Author Topic: Unreal Engine 4 for ArchViz - Thoughts?  (Read 292392 times)

2019-06-12, 03:04:23
Reply #405

melviso

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2019-08-02, 04:54:02
Reply #406

melviso

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2019-08-16, 15:08:03
Reply #407

bcgi

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The RTX cards have been out for some time now, out of curiousity, has anyone here tried out the card with ue4 and realtime raytracing? How well does it hold up and your experiences using it? I am wondering how production ready it is for animations especially archviz.

I would love to hear some thoughts about that as well. If someone could share some experiences about live archviz projects that would be great.
I am really wondering if one 2080Ti is enough for a good quality (let's say in 4k), polygon heavy, fully ray traced archviz project or you should go for an SLI/nVlink setup?
« Last Edit: 2019-08-16, 15:11:25 by bcgi »

2019-08-26, 21:39:29
Reply #408

melviso

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I wish I can test real time raytracing in ue4 but the cards are too damn expensive. A lot of the studios that make pre rendered content are experimenting with it and some have adopted it for a good number of their projects.

2019-10-06, 08:03:52
Reply #409

melviso

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2019-10-06, 14:57:23
Reply #410

Fluss

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Wow this is freaking insane!

2019-10-20, 16:12:52
Reply #411

melviso

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It is.

According to Koola, for the ue4 storm test scene-
Quote:
''- no optimization at all
 - no pre-baked animation
 - 20 trees (70000 poly each, no lod)
 - 100 bushes (6000 poly each, no lod)
 - 35-60fps 1080p on a gtx970 (with epic/high quality)''

2019-11-12, 13:15:37
Reply #412

melviso

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Megascan library is now free for unreal engine users. Also Quixel Mixer and bridge would be free:


With Mixer, I think substance painter has a competitor. Also Megascans subscription prices lowered for everyone

2019-11-12, 15:36:38
Reply #413

romullus

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Mmm... maybe it's time to start learning Unreal.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2019-11-13, 11:33:30
Reply #414

Rhodesy

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LOL, dont believe the hype! Their prices have actually gone up. I wouldnt call $199 per month cheap for megascans for DCC apps for anyone who isnt a one man band. Great for unreal bad for arch viz.

2019-11-13, 12:48:29
Reply #415

burnin

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not really, use it to create visuals with UE, Studio, Twinmotion (?) and it's free

"If you are using Unreal Engine for architecture, automotive, film, television, broadcast, live events, training and simulation, or other non-games projects, there are no royalties to be paid, you can create, build, and distribute your projects for free.

otherwise, subscription and "... there is a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter."
Games, are the real thing for revenue. ;)
« Last Edit: 2019-11-13, 12:54:42 by burnin »

2019-12-09, 15:50:36
Reply #416

JoeVallard

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Decided to play with Ue4 a little bit this morning as I saw that the new preview build added some better optimizations for raytracing. This is a scene I'm slowly working on and the light settings are barely above the defaults. This is full raytracing and no light baking was done. Just a straight import from 3ds Max.

Check out the attached screenshot for a higher quality Lighting sample test.

2019-12-09, 18:09:37
Reply #417

Philip kelly

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Looks great.
Are you running a high end card .
I am in between rendering in corona for an interior of a house or learning Unreal, and outputting very quickly, but the run up to the rendering will be amssive time .
Dell Precision T7910

2019-12-11, 14:19:21
Reply #418

JoeVallard

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Looks great.
Are you running a high end card .
I am in between rendering in corona for an interior of a house or learning Unreal, and outputting very quickly, but the run up to the rendering will be amssive time .

Am I running a 2080ti. Epic has made some impressive progress on their raytracing. When I first got my 2080ti a few months back enabling GI raytracing tanked the card to a few fps on default settings. But now with the newest build I can crank up the sun, skylight and GI settings and still have around 10fps with massively better quality compared to previously.

2019-12-18, 04:32:55
Reply #419

JoeVallard

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Found out that you can enable Screen Space GI with a command code and gave it a try. Using the same HDRI light that I used in Corona to light the scene. Your not able to add another light bounce on the Screen space GI that I am aware of so the corners are really dark from the lack of another another light bounce.

Corona


Ue4



Corona


Ue4