Originally posted by Gestalt
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I got UNREAL ENGINE 4!!. Updated with video. See first post.
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Originally posted by Gestalt View PostI'm a little disappointed if it's true SVOGI is no longer in the picture. Lightmapping has always been a pain and isn't very good for 'physically based' materials.I wont show the tools but just the result.
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Originally posted by Gestalt View PostI'm a little disappointed if it's true SVOGI is no longer in the picture. Lightmapping has always been a pain and isn't very good for 'physically based' materials.
Speaking of which I'm not so sure what 'physically based materials' refers to if there isn't some type of tracing. Will we be able to define our own bsdf's or is it more that energy conservation will be considered when you use specular/gloss.
I can understand the appeal of deferred rendering, but imho it's better to have one well rendered sun lamp using tracing than a thousand point lights pasted on top of a render.
Either way I'm looking forward to the tool and workflow improvements.
10charlimit
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Originally posted by KnightsOfMalta View PostLooks really coolbut why do some people get access and others not? Who did you have to contact about it, I would like to test out UE4 to get up to speed using it for future projects...
On another note, I think it's time for people who have engine access to begin thinking before they speak, as indicated by certain posts in this and the other threads.
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Originally posted by Henrik View PostOn another note, I think it's time for people who have engine access to begin thinking before they speak, as indicated by certain posts in this and the other threads.
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Great video update, and thanks for detailed commentary! Finally some kinda-dynamic GI (and yes, I don't care if it's actually fake, it looks good, it simulates GI, and it's real-time, WHO-HOO!), but the quality of dynamic shadows is just... meh... Why is that? And the penumbra size is constant, I guess WB Games had just patented (sry my English, I don't know if such a word exists) both non-constant-size techs: Multi-View and Percentage Closer Soft Shadows (MVSS and PCSS, to be precise), because only Batman games use it. Cheers! UE4 rocks!
UPD: Googled about MVSS, Bioshock Infinite also has MVSS as a DX11-only feature.
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