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/3/ - 3DCG


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File: 23 KB, 1125x1280, ue4.png [View same] [iqdb] [saucenao] [google]
760964 No.760964 [Reply] [Original]

As always, I have a question about Unreal, so I might as well open a general again so the thread doesn't become pointless if the question is answered.

I have an already existing scene built in Blender, and I'm trying to find a way I can export the whole scene to Unreal. I don't want to just export a bunch of individual objects that I'd have to place manually again, because the scenes need to match 1 to 1 in both programs.

I've tested out new Send to Unreal blender addon:

https://www.youtube.com/watch?v=oszionxCYUs&t=348s

But from what I see, it only exports individual assets + I'm not sure it even supports collections so it just exports everything into one messy folder.

I though that maybe I could parent everything in a scene to 1 object and import that, but idk if I misunderstood it, but this means the lightmap will be shared across the entire group? I got an error when trying to bake lighting.

Another idea I had was to just export everything individually, but with pivots at the world center, so when I drop them in the scene at (0,0,0) the objects will keep their world space. Maybe that could work, but I'm not sure if that's a good approach.

Ideally, you would have a live link where the whole scene updates in Unreal automatically, so if I modify an object or change its position, it will be updated in Unreal. That means I wouldn't have to keep importing new version again and again.

Any ideas?

>> No.761228

No answers as expected but the solution was Datasmith. Didn't bother learning about it when it came out because I wasn't doing stuff like this, but I realized this is just what I need. And it works gloriously, Epic is truly amazing and god bless them.

>> No.761230

>>760964
posting in a retard thread

>> No.761239

Don't make a general then ask your own question in the op, that's just a shitty single question thread

>> No.761251

>>761239
It isn't because we can still use the general thread, I just started with something to talk about. I opened every UE general so far, there has never been a problem with it.

>> No.761260

>>761251
No, you are wrong like he said. Ask it in the second post, dipshit.

>> No.761276

>>761260
It doesn't matter, relax. Do you really need to create yet another pointless argument?

Tell you what, I would just delete the whole thread now if I could, if it really bothers you this much.

>> No.761289

>>761276
dont pay attention to them, they like to waste their own time just as much as they love wasting everyone elses.

>> No.761297

does it take too long to learn Unreal? I've been learning Unity for pretty much the entire quarantine but I think I would like to work with C++ instead of C#. do u recommend it?

>> No.761303

>>761289
I find it humorous you talk about wasting time in a thread about using Unreal, one of the biggest wastes of time out there.

>> No.761363

>>761276
It matters in the context of the board, something abstract like that would go over the head of someone too stupid to fucking google their own problem beforehand, which when done, would literally be on the front page search results. How about using your brain instead of shitting up /3/ with poor quality? Your actions represent your life, and I can tell you're a fucking loser joke, lmao.

>> No.761384

>>761303
Unreal is the future my friend :)
https://www.youtube.com/watch?v=qC5KtatMcUw

>> No.761387

>>761384
Doing my best not to start a software debate, so I'll say in my opinion; unity is better then unreal, however both are fine.

>> No.761522

>>761297
U will use blueprints not c++. C++ is godawful for scripting.

>> No.761577

>>761522
you can improve performance a fair amount by making nodes in c++ instead of making spaghetti out of nodes.

>> No.761620

Did anyone here apply to the fellowshp? It’s supposed to start Aug21 and they haven’t even reached out to people yet for their stipendd

>> No.761655
File: 530 KB, 800x410, 1583988539455.webm [View same] [iqdb] [saucenao] [google]
761655

>>761522
hahahahahahahaha

>> No.761656

>>761655
I do the same thing then I refactor it into a single C++ node that does all the shit I've prototyped in blueprint.

>>761387
Source code access just wins for me.

>> No.761705

>>761387
Unreal is superior in every way.

>> No.761709

>>761655
code equally a gross mess if you expand all the .cpp files

>> No.761726

>>761709
I absolutely love when people make this meaningless comparison.

>> No.761880

>>761620
>>761620
>>761620
>>761620
>>761620
Anyone?!?

>> No.761891

>>761880
Lack of response means no, that should be obvious

>> No.761956

>>761620
>>761880
no

>> No.762022

>>760964
Select all objects
Set origin to 0,0,0 world space
Import into unreal engine
select all objects at the same time
drag onto scene, they are all aligned.

>> No.762299

>>761620
People selected were emailed yesterday and are under NDA not to talk; those not selected won’t even be sent a rejection email.

>> No.762902

There it is! Unity won now! It's game over!

https://www.youtube.com/watch?v=-Ygpnj0MT2Q

/s

I hope they crash and burn, even though I spent a significant amount of time learning the engine.

>> No.763218

Is there a way to have very soft shadows on a directional light? I have sun's angle set to 90 in Blender and that gives me really diffuse lighting, however in UE4 the only thing I can do atm is to check "Use Area Shadows for Stationary Light" to achive a bit softer shadows, but that's still way too sharp. And if I can't do it, then what are my options? I don't think I can rely exlusively on an HDRI.

>> No.763319
File: 119 KB, 1509x749, glass_layers.jpg [View same] [iqdb] [saucenao] [google]
763319

I'm trying to render these thin glass balls in UE4 (left is UE4, right is offline renderer). I'm using the highest quality shaders available in engine, however I still can't quite get it right. But the biggest problem I'm having is that apparently it can't render multiple layers of glass. Is this true, or is there a way of achieving it? I want to see multiple glass balls visible through each other, I want to have a whole row of them.

>> No.763320

So is UE going to become abandonware on iOS now that Apple banned Epic from their devtools? What the fuck is going on

>> No.763557

Can somebody tell me what visual things can't be done in UE4, or at least things that don't look as good as in offline renderer?

The only thing I found out for now was lack of realtime reflections and I assume you can't make and render non-card based fluids, although I wouldn't be surprised if there is a solution for that as well. Other than that, can't find anything that I can't do in UE4.

And for things that don't look as good, the only decent answer I have is realtime GI, but there's SSGI and realtime raytracing for that as well.

>> No.763619

>>763320
>So is UE going to become abandonware on iOS now that Apple banned Epic from their devtools? What the fuck is going on
Apple went full retard out of spite.
They went before the US gov during a hearing on anti-trust and said they are not because they don't ban devtools from the app store.

>> No.763633
File: 1.23 MB, 498x278, 1585658043270.gif [View same] [iqdb] [saucenao] [google]
763633

>>763319
uhhhhhhh
why are you using a real time renderer for something that demanding

>> No.763636

>>763619
What? Epic is the one going full retard dude, they don't have a case. At all. And now they are fighting Apple and Google, at the same time. Fucking retards.

>> No.763641

>>763633
Because I'm doing an experiment and comparing complete workflow and various tech to see how viable is realtime rendering for film / tv productions.

Anyway, turns out rendering multiple glass layers is entirely possible and it looks great, I just didn't set it up correctly.

>> No.763644

>>763641
>see how viable is realtime rendering for film / tv productions
I'll spoil the answer for you: its good enough for weekday afternoon kid's shows that get cancelled after the second season.

>> No.763657

>>763644
Can you explain why do you think that? More and more content is made with it, and they're pushing it in that field a lot. There has been a lot of talk about its capabilities, and from what I'm seeing atm, it can get really close to offline renderers in lots of areas when you set it up properly.

>> No.764136

Does UE's material editor support image sequence? Afaik flipbook works with spritesheets which have rows and columns, but I want to play a png sequence in a loop where each frame is one png.

I've heard of a media player, but it doesn't look like it works with the material editor. Because my image sequence is just meant to be a normal map.

>> No.764139
File: 314 KB, 1450x647, meanwhile.jpg [View same] [iqdb] [saucenao] [google]
764139

"How The Mandalorian Used a Video Game Engine to Render Digital Locations in Real-Time"

>> No.764169

>>764136
paper2d?

>> No.764171

>>764139
How will >>763644 ever recover?

>> No.764203

>>764136
you could manipulate the UVs of the sequence and then scroll through it with a material instance

>> No.764342
File: 171 KB, 885x735, Screenshot_4.jpg [View same] [iqdb] [saucenao] [google]
764342

I'd like to create this fluid sim in UE4. Is there a way to import it as an alembic or is that still broken? I'm trying it right now, but it doesn't want to import at all. However, if worked fine in this video, although it is a few years old now:

https://www.youtube.com/watch?v=YTDEdZovHbw&t=37s

If there's nothing I can do here, can I at least achieve this fidelity with Niagara or whatever else UE4 uses?

>> No.764357

>>764342
wait for UE5 it will have native and good water physic
also maybe houdini?

>> No.764365

>>764357
That water sim they showed is UE5 only? I thought it already exists in UE4, they just improved it.

Btw, update - it actually works with alembic, I realized it didn't import at first because Blender exported it incorrectly for some reason and the file was 1kb. Redid the whole setup and tried again and it works. Now I'm rendering a bit longer and more detailed version and hopefully it will still work. At first I thought it might be because of the length of the sim or the resolution, but not sure if that's the case. Maybe it's just some stupid bug in Blender.

Anyway, at least low res short versions work great, just drag & drop.

I don't know much about alembic, never used it before, I see it works nicely with animations as well. Pretty cool stuff. I assume there's a limit to what types of VFX Unreal can render though, right? I guess it's fine for simple water fluids, but what about more complex stuff like explosions, building destruction etc?

>> No.764370
File: 51 KB, 910x796, cool.jpg [View same] [iqdb] [saucenao] [google]
764370

Man, seeing this play in realtime smoothly is so cool, I'm not an effects guy so my standards are probably low, but still.

1.5 gigs for 100 frames, yikes. I'd like to improve the quality, which will require baking it at larger res I guess, I only used 128. But if the size will be so big I don't know if I should even bother and will Unreal be able to handle it.

>> No.764403

I realized that I don't even know any major games made with UE4 except Fortnite, which has cartoon graphics. All I see about UE is archviz and cinematic demos, not actual games. Why is it even called Unreal Engine anymore when there hasn't been a new Unreal game in 20 years? Fortnite engine would be more accurate.

>> No.764407

>>764370
Animation requires a hella ton of disc space too. The largest indie animation project I've seen was 20TB in Maya files only

>> No.764408

>>764403
There are a shit ton of games made with UE4, like Kingdom hearts 3, Final Fantasy VII, Gears 4+5, Batman Arkham games. Just a few from the top of my head.
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games

>> No.764418

>>761303
UE4 has everything you need if you're a competent programmer, artist, or designer

>> No.764432

>>764403
I hope this is a meme, because that's ridiculous. To say this about Unity, I'd understand, but about Unreal? Come on, man. So many game studios are using it, you're just not paying attention. And Megascans is certainly a big deal as well, everyone is taking advantage of it now. When UE5 comes out there will be even more games made with it.

>> No.764516

>>764136
It does. There is a flipbook material node. You set the number of rows and columns. If you want to play only one row, there is a parameter for that. I figured it out in 5 mins without documentation. I have faith in you anon.

Unreal is not ideal for 2d games, but makes good faux 2d games like octopath traveller. There is a GDC talk from the developers of Endless Dungeon which goes over the principles of making 3d-2d games. They used Unity but the talk focuses on the principles of 2d games with dynamic lighting.

>> No.764519

>>764516
Lol ok thx man, then I'm just lazy. T b h I didn't even try it, I just knew that in the past I've seen it being used only for spritesheets.

Yeah, Unreal for 2D games is meh. I'm not making a game at all, I just need to animate a bunch of rain ripples normal maps for my rain material.

>> No.765701
File: 267 KB, 1330x675, Clip_7.jpg [View same] [iqdb] [saucenao] [google]
765701

I have activated raytracing, created this new project. Everything works, but when I move an object the message Lighting needs to be rebuilt.

I thought with raytracing enabled you didnt need to build light anymore. Any explanation for this or the correct workflow?

>> No.765711

>>765701
What type of light are are you using?

>> No.765715

>>765711
Static Directional Light
(+Skylight and SkyAtmosphere)

Maybe Ive built lights before and now its asking for it again?

>> No.765720

hurr durr i dint learned 3d fundamentals but can someone spoonfeed me how to do professional 3d in unreal? u can do dat rite?!??!??\\

holy shit read a book, documentation, start a course, do something isntead of just asking to be spoonfed by the lowest common denominator (/3/ users)

>> No.765724

>>765715
Been a while since i've used ray tracing in UE, I think you can't use static lights

>> No.765860
File: 213 KB, 1313x692, Clip_7.jpg [View same] [iqdb] [saucenao] [google]
765860

How can I get rid of this horizon line? I want to create a line of the sea but I cant find the settings for modifying this line. Any help?

>> No.765861

>>765720
Yes OP is a braindead idiot. Hopefully he remembers next time to not be a stupid mutt mudskin.

>> No.767777
File: 138 KB, 382x349, 1593141341878.png [View same] [iqdb] [saucenao] [google]
767777

>>761655
What kind of barbarian does this? Have you ever heard of functions and macros? Like fuck. This mess isnt blueprints fault its yours

>> No.767795

>>767777
macros are not a good practice