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?____

                __ __

                __ __




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