There is a technicallity with the maps inside UE, the general rule is that colors for PBR (base color/albedo, emissive) has to be in srgb space and data (ORM, height, normal, etc) has to be in linear space, this to get all posible and correct information from your maps. Any other format besides png and exr inside unreal acts correctly, pngs for color you should adjust the rgb curve in the textures to 2.2 (this happens to me in UE 5.4 to compensate gamma) and exr always is linear, for color this is incorrect, but as you said if it looks ok no problem. A good format to work without pain in UE is TGA, is uncompressed so data channels have all the information needed to function and colors are correct from the get go, just check the correct srgb value in each texture. For 8 bit formats activate dithering to get gradients if not you'll get banding in color transitions, in this regard exr and png 16 bits shines. Sometimes ORM maps are recognized incorrectly by Unreal as normal map (as unreal reads the blue channel when importing and set the domain for each texture) the correct compression should be default, some people use mask, but this only limits the texture to the red channel and deactivates the srgb check; mask is ok for lone data textures like a roughness or metallic or height map, etc
thank you so much. I'm very new at this. after it finished rendering, though i have set it to be in a certain folder, i only saw the png files but not the video itself. help?
the worst thing to do is rendering turntables in certain increments. then you are looking down a garden hose that is about to shoot a big load of artefacts into your eye.
Good question! I work with a handful of other artists and while I love the idea of SBAR workflows, getting people into more plugins is expensive and time consuming. If jt was just me, I’d be all in on it but I find it’s a hard sell to get more colleagues of mine (who are other freelancers) to pay for yet another subscription. TL;DR, most people know what a png or an EXR is…. But sbar files makes people’s head explode 😂
THX JAGS! thanks for all your responses to my questions these past few months.. I havent seen any decent documentation about modifiers... love to see a tut about that as well!
if you're looking for parity, or as close to it as possible ..then you should've used the same hdri that SP is using in ue5's hdri backdrop and remove the pointlight and also disable lumen (because SP doesn't light the same way unreal does) ..this is the closest you will get.
100% agreed. I'm mainly trying to make sure that the values of roughness and metallic between SP and UE are the same. Generally, the lighting in SP is a place holder for me and my work but my clients generally have a final decision on lighting :D
Dear Jon, I am sorry to bother you again. But I'm trying to light up an interior with Skylight together with the HDRI cube map and I can't get it to work. There is light outside the room (in the world) but not inside. Any ideas? Thank you in advance. Cheers, Adam
Dear Jon, thank you for your time and effort. I create stories and only use renders, Would you by any chance know to render without rendering the HDRI image and only its lighting? I have tried to go to Geometry/Visible but when clicking that the lighting itself also disappears. Any advise would be greatly appreciated, All the best from Copenhagen, Adam
Thank you for this. One thing I have been wondering is: would there be a similar mapping system as in 3dsmax? So I have an object, I bring it to UE via datasmith. Then I see the mapping scale is somehow wrong and rotated 90degreees wrong. Could I make a 1m*1m*1m mapping coordinates box in UE, it would map the texture as 1m*1m*1m size and I could rotate it 90degrees if needed? - of course I can do this in 3dsmax and then just re-import to UE. And/or if I want to scale the mapping even smaller, then I could just scale the box in UE..?
Thanks for the great video Jon. We are also playing with a SISU C20 and unreal and I wondered if you have had any joy with trying to export an Unreal camera move out of UE and importing to SISU software to run the move? Thanks, Rob
It depends what you’re doing. I’ll straight up say that Casey Faris has great content on Fusion but from my own experience, you’ll spend more time fighting the nodes to get a good design than just doing it in AE. I say this as I have to put a lot of logos or text on screen and it ends up getting more complicated to animate. Da Vinci and AE are wonderful compliments and I have a tut coming out soon going over a bit on my workflow :)
Hey, so, I'm in the middle of making a video about Labyrinth and Labyrinth-related stuff, and your video here is incredible and beautiful. Would you allow me to use a bit of it to play as visual during a short amount of my video, with your credits on screen and a link to this full video in the description?
Art comes from limitation, the proces and a whole life of stuff you either love or hated. Because you have a opinion, a voice, a mind that grows with it. All the bs about creativity and how ‘everything has been done’. I say BS. Before AI. Most movies sucked. Most still will suck after AI. If you like 10 random things and you dislike another 10 random things, this combo is pretty unique already. Embrace the tools, nake them your own. Keep curating your life and pray that Sam is not a sociopath. 😂 Everyone has a pro camera in their phone. 95 % are still making shitty pictures. 🎉
The point about AI Art being seen as a cheap low effort approach is well made. I would go further and say that using AI Art in a commercial product is almost a self contradiction because the only reason to use any art at all is to add value to the product- so using art that detracts value from the product is exactly what you don't want. Edited to add; I think the issue of 'value' with AI Art is really interesting because I believe it's fair to say that people who would be happy to pay a human artist a decent amount for three days of work on an illustration would not be happy to pay that same amount to an AI Artist who did a very similar illustration in three minutes. And this holds true even if both illustrations are of a similar quality. So somewhere in our thinking about 'value' is a kind of moral notion that time, effort and skill expended justify pricing in a way that the absence of time, effort and skill does not. This is quite strange considering we are supposed to live in a world dominated by utilitarian capitalism in which moral considerations around 'effort' have no real place. The arguement most often presented by very pro AI Art people is that only the end result matters- that if an AI image is of equal quality to an image created by a human artist then these two images are 'fungible', meaning that one can seamlessly replace the other in our world. And this should be true- and perhaps on planet Vulcan it would be true. But here on earth human beings assess 'value' in a more complex and nuanced way because we incorporate into our assessment of the value of a work the time, effort and skill that went into it's making- which is why one criticism often leveled at AI Art is that it is 'low effort' and therefore worth less. This point of view drives the 'tech bro's' crazy because they-correctly- identify it as an irrational thing to think. But their mistake is to assume that humans are entirely or even mostly rational- even the most cursory examination of the history of our species proves this to be a false assumption- we are for the most part deeply irrational and motivated by all manner of abstract notions regarding what is right and what is wrong, what has value and what does not. AI Art is doomed to fail not because it's bad art but beause it's worthless art- worthless in the sense that the very speed and ease with which it can be made means that humans will inevitably view it as a low value, low effort substitute for 'the real thing'. And this holds true for Generative AI in other fields too. The idea that Generative AI is going to create billions in 'value' to the economy is wrong- AI cannot create economic value because it's only purpose is to elimate the human labour from which economic value is derived. In a world where AI can effortlessly make everything there will be no economic value at all.
4:17 - "Good artists copy, great artists steal." - The way I interpret "steal" is "inspiration". Just do not be too inspired by AI and we should be ok. I am not a fan of AI stealing our art for profit either just for the record. That needs to change to some sort of monetization even if the money does not go into my pocket as long as a good chunk of it goes to improving public services I would be happy with that.
Creating mood boards to get a feel of a 3d character is pretty neat and easily done with ai for something that simply doesnt exist in a way you want to create it. I am not a concept artist. So i will get myself the best help i can get to get a vision done so i can actually make it become real. Ai is a great iteration tool for that stuff. But yeah... thats it. Using AI to create a finalized version of something was never and will never be an option in my opinion. With all these 3d generative AI tools on the horizon (i tested them all) i can confidently say that talent, hard work, passion and a lot of patience will always be on top of everything.