Evermotion Tutorial For Unreal Engine 4
Evermotion Tutorial For Unreal Engine 4
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Evermotion Challenge
Tips for arch-viz artists working with Unreal Engine. 2016 Winners
Announcement!
We made seven tips to help you to max out Archinteriors for UE vol. 2 experience. You can watch videos or read The best "Secret garden"
visualizations are here!
the text - both cover the same general aspects, text version goes deeper into details.
Table of contents:
Convert w ebpages or entire w ebsites to PDF - Use PDFmyURL! Unreal 4 Arch-Viz Interior -
Tip 1 - How to import Evermotion models to new scenes (Migrate) Unreal 4 Arch-Viz Interior -
Tip 2 - Exporting Objects Tip of the Week
Unreal Engine 4 architecture
Tip 3 - Materials
visualization scene from
Tip 4 - UV mapping Evermotion - behind the scenes.
Tip 5 - Doors interaction
Tip 6 - IES Lights Interaction
New interiors for Unreal
Tip 7 - Better rendering quality Engine: Scandinavian
homes
Buy Archinteriors for UE vol. 2 in Evermotion Shop. Archinteriors for Unreal Engine vol.
3 announced!
3d viewport navigation is fairly simple we can use standard maya/3ds max navigation or use WSAD k eys
with Right Mouse Button pressed.
This option not only copies the mesh but also its materials and textures that's why a good and clean folder
hierarchy is recommended.
Next we need to choose where we want to migrate the models it always needs to be Content folder of another
project (otherwise the dependences will get lost).
If your materials aren't exported correctly make sure they are added in asset editor (RMB onto asset Edit)
instead of detail view (those are only overrides for objects and don't get exported).
If you need the models in exact same place you can simply copy&paste them between project (of cousre they
need to have same hierarchy in "Content" folder).
If assets aren't shown properly just close and open again your new project
If you are using other software than 3ds Max (eg. Blender) fbx is still preferable because it allows for multiple uv
channels.
Export can also be used to copy models between projects but because it looses materials it's not
recommended.
In latest Archinteriors for Unreal we used slightly modified approach to materials we created few base
shaders and used material instances. This way we can have realtime interactive preview and unification in
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shaders (it also saves a lot of time)
If you want to know more about material instances you should see official Unreal tutorials:
Almost all materials are instances of BaseMat used for surfaces which don't need opacity. The goal was to mimic
some of 3dsmax and Vray material functionality (Diffuse, Roughness = inverse of Glossiness; Specular =
Reflection) with taking into account that Unreal uses PBR materials (additional Metallic channel).
Note: for proper animation trees require vertex paint (our models are vertex painted of course!).
Tip 4 - UV mapping
Example:
Convert w ebpageswooden floorwmaterial
or entire ebsites look s just
to PDF as good
- Use on a wall as on other objects.
PDFmyURL!
Example: wooden floor material look s just as good on a wall as on other objects.
Note: the only disadvantage of this technique is that Unreal material preview (ball) doesn't show textures in a right
scale. There is a workaround you can use custom object or just check your materials in viewport.
UV channel 1 is reserved for lightmaps in all our models (we unwrapped most of our objects with dedicated
plugin Flatiron. To ensure of good quality we also unwrapped some of objects with Blender carefully by hand.
Note: if needed we also added additional uv channel (in range between 0 and 1) for custom details or normal maps
that are shared between many objects.
In Archinteriors for UE vol. 2 we added simple interactivity doors can be opened or closed with RMB click .
Another example of interactive blueprint is the use of IES lights they are a bit more complicated than
interactive doors because we want one trigger to turn on/off many specific lights and have ability to move each
light separately.
Example: After pressing Left Mouse Button we tell the blueprint to find all Lights associated with this trigger
(Get All Actors Of Class - every blueprint is a custom class). Then for every one of them (ForEachLoop) we
execute IES Visibility event. IES Visibilty is a custom event made in another blueprint (in this case in
Livingroom_IES_00).
Lights associated with the trigger are very simple when the Event BeginPlay is executed (for eg. by pressing
play) the light is hidden and we need to execute IES_Visibility event to turn it on/off. Advantage - if we add
another lights (duplicates of specific IES Light blueprint), they are automatically tak en into account.
Note: if duplicated blueprints (Trigger and IES_Light) are not working correctly (you get error while compiling) make
sure IES_Light is saved and compiled . Then manually add again 3 last nodes: Get All Actors Of Class;
ForEachLoop and IES Visibility to the trigger.
Static Lighting Level Scale the smaller scale the more samples are emitted. Too small values can produce
lighting artifacts, or give visible patterns
Num Indirect Lighting Bounces this setting controls how many times light will bounce
Indirect Lighting Quality it is the most important slider. It's locked at 4. If you want to achieve higher quality,
you need to click on the number and manually enter 10 value. Increasing Indirect Lighting Quality value has the
big impact on Lightmass bake time.
Indirect Lighting Smoothness here you can control how much smoothing is added to all shadows (smaller
values give crisp looking shadows but also can introduce artifacts).
If you still don't get satysfying results, you need to increase lightmap size of the models, the best way is to override
default values.
Lightmap resolution value has a big impact on bak ing time, so it's better to have lower resolution in Static
Mesh settings (most of our models in Archinteriors for UE vol. 2 have Lightmap resolution between 128 and
256 to get the quick est preview lighting bak ing times). If you want to achieve even better quality, just override
it in Details panel. If there are too many big light maps in the scene there can be errors during pack aging a
project to exe file. Remember that lightmaps are only textures that are streamed by engine to fixed buffer
size. If buffer is full, engine loads mipmapped (scaled) much lower resolution textures. So if you have too
many big maps, buffer will fill much quick er and you will get lower quality maps during streaming. You can
also turn off streaming completely, but you will need a powerful machine to play the animation.
Note: if you need even higher quality you can edit BaseLightmass.ini (in C:\Program Files\Epic
Games\4.9\Engine\Config), but it's beyond the scope of this tutorial.
Note: if you need higher quality you need to edit ScreenSpaceReflections.usf (in \Unreal
Engine\4.x\Engine\Shaders\ See example)
If you want more particles and from some reason you can't switch to gpu particles, execute another console
command: "FX.MaxCPUParticlesPerEmitter" (default value is 1000, you may need to increase it).
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Making
Convert w ebpages or entire of Archinteriors
w ebsites vol.PDFmyURL!
to PDF - Use 32 Making of Nasir al-Mulk Mosque
Making of Archinteriors vol. 32 Making of Nasir al-Mulk Mosque
scene Barbara Witkow ska show s modeling
Andrew from Evermotion show s how he process of Archinteriors vol. 31 scene 02 -
made Archinteriors vol. 32 scene using Nasir al-Mulk Mosque.
Blender for modeling and 3ds Max and...
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