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  1. #25
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    for today a technical post on glass.

    as we unfortunately found out in this past weeks to have a nice glass material with good reflection is not an easy task. We have been reading many posts on translucent materials but as far as we know no one has been able to replicate the same quality we are used to from Vray. In particular we have not been able to come out with the solution to increase the reflection quality of a translucent material when it's using SSR.
    Here a couple of images to illustrate the difference between a glasses with and without SSR.

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    As you can see the material with SSR is reflecting the surrounding but a with a quite poor quality.


    Another problem affecting translucent materials is that they don't work properly with the dof. We had no time to research on it but it looks like is still an unresolved problem in real time rendering, anyone have an idea on how to avoid the kind of artifact you can see in this image?

    Name:  glassDof.jpg
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    FACTORY FIFTEEN
    www.factoryfifteen.com

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  3. #26
    Member t3h4ndy's Avatar
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    Hey Factory fifteen, we have the same problems with glass, seems like they aren't ready for good glass shaders yet it's a shame as it makes such a difference. The best option is just to try and avoid it from your camera shot unless it's at a reasonable distance!
    Last edited by t3h4ndy; 09-04-2015 at 07:41 PM.

  4. #27
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    Quote Originally Posted by t3h4ndy View Post
    Hey Factory fifteen, we have the same problems with glass, seems like they aren't ready for good glass shaders yet it's a shame as it makes such a difference. The best option is just to try and avoid it from your camera shot unless it's at a reasonable distance!
    You can fake it it's better than nothing.

    Here's my results on post 19 and on post 18 my shader and the link to how to do it.

    https://forums.unrealengine.com/show...l=1#post372269

  5. #28
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    Quote Originally Posted by heartlessphi View Post
    You can fake it it's better than nothing.

    Here's my results on post 19 and on post 18 my shader and the link to how to do it.

    https://forums.unrealengine.com/show...l=1#post372269
    Cool, thanks we will try this out.
    FACTORY FIFTEEN
    www.factoryfifteen.com

  6. #29
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    Default Building the light

    I wanted to discus the building of the light.

    Like most people we are using lightmaps and building the gi in. Aside from the apartment where we are using deflectors (thanks koola and lasse for the tips) we haven't found the need to bake anything. All of our exterior shots so far as well as the spa and restaurant haven't been baked and we are a little baffled as to why we haven't had to. Unless you are using fill lights and deflectors can anyone tell us the benefit of actually baking the light in? Without baking you can move the sunlight and all the lights without getting the preview sticker over all your geo.

    We are using the skylight, reflecting the models surroundings rather then gi (for quick lighting changes and better reflections) and using distant field AO which does a great job of masking the shadows from the skylight for interiors.

    Just to add we were using dynamic GI but now not apart from maybe one or 2 shots where we want time lapse, (undecided)

    This is our basic workflow, any contributions or discussions on this would be useful for everyone I think.
    FACTORY FIFTEEN
    www.factoryfifteen.com

  7. #30
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    Some good blurb on the area light effect some people are using for interiors. The example isn't great but the material of the deflector really works.

    https://www.unrealengine.com/blog/si...-lights-in-ue4
    FACTORY FIFTEEN
    www.factoryfifteen.com

  8. #31
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    Ok so we have finished our edit. Now we need to refine the shots and create the stills. To celebrate here is a compilation of test shots we "rendered" out along the way which for whatever reason, be it composition, design, story, were left out of the edit. Some of these tests are pretty SS now but it's good to show some WIP and share with you all.

    Last edited by Factory15; 09-05-2015 at 07:25 PM.
    FACTORY FIFTEEN
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  9. #32
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    this is looking amazing Those exterior shots feel very genuine! One bit of feedback for the drones - the props feel like theyre spinning too slowly, you may get a better result using a spinning card with a motionblurred texture applied if that makes sense otherwise its all coming together really well we've been having the same issues with rendering glass in ue by the way... just been trying to avoid having the camera too close to it

  10. #33
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    Big work behind all of that. Animating the drones and putting all of them in such big landscape surely takes a lot of time. I still never tried imported animations into UE -just a few props with basic bones-.

    As for the glass, did you try using a Scene capture cube? Put one of them in the area you want to reflect, then add a cube render target and apply it to the capture cube. Then finally create a material with it.
    Its not perfect but it improves the default glass effect.

  11. #34
    Member psyb0rg's Avatar
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    beautiful work. any tips on post processing?

  12. #35
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    Concerning dynamic G.I...you can use dynamic lighting but it does not provide real G.I. It's ok for exterior because light does not really bounce back into the scene once it hit the ground but for interior lightmass baked G.I is going to surpass it big time. You can get soft shadows, diffuse interreflections, etc. the good stuff. Also, baked shadows don't fade away or get blurry when you walk away 5 meters from them lol.

  13. #36
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    Quote Originally Posted by leftright View Post
    this is looking amazing Those exterior shots feel very genuine! One bit of feedback for the drones - the props feel like theyre spinning too slowly, you may get a better result using a spinning card with a motionblurred texture applied if that makes sense otherwise its all coming together really well we've been having the same issues with rendering glass in ue by the way... just been trying to avoid having the camera too close to it
    Thanks, That's a great solution to the heli blades, it might have to be a 'next time' thing though as It's quite a faf updating the blueprint and we are almost out of time with the project now as we will have to finish a little early.

    Regarding the glass, the above post by heartlessphi references his aprouch which we are testing and works great. The glass has to have a uv for texture slot though to read the generated cube map:
    https://forums.unrealengine.com/show...l=1#post372269
    FACTORY FIFTEEN
    www.factoryfifteen.com

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