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Talk about being rid of the render button holy sh!t
show user profile  ccampbell

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 656 times
1/28/2015 6:24:52 PM (last edit: 1/28/2015 6:27:22 PM)
show user profile  BishBashRoss
But the lighting is baked in right?

read 643 times
1/28/2015 7:14:06 PM (last edit: 1/28/2015 7:14:06 PM)
show user profile  owtdor
Does this have a collision mesh too? I would not want to see a user walking through walls!

read 643 times
1/28/2015 7:18:54 PM (last edit: 1/28/2015 7:18:54 PM)
show user profile  mike_renouf
Learning unreal is my next major project. I think it comes with it's own lightmap engine so yeah it's largely prebaked. Still, it looks beautiful.

I still can't get my head round why Crytek limited their Crysis engine to games only - talk about shortsighted.

read 631 times
1/28/2015 7:47:07 PM (last edit: 1/28/2015 7:47:07 PM)
show user profile  gogodr
BishBashRoss>> The lighting is not baked. Ambien Occlusion is tho.
Unreal is really powerful, specially UE4.
It has been used for ArchViz since UE3.

Hello there

beautiful ;3

read 615 times
1/28/2015 8:35:10 PM (last edit: 1/28/2015 8:35:10 PM)
show user profile  mike_renouf
It's not baked? I don't understand. I thought you had to create a set of uvs for lightmapping and then it precalcuates before you jump into your walkthrough?

read 611 times
1/28/2015 8:47:51 PM (last edit: 1/28/2015 8:47:51 PM)
show user profile  gogodr
That's not really baked lighting.
Its like a reflection map for light bouncing. It doesn't renders on top of the mesh, but guides the lighting calculations in the engine so that light doesn't bounce from the dark parts of the map.

Maybe I'm mixing up the definition of baking, if I'm then I'm sorry.

back when I was getting into raw OpenGL, the easy way to achieve something good looking on a semi static 3D scene was to bake the lighting in the material itself. kind of like mixing the shadows in the diffuse map.

Hello there

beautiful ;3

read 606 times
1/28/2015 9:09:04 PM (last edit: 1/28/2015 9:09:04 PM)
show user profile  Nik Clark
>>I still can't get my head round why Crytek limited their Crysis engine to games only - talk about shortsighted.

There used to be a page talking about how it could be used in movies, and a link to a short made with it. It showed studio setups for rendering product shots, and went into how scripting timelines made it possible to make whole scenes work. I can't find that page now.

read 591 times
1/28/2015 10:21:38 PM (last edit: 1/28/2015 10:21:38 PM)
show user profile  Octopuzzy
I think that was/is a separate crytek product called Cinebox

read 571 times
1/29/2015 12:44:14 AM (last edit: 1/29/2015 12:44:14 AM)
show user profile  Bolteon

the amount of work involved in getting something to look this good in real time; you're not really shaving time off the overall timeline vs rendering.

at least with rendering you don't have to redo everything when you replace a set of furniture with a different one.


-Marko Mandaric

read 569 times
1/29/2015 1:03:43 AM (last edit: 1/29/2015 1:03:43 AM)
show user profile  Dave
"at least with rendering you don't have to redo everything when you replace a set of furniture with a different one."

If the argument is that re-baking a house and compiling a new build would take longer than a single render of a room from one angle, then yeah... I can agree with that on the whole, but that's a pretty weird comparison to make.

A realtime environment would not be made so someone could just go in, take a few screenshots, and then send that off to their client. It's something you can walk around in, and that is its main strength. The recorded video of someone else walking around doesn't even meet the potential here.

The actual work involved in re-baking image based lighting or lightmaps is also pretty minuscule. In fact it could easily be compared to someone just hitting the render button in a 3d app.

"I flew over Egypt once"

read 562 times
1/29/2015 2:22:34 AM (last edit: 1/29/2015 2:24:51 AM)
show user profile  Bolteon
except it's not that easy to just "re-bake".

that's like implying that to change from one couch to another couch; you just need to "re-model" the original.


no matter how you cut it, you're creating assets. and in the case of real-time environments; you're making assets (including the placement of reflection maps, light maps, etc) to take advantage of every hack/trick that real-time engines offer.

just cause at the end of the work you can walk around in a static environment doesn't mean that you don't have a fuck load more work before hitting the "render" button.

personally, the end result is a joke compared to what our real-time rendering systems offer today.

don't even get me started about something moving and it accurately reflecting in scene...


-Marko Mandaric

read 550 times
1/29/2015 3:44:18 AM (last edit: 1/29/2015 3:44:18 AM)
show user profile  gogodr
I don't think it is really about saving time. The end product is better as it gives the client the ability to move around.
Not only that, imagine this with the Oculus Rift which is already supported by the UnrealEngine 4.
Because in the end, the real motive behind this kind of visual tours are to sell the houses before having to build them. Sure, it is awesome looking at some ArchViz eye candy, but I personally think that adding control adds way more to the experience than better graphics.
This is just my personal opinion tho.


the lighting maps used in Unreal Engine are not maps you generate by baking the whole scene, they are maps for the individual objects. The UnrealEngine is the one that makes most of the textures baking when you compile the executable. Your textures are all behavior information for single objects.
Adding, removing and editing models in the scene is fairly easy, but it does requires you to re compile the whole scene which takes quite some time, specially if the scene is huge. Still it should be much less time than rendering a photo-realistic video.

Hello there

beautiful ;3

read 541 times
1/29/2015 7:09:20 AM (last edit: 1/29/2015 7:09:20 AM)
show user profile  Dave
You've lost me now. If you have 2 couches, changing from one to the other isn't a difficult task, it never has been. And yes, it is very easy to re-bake anything in an engine. If the argument is that you only have 1 couch, and you need to model another couch... then sure?

Again though, the comparison isn't justified. The point of using game engines for this type of work is to have a product you can interact with. I massively disagree that it's a fuck load more work, I think the workloads are just different and the end results for both are fantastic.

"I flew over Egypt once"

read 523 times
1/29/2015 12:08:15 PM (last edit: 1/29/2015 12:08:15 PM)
show user profile  FX
It IS a fuckload more work. real-time is real-time, you tell it what it is via global material and scene parameters and the engine does the rest, anything above and beyond that is fuckload more work. :)

read 521 times
1/29/2015 12:16:21 PM (last edit: 1/29/2015 12:16:21 PM)
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