so it's done? real time photorealistic graphics are a reality. I've been waiting for this moment since I was a kid and the 3dfx voodoo 1 just appeared on the market.
Hi Wessel! I've been following your tutorial on ArtStation - Complete Archviz in Unreal 4. There you use the GPU lightmass method, and here you use Lumen. Which one do you recommend now, for animations and/or VR?
32 mins of pure info - no filler, no "uhhhs" and "umms", and some insight into your thought process when messing with the settings. Really great job, thank you for sharing this with us!
Man this has everything in '30 minutes I was looking for. Some pple are already experienced and need a fast way into UE5 now that everything's stepping up in quality. Thank you for walsing through this project in such a short time. I'd rather watch this 5x over then watching a 6houre course and fall asleep. Just ONE thing missing I was really hoping you'd make a short 10 sec animation and show the settings for that because "still images" is not why in the end arch viz artists will move to UE. It'll be for animations and real time walkthroughs. In any case, I'm already forever grateful you did these, I'm applying them in our R&D atm.. Thanks
@@WesselHuizenga hi wessel. thanks for these tutorials. may i ask how do you get so clean display inside viewport? are there any settings for viewport like screen percentage etc? i get bad GI and flickering even if i use ur lumen and raytarcing settings.
Dude, this is by far the best ArchViz Lighting/Render tutorial of all the ones I've done so far. The end result of my renders is a game changer. Thanks and keep it up
This is a great tutorial. Great work! One thing I would like to add for anyone struggling with this @23:00 the strange noise pattern on the couch and curtains is called "moire effect" and you can avoid it by making sure your textures are square and at the power of 2 (512x512, 1024x1024, 2048x2048, etc) GL!
Thanks!! This particular moire effect is generated by the camera lenses, angle and focal length. Changing these can also help with this effect! Due to camera position and tiling it creates a third pattern (moire) Having a tiling texture with a power of 2 is definitely a must- great addition, thanks for sharing!
This is by far the most comprehensive Blender to Unreal Archviz guide I have seen. I do it in Blender but recently wanted to move to UE5 and no one seems to be giving a proper process unless you pay them a couple hundred dollars. Thanks Man.
Wow, this tutorial is gold. I didn't know about the line command in Unreal to see how light reflects over walls, I simply highballed the result and I wondered how much single wall panels and thickness influenced the final result. Such a useful information. Subscribed, looking forward to see more videos, thank you man!
Thanks a ton for dropping all that knowledge in such a short timeframe! Your wisdom and experience are like a treasure trove. Keep sharing-it's making a real impact!
thank you for the course. if i may, the only thing giving it away in the beginning is the camera shake, mostly it's consistent pattern. On top of usually being filmed with cam stabilizators or maybe even dolly cams, interior footage can also be software stabilised, which in result makes it look extremely smooth. what i notice most often in my footage is usually the travel path being less smooth than the camera orientation, which is usually almost perfect. meanwhile the travel path inconsistency is explained by the operators balance as they walk on their two feet
thanks straight to the point, the idea of helper which was also in william faucher's tut is really great wassel, I sometimes have trouble measuring light by eye only, so will start to use that ! hope you can make exterior realistic lighting tutorial one day cause that's really harder than interior to my opinion, I find people do amazing jobs with interiors, less with exteriors
Thank you showing the different mesh setup to get the best lumen output. As well as making a mesh to obscure light. These were rarely mentioned in other tutorials i tackled. I am using lumen for my game. I like it but i hate seeing those light leaking problem. Other important points that i always overlook is having a uniform texel density. Thank you so much. More of this blender to unreal workflow.
Thanks man, this is actually beautiful and very useful. Will you ever make videos about exterior archviz ? i really like your style and way of explaining things. Thanks again!
Duration over amount of work, cut down to individual asset creation time vs buying online models, compare prices to these, set a rate of work per hour. Only personal work speed and time spent In an hour is determined by you. Set a rate. And compare those to online services, like fiver or freelancer. And salary ranges on jobs. I hope you got an idea of it. Or at least a starting point.
Thanks for the wonderful tutorial. I can't find the explanation where to use the shadow box. Did I miss it or it is missing? I will watch it one more time. Thanks again!
hi, thank you so much for your useful effort. But i'm facing an issue, ican't add the HDRI to the cubemap of sunlight ! any suggesion please ? thanks alot
Although the tutorial is quite good, I must say that you tend to use old workflows, which are very commom among old users of Unreal Engine. But nowadays, there are better options for lighting a scene (come on, BP_studio? Outdated as hell) and old FBX importing (come on, thats the worst aproach possible for iteration purposes). Feels as a lot of knowledge in there, and very useful for sure. But I think you should update those workflows and you would be even better as a "teacher". As teachers, instructors, or youtube tutorial makers, we should keep updated, always.
Thanks for your feedback! Feel free to leave any suggestions! The reason these ‘old’ techniques are being used is that they simply give better results over ‘new’ techniques. The reason for the BP_lightstudio over using environmental light mixer or HDRI backdrop plugin is that the BP gives the best GI results for interior rendering! I suggest trying out the options and see the results. Yes there are different ways then FBX but fbx is and has been the foundation for years. I think it’s important to teach new learners some of the foundation. As they grow comfortable with their workflow they will experiment and expand to their needs (like mentioned in all my vids)
@WesselHuizenga I have a doubt, I noticed that you didn't use Nanite in your project (I saw that Nanite doesn't behave well with Glass or emissive materials), so, what are the disadvantages or advantages of using Nanite for Archviz?
Hi! i am currently trying to do the same way and can't understand what happened at 19:17. Did you modfied someting in lights? my scene gets so much expossure and can't adjust to have good light inside. Thanks!
Man you can export the whole thing seperatedly at once, don't select and export each wall. Select all of them, export as fbx and while importing do not tick the combine meshes option in Unreal. 9:00
you did not thoroughly showed us the cine camera settings, or you did not touch it at all and render this quality ? I followed your tutorial and my render is very much brighter than the one in the editor. tried to use cine camera and camera actor both. but no difference coming. Tried to with off the postprocessing but nothing seemed to be working. Any advice ?
When images are brighter make sure to check the exposure. Either in post processing volume or in the camera. Exposure method to manual and adjust the compensator until the image looks good ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-y2e6qQaIdRA.html
Hi, thanks for the great tutorial! For some reason the BP_LightStudio is not generating much light, it's all very dark even if I tone up the exposure. It looks like it's really missing the sun... Do you know what could it be?
This is amazing! I’m having issues with artefacts and really need help with it! I have a beautiful interior scene with the light moving slightly. I’m not sure what I did wrong - I’m path tracing
I have that too , you know the problem with all people posting awesome tutorials , they don't tell you about this flickering, artificats ,light leaks, lights fireflies, it's awful like , at the end when you render with MRQ on Path tracing or even lumen you end up with these problems and no one either knows or explains why. Got tired of UE because of it. of course a tutorial will show the great result the same as a showcase video, the idea of helpers and card placement is good but those are not really what people struggle with the most, I followed his logic of shadow box and still got issues.
While using HDRIs from PolyHaven, i cant drop any downloaded HDRI into "BP_LightStudio->SkyLight->Cubemap (SLS Spec. Cubemap)" are there different HDRI which are not compatible with unreal 5? While trying to drop the file from contentbrowser to the slot, the slot just gets red without any errorlogs and leaves me with an empty slot again.
Hi Wessel!! great tutorial for laggy beginners 😄 just few questions: do you do the fbx export separately for each wall? I mean if you have divided the walls into lets say, 30 separate meshes then you repeat the export process separately for each one of them? or you just select them in the outliner and then you "import selected"? and in UE, when you say " after we made sure that all the normals look good" - what do you mean by that? what is the indication in Unreal for "good" normals? in blender its the face orientations, but in UE? thank you!!
Thanks! You don't have to export them separately, I do it because it keeps my file names nice and clean. You could use an export plugin to export everything separately but all at once. Regarding the face orientations- you are right, it's the orientation of the normal in blender. sometimes it can be forgotten to flip a face orientation but this will be visible in unreal as an invisible wall. If so , just go back to the blender and flip it!
@@WesselHuizenga and what about the difference between exporting fbx and datasmith? What are the benefits/disadvantages for both of them? This is something I’m struggling to understand.. what should I use and when
@@89kessiDatasmith is a tool designed to help people without any unreal experience export data/files to unreal engine. in my opinion datasmith leaves the directory quit messy. Besides it is better to add lights and materials from unreal engine so you will gain an understanding of these elements better. I prefer to teach people the manual way so you understand what you are doing. This way it's easier to understand where things might go wrong- problem solving is a very important skill in this industry ;)
Hi there! Are the shadow boxes necessary when we used the solid walls method? You said also to close the top and bottom - is that made by extending the planes that represent the floor and ceiling until the reach the shadow box?
hi @wessel Huizinga, with using the texel density don't you have issues with f.e. furniture that has the uv layout going outside of the boundries of the 2k plane?
Great Question! As long as we use tileable textures it won't matter. The tileable textures won't have any seams when working outside the boundary box. Let's say there is a logo or tag with letters on any given object- that has a texture. Make sure to de-select its faces when increasing the texel density- this way it will stay true to its original form. The reason we work outside this 1:1 format is so al our objects work with all the same material scales within a project file- this way we can make quick changes without ever having to adapt the material to a certain mesh
Hello Wessel, thank you for your tutorials. You are very talented and your tutorials are very informative and easy to follow. I would like to ask you if you have plan to make a video about setting up "final" high quality video sequence with Lumen. I would like to know what other console variables you are using when making animations. Thanks. :)
dude after u apply the materials, after the walls to be exact and the scene changes it seems like there is a complete different lighting setup, i was following ur instructions by heart and i had different results till the point u applied materials
Nothing different! That’s the effect of bounce light on PBR materials! Take 21:15 as an example- here you can see the drastic changes take effect I can advice to start with white walls (Quixel plaster material) and only tweak the exposure value slightly to where things feel realistic. From there start applying different materials you where planning to.
I noticed that, that change occured slightly esp after the choice of parquet from rewote, even if you follow using same materials, people often change PPV values also but don't show it, I think to be honest it just different from scene to scene(like vray when people try to copy blindlssly the same values) , the size of your opening, your GPU , a lot of things and the "magic trick" or setup won't be shown always if at all in a tutorial .
Hello! This really helps and looks amazing In my project but I’m having issues with mirrors. With these settings how do you make a mirror look good and not a blurry low poly rough reflection ? Thanks
Your stuff looks really good. Did you try some exterior scenes as well? Until now i worked with 3ds max and corona but i really would like to give unreal a serious try. May i ask what pc setup you use. Would you say an rtx 3060 with 12 gb vram would be enough at first?
Thanks! Did some small stuff with exterior that I want to share in the future. It’s not really worth using unreal for exterieur. For now the workflow in max is superieur and you achieve better results. Unreal is best when you really use the real-time capability like building a configurator or clone. 3060 is more then enough!! I used to to everything with a 1060 6GB
Hi Wessel! Amazin tutorial, thank you for that! How long did it take you to render those shots? Does Lumen take much longer for you to render than rendering a pre-baked scene did?
@Wessel Huizenga This video will help us for sure. And I want to add one piece of information with the fabrics. Using the MIP map levels we can enhance the look of fabric. I used in my project.
How you disable “lumen card placement “ which you turn by using command “r.lumen.visualise.card placement 1 “ How you turn off these colourful lines outside of mesh ?
I can name you lots of reasons but in short- USD is stil amturing where FBX is widely-used format that has been around for many years. It is well supported across many 3D applications and game engines, including Unreal Engine. This makes it a reliable choice for transferring assets between different tools
on time 21:09..everything is great...but when I dowload the material from Bridge and use other texture to replace it.... doesnt´work... Please a need help
That’s for the great video! I’m wondering what you do if you’d like to have rounded edges on the corners of your walls and still use the flat planes like you explain in this video. Would you have to stick with 2nd best option?
I have a question at minute 25 when he adds the rectangular light to give more realism and warmth to the lights. Why isn't that light generating the shadows on the table? It's like it's only illuminating but not generating the shadows. It's perfect, I like that it's happening, and I want to know why. Thank you.
You can adjust the lighting channel of objects and the light itself. When you select the light then in the details panel search for the channels. Setting it to channel 2 for example will only effect assets that are also set to 2
@@WesselHuizenga You're right! Thanks for reminding me. Another question, I notice that your scene looks much more realistic than mine. I'm following your steps, but I can't achieve the realism of your scene. I also have a problem with the lighting. I've been searching, and they call it 'Lumen Light Flickering.' It's like the light has movements like water reflections, and I've already tried several things like adjusting some parameters of global illumination, but it doesn't solve it.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Six556dL01A.html I explain it a little bit here in this video My appoligize for the bad quality the video is outdated! Let me know if this cleraed things up! if not i will find another way to make sure it wil be understood :)
Hey Wessel, thanks for sharing! Really helpful video, I was wondering if you had any tips for dealing with GI splotches and reflection glitches. Thanks!