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Turn Your Vray Scene To Real Time In Minutes With Datasmith and Unreal Engine 

Adam Z - Learn Archviz
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Do you think it will work to just translate a huge Vray interior scene directly into real time with Unreal Engine 5 (and Datasmith)? Check out the video to find out!
This is Part 1 of hopefully many videos following this project, which I'm calling Gable House. In this one, I am just trying to transfer my Vray project into Unreal Engine 5 via Datasmith. Later, I have lots of plans for this project inside of Unreal Engine, so stay tuned for that and make sure to subscribe.
UNREAL ENGINE COURSE:
Unreal Engine Archviz Course (discounted): bit.ly/3T6LnKs
OTHER RELEVANT COURSES
Twinmotion Course: bit.ly/3LgtohY
Lumion Courses: bit.ly/3LgtohY
Free Unreal Engine Mini Course: bit.ly/3zYunOc
3ds Max Introduction: www.learnarchv...
3ds Max + Vray | Archviz PRO in 6 Hrs: www.learnarchv...
DOWNLOADS
Download a free Vantage Project HERE: bit.ly/3LJ1PNk
Download a free 3ds Max cabin model HERE: bit.ly/3LJ1PNk
Download my free 3d furniture collection HERE: bit.ly/3LJ1PNk
Download my free insider's guide to becoming a professional archviz artist: bit.ly/3LJ1PNk
ALSO FIND ME ON THESE PLATFORMS:
Udemy: www.udemy.com/...
Instagram: / learnarchviz
Website: www.learnarchv...
Pro Training: pro-courses.le...
OTHER VIDEOS OF INTEREST
Perfect Archviz Workflow: • Real Time Archviz | Di...
Chaos Vantage Analysis: • Chaos Vantage or UE5 |...
Vray vs UE5: • Vray vs UE5 | Can I Re...
Chaos Vantage vs UE5: • Chaos Vantage or UE5 |...
FULL DESCRIPTION
Follow along in this video as I attempt to take a professional Vray interior directly into Unreal Engine with basically no adjustments. I use Datasmith for this process, and it usually works quite well, but I'm not sure on a file this big. Once I have it in there, I am going to explore making interior scenes look really good inside of Unreal Engine. I'm hoping that making things really nice with Vray will give me a big head start. That is assuming that everything translates nicely. Check out the video to see exactly how it goes, and stay for the results at the end. Subscribe for more of this project.

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8 сен 2024

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Комментарии : 42   
@MrMadvillan
@MrMadvillan Месяц назад
It's sort of a problem when new users treat UE only as a "faster render engine" when it is in fact more of a lighting and look dev tool like Katana, Solaris or clarisse(rip). It's not like Max, ,Maya or Blender where you produce assets and they only thing referencing out of software is textures and maybe some proxy files. You could in theory create this kind of workflow(all within a modeling and animation software) but it's best to think about a pipeline rather than a traditional exportout/import in. If you think about UE as a software where you're staging and set dressing, it makes more sense - you building is a hero asset, your books plants, carpet etc are all set dressing. The later of which you don't pipe through datasmith(hence the errors and the head scratching about vrayproxy and UV).
@Learn-archViz
@Learn-archViz Месяц назад
These are really good points
@chrisharris_arizona
@chrisharris_arizona Год назад
I do civil engineering visualizations and have a decent workflow (in my own mind haha) for Max to UE5, with camera matching. As you learned, naming, naming, naming is very important. I don't know how those objects that were giving you trouble were made, but if there's a lot of stuff in the modifier stack, sometimes that will cause some issues so copying-collapsing down to an editable poly/mesh helps. Also, if using RailClone...you'll definitely want to copy the RC object and then convert that down to an editable mesh/poly. I had an actual railing and when kept as a RC object it brings it in as a billion little pieces and that will bog it down HUGE, so collapse those down. I tell people that while UE is faster at rendering (exponentially), its actually MORE labor hours because it'll take you a few hours to days to get all the lighting and materials to where you want it to be, project size dependent, but its worth it in the end because of the faster render times will get your project delivered quicker (in my case for large animations). Any updating you have to do, it's easy because you've already dialed all your materials in so importing the objects that need updating is quick. I guess that's another tip...I just import the object that needs the update, rather than re-exporting out the datasmith file of the whole project in the hopes that it understands and keeps everything. I think it works, but I'm not doing that for projects that are sometimes miles long.
@chrisharris_arizona
@chrisharris_arizona Год назад
Here's a couple examples of built in 3ds Max and rendered in UE5: Buffalo: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fGgNcHlRM7E.htmlsi=LUE_58fqB7OAAQzI Ramsey: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dk_aLhs9RdM.htmlsi=QmP3WThu9jsUr8Jp
@Learn-archViz
@Learn-archViz Год назад
Yeah, this is really good feedback. I'm not sure what was causing the specific issue for me, but I have isolated the specific object that is doing it. Everything else has been exported successfully now. It's absolutely true what you say about Unreal Engine and render times. People don't often understand this point. For me, architects tend to think that faster (real time) rendering means everything is instant, when in reality the render time is only a small fraction of the overall time spent on a project usually. But yes, if you take the time, it will pay off when you go to export animations, because render time will be reduced VERY dramatically as compared to Vray or similar.
@chrisharris_arizona
@chrisharris_arizona Год назад
@@Learn-archViz to illustrate the time savings. The link of the Ramsey project above…that was similar to a project that actually connects to it. That sister project was rendered in VRay. Which took 5 computers a full 30 days to render out running 24/7 (there was like 12 animations in total for final video). The Ramsey project, essentially the same kind took me under 2 days of rendering in UE for 10 animations on my ONE computer running dual 2080’s. If you’re doing static renders, better off keeping it in VRay. If you do almost any animation, you’re making your life more difficult by not bringing it into UE, no matter how small the animation is because when you inevitably have a change or you missed something and have to re-render, the re-rendering will be minutes to hours instead of days to weeks.
@Learn-archViz
@Learn-archViz Год назад
@@chrisharris_arizona Yep, I'm familiar. The time difference in computer time spent rendering is astronomical when it comes to serious animations. I have used Vantage a lot for this purpose as well. It's render times are more similar to a high quality Unreal Animation, but the translation from Vray to Vantage is much easier and more accurate. There are some shortcomings to that workflow as well, though. Vantage certainly cannot do all the same things that Unreal can.
@BertoBeats
@BertoBeats 11 месяцев назад
Meandered my way to this corner of RU-vid as a game developer purely out of curiosity, very cool to see how people from totally different backgrounds use Unreal.
@BertoBeats
@BertoBeats 11 месяцев назад
Fun tip - you can scroll up or down while moving the camera to increase or decrease the camera speed, rather than going and clicking the camera slider at the top
@Learn-archViz
@Learn-archViz 11 месяцев назад
That's why you're the game developer, and I'm just here fumbling around in Unreal Engine 😉 Thanks!
@Learn-archViz
@Learn-archViz 11 месяцев назад
Awesome to hear. Thanks for watching.
@erik8136
@erik8136 5 месяцев назад
Great stuff, literally just watching you for 10mins struggling
@Learn-archViz
@Learn-archViz 5 месяцев назад
You know, some people learn from watching me troubleshoot, and others already know everything 😉
@willembuiting
@willembuiting Год назад
I use the datasmith livelink with Sketchup all the time but i do the lighting and camera's within Unreal.
@DingDongDrift
@DingDongDrift 12 дней назад
i'm amazed that this worked for you as well as it did. i'm simply importing ONE LIGHT FIXTURE and the materials don't work at all. all the textures, everything is there, but all the materials don't work. a shiny satin brass is matte black, glass is just gray, matte black is white. not sure what i'm doing wrong, but i can not figure out how to fix this. maybe you have an idea.
@Learn-archViz
@Learn-archViz 11 дней назад
what kind of materials are they? Some types are not compatible. That is all I can think of.
@DingDongDrift
@DingDongDrift 11 дней назад
@@Learn-archViz just regular vray materials with diffuse, reflectivity, glossiness, 1/IOR, and normal
@DingDongDrift
@DingDongDrift 11 дней назад
@@Learn-archViz the materials and textures are all there in unreal, they just don't render right at all. There's a literally boat load of nodes in the material editor trying to convert the textures but it's just not working
@pakiito26
@pakiito26 17 дней назад
I know that there is vray for unreal engine, do you already have the plug in? If don't maybe could help with the missing textures error, thanks for the vid BTW! Even with those issues the scene looks awesome un UE5
@BarryLester
@BarryLester Год назад
This is what our team has been doing over the past few days, converting our old vray scenes from max to UE5. We are using max 2022 and the datasmith exporting process is really smooth. We have some problems like it creates lots of master materials, not material instances, and scalar data like glossiness and specular maps are mistakenly labelled as sRGB. We also have some weird problems with glass materials. I have a scene where a glass material lights up the whole scene even though the emissive socket is empty. In another scene, a glass material has no translucency, even when I use the glass material that comes with the starter content, which feels like there is something wrong with the mesh.
@Learn-archViz
@Learn-archViz Год назад
That's awesome feedback! Yeah, I have definitely encountered lots of weird little things when doing this. You still have to know your way around in Unreal Engine 5 in order to get things working properly, but it can give you a big head start. It is especially useful if you already have a fully developed Vray scene and you don't want to start from scratch on materials. It is a workflow that I think makes a lot of sense for archviz, where there will often be a need for both polished final Vray renderings, and a real time walkthrough. Thanks so much for your feedback. All good info.
@chrisharris_arizona
@chrisharris_arizona Год назад
@BarryLester Are you using Nanite? Nanite and transparency do not work...if I'm understanding your issue correctly, I might not be.
@BarryLester
@BarryLester Год назад
@@chrisharris_arizona I actually tried enabling and disabling nanite on one of the troublesome meshes where glass materials are not recognized but the problem is still there. I think it has something to do with how many materials are there on that mesh, not necessarily the type of the materials.
@chrisharris_arizona
@chrisharris_arizona Год назад
@@BarryLester interesting. Sounds almost like uvw mapping and/or material ID isn’t being understood in UE for what to do with that mesh, but hard to troubleshoot blind haha. I’ve had to troubleshoot materials so much in UE that I’m sure if I sat in front of the machine I could see the issue quickly. One other thing I’ve noticed that will wreck VRay/Max materials is while in Max in the material editor if you manipulate a map’s colors via the output tab, enable map color….DON’T do that haha. UE will not recognize anything you do in that output menu. If you need to adjust something, put it in a color correction map to adjust it and then in UE it’ll look exactly like what it does in Max/VRay. Just thought of another option, If you can find the material in UE that is supposed to be on that mesh, would be interesting to see if you enabled 2 sided in the material and see if that does anything. 🤷‍♂️ Anyway, curious to hear how you solve your issue with that problem mesh.
@MrMadvillan
@MrMadvillan Месяц назад
Maximally bad workflow imo with maximum errors, mistakes and confusion. It's better to start from the ground up, break your scene into discrete assets then use UE to assemble your scene. tbh, I'm always miffed by how archviz seems to ignore industry standard workflow like it is in the video. If you consider how game teams use UE or how big vfx shots are put together it's definitely not one big import from maya. UE is best and make the most sense if you follow lookdev/scene assembly pipeline- which is simply camera/lighting lookdev with asset management; texture, alembic, usd and proxy. 14:00 - is kind of a perfect example of how it's not supposed to go.
@stephaniezeddies2562
@stephaniezeddies2562 Месяц назад
I'm using vray for rhino. i know it's not identical to max but and i've been tryin to get chaos cosmos assets into unreal with datasmith and while it's bringing over the geometry it won't bring over the textures. any suggestion why this might happen and how to fix it. it clearly worked for you.
@Learn-archViz
@Learn-archViz Месяц назад
I don't have a good idea for why that would be happening. It is definitely supposed to work. Maybe a glitch with Datasmith?
@stephaniezeddies2562
@stephaniezeddies2562 Месяц назад
@@Learn-archViz thank you 😊
@ryan6530
@ryan6530 3 дня назад
yep have rhino as well and was testing this out for the first time, takes forever to import vrscene and no textures show up and looks like crap.
@philipkelly9521
@philipkelly9521 Год назад
15gb...........Thats were is falls down for me. Why would you want to have a file that big.......... its nutts.
@Learn-archViz
@Learn-archViz Год назад
Obviously, that is not ideal, but maybe I am used to just hogging tons of disk space. 15gb, represents my entire project folder, which includes all the history of my saved .max files (I save+ A LOT in order to make sure I can always go backwards if needed). When brought into Unreal, the file so far is about 2.5gb, which isn't as bad but still isn't super efficient. I doubt bringing things in from a full Vray scene is the best for optimizing a file, but also, that isn't usually a huge concern for me. I should be much better about disk space, but I am used to working on servers with humongous amounts of space available, so it creates bad habits 😬 Thanks for watching.
@mae2309
@mae2309 Год назад
rule number one.. DO NOT BRING CAMERAS OR LIGHTS.. you still have to lite everything inside unreal.
@Learn-archViz
@Learn-archViz Год назад
That's how I always do it, but I wanted to give it a try here for demonstration purposes.
@mae2309
@mae2309 Год назад
Why would you want to export everything at once.. NO GOOD... that is why you create a datasmith for every objects.. for example.. all DOORS datasmith. All Windows. ALL WALLS. . ceiling and floor should go separetly incase you want to change or move your ceilling or flooring. all separate. never export everything at once. thats suicide...
@Learn-archViz
@Learn-archViz Год назад
I have had decent success with exporting all at once, but obviously this time I have had some issues. I'm interested in the process you describe...exporting different objects intentionally on their own. I'll have to evaluate the benefits of doing it that way. Thanks for feedback.
@mae2309
@mae2309 Год назад
@@Learn-archViz the benefit of doing it that way is that. your scene is lighter. yes, you will be ending up with 10 different datasmith files. but at the end is very convenient why? (Changes). you do not want to bring the entire scence over and over if you have changes.. you just want to bring that specific objects.. for example I was doing this interior and I had to modified my flooring and move some walls.. it was easy. I went back to max. modified my walls and move my flooring. re-datasmight my separate walls and floors and viola.. every object changed appeared where they meant to be... without having all my sence import as one.. give it a go.. yes. it may take you an hour more to have your project prep. but at the end. no headaches and faster workflow..
@Learn-archViz
@Learn-archViz Год назад
@@mae2309 Well...as you know, changes are inevitable :) Definitely sounds like a good way to go.
@chrisharris_arizona
@chrisharris_arizona Год назад
@@mae2309 I do the first datasmith import all as one, then when updates happen, datasmith updated individual objects only...so basically same method. 100% agree, don't be re-importing things that are working in UE!
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