After fighting the lighting in my project (also increased the outside light to fix the interior shadows...bad move), your video is the MOST helpful about UE5 I've seen so far, and I've watched many, many videos...Thanks for your hard work to help us all!
@@theimageneers5161 Very true. I've been trying to understand why I was getting all the issues you describe and thanks to you I finally understood them. Although not super happy with the fact you have to do all these workarounds to get a decent result.
We have provided a free model in our course 1 you can downloaded it and experiment everything on it with no limitation ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YiRwqCpgMFw.html
Hello. Very good tutorial. One more subscriber. ;) Could you explain in a little more detail how to solve this problem in ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YteYt-Al_Qo.html please?
Dear THE Imageneers team, I am currently encountering an issue with the Unreal Engine and I was wondering if it would be possible to collaborate with you on a solution. In order to better illustrate the issue, I have taken some screenshots that I would like to share with you. Would you please advise on the best way to proceed with this collaboration? Thank you for your time and consideration.
Great to see you go in-depth into actually showing examples of how .Lumen treats different meshes with the same topology, and other value added details.
Unfortunately, Epic Games has not yet solved the problem with glass reflections in translucent objects, and this upsets me. For example, a glass table cannot reflect a glass window with a light source. This is extremely important in archvis! Do you know the answer to this question?
Great tutorial! :) THX for making it. 2 Questions: Does the glass have to have a thinness or can it be just a simple plane? And what do you think of placing a Rectangular light in the windows with a small values to help light the interior more...
Thank you its our pleasure , as for the glass and the light you are right the glass can be a single plane , and you can add light on the windows to avoid increasing the exposure value to increase the brightness
Thank you for a good information .. 🙏🙏 Hopefully they update translucency effect by raytracing with lumen .. this option honestly stopped my interior work on unreal .. can't make more details with glass function in my work Big thanks for lesson 🌷
In interior scenes, it is understandable and possible to separate meshes for lumen surface cache to work properly. My question is, how to do it for large exteriors where the scene has multiple buildings/structures?
As per our experiment with exteriors scene Lumen acts differently then in the interior scenes , even the sampling doesn't need to be high as in the interior , if your facing an issue with the exterior part could you share that with us
@@theimageneers5161 Sorry for the late reply. I came to know that UE 5.2 has some issues with datasmith files ( atleast in my case) and i somehow fixed it by replacing them by fbx format. 5.1.1 handles all these things properly. Thank you for reply.
Very nice tutorial!! Wonder whats happening with reflections in translucent materials such as glass on windows and sliding doors. Seems like lumen reflections for this materials doesn’t work properly.
THANK YOU!!! TNice tutorials is such an amazing tutorial. I just got soft soft today and was playing around on it but had no clue how to really use it.
@@theimageneers5161 Dx12 yes it ,also i noticed ... raytraced shadows unchecked raytraced skylight unchecked path tracing is checked should i check or uncheck somthing here ? thanyou
@@keterbinah3091 Basically all you need to have raytrace enabled Windows DX12 enabled Hardware raytracing checked , then all the other settings can be adjusted in the post process volume in your project level
Hi there , HDRI backdrop is half a sphere which may not work in some situation where you need more space and depth thats why most of the time you find the BP light studio fit the Archviz project more
Hi, thanks for as usual good video. Question: If hardware raytracing cost me a lot of FPS but I need the best quality - how can I optimize the scene or setting? (Very hard even to test the result during the work)
thanks CSharpner for sharing , The idea here is when we mix both together to get the best out of them , Hardware raytracing makes lumen looks more realistic , its only problem is that it requires special GPU to be more effective