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You can't really compare UE4 to Vray. UE4 is a real-time video game engine. Vray is more for rendering stills and animations. Although maybe Vray RT could be develop to compete with the game engines for real time previz
But UE4 compared to Unity3d is a good question. Which people will forever argue about. Which one is better? I've been using Unity3d, but now I'm interested in trying out UE4 now that it's free. This tutorial seems like a good starting place, http://www.evermotion.org/tutorials/...chviz-tutorial
From what I understand, UE4 comes with a decent GI baking engine which allows you to do interactive walkthroughs. It's somewhat more complicated to set up compared to a V-Ray render, as you need to take care of reflection probes through the scene, shadow map sizes, weird shader parameters etc, but the result is truly real time. Reflections and refractions are cheated; they can be made to look good for specific camera angles but look odd if you start paying attention. It certainly has its place though and for many cases of walk-throughs, it is perfectly adequate.
The amount of time needed to convert a max file to UE4 scene cannot be understated. it's an astonishing amount of work. We got a rift and started converting one of ours but very quickly realized there needs to be a better way if we ever plan to bill a client for it.
The amount of time needed to convert a max file to UE4 scene cannot be understated. it's an astonishing amount of work. We got a rift and started converting one of ours but very quickly realized there needs to be a better way if we ever plan to bill a client for it.
Does it not allow for importing the whole scene? do you really have to bring everything in piece by piece and re-assemble? I feel like I almost got it to work by having all objects pivot points placed at 0,0,0 - but then its difficult to make further edits from within the engine...
I need to see if there's a similar workflow to what I can do with Unity
We custom model our furniture so it usually ends up at 500k a piece, and even evermotion pieces can be 100k+ polys. Converting them to lower poly, unwrapping the uv's (needs to be done for ue4 to bake lighting), baking diffuse/ref maps and rebuilding the materials takes forever. hunting down minor shading errors and light leaks is a ballache too.
Depends on the quality you need - we were trying to get the quality in ue4 to look as close as possible to our vray renders, which is possible, it's just crazy time consuming.
Might be fun to have a look at it and see if it would work for my current project that Im using Unity on at the moment.
Cheers,
-dave
■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■
It´s a pretty amazing engine. The GI quality and detail is pretty good for a realtime engine. The material editor is a bit more low level compared to max. But you can
get nearly everything done. Getting a basic menu is a bit complicated in the beginning. Hey it would be cool to have Vray as baking engine for even better GI.. just like
the radiosity compiler for quake 3.. back in the days
What the hell, was that promo video made in the 90s?
LOL I thought the same thing when I saw it. Pretty lame even for a hype video...
Also their awesome (/sarcasm) ability to continually produce software that works flawlessly and provide timely fixes to major bugs... Who am I kidding, Ill be sticking to Unity for the time being :P
Cheers,
-dave
■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■
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