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 <[email protected]> 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 <[email protected]>: > > keep dreaming :) >> >> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <[email protected]> >> wrote: >> >>> Very nice! would be great to have this tool under Softimage hood... >>> >>> F. >>> >>> >>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <[email protected]>: >>> >>> 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? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>> >>>> >>> >>> >>> -- >>> Francisco Criado >>> visual geek >>> DCA Lab >>> >> >> > > > -- > Francisco Criado > visual geek > DCA Lab >

