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?
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>

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