Author Topic: Unreal Engine 4 for ArchViz - Thoughts?  (Read 292307 times)

2015-03-20, 00:41:54
Reply #120

Ondra

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"It is spectral, so it's fully like real world"....yeah. But Octane very cool, made rendering fun.

More and more when I read stuff like this, I feel that I need to kick Alex, the guy from Charles university doing the real "physical rendering" stuff, to write some nice articles on popular myths ;)
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2015-03-20, 01:23:46
Reply #121

philippelamoureux

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New Brigade demo is impressive to watch...but I wonder how many GPU are needed for that kind of real time path tracing fluidity. Hopefully not a 50k$ VCA lol.

Update : From a Otoy team member, ''To get the quality we showed at GTC you will need roughly 80 amazon GPUs, so it is not cheap or for everyone, and is cloud only.'' It's suddently less impressive lol. This is the video shown at GTC.

« Last Edit: 2015-03-20, 06:32:15 by philippelamoureux »

2015-03-20, 08:49:03
Reply #122

tomislavn

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New Brigade demo is impressive to watch...but I wonder how many GPU are needed for that kind of real time path tracing fluidity. Hopefully not a 50k$ VCA lol.

Update : From a Otoy team member, ''To get the quality we showed at GTC you will need roughly 80 amazon GPUs, so it is not cheap or for everyone, and is cloud only.'' It's suddently less impressive lol. This is the video shown at GTC.


Somehow, I don't really find it impressive at all :/ ..knowing that you need "a house of cards" for it doesn't really help as well :D (pun intended)
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2015-03-20, 13:57:04
Reply #124

Juraj

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Checked email, bought mine on April 24th, so month before they announced the discount for everyone. Ok, that marks 5 years of doing CGI next month for me.
Email answered by Terrence Vergauwen :- ). Is he still a boss ?
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2015-03-20, 19:12:37
Reply #125

cecofuli

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I.. I don't know Juraj. I bought my license, just for fun. The price was very low and Octane was the first GPU rendering (5 years ago) on market.
I used Octane ONLY for test my GPU. The same 560 that I use now!! O my gosh, is it so old (O_O)' ???
The funny thing is that, also NOW, they are using my scene for benchmark ^___^


2015-03-21, 06:04:37
Reply #126

philippelamoureux

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Tonight I downloaded the VXGI ue4 branch to test it out. A UE forum member, Galaxyman2015, merged UE4.7.3 with nvidia's gameworks VXGI (and some other of their plugins). Besides the shader compilation taking long (+-2 mins per shader, sigh) it's pretty cool. I'm doing tests but converting a scene is taking long because of the shader compilation. I've heard VXGI can do 2 bounces...or they're working on getting more than 1, not 100% sure. Anyway, it's cool to have everything dynamic, no lightmaps and no black faces because of the usual 0 bounce. I may try to make a project from scratch with it, we'll see.

Here's Galaxyman2015's ''merged'' branch https://github.com/GalaxyMan2015/UnrealEngine/tree/Merged, here's the thread if you need help https://forums.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration

My super-duper test : both are fully dynamic, no baking, no lightmaps...

Only dynamic direct light + skylight (vxgi off)


dynamic direct light + skylight (vxgi on)

« Last Edit: 2015-03-23, 05:30:57 by philippelamoureux »

2015-03-28, 04:54:31
Reply #127

philippelamoureux

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A little more infos about Octane render 3 UE4 plugin. It's meant to replace Lightmass to bake lightmaps for scenes in UE4.
Source : GTC 2015, starts around 12:10 https://www.youtube.com/watch?v=mHKmqWwEGxQ

I really want to know more about that feature...but that doesn't solve the fact that a good dynamic G.I would be cooler than static lighting (for timelapse, etc). If at least we can get rid of the uvw unwrapping, that's that.

2015-03-31, 01:06:20
Reply #128

philippelamoureux

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Diving into layered materials and vertex painting for leaks and dirt...so much win!

2015-04-06, 06:15:21
Reply #129

philippelamoureux

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New free content from Epic. It's the assets from their GDC 2015 open world demo. Free to use for your projects.

https://www.unrealengine.com/content/1c3ff01e749c4e48a7e8c24a7128ce24

Seems to contain nice high res textures and assets, like rocks, vegetation, etc.

Download on UE4 marketplace!

2015-04-07, 05:15:48
Reply #130

philippelamoureux

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Found this new video explaining really well what is VXGI, how it works, etc. It's from GTC 2015

http://on-demand.gputechconf.com/gtc/2015/video/S5670.html

2015-04-26, 23:23:43
Reply #131

2kemon

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..could this new app and unreal 4 be a match made in heaven?
Or maybe something similiar will be inside UE4 at some point?

http://store.steampowered.com/app/363020/

2015-04-27, 11:19:36
Reply #132

Juraj

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..could this new app and unreal 4 be a match made in heaven?
Or maybe something similiar will be inside UE4 at some point?

http://store.steampowered.com/app/363020/


That's UV Packing, not Unwrapping. What we need, is genial unwrapping tool, that's fully automatic. There are few, but they are nowhere near smart to work on complex objects or architecture stuff to make quality lightmaps.

Unreal can also unwrap and pack UI automatically during import. If it's sufficient for you.

Lightmaps are very picky...
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2015-04-27, 21:21:12
Reply #133

2kemon

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...aha, okay. My mistake

2015-05-07, 16:38:38
Reply #134

philippelamoureux

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One of nvidia gameworks dev showed an image of vxgi with multiple bounces. Can't wait to test it out.

Left side = one bounce, right side, multiple bounces (I guess 2 for now). Only use 1 spot light. Pretty cool.


source :
https://forums.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration&p=285867&viewfull=1#post285867