• Very realistic apartment in UE4
    40 replies, posted
[hd]http://www.youtube.com/watch?v=WyAg0h7uxv8[/hd]
Those are some really nice models
That's probably the most unsafe way to position a bed
Why are they using screen-space reflections for such large areas, like the kitchen wall. It looks horrible.
Imagine Gmod Tower like this.
[QUOTE=Anven11;47989390]Why are they using screen-space reflections for such large areas, like the kitchen wall. It looks horrible.[/QUOTE] Because there's no good way of solving those kind of reflections without raytracing. (or a second render target / camera) In that case, both cubemaps would look crap and SSR would look crap.
I feel like I'm grocery shopping.
The best part is 25 years from now we will be looking back on this and saying "Wow this shit was cutting-edge technology?"
chromatic aberration makes this look like a eyesore seriously why it's set by default
[t]http://i.imgur.com/e2DK5Q2.png[/t] goddamn weeb
[QUOTE=EddieLTU;47989619]chromatic aberration makes this look like a eyesore seriously why it's set by default[/QUOTE] Why is it a thing to begin with? Does it even happen with the human eye? A Normal eye functioning correctly, that is? It makes Payday 2 look fucking terrible on the sides of the screen
[QUOTE=TheTalon;47989705]Why is it a thing to begin with? Does it even happen with the human eye? A Normal eye functioning correctly, that is? It makes Payday 2 look fucking terrible on the sides of the screen[/QUOTE] surprisingly it happens a small amount without looking through a camera, especially against high contrast things like a tree against the sky the big reason to use CA in digital imaging (where it doesn't naturally happen) is because it breaks up crisp unnatural edges without needing to do too much small scale (and rarely noticed) refinement to the physical models. Some people don't understand that 'subtle' is enough and crank it up like it's just a stylish instagram filter
[QUOTE=TheTalon;47989705]Why is it a thing to begin with? Does it even happen with the human eye? A Normal eye functioning correctly, that is? It makes Payday 2 look fucking terrible on the sides of the screen[/QUOTE] No only through a camera and photographers and filmmakers spend fucktons of money to get higher quality lenses to avoid it happening.
[QUOTE=dai;47989653][t]http://i.imgur.com/e2DK5Q2.png[/t] goddamn weeb[/QUOTE] Aah, Hookups decks. I.e Hentai Skate Decks. [img]http://i.ebayimg.com/00/s/NjIyWDU0MA==/z/BQsAAOxyoVZTHv8Z/$_59.JPG?set_id=880000500F[/img]
It internally pains me that the radiosity (reflection of light onto other surfaces) doesn't change alongside the material change. I thought UE4's GI had that.
[QUOTE=TheTalon;47989705]Why is it a thing to begin with? Does it even happen with the human eye? A Normal eye functioning correctly, that is? It makes Payday 2 look fucking terrible on the sides of the screen[/QUOTE] Just about any refractive medium causes chromatic aberration - including our eyes. However, our brain corrects for it so we don't notice it. It's most prominent in cheaper camera lenses though, which is what these things try to emulate. It's ok in small amounts as to emulate the look of a camera, but many people are unable to limit themselves.
[QUOTE=Gamerman12;47989888]It internally pains me that the radiosity (reflection of light onto other surfaces) doesn't change alongside the material change. I thought UE4's GI had that.[/QUOTE] it initially included it (during beta?) but it was either buggy or too heavy on processing and got removed pretty fast the new 4.8 release just reintroduced GI though. If this demo apartment shows up for download I could probably throw it in and convert it up, see how that system works
Rental cost: £4000/month
looks as good as PT, although thinking about it PT might not look as good as this in the same lighting [editline]17th June 2015[/editline] now i'm sad again :(
[QUOTE=Ninja Gnome;47990088]looks as good as PT, although thinking about it PT might not look as good as this in the same lighting [editline]17th June 2015[/editline] now i'm sad again :([/QUOTE] atmosphere trumps raw detail
That loft is exactly what I want in a home, minus the fact it's apparently missing a bathroom. Unless that's somehow between the kitchen and living room in what I assumed was storage.
I've heard 90% of IKEA's furniture photos is actually a very realistic 3D renders. It's going to be awesome if they would start making interactive interior demos/designers using UE4 after seeing videos like this one.
[QUOTE=sarge997;47989465]Imagine Gmod Tower like this.[/QUOTE] [url]www.towerunite.com[/url]
[QUOTE=dai;47989919]it initially included it (during beta?) but it was either buggy or too heavy on processing and got removed pretty fast the new 4.8 release just reintroduced GI though. If this demo apartment shows up for download I could probably throw it in and convert it up, see how that system works[/QUOTE] Any kind of runtime GI right now isn't gonna supply the fidelity/resolution required for scenes like this. You can also get VXGI for 4.6 off the Nvidia site.
[QUOTE=Megalan;47990213]I've heard 90% of IKEA's furniture photos is actually a very realistic 3D renders. It's going to be awesome if they would start making interactive interior demos/designers using UE4 after seeing videos like this one.[/QUOTE] downloadable interactive IKEA catalog will be a thing
The wall reflections would be great if they were like 80% duller. I don't know any paint, short of sanded-down car paint, that reflects anywhere near that amount of light.
[QUOTE=paul simon;47989560]Because there's no good way of solving those kind of reflections without raytracing. (or a second render target / camera) In that case, both cubemaps would look crap and SSR would look crap.[/QUOTE] Why would SSR look like crap? I thought SSR is the best possible solution for real-time reflections.
[QUOTE=ThePanther;47991280]Why would SSR look like crap? I thought SSR is the best possible solution for real-time reflections.[/QUOTE] Once you know what to look for, I find SSR very distracting. That wall reflection could probably be done reasonably well with a sphere cubemap, UE4's cubemap system is actually quite good.
To me, this still doesn't break out of the uncanny valley. But a game like this would be [I]amazing[/I] to play.
Interactive apartment display is actually a brilliant idea, in my opinion. Since it's interactive, it should be much more immersive than just looking at a video of the apartment. Combine it with the Oculus Rift and you could sell crackdens to even the most burgeoise people of society.
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