Hi Yahiya. Keep up the great work man. Your tutorials have helped a lot. One thing - Please share how to use/make mirror in UE 5 with Lumen and without hardware ray tracing. Many people including me dont have RTX gpu to use hardware RT. Archi Viz interiors do need mirrors and currently Lumens mirror reflections dont work as intended and look really weird. Thank you and keep it up my man.
Lumen uses Surface Cache for best performance, but can be set to Hit Lighting for Reflections for higher quality. but although is indeed a lot better it wont give you 100% mirror like reflections like RT. you can use a planar reflection to achieve that without raytracing but you can only use one planar reflection in your scene so if you have multiple mirrors then good luck. so if you really want perfect mirrors you will have to go with raytracing
Cool!yesterday I was thinking about how to remove the windows on the car that were sewn into the model, and in your interior tutorial I found a solution)))Дякую)
Hi bro you made my day, this great tutorial for beginders like me, I hope the next time you can make a video of how we can render the project, especially in one picture and video scene, I hope you understand my point :D Greeting from Indonesia
Hey! To ensure proper mesh distance field generation and minimize lighting bleeding issues with Lumen, a wall thickness of about 15-20 cm should work well. This thickness should help prevent light leaks and allow Lumen to produce more accurate global illumination. Keep up the good work and happy rendering!
@@VRDivision Cool! Thanx looking forward to it. Maybe an idea to do a video on the best way to achieve glass looking material in UE5 Lumen with current limitations (Both GTX hardware and Software solutions)?
Lumen has issues with large combined meshes, mostly to do with correctly illuminating and bouncing the light, if they are not separate then lumen defaults to screen space lighting only.
Lumen generates an automatic parameterization of the nearby scene's surface called Surface Cache. It is used to quickly look up lighting at ray hit points in the scene. Lumen captures the material properties for each mesh from multiple angles. These capture positions (called Cards) are generated offline for each mesh. you can see those cards typing the console command r.Lumen.Visualize.CardPlacement 1. By default, Lumen only places 12 Cards on a mesh, but you can increase that amount by setting Max Lumen Mesh Cards in the Build Settings of the Static Mesh Editor. Adjusting the number of cards is useful for more complex interiors or single meshes with irregular shapes. but comes with a cost. so its better to have less overlapping cards. Sometimes can be some glitches. most of them can be fix by making less complex geometry (detaching helps) or increasing the cards on meshes you cannot detach.
Hi yahya thx for great Tipps and Tricks. I wanted to ask in postprocess Volume, at the end do u Chance the exposure to manual or do u work on Auto exposure?
Sorry for the late reply, both options are fine, it depends on your project and if you want for exposure to stay the same or changes between interior and exterior
Great Video! If you can, please make a video on how to avoid the flickering effect in Unreal Engine. Every time I export a video I get flickering especially on metallic surfaces. Is there anything that can be done? Thank you.
Little confused about material example if I unwrap any mesh in 3dmax and detach then I export to unreal then how can I apply give another material to that detach mesh I think you understand my question 😊
Hey Yahyia; your tutorials are awesome! I started using ue5 since the beta and I still can't figure out how to get rid of noisy shadows that appear mostly on white surfaces angles like wall and ceiling junctions/ small shelves and such... Any ideas? :/
Hey there! I'm glad you're enjoying Yahyia's tutorials! About the noisy shadows you're experiencing in UE5 with Lumen, it can be a common issue.did you try increasing Lumen settings from the post process volume? such as final gather and Lumen scene detail? also, are your meshes connected to each other or are they detached?
@@VRDivision thanks a lot; After a bit of research I stumbled upon some console commands that somehow reduced the noise effect and softened the shadows.
We separate the meshes in order to achieve better results with Lumen GI and reflections, which helps reduce artifacts. While it's true that we're not baking lightmaps in this case, the separation is still essential for optimizing Lumen's look. giving you the best results possible.
There is no path tracing activated in this scene (when path tracer is activated in editor it will need to update for some seconds after moving the camera, it would shows a rough grainy preview while moving). neither RT reflections. lumen reflections are really good as long as you dont have mirror like materials. in most cases you can get away with that unless you want total accuracy. in which case RT have to be used. notice that RT reflections aren´t perfect either, the images is pixel perfect but raytrace reflections will not show global illumination which lumen does while having less picture quality so its a trade off for mirrors. if you dont have mirrors or mirror like surfaces (roughness below 0.2) go with lumen it will look better than raytracing
Is really necessary modular meshes with hardware raytracing lumen? I did some tests (with single mesh for walls, interior archviz, and separated meshes for walls) and it seems to be identical
If you use lumen the other raytrace features are shadows, translucency and reflections. but lumen will be in charge or the global illumination. Lumen will generate something called Surface Cache. It is used to quickly look up lighting at ray hit points in the scene. Lumen captures the material properties for each mesh from multiple angles. These capture positions (called Cards) are generated offline for each mesh. you can see those cards typing the console command r.Lumen.Visualize.CardPlacement 1. By default, Lumen only places 12 Cards on a mesh, but you can increase that amount by setting Max Lumen Mesh Cards in the Build Settings of the Static Mesh Editor. Adjusting the number of cards is useful for more complex interiors or single meshes with irregular shapes. but comes with a cost. so its better to have less overlapping cards. Sometimes with simple scenes it will work well without detaching the meshes or using modular assets. but this will be a case to case basis. sometimes can be some glitches (this will be more noticeable with darker scenes and with places that will generate a lot shadows.). most of them can be fix by making less complex geometry (detaching helps) or increasing the cards on meshes you cannot detach. and using more light and adjusting the iso of the camera. So you are welcome to try when you would need to use modular assets and when is good enough for you.
It doesn´t. Non-rtx cards are only capable of “basic rt effects” & “low ray count”, which are not enough even for what lumen needs. At some point it was possible to emulate raytrace in 10XX series cards but it have been deprecated by epic due to inestability and poor performance. you could use a workaround but the method involves building UE5 from source and changing the code. not worth it for the experience though.
Although datasmith can bring Vray/Corona materials into unreal. they are just a translation and they are not optimized at all. so big scenes with a lot of materials can suffer without adjusting the materials. Quixel materials are a great choice. and creating materials isn´t too hard. with time you will have your own library to use in your projects.
@@RenyVelasquez yes that's right I already used wuixel library it's great choice but I prefer use PBR MTL that give you more control for more realistic I don't know if that's right
@@sadekdhaoui9381 the thing is that quixel mtls are PBR. You may be thinking of PBR as something different. It's just a work flow to separate the materials in different textures to drive the shader. Using 1 texture for the albedo. 1 for roughness. 1 for metallic and so on. But that's just the beginning of pbr. Although you can have awesome results with pre-made textures and using them directly without any other nodes it doesn't mean that you cannot alter them using math. Or even create the textures with math. World vector mask or noise are some examples. As long as you have multiple values driving your material it will be pbr. It can be an ugly one or a perfect depending on the values. If we use the first sample I gave you and use textures without any other node it just mean that the values on the texture were already set carefully. Remember any value between white and black is a number too. I hope this makes sense for you 👍
No. Lumen does not use Forward Rendering but a deferred rendering. Epic said that there was no plan to develep lumen for VR anytime soon. maybe in the future. so for the moment you still need to bake lightning for VR and mobile
he did use it for the furniture, datasmith is only a workflow that make some stuff easy but does not mean you cannot use anything else. For example you can use FBX but evev if the pivots inside your 3d program are centered in the object they will be exported at 0.0.0 making difficult to move the assets later. if they are static and wont change like walls there isnt a problem. but if it is a door that will be animated then it is. (you can chage the pivot inside unreal though but this is an extra step) Datasmith while keep pivots on the original positions will managing a lot of assets That is just one consideration but there are more to think when using one or another. *edited minor grammar errors
@@n.furkanmeric7678 Your welcome. i will only add that you always need to experiment with workflows too see what is the best for you. or too see if it is applicable in some cases. for example something you need to know about datasmith it to clean after you delete elements when reimporting I will try to make a simple example but it can be applied to any object. Lets say you have fruit basket. inside there is an apple and an orange. Case 1. they are separate elements but attached in the same object. datasmith will export them as 1 object. if you delete the apple inside 3dsmax and reimport the same object it will update the content without the apple (no problem here) Case 2 the basket is an object, the apple is an object and the orange is an object. if you export the 3 into 1 export it will come as 3 objects and attached to the same actor inside unreal (lets called a group although is different) now delete the apple and re-export the other 2 objects into the same datasmith file.. it will rewrite it and inside unreal it will have the same result as the first example but inside the export it folder you will still have the apple as a file just not referenced in the datasmith file. So in the end, one may not be a problem but working with hundred or thousands objects keeping the record on the those files is annoying. and will take space in your drive.
Lumen uses Surface Cache for best performance, but can be set to Hit Lighting for Reflections for higher quality. but although is indeed a lot better it wont give you 100% mirror like reflections like RT. you can use a planar reflection to achieve that without raytracing but you can only use one planar reflection in your scene so if you have multiple mirrors this isnt your solution. so if you really want perfect mirrors you will have to go with raytracing
Your tutorials have made me confident enough to actually start to understand UE, thanks!
I'm so happy to hear that! I'd love to see your future work
Join our community on Discord!
hey, you can disable 'Casting Raytraced Shadows' for glass materials to fix the shadow issue
Thank you ❤️
Your tutorial helped me a lot! Thank you!
Glad it helped!
Great tutorial, thank you!
Glad you enjoyed it!
Hi Yahiya. Keep up the great work man. Your tutorials have helped a lot.
One thing - Please share how to use/make mirror in UE 5 with Lumen and without hardware ray tracing. Many people including me dont have RTX gpu to use hardware RT.
Archi Viz interiors do need mirrors and currently Lumens mirror reflections dont work as intended and look really weird.
Thank you and keep it up my man.
Lumen uses Surface Cache for best performance, but can be set to Hit Lighting for Reflections for higher quality. but although is indeed a lot better it wont give you 100% mirror like reflections like RT. you can use a planar reflection to achieve that without raytracing but you can only use one planar reflection in your scene so if you have multiple mirrors then good luck. so if you really want perfect mirrors you will have to go with raytracing
@@RenyVelasquez Thank you!! Then i will have to settle with planar reflection.
a camera positioned where the mirror is rendering to a texture applied to mirror does the trick
As always Wonderful job bro
Thank you! Cheers!
Cool!yesterday I was thinking about how to remove the windows on the car that were sewn into the model, and in your interior tutorial I found a solution)))Дякую)
Greatest video ever! thanks
Glad you liked it!
Thank you for the great and detailed explanations!
Thank you. Very nice and helpful
Thanks for this - really useful video :)
I'm so glad to hear that!
Amazing video. You got a subscriber, do you have any tips for the clean up / making a model ready for a model coming from Sketchup?
Hi bro you made my day, this great tutorial for beginders like me, I hope the next time you can make a video of how we can render the project, especially in one picture and video scene, I hope you understand my point :D
Greeting from Indonesia
Thanks for the idea! cheers ma bro!
Great work!how do you face lighting bleending with lumen?how much thick do you make your walls?
Hey! To ensure proper mesh distance field generation and minimize lighting bleeding issues with Lumen, a wall thickness of about 15-20 cm should work well. This thickness should help prevent light leaks and allow Lumen to produce more accurate global illumination. Keep up the good work and happy rendering!
Awesome!!
I would really like to know what material u used for the windows.
Could you show it to us?
Thanks, it's a very simple transparent material with green tint, I'll add this idea to a future video, thank you!
@@VRDivision Cool! Thanx looking forward to it. Maybe an idea to do a video on the best way to achieve glass looking material in UE5 Lumen with current limitations (Both GTX hardware and Software solutions)?
Another awesome one. Any reason why you detached faces in Max before importing? Thought that was more important for baking.
Lumen has issues with large combined meshes, mostly to do with correctly illuminating and bouncing the light, if they are not separate then lumen defaults to screen space lighting only.
Lumen generates an automatic parameterization of the nearby scene's surface called Surface Cache. It is used to quickly look up lighting at ray hit points in the scene. Lumen captures the material properties for each mesh from multiple angles. These capture positions (called Cards) are generated offline for each mesh.
you can see those cards typing the console command r.Lumen.Visualize.CardPlacement 1.
By default, Lumen only places 12 Cards on a mesh, but you can increase that amount by setting Max Lumen Mesh Cards in the Build Settings of the Static Mesh Editor. Adjusting the number of cards is useful for more complex interiors or single meshes with irregular shapes. but comes with a cost. so its better to have less overlapping cards.
Sometimes can be some glitches. most of them can be fix by making less complex geometry (detaching helps) or increasing the cards on meshes you cannot detach.
thanks for the answer my guys!
usefull and inspirational, thanks habibi
Glad you liked it habibi!
Hi Yahya you are very good teacher... thank you... Can you give some more important infos from modelling mode for arch vis users ... thank you
sure!! will cover this in upcoming tutorials
Hello ! great lesson for beginner Unreal Engine users. I love it. What is your system properties ?
I remember for this tutorial I had GTX 1080ti with 64gb of RAM
This is awsome 😍😍😍😍. For the next time can you tell as how can we prepare assets for future projects
Yes!
Hi yahya thx for great Tipps and Tricks. I wanted to ask in postprocess Volume, at the end do u Chance the exposure to manual or do u work on Auto exposure?
Sorry for the late reply, both options are fine, it depends on your project and if you want for exposure to stay the same or changes between interior and exterior
Thank you so much!
You're welcome!
Appreciate you!! Subscribed
Much appreciated!
www.vrdivisionacademy.com/unreal-engine-5-free-training
Good job brother! 🤘
Thank you brother!
Thanks ! Just, i don't understand why you create a level to import your stuff ? Can't i import directly everything in the new project ?
Of course you can, I just like to keep everything is organized in the same folder structure to make it easy to migrate between projects
Great Tutorial🙂❤❤❤❤
Thank You so Mutch! \m/
thank you too!!
can you please explain why you have to detach the meshes in order for Lumen to work properly?
It's mainly for mesh distance fields , so they can generate with no issues
You will have more accurate global illumination and reflections
@@VRDivision thank you!
Great Video! If you can, please make a video on how to avoid the flickering effect in Unreal Engine. Every time I export a video I get flickering especially on metallic surfaces. Is there anything that can be done? Thank you.
Sweet!
Thanks!
thank you!
Cheers Ricardo!
I noticed you have lightmass portals in the windows, are these needed with lumen?
Probably to test bake lightning with gpu lightmass. but you do not need them for lumen
Little confused about material example if I unwrap any mesh in 3dmax and detach then I export to unreal then how can I apply give another material to that detach mesh
I think you understand my question 😊
Hey Yahyia; your tutorials are awesome! I started using ue5 since the beta and I still can't figure out how to get rid of noisy shadows that appear mostly on white surfaces angles like wall and ceiling junctions/ small shelves and such... Any ideas? :/
Hey there! I'm glad you're enjoying Yahyia's tutorials! About the noisy shadows you're experiencing in UE5 with Lumen, it can be a common issue.did you try increasing Lumen settings from the post process volume? such as final gather and Lumen scene detail?
also, are your meshes connected to each other or are they detached?
@@VRDivision thanks a lot; After a bit of research I stumbled upon some console commands that somehow reduced the noise effect and softened the shadows.
@@yugi9710 I'm very glad to hear that!
awesome great tut, one question does anybody have tried unigine engine?
I never tried it but I know it's a great engine, designed for AEC and similar industries mainly (non-games)
Hi Yahya, why Detach all meshes?
We separate the meshes in order to achieve better results with Lumen GI and reflections, which helps reduce artifacts. While it's true that we're not baking lightmaps in this case, the separation is still essential for optimizing Lumen's look. giving you the best results possible.
Do I really need to split every wall into separate object? So if my room is a simple cube I need to separate it into 6 objects?
Yes, and the objects must have thickness
@@VRDivision thanks, thats a lot of work for me :( Can they be separated, but still in 1 object? I mean as a "loose geometry" ?
amazing
Thanks
Welcome
I have strictly no problem with glass, do you activate the path traycing ?
There is no path tracing activated in this scene (when path tracer is activated in editor it will need to update for some seconds after moving the camera, it would shows a rough grainy preview while moving). neither RT reflections. lumen reflections are really good as long as you dont have mirror like materials. in most cases you can get away with that unless you want total accuracy. in which case RT have to be used.
notice that RT reflections aren´t perfect either, the images is pixel perfect but raytrace reflections will not show global illumination which lumen does while having less picture quality so its a trade off for mirrors. if you dont have mirrors or mirror like surfaces (roughness below 0.2) go with lumen it will look better than raytracing
Is really necessary modular meshes with hardware raytracing lumen? I did some tests (with single mesh for walls, interior archviz, and separated meshes for walls) and it seems to be identical
If you use lumen the other raytrace features are shadows, translucency and reflections. but lumen will be in charge or the global illumination. Lumen will generate something called Surface Cache. It is used to quickly look up lighting at ray hit points in the scene. Lumen captures the material properties for each mesh from multiple angles. These capture positions (called Cards) are generated offline for each mesh.
you can see those cards typing the console command r.Lumen.Visualize.CardPlacement 1.
By default, Lumen only places 12 Cards on a mesh, but you can increase that amount by setting Max Lumen Mesh Cards in the Build Settings of the Static Mesh Editor. Adjusting the number of cards is useful for more complex interiors or single meshes with irregular shapes. but comes with a cost. so its better to have less overlapping cards.
Sometimes with simple scenes it will work well without detaching the meshes or using modular assets. but this will be a case to case basis. sometimes can be some glitches (this will be more noticeable with darker scenes and with places that will generate a lot shadows.). most of them can be fix by making less complex geometry (detaching helps) or increasing the cards on meshes you cannot detach. and using more light and adjusting the iso of the camera.
So you are welcome to try when you would need to use modular assets and when is good enough for you.
I have few windows. I have some shaded areas. How can I solve? Grazie
can u tell me the proper way sketchup to unreal engine? it will be help for me , bcz i don't know the proper way
We are working on it :) Cheers!
terrific fuckig good tutorial!!!!!👍
Can u please show a nother workflow where u dont use lumen i mean Bake light or somerhing else …. Thank
Thanks! there are many tutorials with baked lighting, and there are more on the way
@@VRDivisionin cha Allah waiting for your good stuffs as always
@@bellousow2607 Thanks my brother
Does Gtx 1080 Ti still support ray tracing and path tracing in ue5 ??? if yes how plz?? thank you MAN.
It doesn´t. Non-rtx cards are only capable of “basic rt effects” & “low ray count”, which are not enough even for what lumen needs.
At some point it was possible to emulate raytrace in 10XX series cards but it have been deprecated by epic due to inestability and poor performance. you could use a workaround but the method involves building UE5 from source and changing the code. not worth it for the experience though.
why not use a plugin to separate objects by ID material the export them to unreal?
That's a good idea sir 🚀
I always encourage using tools and plugins to make things faster,
I should cover that in a video, cheers!
lumen is amazing
Hey boy...how you got the scene quality to top notch? tutorial will be highly appreciated..
It was mainly by placing lights and working more on the materials, we will work on a more detailed tutorial soon, cheers!
@@VRDivision okay, good for now...will wait for tutorial...thank you
@@imrannaeem1 cheers!!
i want to ask about material in this scene did you use the evermotion vray material ?
Although datasmith can bring Vray/Corona materials into unreal. they are just a translation and they are not optimized at all. so big scenes with a lot of materials can suffer without adjusting the materials. Quixel materials are a great choice. and creating materials isn´t too hard. with time you will have your own library to use in your projects.
@@RenyVelasquez yes that's right I already used wuixel library it's great choice but I prefer use PBR MTL that give you more control for more realistic I don't know if that's right
@@sadekdhaoui9381 the thing is that quixel mtls are PBR. You may be thinking of PBR as something different. It's just a work flow to separate the materials in different textures to drive the shader. Using 1 texture for the albedo. 1 for roughness. 1 for metallic and so on. But that's just the beginning of pbr. Although you can have awesome results with pre-made textures and using them directly without any other nodes it doesn't mean that you cannot alter them using math. Or even create the textures with math. World vector mask or noise are some examples. As long as you have multiple values driving your material it will be pbr. It can be an ugly one or a perfect depending on the values.
If we use the first sample I gave you and use textures without any other node it just mean that the values on the texture were already set carefully. Remember any value between white and black is a number too.
I hope this makes sense for you
👍
@@RenyVelasquez that's help me
Thanx a lot for sharing
اهلا يحيى مبدع انا عندي جهاز ممتاز وبتحصلي كراش ممكن تساعدني بضبط الاعدادات ادا امكن
I miss the "it's your boy Yahya" intro
hello yahya
is the rename button did you used are a script or?
I know you can find this option in your toolbar. Tools > Rename objects... And i guess he made a custom button for it for easy access
@@MigiloDiPilo thnx bro
merci
Glad it helped!
Dose lumen work with vr projects?
No. Lumen does not use Forward Rendering but a deferred rendering. Epic said that there was no plan to develep lumen for VR anytime soon. maybe in the future. so for the moment you still need to bake lightning for VR and mobile
@@RenyVelasquez Thank you very much .
Thanks! Tutorials on basic architectural materials would be great.
You got it!
I'm trying to join your discord, but can't solve the captcha 🙄
Thanks for letting me know, I spoke to the mods about this, I hope it'll be an easy problem to fix
@@VRDivision still not working 🤷🏽♂️
@@PanKiezun Hello my friend, are you having the same problem still?
just why didn't you use 3ds max datasmith exporter?
he did use it for the furniture, datasmith is only a workflow that make some stuff easy but does not mean you cannot use anything else.
For example you can use FBX but evev if the pivots inside your 3d program are centered in the object they will be exported at 0.0.0 making difficult to move the assets later. if they are static and wont change like walls there isnt a problem. but if it is a door that will be animated then it is. (you can chage the pivot inside unreal though but this is an extra step)
Datasmith while keep pivots on the original positions will managing a lot of assets
That is just one consideration but there are more to think when using one or another.
*edited minor grammar errors
@@RenyVelasquez oh got it now. thanks for the tip 👋🏻
@@n.furkanmeric7678 Your welcome. i will only add that you always need to experiment with workflows too see what is the best for you. or too see if it is applicable in some cases. for example something you need to know about datasmith it to clean after you delete elements when
reimporting
I will try to make a simple example but it can be applied to any object.
Lets say you have fruit basket. inside there is an apple and an orange.
Case 1. they are separate elements but attached in the same object.
datasmith will export them as 1 object.
if you delete the apple inside 3dsmax and reimport the same object it will update the content without the apple (no problem here)
Case 2 the basket is an object, the apple is an object and the orange is an object.
if you export the 3 into 1 export it will come as 3 objects and attached to the same actor inside unreal (lets called a group although is different)
now delete the apple and re-export the other 2 objects into the same datasmith file.. it will rewrite it and inside unreal it will have the same result as the first example but inside the export it folder you will still have the apple as a file just not referenced in the datasmith file.
So in the end, one may not be a problem but working with hundred or thousands objects keeping the record on the those files is annoying. and will take space in your drive.
abicim hala burdamısın sen ya
eveeet abee 😅🍕
how about a mirror? does not work
Lumen uses Surface Cache for best performance, but can be set to Hit Lighting for Reflections for higher quality. but although is indeed a lot better it wont give you 100% mirror like reflections like RT. you can use a planar reflection to achieve that without raytracing but you can only use one planar reflection in your scene so if you have multiple mirrors this isnt your solution. so if you really want perfect mirrors you will have to go with raytracing
👏👏👏👏👏👏
Thanks!
Guys my GMS softs like a dead rat! How can i change it to the one that he has?
I didn't understand what is GMS?
Sorry but I really dont get the reasoning for detaching the ceiling, walls etc. but the furniture you didnt have to do that process?
Thank you!
You're welcome!