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File: Unreal_Engine_Logo.svg.png (140 KB, 2000x2078)
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what did we do to deserve such a good engine?
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>>626556
*takes 15% of your profits forever*

Nothing personell, enginelet
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>>626556
*tanks your performance while looking like plastic shit throughout*

Nothing personell, codelet
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Can you now pls roast this engine too
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>>626556

Such 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.
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>>626573
>Can you now pls roast this engine too
Ecen if it isnt an engine at all
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>>626566
Make your own shading models, and disable the smooth framerate option.

Maybe then, you won't have issues.
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>>626573
blender has like 4 engines
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>>626579
in 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.
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>>626574
>And where's your dynamic GI you've been asking for 4 years


VXGI 2.0 was released a month ago
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>>626564
AS IF YOU COULD MAKE A PROFIT
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>>626607

VXGI 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.
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>>626556
This 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.
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>>626564
Not much desu
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>>626556
UE4 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.
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>>626564
Not really that much if they are doing all the work, though
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>>626659

I'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.
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>>626659
>>626650

wow the sore butts in this thread amaze me
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>>626583
and they are all shit
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>>626564
5%. at least try to be correct if you roast something.
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>>626659
>"Unreal" look
seriously 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"
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>>627037
when 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.
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>>627038
What would you change about the shaders? Is normal PBR not good enough for you?
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>>627041
It's not normal PBR it's Unreal's custom ShitBR shaders that look like everything is covered in Vaseline.
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>>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 angles
That's why every UE project looks like plastic.
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>>627061
Can't you change the BRDFs in UE4? Also, I think they went with Lambert for performance, isn't ON a lot more demanding?
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>>627037
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>>628543
it looks like plastic lul
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>>628547
>plastic

like 95% of all modern PBR-driven games
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>>628543

My point. This is what almost all unreal engine games look like.

>>628549

No. 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.
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>>628550
PBR is another PR buzzword AND most games still look like plastic shit. I haven't seen one title yet that does convincing skin.
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>>628553
PBR 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.
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Alright I'm making stuff in UE4, how do I avoid the plastic look?
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>>628587
reduce roughness?? what is wrong with u tards
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>>628590
Retard, if it were that easy to avoid the plastic UE4 look it wouldn't be a common sight.
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>not writing your own shaders to get rid of the generic UE4 look
>calling yourself a game "dev"
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>>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.
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>>628676
Doesn't seem that simple... I'm googling but it causes issues with material editor etc etc it looks like

Basically more trouble than its worth
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>>628685
>it causes issues with material editor etc etc
Such 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?
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Gears 4 was under rated game play its the best next to one and 2
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>>628676
Interesting

Why is Lamber still used?
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>>628689
Cheaper. 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.
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>>628689
It'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

>>628676
Just done it now, holy shit, thanks for the tip. Any more "secret" stuff hidden in the shaders?
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>>628676
>>628736
Feel 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.
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>>628736
Holy shit does that make a difference. Thanks for sharing, I was always wondering why all my nice details kept getting smoothed over.
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>>628676
Give me more of that secret ue4 sauce boss
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>>628736
>>629175
Not 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[1], 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).
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>>629189
>and GGX
Correction: GGX Anisotropic is not used in ShadingModels.ush, GGX is used as UE4's specular BRDF.
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Hi /3/, does someone have the STL model for 3d printing of the Nameless Ghoul's mask?
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>>628676
Please 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[1], 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.
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>>629203
>I certainly can't see any differences now in my scene

Same. I think it's placebo lmao.
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>>629203
Yes, 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.
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>>629218
This is my Lambert.
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>>629219
This is my ON.
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>>629221
And here's Gotanda for good measure.
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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?
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>>629226
Every unique model uses a draw call.
Also fuck you.
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>>629234
no, u
and thanks!
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Anyone think metal just looks weird in unreal?
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>>629222

Gotanda gave me a blue screen for some reason. ON works though.
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>>629293

Yes. 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.
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>>629300
With a metal mask or entire material?
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>>629300
>>629345
Nevermind, it doesn't affect metals
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>>629222
How do I add Gotanda shading into UE4? It looks nice, but there's little to no documentation on how to implement it.
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>>629805
Add
float3 Diffuse = Diffuse_Gotanda( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH );
To your ShadingModels file, right under Lambert, ON, etc. Be sure to comment out the others.
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Roast this engine please
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>>629222
>>629805
What is Gotanda, anons? Google doesn't give me any informative results
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>>629873
Looks good tbqh, but is the greatest pain in the ass to work with
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>>629874
http://blog.selfshadow.com/publications/s2012-shading-course/gotanda/s2012_pbs_beyond_blinn_slides_v3.pdf

It's a simplified Oren-Nayar for real time rendering
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>>629874
http://blog.selfshadow.com/publications/s2012-shading-course/gotanda/s2012_pbs_beyond_blinn_notes_v3.pdf

More words
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>>629873
Looks 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
>>629879
So 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.
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>>629873
completely unusable for everyone except multi million dollar studios
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>>628553
>I haven't seen one title yet that does convincing skin.
Witcher 3 has pretty good skin shaders.
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>>628676
I 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.
>>
Bump

Give me the secret sauces b0ss




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