what did we do to deserve such a good engine?
>>626556*takes 15% of your profits forever*Nothing personell, enginelet
>>626556*tanks your performance while looking like plastic shit throughout*Nothing personell, codelet
Can you now pls roast this engine too
>>626556Such a good engine that can't even handle foliage properly (even Bethesda's shitty engine can handle large worlds filled with lush foliage, and foliage in creation engine actually looks better than UE4's pasty vomit mess). And where's your dynamic GI you've been asking for 4 years? Even unity has it.
>>626573>Can you now pls roast this engine tooEcen if it isnt an engine at all
>>626566Make your own shading models, and disable the smooth framerate option.Maybe then, you won't have issues.
>>626573blender has like 4 engines
>>626579in the time I'd have to spend on fully integrating a whole new shading model into every last of all the retarded overlapping lighting features of the engine I could write a new renderer.
>>626574>And where's your dynamic GI you've been asking for 4 yearsVXGI 2.0 was released a month ago
>>626564AS IF YOU COULD MAKE A PROFIT
>>626607VXGI 2 is way too ressource consuming to be used in any games. It wasn't made for that anyway. In the meantime, Cryengine had SVOGI/SVOTI ever since version 3 and it looks and runs better than Ue4.
>>626556This shit is impossible to learn in a decent amount of time. Im a javalet, and Visual Studio 2017 is an abomination, you can't even see what arguments need to go into the function without going >See Declaration.Been trying to break down and understand the Strategy game sample for I don't know how long now.
>>626564Not much desu
>>626556UE4 is so shit in some aspects it fucking hurts.>light baking is garbage and never bakes properly>LPV is trash tier GI, while VXGI runs at 10fps on a 1080 ti - if you can get it to work>editor requires a high-end system just to run it>temporal AA eats up all high-frequency detail>cascaded shadows look terrible at any settings and don't smooth over polygon edges>compiling shaders: 5243>shitty "Unreal" look out of the box that you have to work just to get rid of...and this is all just pertaining to the visuals and performance.How is Lumberyard in comparison? anyone here used it yet? I'm seriously considering just dropping UE4 because thinking back over its issues just makes me not want to use it, and the earlier I get off this train the better. Tried Unity and don't like it much either, but maybe I just didn't give it enough of a chance.
>>626564Not really that much if they are doing all the work, though
>>626659I'd use Lumberyard if setting it up wasn't such a pain in the ass. No proper launcher with project management, adding gems requires using visual studio, you need to use shitty external tools such as wwise to get sound and music into the engine, and you have to download a bunch of external software. Once you're done the engine weights about 50 gb (+ a cache folder that will eat up to another 50gb of space).If they fix this I'll definitely move to lumberyard because despite it's painful installation and project management issues, it's a great engine that looks way better than this Unreal playdough mess.
>>626659>>626650wow the sore butts in this thread amaze me
>>626583and they are all shit
>>6265645%. at least try to be correct if you roast something.
>>626659>"Unreal" lookseriously wtf is this, I've heard this about 20 times on the board and have never seen someone provide an explanation other than "it looks like plastic lul"
>>627037when faggots are too lazy to change the post processing or change anything about the shaders/mats and just plug shit directly into output it gives that "unreal" look.
>>627038What would you change about the shaders? Is normal PBR not good enough for you?
>>627041It's not normal PBR it's Unreal's custom ShitBR shaders that look like everything is covered in Vaseline.
>>627037>traditionally abysmal bloom (and I mean abysmal, this bloom gave away UE3 in every game because it was that bad, and they just ported it to UE4)>instead of Oren-nayar and comparable surface models they use the cheapest shit from 20 years ago (Lambert term for diffuse surfaces, gj faggots)>you literally have to add a Fresnel term to Roughness for every material you use yourself because they didn't give a shit about surfaces looking more smooth from flat anglesThat's why every UE project looks like plastic.
>>627061Can't you change the BRDFs in UE4? Also, I think they went with Lambert for performance, isn't ON a lot more demanding?
>>628543it looks like plastic lul
>>628547>plasticlike 95% of all modern PBR-driven games
>>628543My point. This is what almost all unreal engine games look like.>>628549No. PBR is the most realistic approach to materials yet. Shaders and lighting are the reason games can look like plastic. There is no such problem with Cryengine for exemple.
>>628550PBR is another PR buzzword AND most games still look like plastic shit. I haven't seen one title yet that does convincing skin.
>>628553PBR works well in offline rendering, where you have the luxury of approximating physical behavior more closely than in a real-time engine.Skin needs sub-surface scattering to look decent in medium/close range, and that's currently very expensive for real-time. But in offline rendering you can have photorealistic skin. You aren't forced to follow PBR principles to make it, but it makes your life (as an artist) easier.
Alright I'm making stuff in UE4, how do I avoid the plastic look?
>>628587reduce roughness?? what is wrong with u tards
>>628590Retard, if it were that easy to avoid the plastic UE4 look it wouldn't be a common sight.
>not writing your own shaders to get rid of the generic UE4 look>calling yourself a game "dev"
>>627061>>628541>>628587>>628590>>628593>go into the shader files of UE4>specifically ShadingModels.usf>comment the lambert line>uncomment the Oren Nayar line (or other)There you go faggots, at least do a little research on stuff before whining. Also go look at BRDF.usf, there you can alter pre-existing shit and implement your own shit. That said, anyone knows how well Gotanda works? I know it's a relatively new one by a Jap, can't find much about it in terms of actual usage.
>>628676Doesn't seem that simple... I'm googling but it causes issues with material editor etc etc it looks likeBasically more trouble than its worth
>>628685>it causes issues with material editor etc etcSuch as? I'm using it myself and I am not noticing any problems. Are you sure that those issues are not from people trying to add their own light ID or trying to use ON with only specific materials while keeping Lambert for the rest?
Gears 4 was under rated game play its the best next to one and 2
>>628676InterestingWhy is Lamber still used?
>>628689Cheaper. Doesn't make that much of a difference on modern hardware I think, but I guess it might be felt on mobile devices. Also, out-of-the-box compatibility, I'm not sure what programs like Substance use, but if Painter uses Lambert and UE4 ON, then things will look different in UE4 than they did in Painter.
>>628689It's cheaper to calculate and represents certain surfaces well. Best decide on a surface-to-surface base.
TIP FOR EVERYONE: Temporal AA eats up and blurries the whole image, it is like applying vaseline to your screen and eyes. Google up "Sharper image without the edge artifacts", and open the first link (Should be an ue4 forum thread by someone named Hallatore); it is a post process material that I've tried personally, and holy shit, it does make a difference, everything looks sharper now without too much sherpening artifacts>>628676Just done it now, holy shit, thanks for the tip. Any more "secret" stuff hidden in the shaders?
>>628676>>628736Feel free to post comparisons, I tried both Oren Nayar and Burley, but aside from the image looking a bit darker, I did not see big changes (tried Epic's Sun Temple and Racing project).Nothing near as extreme as >>628689, for example.
>>628736Holy shit does that make a difference. Thanks for sharing, I was always wondering why all my nice details kept getting smoothed over.
>>628676Give me more of that secret ue4 sauce boss
>>628736>>629175Not really but BRDF.ush contains a lot of different BRDFs. Chiefly you got Gotanda and GGX both of which are not present in ShadingModels.ush. Unless UE4 does some fuckery, adding Gotanda for example should just be about adding the following line to ShadingModels.ush right below Lambert, Burley, and ON:float3 Diffuse = Diffuse_Gotanda( DiffuseColor, LobeRoughness, NoV, NoL, VoH );And comment all the other diffuse BRDFs, of course. Again however I have no idea how Gotanda works, can't find much about it and what I do find does a lot more than just diffuse, so it's hard to tell what Gotanda diffuse will look like in UE4. Oh also you can hotload shaders so feel free to fuck with the files to your content with UE4 open, just hit CTRL+SHIFT+. (dot) to reload shaders.That said, all this stuff is terribly documented. UE4 started with Lambert, then switched to Burley sometime around 4.8, now we're back to Lambert. Also, for some reason, textures seem to fuck up if you switch to something other than Lambert in some of Epic's example projects (in the racing game, which has the most rough textures and is a good testing ground for diffuse BRDF, the normals go apeshit and so does the texture tiling).
>>629189>and GGXCorrection: GGX Anisotropic is not used in ShadingModels.ush, GGX is used as UE4's specular BRDF.
Hi /3/, does someone have the STL model for 3d printing of the Nameless Ghoul's mask?
>>628676Please don't bully if I don't know this, but is it only these 2 lines I need to comment/uncomment?//float3 Diffuse = Diffuse_Lambert( DiffuseColor );float3 Diffuse = Diffuse_OrenNayar( DiffuseColor, LobeRoughness, NoV, NoL, VoH );lines 63 and 65?I certainly can't see any differences now in my scene, but I'll need to compare with some side-by-side screenshots.
>>629203>I certainly can't see any differences now in my sceneSame. I think it's placebo lmao.
>>629203Yes, that's all you need to do. Yes I also get the feeling something is wrong because having used ON elsewhere, I know it should look a lot different from Lambert, yet I don't really see it as much in UE4 (though it's definitely noticeable, run highresshot 1 with Lambert and then ON and compare the two). Do note however that a roughness 0 ON material will basically be Lambertian as far as I know. So to see the biggest difference you need to have a fully rough material (roughness = 1).Pic related is what people on the Epic forums get, mine isn't as strong but definitely noticeable.
>>629218This is my Lambert.
>>629219This is my ON.
>>629221And here's Gotanda for good measure.
does any of you fags know if the number of different models count toward draw calls? like,i want to have lots of npcs but if they all have different models,does it increase draw calls even more as opposed to having the same mesh?
>>629226Every unique model uses a draw call. Also fuck you.
>>629234no, uand thanks!
Anyone think metal just looks weird in unreal?
>>629222Gotanda gave me a blue screen for some reason. ON works though.
>>629293Yes. It looks wet and blurry. I always create a vector 3 input and set it to a very pale grey/almost white color and plug it in the specular channel. Seems to help a bit.But then again everything looks weird in Unreal. Especially the foliage.
>>629300With a metal mask or entire material?
>>629300>>629345Nevermind, it doesn't affect metals
>>629222How do I add Gotanda shading into UE4? It looks nice, but there's little to no documentation on how to implement it.
>>629805Add float3 Diffuse = Diffuse_Gotanda( DiffuseColor, LobeRoughness, NoV, NoL, VoH );To your ShadingModels file, right under Lambert, ON, etc. Be sure to comment out the others.
Roast this engine please
>>629222>>629805What is Gotanda, anons? Google doesn't give me any informative results
>>629873Looks good tbqh, but is the greatest pain in the ass to work with
>>629874http://blog.selfshadow.com/publications/s2012-shading-course/gotanda/s2012_pbs_beyond_blinn_slides_v3.pdfIt's a simplified Oren-Nayar for real time rendering
>>629873Looks good, but that's about it. Buggy, terrible documentation, kinda shit interface, horrible user friendliness. Also basically dead, all the new stuff happens on Lumberyard, CryTek has stopped working on CE a while ago. >>629877>>629879So it's just a new approximation of Oren-Nayar, right? Is the "normal" Oren-Nayar in UE4 an approximation too? Because when I look at ON and Gotanda, Gotanda seems closed to what I usually see from ON in other renderers, while ON in UE4 seems to be a lot closer to Lambert. This makes me think that UE4's ON is also an approximation, and Gotanda is simply a much more accurate approximation.
>>629873completely unusable for everyone except multi million dollar studios
>>628553>I haven't seen one title yet that does convincing skin.Witcher 3 has pretty good skin shaders.
>>628676I know that there are other shading models hidden in the shader file comments, I was complaining that they didn't use the better ones as a default.
BumpGive me the secret sauces b0ss