Unreal Engine 4 Realistic Rendering Room demo

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spoiler alert.... a goat comes in and destroys everything
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spoiler alert.... a goat comes in and destroys everything
hahaha even the goat game has better visuals.. but all in all yuck i already hate unreal engine since the days
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looks amazing
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It's a bit of a mixed bag, some parts look good. I don't think that a standard looking living room is the best way to showcase the engine. I have to say that I am getting a little tired of people automatically claiming anything Unreal looks bad by default, it's to the point where it's nonsensical.
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I have to say that I am getting a little tired of people automatically claiming anything Unreal looks bad by default, it's to the point where it's nonsensical.
looks amazing
+1 to both.
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id prefer a rendering of something like forest? water and wind maybe? flat walls are easy.... just saying
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So much teasing, we want damn games! :P
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Its good.. But sadly, it look so much like the training and all day work you will done on Autocad 3D, 3Dmaxs, Blender..... That i cant be enthusiasted by this showdown....
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Very impressive lighting, but the AA is dreadful for such amazing GI. I have to tip my hat to the specular on the materials, very good work from whoever put them together.
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It is not photorealistic and FAILS lool due to renderization "limited" and to the bit fake ambient occlusion. But "Octane Render" program is excellent due to PMC* kernel using. ๐Ÿ™‚ * - it's to render universal things (shadows, caustics...). ๐Ÿ˜€
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It is not photorealistic and FAILS lool due to renderization "limited" and to the bit fake ambient occlusion. But "Octane Render" program is excellent due to PMC* kernel using. ๐Ÿ™‚ * - it's to render universal things (shadows, caustics...). ๐Ÿ˜€
Uh are you seriously comparing a game engine which renders everything in real time to a raytraced photo-real engine which takes 3-4 seconds to calculate a single frame in a basic scene? Like look I get that Octane is cool, so is v-ray, mental ray, iray, etc. But all these are still light years away from rendering what you see in this scene in real time at 60+ fps. Hell UE4 had it's own version of dynamic GI called SVOGI but it was removed because current hardware was incapable of handling it. Anyway, I've been messing around with UDK in my spare time running through some of EPIC's tutorials and the engine is just amazing. It's incredibly easy to use and it produces some excellent graphics.
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Uh are you seriously comparing a game engine which renders everything in real time to a raytraced photo-real engine which takes 3-4 seconds to calculate a single frame in a basic scene? Like look I get that Octane is cool, so is v-ray, mental ray, iray, etc. But all these are still light years away from rendering what you see in this scene in real time at 60+ fps. Hell UE4 had it's own version of dynamic GI called SVOGI but it was removed because current hardware was incapable of handling it. Anyway, I've been messing around with UDK in my spare time running through some of EPIC's tutorials and the engine is just amazing. It's incredibly easy to use and it produces some excellent graphics.
Ok. My renderization lasted ~6 hours per frame in OR but my glasses w/ liquid has caustics only. ๐Ÿ˜‰
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It looks alright.
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Ok. My renderization lasted ~6 hours per frame in OR but my glasses w/ liquid has caustics only. ๐Ÿ˜‰
Well yeah, it depends on what your rendering. If you have 10 light sources with 10,000 photons each and your calculating caustics through multiple objects then yeah, it's going to take a few hours per frame. I mean building out the lightmap for the map shown here in UDK took like 25 minutes on my machine. But once its built I can move around the scene at 60fps+.
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hahaha even the goat game has better visuals.. but all in all yuck i already hate unreal engine since the days
The "Elemental" demo should be available in 4.1 ๐Ÿ™‚ https://www.unrealengine.com/blog/41-update-preview Plus some other fixes and some new features.
Improvements and Bug Fixes General Editor New! Preview Meshes preference that allows customization of meshes displayed in viewports when holding the Backslash key. New! Pressing the C key now creates comments in the Material and SoundCue editors. New! You can now customize the selection colors in the editor preferences. New! You can now override the far view plane on a level editor viewport. Viewport Grid Improvements Removed the grid dots for a cleaner view and the grid is now scaled according to the grid snap settings. Perspective grid precision improved with thinner lines. Orthographic grid now has power of 10 major gridlines, soft fading transitions between levels, and colored axis lines. Added support for Ctrl + Backspace and Ctrl + Delete to editable text boxes. Added prompt to restart the editor after youโ€™ve enabled or disabled a plugin in the Plugins Editor. Added tooltips to Window options in main menu. Added Enable Sound option to Play-In-Editor settings. Added toast popup when successfully checking in. Save window now displays "Save Map" or "Save Asset" depending on what's being saved. Content is now autosaved by default, and the notification shows you the number of packages that will be saved. Pressing F4 to view details will now potentially spawn a new Details panel if all the currently open ones are locked. Browse button now works on unloaded objects. The Reset Layout feature has been moved to the Window menu from Editor Preferences. Frame rate settings now have a lower bound of zero. Fixed Select actors using this asset not selecting actors in other streaming sub-levels. Fixed selection problems in orthographic viewports due to mouse tests not extending from beyond the origin plane. Fixed Actors not remaining selected after copying Actors from multiple levels into the clipboard. Fixed global shortcut keys not functioning in floating windows in some cases Fixed safe frames and aspect ratio bars not displayed when locking a camera in Matinee when no camera is selected. Fixed Editor Preferences not listing all available languages and regions. Fixed viewport settings not being saved into the layout preferences file instead of the editor preferences files. Fixed notifications not being anchored to their appropriate monitor work area. Fixed copying text from the Output Log not copying lines in the correct order. Fixed dragging and dropping brushes into the Scene Outliner not working correctly. Fixed survey notification not fading away instantly after clicking Cancel to close it. Fixed Actors being selected when the viewport is hiding the layer they are in. Tutorial window no longer plays sounds. Source Control Fixed Perforce source control plugin not supporting Unicode workspace names and user names. Geometry Editing Fixed not being able to scroll through the various Geometry Editing mode controls. Fixed legacy builder brush visible in the 3D scene while Geometry Editing mode is active. Removed Volumetric and Sheet brush shapes as they were non-functional. Level Browser Fixed level locking changes not being able to be undone or redone. Landscape and Foliage New! Landscape splines now have a Max Draw Distance setting for meshes on the spline. New! Added new Landscape LOD preview settings to viewports. New! New controls for collision settings were added to Foliage tool New! Added Resample option for Change Component Size tool. Mesh Paint Tool Changed default paint brush radius to 128. Paint brush radius is now saved with your editor preferences. Content Browser New! You can now rename folders by right clicking on them and selecting Rename. New! Diff Tool: Changes to Behaviour Tree assets can now be displayed interactively (diffing). New! Added new Content Browser view options: Show Only Assets in Selected Folders, Real-Time Thumbnails. Fixed Textures in thumbnails often drawing with blurry graphics (improved streaming for thumbnail Textures). Fixed not being able to type immediately into Content Browser search when window is summoned. Blueprints New! You can multiply LinearColors by floats using a Float * (LinearColor) Blueprint node. New! Added a new ParseIntoArray function for easily splitting up strings. New! Variable Get/Set nodes can now display rich tooltips using (where available) documentation info. New! Alt + Right Click can now be used as an alternative to zoom Blueprint graphs. Added menu extensibility hooks for additional items in the Debug Object drop down. Added a details customization for the graph nodes that handles node names/renaming. Added code to support searching interfaces. Renaming Blueprint Interface functions now properly renames the functions in implementing Blueprints. Combo button menus no longer scale in the Blueprint Editor. Fixed not being able to undo/redo after moving nodes around on the graph. Realtime rendering in the Blueprint preview scene is now disabled when Components mode is deactivated within the Blueprint editor. Texture Editor Improved how the zoom slider in the Texture Editor interacts with the Fit to Viewport setting. Material Editor New! You can now zoom in and out by holding Left + Right Mouse Buttons and dragging. New! Material Attributes can now be connected to Feature Level and Quality switches. Lighting-specific options in the Material Details are now grayed out when Unlit mode is active. Fixed Material asset name not being displayed in the Material Editor title tab. Changed Material statistics to be displayed in their own tab. Persona: Animation Editor New! You can now select and edit multiple bones at the same time in Persona. New! You can now save assets straight from Personaโ€™s built-in Asset Browser. New! Animation Notifies can now be deleted by selecting them and pressing the Delete key. New! You can now open assets directly from Blueprint nodes that reference them. Fixed changes to bones not being able to be undone and redone. Fixed some Persona settings not being remembered between sessions. Fixed Persona mode widgets not indicating dirty state. Matinee New! Matinee now supports rendering to PNG and JPEG formats (along with BMP and AVI). Fixed inconsistencies with how Undo/Redo works in Matinee compared to other editors (such as Cascade). Fixed not being able to interact with graph labels and buttons while in Zoom Mode. Fixed Slomo tracks not being able to slow the play rate down below 10%. Core Added the ability to load the Unreal Build Toll BuildConfiguration from XML files. UnrealVS (Visual Studio Extension) Command Line box now automatically adds the game project file for 'Game' projects in UE4.sln Visual Studioโ€™s Customize feature now supports UnrealVSโ€™ tool bar commands
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Well yeah, it depends on what your rendering. If you have 10 light sources with 10,000 photons each and your calculating caustics through multiple objects then yeah, it's going to take a few hours per frame. I mean building out the lightmap for the map shown here in UDK took like 25 minutes on my machine. But once its built I can move around the scene at 60fps+.
Ok, "light sources" and "photons" aren't available in OR but other program. lol I will send images you by PM. ๐Ÿ™‚
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Something doesn't look quite right with the wood on the doors.
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Compared to the Quixel Megascans Environment demo this looks... well... too artificial ๐Ÿ™
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Compared to the Quixel Megascans Environment demo this looks... well... too artificial ๐Ÿ™
Well megascans is a material library. So it can be used in UDK anyway.
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I'm still waiting for the day we have the hardware to get raytracing in games at 60+fps, without it looking all grainy. *keeps dreaming*