Game-changing Unreal Engine 5.5 feature for Architectural Visualization

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  • Опубліковано 3 січ 2025

КОМЕНТАРІ • 33

  • @cgimadesimple
    @cgimadesimple 2 місяці тому +2

    really good!!

  • @RedzwanulHuq
    @RedzwanulHuq 2 місяці тому +2

    Nice. Bro im struggling to get sharp images out of my exterior archviz project. Meshes, foliage and shdows looks horrible from a distance and got rid of some of these issues by using r.raytracing.culling to 0 but still not happy with quality. Please do a tutorial on high rise real estate projects which need the carmera to be at a distance. Please

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому +3

      Hey, thanks! Hmm, yes, exteriors could be tricky, and I will also make a tutorial on that subject! In the meantime, if you are using Nanite, make sure to check the preserve area in the Nanite setting for each mesh, and it should solve your shadow problem.

    • @RedzwanulHuq
      @RedzwanulHuq 2 місяці тому

      @@StudioHeisenberg thanks for the tip. Can you recommend anti aliasing and console variable settings for movie render queue?

    • @T_DAP
      @T_DAP 2 місяці тому +1

      Hi there, here are 3 things I have tried: (1) Disable depth of field in your cinematic camera in Unreal Engine if you don’t need it. (2) r.tonemapper.sharpen = .75 (approx) should help a bit. (3) post production in Davinci Resolve; using a combination of noise reduction, super scale and some sharpening fx. I used all of these techniques in my latest UE Archviz on my channel. Check it out if you want.

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому

      @@T_DAP nice tips thanks!

  • @y2kmady
    @y2kmady 2 місяці тому +1

    tutorial please

  • @roadtoenviromentartist
    @roadtoenviromentartist 2 місяці тому +1

    This method need like lumen and nanite more improvements.

  • @JBFandom
    @JBFandom 2 місяці тому +3

    hey question, do you think it's safe to do my projects on 5.5 preview? or not?. Because I really want to use megalights so much. And the lighting limits stationary of point lights, spotlights, and area lights really sucks in 5.4. like I don't think I can able to add many lights as I want it to be on 5.4. Like it's limitations is just terrible. And also, how did you able to copy your project to 5.5 preview?. Because I don't know really how to do that. And I know that epic games had said not to convert your projects to 5.5 preview that is 100% unstable for this month. Oh and also, loving your archviz design man 🔥💯👍

    • @peterallely5417
      @peterallely5417 2 місяці тому +1

      Nah dude, don’t do it. You’re really best to wait for 5.5.1, the .1 version is usually the version that has most of the project breaking bugs ironed out. Dont put yourself through the pain of your project bricking.

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому +1

      @@JBFandom Hi, thanks so much on the nice words! Really appreciate it! Well, I think it strongly depends from project to project, and of course since it is still preview version there are some bugs along the way, but there is a big chance your project will work just fine. I can suggest you two ways to do it:
      1. Make a new clean project in 5.5 and than migrate your level or levels from 5.4 project to that 5.5 new project you just created. Note that if you have any plugins that were on in 5.4 they won't yet work in 5.5.
      2. Make a copy of your 5.4 project and after the copy is there you can simply right click on the main project icon and there will be the option to change unreal engine version, you can choose 5.5 there and your project will than by default open in a new version.
      Hopefully you won't get any troubles along the way.

    • @JBFandom
      @JBFandom 2 місяці тому

      @@peterallely5417 Yeah, you're right. I'll keep trying to wait for the full 5.5 release. Thanks man. Really appreciate it

    • @JBFandom
      @JBFandom 2 місяці тому

      @@StudioHeisenberg I'll keep that in mind if I ever decided to download 5.5 preview. Thanks bud!

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому +1

      @@JBFandom you're welcome, just to be clear, of course always use preview versions for testing purposes only, and with the copy of the actual project you're working on so you can always go back if something is buggy or goes wrong.

  • @rohantankariya54
    @rohantankariya54 2 місяці тому

    Please make course

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому

      @@rohantankariya54 hey thanks for the interest. I am planning to do it so keep an eye 😉

  • @marcesmack
    @marcesmack Місяць тому

    Hey! Great video. I would like to access this scene and test to export it to USD. Is that possible?

    • @StudioHeisenberg
      @StudioHeisenberg  Місяць тому

      Hi, thanks! This one is not yet available since there are some models I would need to change etc, but there is one on my Patreon ready and another one will be up soon, you can check: www.patreon.com/c/studioheisenberg

    • @marcesmack
      @marcesmack Місяць тому

      @@StudioHeisenberg awesome! will check out that now! Thanks!

  • @RCReplayOn
    @RCReplayOn 2 місяці тому

    Yeah but the biggest problem is the clients wants to run their full house type tours etc etc on a web based platfrom and in realistic quality :D So UE is still not cutting it... yet.... :)

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому

      @@RCReplayOn hey, this could be heavily optimized and on pixel streaming it could run pretty smoothly. Not perfect of course, but getting there...

  • @sr2sdouble
    @sr2sdouble 2 місяці тому +3

    Epic's claim: megalight allows you to get many lights without losing performance!
    Reality: 15 fps dude

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому +3

      @@sr2sdouble well, actually without Megalights in this case it would be 5fps dude 😂

    • @variann6488
      @variann6488 2 місяці тому +2

      He did say it was on a laptop. These are movie level quality assets, which aren't optimized for FPS and it looks like he might have hardware ray tracing enabled. The megalights demo was ran on a PS5. Megalights seem to still have the target FPS of 60 for gameplay, but the point of megalights is how well they scale in quantity where as normal lights scale really badly

    • @StudioHeisenberg
      @StudioHeisenberg  2 місяці тому +2

      @@variann6488Hey, good point, actually besides hardware ray tracing all the lumen settings are cranked up here, as the idea was that before Megalights it was impossible to even work with this quality in 4K and on laptop. With few modifications like disabling hardware raytracing and lowering down lumen reflection settings the fps with Megalights were around 50 and without around 30 (still 4k) and it actually doesn't effect the scene that much, but for cinematic purposes it's nice to have best quality right in the viewport as a preview for cinematics.

    • @CGYI-zb3ho
      @CGYI-zb3ho 2 місяці тому

      @@variann6488 You mean the assets are designed for films or cinematics and are extremely high in detail, which isn't ideal for game performance. But then what is Nanite for? I thought you could support highly detailed, high-poly assets smoothly with Nanite without performance issues. Maybe I lack some knowledge here. Can someone clarify what Nanite's purpose is? I thought it replaces the tedious process of creating LODs.

    • @variann6488
      @variann6488 2 місяці тому +3

      @@CGYI-zb3ho Nanite in some cases can be a performance improvement, sometimes it can slow your game down. Nanites documentation goes into detail when to use nanite and when not to use it. In this case, nanite is the only thing that's making this scene playable for him. Yes, these are movie level quality assets, but also remember that movie quality scenes used to take seconds to minutes to render a single frame. The biggest FPS drop here is the lighting (I assume, we can't tell 100% for sure without looking at the profiler. In this case, I just assume it's the laptop he's using is not meant for this scene with ray tracing enabled)
      Nanite also performs the best when a mesh is used repeatedly throughout a scene, like you do in games. In scenes like this, you rarely ever re-use an asset, most of them are unique.