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
>

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