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 <[email protected] <mailto:[email protected]>> 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 <[email protected] <mailto:[email protected]>> 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 <[email protected] <mailto:[email protected]>> 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 <[email protected] <mailto:[email protected]>>: 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 <[email protected]> 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:* [email protected] *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:*[email protected] [mailto:[email protected]] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* [email protected] *Subject:* Re: ot: unreal engine____ __ __ I still wonder why the viewport of our 3D apps is not as good as that… :-P____ __ __ Jordi Bares____ [email protected]____ __ __ On 22 Aug 2014, at 21:34, Francisco Criado <[email protected]> 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 <[email protected]>:____ 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?____ __ __ __ __

