat
Re: ot: unreal engine
Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado wrote: > Martin, > In the unreal forum that was posted earlier in this mail you can read that > for those movies he only spent 10 minutes aprox for baking lights. > F. > El ago 23, 2014 4:44 PM, "Martin Yara" escribió: > > Outstanding quality ! >> >> I've never written a shader, and I guess I misunderstood you but are you >> saying that this quality is achievable in SI with custom shaders? even with >> that crappy viewer? >> >> BTW, the fact that he is using UE4 doesn't mean the final movie frame >> rate is real time. I'm guessing it isn't, just like all the cinematics we >> see in games nowadays, pre-rendered with real time shaders. >> >> Martin >> >> >> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >> wrote: >> >>> https://www.youtube.com/watch?v=rOkJ1-vnh-s >>> this doesn't really look baked though >>> >>> >>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi >> > wrote: >>> >>>> It's all about baking. Recently, I made some arch viz app for Andriod >>>> and iOS and I was able to achieve good quality. It was for unity and I did >>>> all the baking in soft. >>>> >>>> Sent from my iPhone >>>> >>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: >>>> >>>> Consider that this is a kind of tech demo, means that Unreal Engine 4, >>>> being a game engine, is built to manage multiple aspect ( physics, >>>> characters movement and logic, enemies logic, particles and so on ) >>>> The video shows how good is UE4 with lighting and "atmosphere", but the >>>> you actually build your scene as a game you need to do lots of >>>> compromises... >>>> Cryengine 2 was used as well for archivz and the results were stunning, >>>> and lots of companies get a license to develop just that... >>>> >>>> The main issue that I found right now is that if you want to share or >>>> send the work to your client ( as a walkthrough I mean ) you have to send ( >>>> and install ) a 1-2gb file, which most clients are not so comfortable >>>> with...otherwise you can just render a video with it...the main advantage >>>> is that you don't wait 5 minutes per frame, but just a couple of seconds. >>>> >>>> Anyway this engine looks amazing and the constant updates are improving >>>> it more and more >>>> >>>> >>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >>>> >>>>> Some more in his work in kotaku: >>>>> >>>>> >>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>>>> >>>>> And also a while back this Swedish apartment was done in Unreal >>>>> (previously done in octane). He even offers a download if you want to test >>>>> the interactivity. >>>>> >>>>> http://vimeo.com/m/98625270 >>>>> >>>>> >>>>> On Friday, 22 August 2014, Matt Lind wrote: >>>>> >>>>>> Addendum: >>>>>> >>>>>> >>>>>> >>>>>> It’s also part of the reason why 3rd party apps such as Fabric >>>>>> Engine can render faster than the native viewports – less overhead. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> Matt >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> *From:* Matt Lind >>>>>> *Sent:* Friday, August 22, 2014 2:11 PM >>>>>> *To:* softimage@listproc.autodesk.com >>>>>> *Subject:* RE: ot: unreal engine >>>>>> >>>>>> >>>>>> >>>>>> Not the entire reason, but a big part of it is DCC apps must spend a >>>>>> lot of time reading and evaluating construction histories and other user >>>>>> interaction whereas the displayed data in a game engine is stripped down >>>>&
Re: ot: unreal engine
Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, "Martin Yara" escribió: > Outstanding quality ! > > I've never written a shader, and I guess I misunderstood you but are you > saying that this quality is achievable in SI with custom shaders? even with > that crappy viewer? > > BTW, the fact that he is using UE4 doesn't mean the final movie frame > rate is real time. I'm guessing it isn't, just like all the cinematics we > see in games nowadays, pre-rendered with real time shaders. > > Martin > > > On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata > wrote: > >> https://www.youtube.com/watch?v=rOkJ1-vnh-s >> this doesn't really look baked though >> >> >> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi >> wrote: >> >>> It's all about baking. Recently, I made some arch viz app for Andriod >>> and iOS and I was able to achieve good quality. It was for unity and I did >>> all the baking in soft. >>> >>> Sent from my iPhone >>> >>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: >>> >>> Consider that this is a kind of tech demo, means that Unreal Engine 4, >>> being a game engine, is built to manage multiple aspect ( physics, >>> characters movement and logic, enemies logic, particles and so on ) >>> The video shows how good is UE4 with lighting and "atmosphere", but the >>> you actually build your scene as a game you need to do lots of >>> compromises... >>> Cryengine 2 was used as well for archivz and the results were stunning, >>> and lots of companies get a license to develop just that... >>> >>> The main issue that I found right now is that if you want to share or >>> send the work to your client ( as a walkthrough I mean ) you have to send ( >>> and install ) a 1-2gb file, which most clients are not so comfortable >>> with...otherwise you can just render a video with it...the main advantage >>> is that you don't wait 5 minutes per frame, but just a couple of seconds. >>> >>> Anyway this engine looks amazing and the constant updates are improving >>> it more and more >>> >>> >>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >>> >>>> Some more in his work in kotaku: >>>> >>>> >>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>>> >>>> And also a while back this Swedish apartment was done in Unreal >>>> (previously done in octane). He even offers a download if you want to test >>>> the interactivity. >>>> >>>> http://vimeo.com/m/98625270 >>>> >>>> >>>> On Friday, 22 August 2014, Matt Lind wrote: >>>> >>>>> Addendum: >>>>> >>>>> >>>>> >>>>> It’s also part of the reason why 3rd party apps such as Fabric Engine >>>>> can render faster than the native viewports – less overhead. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> Matt >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> *From:* Matt Lind >>>>> *Sent:* Friday, August 22, 2014 2:11 PM >>>>> *To:* softimage@listproc.autodesk.com >>>>> *Subject:* RE: ot: unreal engine >>>>> >>>>> >>>>> >>>>> Not the entire reason, but a big part of it is DCC apps must spend a >>>>> lot of time reading and evaluating construction histories and other user >>>>> interaction whereas the displayed data in a game engine is stripped down >>>>> to >>>>> the bare minimum for performance. Game engines will always be faster than >>>>> DCC apps in that regard, and by a large factor. >>>>> >>>>> >>>>> >>>>> As for look quality, it’s just a matter of writing the shaders. You >>>>> can do that in Softimage. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> Matt >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> *From:* softimage-boun...@listproc.autodesk.com [ >>>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi >>>>> Bares >>>>> *Sent:* Friday, August 22, 2014 2:04 PM >>>>> *To:* softimage@listproc.autodesk.com >>>>> *Subject:* Re: ot: unreal engine >>>>> >>>>> >>>>> >>>>> I still wonder why the viewport of our 3D apps is not as good as that… >>>>> :-P >>>>> >>>>> >>>>> >>>>> Jordi Bares >>>>> >>>>> jordiba...@gmail.com >>>>> >>>>> >>>>> >>>>> On 22 Aug 2014, at 21:34, Francisco Criado >>>>> wrote: >>>>> >>>>> >>>>> >>>>> it seems to be, it only tales 10 minutes to build the light mapping. >>>>> >>>>> details here: >>>>> >>>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >>>>> >>>>> >>>>> >>>>> 2014-08-22 17:30 GMT-03:00 David Saber : >>>>> >>>>> On 2014-08-22 18:55, Francisco Criado wrote: >>>>> >>>>> have to share this: >>>>> >>>>> >>>>> >>>>> UE4 Archviz / Lighting 2 >>>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> F. >>>>> >>>>> wowo, this is realtime? >>>>> >>>>> >>>>> >>>>> >>>>> >>>> >>> >> >
Re: ot: unreal engine
the nice thing about the ue4 engine is it´s move towards PBR (physical based rendering). At first, this sounds like something groundbreaking (and it is for games) but fortunately, any experience with VRAY, mR, Arnold or Redshift, etc. will give a headstart in terms of how to set up a shader. The realtime and the offline render worlds grow closer together. Many of the current awesome ue4 demos make extensive use of mapping the glossiness. Here´s a good intro into the general topic of PBR: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice That transfers nicely back into, let´s say Arnold, Vray, etc. I´m not sure how easy it is to implement such a shader in DX9/OGL/DX11(?) for XSI, thought. On 23.08.2014 21:44, Martin Yara wrote: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata mailto:eug...@flormata.com>> wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi mailto:alok.gandhi2...@gmail.com>> wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com <mailto:3dv...@gmail.com>> wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and "atmosphere", but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante mailto:cgc...@gmail.com>>: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind wrote: Addendum: __ __ It’s also part of the reason why 3^rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. __ __ __ __ Matt __ __ __ __ __ __ *From:*Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine __ __ Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. __ __ As for look quality, it’s just a matter of writing the shaders. You can do that in Softimage. __ __ __ __ Matt __ __ __ __ __ __ *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* s
Re: ot: unreal engine
Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata wrote: > https://www.youtube.com/watch?v=rOkJ1-vnh-s > this doesn't really look baked though > > > On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi > wrote: > >> It's all about baking. Recently, I made some arch viz app for Andriod and >> iOS and I was able to achieve good quality. It was for unity and I did all >> the baking in soft. >> >> Sent from my iPhone >> >> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: >> >> Consider that this is a kind of tech demo, means that Unreal Engine 4, >> being a game engine, is built to manage multiple aspect ( physics, >> characters movement and logic, enemies logic, particles and so on ) >> The video shows how good is UE4 with lighting and "atmosphere", but the >> you actually build your scene as a game you need to do lots of >> compromises... >> Cryengine 2 was used as well for archivz and the results were stunning, >> and lots of companies get a license to develop just that... >> >> The main issue that I found right now is that if you want to share or >> send the work to your client ( as a walkthrough I mean ) you have to send ( >> and install ) a 1-2gb file, which most clients are not so comfortable >> with...otherwise you can just render a video with it...the main advantage >> is that you don't wait 5 minutes per frame, but just a couple of seconds. >> >> Anyway this engine looks amazing and the constant updates are improving >> it more and more >> >> >> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >> >>> Some more in his work in kotaku: >>> >>> >>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>> >>> And also a while back this Swedish apartment was done in Unreal >>> (previously done in octane). He even offers a download if you want to test >>> the interactivity. >>> >>> http://vimeo.com/m/98625270 >>> >>> >>> On Friday, 22 August 2014, Matt Lind wrote: >>> >>>> Addendum: >>>> >>>> >>>> >>>> It’s also part of the reason why 3rd party apps such as Fabric Engine >>>> can render faster than the native viewports – less overhead. >>>> >>>> >>>> >>>> >>>> >>>> Matt >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> *From:* Matt Lind >>>> *Sent:* Friday, August 22, 2014 2:11 PM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* RE: ot: unreal engine >>>> >>>> >>>> >>>> Not the entire reason, but a big part of it is DCC apps must spend a >>>> lot of time reading and evaluating construction histories and other user >>>> interaction whereas the displayed data in a game engine is stripped down to >>>> the bare minimum for performance. Game engines will always be faster than >>>> DCC apps in that regard, and by a large factor. >>>> >>>> >>>> >>>> As for look quality, it’s just a matter of writing the shaders. You >>>> can do that in Softimage. >>>> >>>> >>>> >>>> >>>> >>>> Matt >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> *From:* softimage-boun...@listproc.autodesk.com [ >>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi >>>> Bares >>>> *Sent:* Friday, August 22, 2014 2:04 PM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* Re: ot: unreal engine >>>> >>>> >>>> >>>> I still wonder why the viewport of our 3D apps is not as good as that… >>>> :-P >>>> >>>> >>>> >>>> Jordi Bares >>>> >>>> jordiba...@gmail.com >>>> >>>> >>>> >>>> On 22 Aug 2014, at 21:34, Francisco Criado >>>> wrote: >>>> >>>> >>>> >>>> it seems to be, it only tales 10 minutes to build the light mapping. >>>> >>>> details here: >>>> >>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >>>> >>>> >>>> >>>> 2014-08-22 17:30 GMT-03:00 David Saber : >>>> >>>> On 2014-08-22 18:55, Francisco Criado wrote: >>>> >>>> have to share this: >>>> >>>> >>>> >>>> UE4 Archviz / Lighting 2 >>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA> >>>> >>>> >>>> >>>> >>>> >>>> F. >>>> >>>> wowo, this is realtime? >>>> >>>> >>>> >>>> >>>> >>> >> >
Re: unreal engine
As far as I know the GI can be enabled into UE4, but Epic didn't fully developed this feature because of GPU consumption, but I guess they're planning to evolve the idea in the future... Light Propagation Volumes GI <https://forums.unrealengine.com/showthread.php?530-How-to-enable-Light-Propagation-Volumes-GI-WIP-AND-BETA> 2014-08-23 9:25 GMT+02:00 : > I’m no specialist at all – but it’s not because the lights move around > that there’s no baking involved. > In my understanding and the little bit of research I did nearly a decade > years ago – which was unrelated to Unreal – that was one of the paths being > actively explored: baking a scene, and spherical harmonics in particular – > which would allow to then have dynamic lights with radiosity in realtime. > And the logistics at the time were a render/bake of a few hours and files > running in the gigabytes... > > > *From:* Eugene Flormata > *Sent:* Saturday, August 23, 2014 7:36 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: ot: unreal engine > > https://www.youtube.com/watch?v=rOkJ1-vnh-s > this doesn't really look baked though > > > On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi > wrote: > >> It's all about baking. Recently, I made some arch viz app for Andriod >> and iOS and I was able to achieve good quality. It was for unity and I did >> all the baking in soft. >> >> Sent from my iPhone >> >> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: >> >> Consider that this is a kind of tech demo, means that Unreal Engine 4, >> being a game engine, is built to manage multiple aspect ( physics, >> characters movement and logic, enemies logic, particles and so on ) >> The video shows how good is UE4 with lighting and "atmosphere", but the >> you actually build your scene as a game you need to do lots of >> compromises... >> Cryengine 2 was used as well for archivz and the results were stunning, >> and lots of companies get a license to develop just that... >> >> The main issue that I found right now is that if you want to share or >> send the work to your client ( as a walkthrough I mean ) you have to send ( >> and install ) a 1-2gb file, which most clients are not so comfortable >> with...otherwise you can just render a video with it...the main advantage >> is that you don't wait 5 minutes per frame, but just a couple of seconds. >> >> Anyway this engine looks amazing and the constant updates are improving >> it more and more >> >> >> 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >> >>> Some more in his work in kotaku: >>> >>> >>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>> >>> And also a while back this Swedish apartment was done in Unreal >>> (previously done in octane). He even offers a download if you want to test >>> the interactivity. >>> >>> http://vimeo.com/m/98625270 >>> >>> >>> On Friday, 22 August 2014, Matt Lind wrote: >>> >>>> Addendum: >>>> >>>> >>>> >>>> It’s also part of the reason why 3rd party apps such as Fabric Engine >>>> can render faster than the native viewports – less overhead. >>>> >>>> >>>> >>>> >>>> >>>> Matt >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> *From:* Matt Lind >>>> *Sent:* Friday, August 22, 2014 2:11 PM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* RE: ot: unreal engine >>>> >>>> >>>> >>>> Not the entire reason, but a big part of it is DCC apps must spend a >>>> lot of time reading and evaluating construction histories and other user >>>> interaction whereas the displayed data in a game engine is stripped down to >>>> the bare minimum for performance. Game engines will always be faster than >>>> DCC apps in that regard, and by a large factor. >>>> >>>> >>>> >>>> As for look quality, it’s just a matter of writing the shaders. You >>>> can do that in Softimage. >>>> >>>> >>>> >>>> >>>> >>>> Matt >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> *
Re: unreal engine
There is a short and straight forward demonstration on how to do this in Blender using the cycles renderer would you believe using it in the 3d viewer or the blender game engine. here is a link: Introduction to Blender Cycles Baking Introduction to Blender Cycles Baking When creating environments for animation, it’s important to make the lighting visible in real time. Find out how Blender cycles baking helps achieve this. View on www.blenderguru.com Preview by Yahoo Michael On Saturday, August 23, 2014 8:25 AM, "pete...@skynet.be" wrote: I’m no specialist at all – but it’s not because the lights move around that there’s no baking involved. In my understanding and the little bit of research I did nearly a decade years ago – which was unrelated to Unreal – that was one of the paths being actively explored: baking a scene, and spherical harmonics in particular – which would allow to then have dynamic lights with radiosity in realtime. And the logistics at the time were a render/bake of a few hours and files running in the gigabytes... From: Eugene Flormata Sent: Saturday, August 23, 2014 7:36 AM To: softimage@listproc.autodesk.com Subject: Re: ot: unreal engine https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. > >Sent from my iPhone > >On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: > > >Consider that this is a kind of tech demo, means that Unreal Engine 4, being >a game engine, is built to manage multiple aspect ( physics, characters >movement and logic, enemies logic, particles and so on ) >>The video shows how good is UE4 with lighting and "atmosphere", but the you >>actually build your scene as a game you need to do lots of compromises... >>Cryengine 2 was used as well for archivz and the results were stunning, and >>lots of companies get a license to develop just that... >> >>The main issue that I found right now is that if you want to share or send >>the work to your client ( as a walkthrough I mean ) you have to send ( and >>install ) a 1-2gb file, which most clients are not so comfortable >>with...otherwise you can just render a video with it...the main advantage is >>that you don't wait 5 minutes per frame, but just a couple of seconds. >> >>Anyway this engine looks amazing and the constant updates are improving it >>more and more >> >> >> >>2014-08-22 23:18 GMT+02:00 Cristobal Infante : >> >>Some more in his work in kotaku: >>> >>>http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>> >>>And also a while back this Swedish apartment was done in Unreal (previously >>>done in octane). He even offers a download if you want to test the >>>interactivity. >>> >>>http://vimeo.com/m/98625270 >>> >>> >>> >>>On Friday, 22 August 2014, Matt Lind wrote: >>> >>>Addendum: >>>> >>>>It’s also part of the reason why 3rd party apps such as Fabric Engine can >>>>render faster than the native viewports – less overhead. >>>> >>>> >>>>Matt >>>> >>>> >>>> >>>>From:Matt Lind >>>>Sent: Friday, August 22, 2014 2:11 PM >>>>To: softimage@listproc.autodesk.com >>>>Subject: RE: ot: unreal engine >>>> >>>>Not the entire reason, but a big part of it is DCC apps must spend a lot >>>>of time reading and evaluating construction histories and other user >>>>interaction whereas the displayed data in a game engine is stripped down >>>>to the bare minimum for performance. Game engines will always be faster >>>>than DCC apps in that regard, and by a large factor. >>>> >>>>As for look quality, it’s just a matter of writing the shaders. You can >>>>do that in Softimage. >>>> >>>> >>>>Matt >>>> >>>> >>>> >>>>From:softimage-boun...@listproc.autodesk.com >>>>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares >>>>Sent: Friday, August 22, 2014 2:04 PM >>>>To: softimage@listproc.autodesk.com >>>>Subject: Re: ot: unreal engine >>>> >>>>I still wonder why the viewport of our 3D apps is not as good as that… :-P >>>> >>>>Jordi Bares >>>>jordiba...@gmail.com >>>> >>>>On 22 Aug 2014, at 21:34, Francisco Criado wrote: >>>> >>>>it seems to be, it only tales 10 minutes to build the light mapping. >>>>details here: >>>>https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >>>> >>>>2014-08-22 17:30 GMT-03:00 David Saber : >>>>On 2014-08-22 18:55, Francisco Criado wrote: >>>>have to share this: >>>>> >>>>>UE4 Archviz / Lighting 2 >>>>> >>>>> >>>>>F. >>>>wowo, this is realtime? >>>> >>>> >>
Re: unreal engine
I’m no specialist at all – but it’s not because the lights move around that there’s no baking involved. In my understanding and the little bit of research I did nearly a decade years ago – which was unrelated to Unreal – that was one of the paths being actively explored: baking a scene, and spherical harmonics in particular – which would allow to then have dynamic lights with radiosity in realtime. And the logistics at the time were a render/bake of a few hours and files running in the gigabytes... From: Eugene Flormata Sent: Saturday, August 23, 2014 7:36 AM To: softimage@listproc.autodesk.com Subject: Re: ot: unreal engine https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and "atmosphere", but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante : Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt From: Matt Lind Sent: Friday, August 22, 2014 2:11 PM To: softimage@listproc.autodesk.com Subject: RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it’s just a matter of writing the shaders. You can do that in Softimage. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares Sent: Friday, August 22, 2014 2:04 PM To: softimage@listproc.autodesk.com Subject: Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that… :-P Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 21:34, Francisco Criado wrote: it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David Saber : On 2014-08-22 18:55, Francisco Criado wrote: have to share this: UE4 Archviz / Lighting 2 F. wowo, this is realtime?
Re: ot: unreal engine
https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi wrote: > It's all about baking. Recently, I made some arch viz app for Andriod and > iOS and I was able to achieve good quality. It was for unity and I did all > the baking in soft. > > Sent from my iPhone > > On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: > > Consider that this is a kind of tech demo, means that Unreal Engine 4, > being a game engine, is built to manage multiple aspect ( physics, > characters movement and logic, enemies logic, particles and so on ) > The video shows how good is UE4 with lighting and "atmosphere", but the > you actually build your scene as a game you need to do lots of > compromises... > Cryengine 2 was used as well for archivz and the results were stunning, > and lots of companies get a license to develop just that... > > The main issue that I found right now is that if you want to share or send > the work to your client ( as a walkthrough I mean ) you have to send ( and > install ) a 1-2gb file, which most clients are not so comfortable > with...otherwise you can just render a video with it...the main advantage > is that you don't wait 5 minutes per frame, but just a couple of seconds. > > Anyway this engine looks amazing and the constant updates are improving it > more and more > > > 2014-08-22 23:18 GMT+02:00 Cristobal Infante : > >> Some more in his work in kotaku: >> >> >> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >> >> And also a while back this Swedish apartment was done in Unreal >> (previously done in octane). He even offers a download if you want to test >> the interactivity. >> >> http://vimeo.com/m/98625270 >> >> >> On Friday, 22 August 2014, Matt Lind wrote: >> >>> Addendum: >>> >>> >>> >>> It’s also part of the reason why 3rd party apps such as Fabric Engine >>> can render faster than the native viewports – less overhead. >>> >>> >>> >>> >>> >>> Matt >>> >>> >>> >>> >>> >>> >>> >>> *From:* Matt Lind >>> *Sent:* Friday, August 22, 2014 2:11 PM >>> *To:* softimage@listproc.autodesk.com >>> *Subject:* RE: ot: unreal engine >>> >>> >>> >>> Not the entire reason, but a big part of it is DCC apps must spend a lot >>> of time reading and evaluating construction histories and other user >>> interaction whereas the displayed data in a game engine is stripped down to >>> the bare minimum for performance. Game engines will always be faster than >>> DCC apps in that regard, and by a large factor. >>> >>> >>> >>> As for look quality, it’s just a matter of writing the shaders. You can >>> do that in Softimage. >>> >>> >>> >>> >>> >>> Matt >>> >>> >>> >>> >>> >>> >>> >>> *From:* softimage-boun...@listproc.autodesk.com [ >>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi >>> Bares >>> *Sent:* Friday, August 22, 2014 2:04 PM >>> *To:* softimage@listproc.autodesk.com >>> *Subject:* Re: ot: unreal engine >>> >>> >>> >>> I still wonder why the viewport of our 3D apps is not as good as that… >>> :-P >>> >>> >>> >>> Jordi Bares >>> >>> jordiba...@gmail.com >>> >>> >>> >>> On 22 Aug 2014, at 21:34, Francisco Criado >>> wrote: >>> >>> >>> >>> it seems to be, it only tales 10 minutes to build the light mapping. >>> >>> details here: >>> >>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >>> >>> >>> >>> 2014-08-22 17:30 GMT-03:00 David Saber : >>> >>> On 2014-08-22 18:55, Francisco Criado wrote: >>> >>> have to share this: >>> >>> >>> >>> UE4 Archviz / Lighting 2 >>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA> >>> >>> >>> >>> >>> >>> F. >>> >>> wowo, this is realtime? >>> >>> >>> >>> >>> >> >
Re: ot: unreal engine
It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone > On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: > > Consider that this is a kind of tech demo, means that Unreal Engine 4, being > a game engine, is built to manage multiple aspect ( physics, characters > movement and logic, enemies logic, particles and so on ) > The video shows how good is UE4 with lighting and "atmosphere", but the you > actually build your scene as a game you need to do lots of compromises... > Cryengine 2 was used as well for archivz and the results were stunning, and > lots of companies get a license to develop just that... > > The main issue that I found right now is that if you want to share or send > the work to your client ( as a walkthrough I mean ) you have to send ( and > install ) a 1-2gb file, which most clients are not so comfortable > with...otherwise you can just render a video with it...the main advantage is > that you don't wait 5 minutes per frame, but just a couple of seconds. > > Anyway this engine looks amazing and the constant updates are improving it > more and more > > > 2014-08-22 23:18 GMT+02:00 Cristobal Infante : >> Some more in his work in kotaku: >> >> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >> >> And also a while back this Swedish apartment was done in Unreal (previously >> done in octane). He even offers a download if you want to test the >> interactivity. >> >> http://vimeo.com/m/98625270 >> >> >>> On Friday, 22 August 2014, Matt Lind wrote: >>> Addendum: >>> >>> >>> >>> It’s also part of the reason why 3rd party apps such as Fabric Engine can >>> render faster than the native viewports – less overhead. >>> >>> >>> >>> >>> >>> Matt >>> >>> >>> >>> >>> >>> >>> >>> From: Matt Lind >>> Sent: Friday, August 22, 2014 2:11 PM >>> To: softimage@listproc.autodesk.com >>> Subject: RE: ot: unreal engine >>> >>> >>> >>> Not the entire reason, but a big part of it is DCC apps must spend a lot of >>> time reading and evaluating construction histories and other user >>> interaction whereas the displayed data in a game engine is stripped down to >>> the bare minimum for performance. Game engines will always be faster than >>> DCC apps in that regard, and by a large factor. >>> >>> >>> >>> As for look quality, it’s just a matter of writing the shaders. You can do >>> that in Softimage. >>> >>> >>> >>> >>> >>> Matt >>> >>> >>> >>> >>> >>> >>> >>> From: softimage-boun...@listproc.autodesk.com >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares >>> Sent: Friday, August 22, 2014 2:04 PM >>> To: softimage@listproc.autodesk.com >>> Subject: Re: ot: unreal engine >>> >>> >>> >>> I still wonder why the viewport of our 3D apps is not as good as that… :-P >>> >>> >>> >>> Jordi Bares >>> >>> jordiba...@gmail.com >>> >>> >>> >>> On 22 Aug 2014, at 21:34, Francisco Criado wrote: >>> >>> >>> >>> it seems to be, it only tales 10 minutes to build the light mapping. >>> >>> details here: >>> >>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >>> >>> >>> >>> 2014-08-22 17:30 GMT-03:00 David Saber : >>> >>> On 2014-08-22 18:55, Francisco Criado wrote: >>> >>> have to share this: >>> >>> >>> >>> UE4 Archviz / Lighting 2 >>> >>> >>> >>> >>> >>> F. >>> >>> wowo, this is realtime? >>> >
Re: ot: unreal engine
Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and "atmosphere", but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante : > Some more in his work in kotaku: > > > http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow > > And also a while back this Swedish apartment was done in Unreal > (previously done in octane). He even offers a download if you want to test > the interactivity. > > http://vimeo.com/m/98625270 > > > On Friday, 22 August 2014, Matt Lind wrote: > >> Addendum: >> >> >> >> It’s also part of the reason why 3rd party apps such as Fabric Engine >> can render faster than the native viewports – less overhead. >> >> >> >> >> >> Matt >> >> >> >> >> >> >> >> *From:* Matt Lind >> *Sent:* Friday, August 22, 2014 2:11 PM >> *To:* softimage@listproc.autodesk.com >> *Subject:* RE: ot: unreal engine >> >> >> >> Not the entire reason, but a big part of it is DCC apps must spend a lot >> of time reading and evaluating construction histories and other user >> interaction whereas the displayed data in a game engine is stripped down to >> the bare minimum for performance. Game engines will always be faster than >> DCC apps in that regard, and by a large factor. >> >> >> >> As for look quality, it’s just a matter of writing the shaders. You can >> do that in Softimage. >> >> >> >> >> >> Matt >> >> >> >> >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [ >> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi >> Bares >> *Sent:* Friday, August 22, 2014 2:04 PM >> *To:* softimage@listproc.autodesk.com >> *Subject:* Re: ot: unreal engine >> >> >> >> I still wonder why the viewport of our 3D apps is not as good as that… :-P >> >> >> >> Jordi Bares >> >> jordiba...@gmail.com >> >> >> >> On 22 Aug 2014, at 21:34, Francisco Criado wrote: >> >> >> >> it seems to be, it only tales 10 minutes to build the light mapping. >> >> details here: >> >> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >> >> >> >> 2014-08-22 17:30 GMT-03:00 David Saber : >> >> On 2014-08-22 18:55, Francisco Criado wrote: >> >> have to share this: >> >> >> >> UE4 Archviz / Lighting 2 >> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA> >> >> >> >> >> >> F. >> >> wowo, this is realtime? >> >> >> >> >> >
ot: unreal engine
Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind > wrote: > Addendum: > > > > It’s also part of the reason why 3rd party apps such as Fabric Engine can > render faster than the native viewports – less overhead. > > > > > > Matt > > > > > > > > *From:* Matt Lind > *Sent:* Friday, August 22, 2014 2:11 PM > *To:* softimage@listproc.autodesk.com > *Subject:* RE: ot: unreal engine > > > > Not the entire reason, but a big part of it is DCC apps must spend a lot > of time reading and evaluating construction histories and other user > interaction whereas the displayed data in a game engine is stripped down to > the bare minimum for performance. Game engines will always be faster than > DCC apps in that regard, and by a large factor. > > > > As for look quality, it’s just a matter of writing the shaders. You can > do that in Softimage. > > > > > > Matt > > > > > > > > *From:* softimage-boun...@listproc.autodesk.com [ > mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares > *Sent:* Friday, August 22, 2014 2:04 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: ot: unreal engine > > > > I still wonder why the viewport of our 3D apps is not as good as that… :-P > > > > Jordi Bares > > jordiba...@gmail.com > > > > On 22 Aug 2014, at 21:34, Francisco Criado wrote: > > > > it seems to be, it only tales 10 minutes to build the light mapping. > > details here: > > https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting > > > > 2014-08-22 17:30 GMT-03:00 David Saber : > > On 2014-08-22 18:55, Francisco Criado wrote: > > have to share this: > > > > UE4 Archviz / Lighting 2 > <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA> > > > > > > F. > > wowo, this is realtime? > > > > >
Re: ot: unreal engine
Did you saw Apple's keynote where they presented the new "Metal" graphics framework??? in a tablet the image quality and sheer complexity was astonishing. look forward to see the next generation though. Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 22:06, Sebastien Sterling wrote: > Alex Roman called he wants his assets back :P seriously though, will believe > it when i see it in game not in tests, this isn't a console, and i doubt that > even this generation can sustain such graphics. > > > On 22 August 2014 21:34, Francisco Criado wrote: > it seems to be, it only tales 10 minutes to build the light mapping. > details here: > https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting > > > 2014-08-22 17:30 GMT-03:00 David Saber : > > On 2014-08-22 18:55, Francisco Criado wrote: >> have to share this: >> >> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA >> >> >> F. >> > wowo, this is realtime? > >
RE: ot: unreal engine
Addendum: It's also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports - less overhead. Matt From: Matt Lind Sent: Friday, August 22, 2014 2:11 PM To: softimage@listproc.autodesk.com Subject: RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it's just a matter of writing the shaders. You can do that in Softimage. Matt From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares Sent: Friday, August 22, 2014 2:04 PM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that... :-P Jordi Bares jordiba...@gmail.com<mailto:jordiba...@gmail.com> On 22 Aug 2014, at 21:34, Francisco Criado mailto:malcriad...@gmail.com>> wrote: it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David Saber mailto:davidsa...@sfr.fr>>: On 2014-08-22 18:55, Francisco Criado wrote: have to share this: https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA F. wowo, this is realtime?
RE: ot: unreal engine
Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it's just a matter of writing the shaders. You can do that in Softimage. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares Sent: Friday, August 22, 2014 2:04 PM To: softimage@listproc.autodesk.com Subject: Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that... :-P Jordi Bares jordiba...@gmail.com<mailto:jordiba...@gmail.com> On 22 Aug 2014, at 21:34, Francisco Criado mailto:malcriad...@gmail.com>> wrote: it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David Saber mailto:davidsa...@sfr.fr>>: On 2014-08-22 18:55, Francisco Criado wrote: have to share this: https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA F. wowo, this is realtime?
Re: ot: unreal engine
Alex Roman called he wants his assets back :P seriously though, will believe it when i see it in game not in tests, this isn't a console, and i doubt that even this generation can sustain such graphics. On 22 August 2014 21:34, Francisco Criado wrote: > it seems to be, it only tales 10 minutes to build the light mapping. > details here: > https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting > > > 2014-08-22 17:30 GMT-03:00 David Saber : > > On 2014-08-22 18:55, Francisco Criado wrote: >> >> have to share this: >> >> >> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA >> >> >> F. >> >> wowo, this is realtime? >> > >
Re: ot: unreal engine
I still wonder why the viewport of our 3D apps is not as good as that… :-P Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 21:34, Francisco Criado wrote: > it seems to be, it only tales 10 minutes to build the light mapping. > details here: > https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting > > > 2014-08-22 17:30 GMT-03:00 David Saber : > On 2014-08-22 18:55, Francisco Criado wrote: >> have to share this: >> >> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA >> >> >> F. >> > wowo, this is realtime? >
Re: ot: unreal engine
it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David Saber : > On 2014-08-22 18:55, Francisco Criado wrote: > > have to share this: > > > https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA > > > F. > > wowo, this is realtime? >
Re: ot: unreal engine
On 2014-08-22 18:55, Francisco Criado wrote: have to share this: https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA F. wowo, this is realtime?
ot: unreal engine
have to share this: https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA F.
Re: Softimage 2 Unreal Engine
Hi Nicolas! thanks for the tips, its working ok now! F. 2014-06-18 17:51 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>: > Max and Maya have thier own pipeline that you can find here > <https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/Materials/index.html> > > Regarding Softimage the import is quite straight forward, I just tested: > > Export in FBX ( I'm using FBX plugin 2013 ), leave the settings as they > are ( not embedd texture, and so on, in case change the scale if you want ) > > Import into UE4: under static mesh expand the Advanced tab, choose > import materials and import texture > > As soon as you click ok it will import the meshes and apply > automatically the materials to the meshes > > If you open one of the material that UE created you see that ( at least > in my case ) the textures ( diffuse and normal ) were imported correctly, > so no need to relink or separate export for the textures. > > Tested using Softimage 2013 with Unreal Engine 4.1.1 > > Hope it helps :) > > > 2014-06-18 18:22 GMT+02:00 Francisco Criado : > > Hi Nicolas, i´ll take a look at your video, my main concern is getting the >> textures on the import, and not having to do the import of the textures by >> separate and relinking the materials... >> >> thanks again, >> F. >> >> >> >> 2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>: >> >> As far as I know the material is not converter, you have to create the >>> material itself inside UE4 but, when you import, it allows you ( in the >>> import option ) to create a material which if I remember correctly will >>> contain both the diffuse and normal map >>> >>> Regarding the FBX export from Softimage I made a videotutorial exporting >>> a character using Species. >>> >>> Softimage to Unreal Engine 4 >>> <https://www.youtube.com/watch?v=Kvg-EABdkfQ> >>> >>> Anyway as long as you export a model ( you mean a mesh or a model as it >>> is called inside Softimage? ) it should work properly, it usually have >>> problems with multiple roots with characters. >>> >>> If you can upload the model, I'll take a look at it and see what is the >>> problem ;) >>> >>> >>> 2014-06-18 17:11 GMT+02:00 Williams, Wayne : >>> >>> Unfortunately I’ve not updated to unreal 4 yet so won’t be of much >>>> assistance with the problem. One thing you can try is to download the >>>> latest version of Maya/Softimage trial and export .fbx from there and see >>>> if it comes in. My bet is that Maya is going to work but Softimage isn’t. >>>> My experience in the past has almost always been Softimage is used for >>>> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to >>>> date exporters are used to get things into the game engines like >>>> cryengine/unreal. >>>> >>>> >>>> >>>> *From:* softimage-boun...@listproc.autodesk.com [mailto: >>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco >>>> Criado >>>> *Sent:* Wednesday, June 18, 2014 10:53 AM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* RE: Softimage 2 Unreal Engine >>>> >>>> >>>> >>>> Hi Wayne, sorry for the missing information! Exporting from softimage >>>> 2013 in fbx format to Unreal Engine 4. >>>> Thanks in advance. >>>> F. >>>> >>>> El jun 18, 2014 11:46 AM, "Williams, Wayne" >>>> escribió: >>>> >>>> What format did you export from softimage? Did you use a plugin? >>>> Which version of Unreal engine are you trying to import the model into??? >>>> >>>> >>>> >>>> *From:* softimage-boun...@listproc.autodesk.com [mailto: >>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco >>>> Criado >>>> *Sent:* Wednesday, June 18, 2014 10:44 AM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* Softimage 2 Unreal Engine >>>> >>>> >>>> >>>> Hi guys, trying to export a model with materials and textures to unreal >>>> engine but everytime i try to import to ue it doesnt load the materials or >>>> just freezes on loading...q >>>> >>>> >>>> >>>> >>> >> >
Re: Softimage 2 Unreal Engine
Max and Maya have thier own pipeline that you can find here <https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/Materials/index.html> Regarding Softimage the import is quite straight forward, I just tested: > Export in FBX ( I'm using FBX plugin 2013 ), leave the settings as they are ( not embedd texture, and so on, in case change the scale if you want ) > Import into UE4: under static mesh expand the Advanced tab, choose import materials and import texture > As soon as you click ok it will import the meshes and apply automatically the materials to the meshes > If you open one of the material that UE created you see that ( at least in my case ) the textures ( diffuse and normal ) were imported correctly, so no need to relink or separate export for the textures. Tested using Softimage 2013 with Unreal Engine 4.1.1 Hope it helps :) 2014-06-18 18:22 GMT+02:00 Francisco Criado : > Hi Nicolas, i´ll take a look at your video, my main concern is getting the > textures on the import, and not having to do the import of the textures by > separate and relinking the materials... > > thanks again, > F. > > > > 2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>: > > As far as I know the material is not converter, you have to create the >> material itself inside UE4 but, when you import, it allows you ( in the >> import option ) to create a material which if I remember correctly will >> contain both the diffuse and normal map >> >> Regarding the FBX export from Softimage I made a videotutorial exporting >> a character using Species. >> >> Softimage to Unreal Engine 4 >> <https://www.youtube.com/watch?v=Kvg-EABdkfQ> >> >> Anyway as long as you export a model ( you mean a mesh or a model as it >> is called inside Softimage? ) it should work properly, it usually have >> problems with multiple roots with characters. >> >> If you can upload the model, I'll take a look at it and see what is the >> problem ;) >> >> >> 2014-06-18 17:11 GMT+02:00 Williams, Wayne : >> >> Unfortunately I’ve not updated to unreal 4 yet so won’t be of much >>> assistance with the problem. One thing you can try is to download the >>> latest version of Maya/Softimage trial and export .fbx from there and see >>> if it comes in. My bet is that Maya is going to work but Softimage isn’t. >>> My experience in the past has almost always been Softimage is used for >>> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to >>> date exporters are used to get things into the game engines like >>> cryengine/unreal. >>> >>> >>> >>> *From:* softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado >>> *Sent:* Wednesday, June 18, 2014 10:53 AM >>> *To:* softimage@listproc.autodesk.com >>> *Subject:* RE: Softimage 2 Unreal Engine >>> >>> >>> >>> Hi Wayne, sorry for the missing information! Exporting from softimage >>> 2013 in fbx format to Unreal Engine 4. >>> Thanks in advance. >>> F. >>> >>> El jun 18, 2014 11:46 AM, "Williams, Wayne" >>> escribió: >>> >>> What format did you export from softimage? Did you use a plugin? Which >>> version of Unreal engine are you trying to import the model into??? >>> >>> >>> >>> *From:* softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado >>> *Sent:* Wednesday, June 18, 2014 10:44 AM >>> *To:* softimage@listproc.autodesk.com >>> *Subject:* Softimage 2 Unreal Engine >>> >>> >>> >>> Hi guys, trying to export a model with materials and textures to unreal >>> engine but everytime i try to import to ue it doesnt load the materials or >>> just freezes on loading...q >>> >>> >>> >>> >> >
Re: Softimage 2 Unreal Engine
Hi Nicolas, i´ll take a look at your video, my main concern is getting the textures on the import, and not having to do the import of the textures by separate and relinking the materials... thanks again, F. 2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>: > As far as I know the material is not converter, you have to create the > material itself inside UE4 but, when you import, it allows you ( in the > import option ) to create a material which if I remember correctly will > contain both the diffuse and normal map > > Regarding the FBX export from Softimage I made a videotutorial exporting a > character using Species. > > Softimage to Unreal Engine 4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ> > > Anyway as long as you export a model ( you mean a mesh or a model as it is > called inside Softimage? ) it should work properly, it usually have > problems with multiple roots with characters. > > If you can upload the model, I'll take a look at it and see what is the > problem ;) > > > 2014-06-18 17:11 GMT+02:00 Williams, Wayne : > > Unfortunately I’ve not updated to unreal 4 yet so won’t be of much >> assistance with the problem. One thing you can try is to download the >> latest version of Maya/Softimage trial and export .fbx from there and see >> if it comes in. My bet is that Maya is going to work but Softimage isn’t. >> My experience in the past has almost always been Softimage is used for >> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to >> date exporters are used to get things into the game engines like >> cryengine/unreal. >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado >> *Sent:* Wednesday, June 18, 2014 10:53 AM >> *To:* softimage@listproc.autodesk.com >> *Subject:* RE: Softimage 2 Unreal Engine >> >> >> >> Hi Wayne, sorry for the missing information! Exporting from softimage >> 2013 in fbx format to Unreal Engine 4. >> Thanks in advance. >> F. >> >> El jun 18, 2014 11:46 AM, "Williams, Wayne" >> escribió: >> >> What format did you export from softimage? Did you use a plugin? Which >> version of Unreal engine are you trying to import the model into??? >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado >> *Sent:* Wednesday, June 18, 2014 10:44 AM >> *To:* softimage@listproc.autodesk.com >> *Subject:* Softimage 2 Unreal Engine >> >> >> >> Hi guys, trying to export a model with materials and textures to unreal >> engine but everytime i try to import to ue it doesnt load the materials or >> just freezes on loading...q >> >> >> >> >
Re: Softimage 2 Unreal Engine
As far as I know the material is not converter, you have to create the material itself inside UE4 but, when you import, it allows you ( in the import option ) to create a material which if I remember correctly will contain both the diffuse and normal map Regarding the FBX export from Softimage I made a videotutorial exporting a character using Species. Softimage to Unreal Engine 4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ> Anyway as long as you export a model ( you mean a mesh or a model as it is called inside Softimage? ) it should work properly, it usually have problems with multiple roots with characters. If you can upload the model, I'll take a look at it and see what is the problem ;) 2014-06-18 17:11 GMT+02:00 Williams, Wayne : > Unfortunately I’ve not updated to unreal 4 yet so won’t be of much > assistance with the problem. One thing you can try is to download the > latest version of Maya/Softimage trial and export .fbx from there and see > if it comes in. My bet is that Maya is going to work but Softimage isn’t. > My experience in the past has almost always been Softimage is used for > modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to > date exporters are used to get things into the game engines like > cryengine/unreal. > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado > *Sent:* Wednesday, June 18, 2014 10:53 AM > *To:* softimage@listproc.autodesk.com > *Subject:* RE: Softimage 2 Unreal Engine > > > > Hi Wayne, sorry for the missing information! Exporting from softimage 2013 > in fbx format to Unreal Engine 4. > Thanks in advance. > F. > > El jun 18, 2014 11:46 AM, "Williams, Wayne" > escribió: > > What format did you export from softimage? Did you use a plugin? Which > version of Unreal engine are you trying to import the model into??? > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado > *Sent:* Wednesday, June 18, 2014 10:44 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Softimage 2 Unreal Engine > > > > Hi guys, trying to export a model with materials and textures to unreal > engine but everytime i try to import to ue it doesnt load the materials or > just freezes on loading...q > > > >
RE: Softimage 2 Unreal Engine
Unfortunately I’ve not updated to unreal 4 yet so won’t be of much assistance with the problem. One thing you can try is to download the latest version of Maya/Softimage trial and export .fbx from there and see if it comes in. My bet is that Maya is going to work but Softimage isn’t. My experience in the past has almost always been Softimage is used for modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to date exporters are used to get things into the game engines like cryengine/unreal. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado Sent: Wednesday, June 18, 2014 10:53 AM To: softimage@listproc.autodesk.com Subject: RE: Softimage 2 Unreal Engine Hi Wayne, sorry for the missing information! Exporting from softimage 2013 in fbx format to Unreal Engine 4. Thanks in advance. F. El jun 18, 2014 11:46 AM, "Williams, Wayne" mailto:wayne.willi...@xaviant.com>> escribió: What format did you export from softimage? Did you use a plugin? Which version of Unreal engine are you trying to import the model into??? From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Francisco Criado Sent: Wednesday, June 18, 2014 10:44 AM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Softimage 2 Unreal Engine Hi guys, trying to export a model with materials and textures to unreal engine but everytime i try to import to ue it doesnt load the materials or just freezes on loading...q
RE: Softimage 2 Unreal Engine
Hi Wayne, sorry for the missing information! Exporting from softimage 2013 in fbx format to Unreal Engine 4. Thanks in advance. F. El jun 18, 2014 11:46 AM, "Williams, Wayne" escribió: > What format did you export from softimage? Did you use a plugin? Which > version of Unreal engine are you trying to import the model into??? > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado > *Sent:* Wednesday, June 18, 2014 10:44 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Softimage 2 Unreal Engine > > > > Hi guys, trying to export a model with materials and textures to unreal > engine but everytime i try to import to ue it doesnt load the materials or > just freezes on loading...q > > >
RE: Softimage 2 Unreal Engine
What format did you export from softimage? Did you use a plugin? Which version of Unreal engine are you trying to import the model into??? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado Sent: Wednesday, June 18, 2014 10:44 AM To: softimage@listproc.autodesk.com Subject: Softimage 2 Unreal Engine Hi guys, trying to export a model with materials and textures to unreal engine but everytime i try to import to ue it doesnt load the materials or just freezes on loading...q
Softimage 2 Unreal Engine
Hi guys, trying to export a model with materials and textures to unreal engine but everytime i try to import to ue it doesnt load the materials or just freezes on loading...q
Proof of concept - Dynamic normal maps using Facerobot + Unreal Engine 4
Hi guys, Just want to share one of my last experiments. It is a system which allows dynamic normal maps on a character ( using Facerobot ) by enhancing the facial expressions using normal maps which are triggered when a specific expression is applied ( or is close to that expression ). The system is completely dynamic, means that no manual keyframe are added. The purpose is to enhance facial expression for both main characters and npc in both game sequences and cinematics. Soon a tech demo showing its full functions :) Unreal Engine 4 - Dynamic normal maps<https://www.youtube.com/watch?v=zTr6QRc0vfw>