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 <[email protected]>: > 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 <[email protected]> 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" <[email protected]> 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 <[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]> 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]> 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]>: >>>>> >>>>>> 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 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:* [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? >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >

