Interior Architectural Real time Visualization in Unreal Engine

This project is done in collaboration with www.cgdrops.com. I tried the new lighting setup and Lightmass techniques in this one, after several combination for speed and quality I settled for the decent quality and amazing speed.

It took only 1 hour and 52 mins to render the lightmass on two networked machine with i7 4930K overclocked to 4.5 GHz.

As we are learning more awesome things day by day in Unreal Engine(Digging deep into lightmass) and we are loving it more and more. Yet there are several things which need improvements like –

Better settings to control Lightmass and Photon mapping,

Area Lights(Desperately need this ASAP),

Area shadows(They announced for 4.9, yet to test it),

Physical Camera controls for Exposure,

and last but no the least – PBR Architectural Material Presets (A realistic glass material is the perfect one to start with).

Hope you like it.

Render05 Render04 Render03 Render01 Render02

Lighting Only

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4 Comments

  1. Very good job!
    Can you tell me the fps of the scene? Have you tried that on Oculus Rift?

    Im getting some issues with archviz on VR like vibrating objects.
    After changing some settings og the anti aliasing and removing some objects, I got a better fps. But the problem continues if i have a more complex scene like yours.

    Wondering if the problem is just the gpu not strong enough.

  2. I’m really glad i found your blog today.
    I started learning UE4 for Archviz a few months before it became free, pretty much having a good basic and fast Blender-UE4 workflow.
    Then for some reasons i made an UE4 pause, and today spent the day trying to update and refresh my knowledges, by searching all the good new infos over the www.
    Your blog/tuts/works is the best i found. Thank you for sharing all that!
    I’m gonna restart from scratch with the help of your articles here, that are just perfect.

    There’s only one thing that is still very obscure for me though. I was previously used to open the 1st person template, then delete all objects apart Camera, Player etc, then start from there. I see you use the same template, but create a new level. I understand what a level is in a video game, but don’t understand the purpose of it in Archviz scenes. Is there some good link about that topic that explains it fast?

    Cheerz!

  3. how long did it take to come up with this scene

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