Fastest Blender 3.6 to Unreal engine 5.2 workflow with Nvidia Omniverse

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  • เผยแพร่เมื่อ 11 พ.ค. 2024
  • I think this is the fastest most efficient way to preview PBR 3d models in Unreal Engine 5.2 from Blender, Houdini, Maya or 3DS Max. I think with a little more work and options when it comes to material automation setup Omniverse and USD is going to improve the workflow 10x.
    This will not be the best pipeline for everyone. If you need to customize the shaders used to your own material instance and master materials for example it will require some modification or scripting to get this working nicely. But i think now is definitely the time to start looking into that (And I am). I have been using Omniverse occasionally for 1 year now and checking for updates occasionally to see how things are and I think it is at the stage now where it will be super useful to a lot of people. Check it out, I hope you find it as useful as I do and are as excited as I am about the future of 3d graphics development.
    Download Omniverse and install it
    www.nvidia.com/en-gb/omniverse/
    If you have any problems connecting to the Nucleus localhost because of a previous installation of Omniverse then download this tool which will give you a complete wipe of all the Omniverse data. Then re-install Omniverse and create your admin account again.
    docs.omniverse.nvidia.com/pro...
    Give the NVIDIA developers feedback and ideas on how to improve the experience in Blender and Unreal. They are listening.
    forums.developer.nvidia.com/c...
    0:00 Intro
    0:38 Install Nucleus localhost web server
    1:42 Blender setup localhost
    2:54 Export from Blender to Omniverse
    3:56 In Unreal engine (Install the Omniverse plugin and restart)
    6:10 Convert USD to static mesh actors (Blueprint optional)
    8:10 Use static mesh
    8:41 PBR support (Bake your shaders to PBR)
    9:30 Blender → Omniverse → Unreal .... Another export example
    10:45 Omniverse forums and support
    11:20 Price (Indie single user = free) (Business multi user = $$$$)
    blender to unreal engine export
    blender to unreal engine workflow
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ความคิดเห็น • 19

  • @ProjProd
    @ProjProd 9 หลายเดือนก่อน

    This is great ! Good job dude ! 🤩 Thank you!

    • @DirkTeucher
      @DirkTeucher  9 หลายเดือนก่อน

      Thank you, I am happy you found this useful :D

  • @alan112223
    @alan112223 6 หลายเดือนก่อน

    Thank you! Subsribed

  • @JoshPurple
    @JoshPurple 10 หลายเดือนก่อน

    Outstanding 🏆! Thank You 🙂!

    • @DirkTeucher
      @DirkTeucher  10 หลายเดือนก่อน +1

      Glad it was useful, that newt on your artstation is mind blowingly good .

    • @JoshPurple
      @JoshPurple 10 หลายเดือนก่อน

      @@DirkTeucher haaha 😁, Thank You!

  • @MrMargaretScratcher
    @MrMargaretScratcher 8 หลายเดือนก่อน

    Seems like the link to the cleanup tool doesn't work anymore...

  • @jorari71
    @jorari71 4 หลายเดือนก่อน +1

    Does this workflow works even if you have textures (always inside the PBR scheme) connected to the PRINCIPLED NODE , not only with plain colors in the PBR material?

    • @jeremydemarco8697
      @jeremydemarco8697 4 หลายเดือนก่อน

      I'm pretty sure yes. The only condition is to have only image texture connected, no color ramp, mix, custom nodes etc... simply images connected to each respective node. If you export in FBX format (which can be asked by client as standard instead of USD) You have to be sure to export image path in "absolute" in export options. Then everything will be linked well !!

  • @macronomicus
    @macronomicus 8 หลายเดือนก่อน +1

    Their website says you need an RTX GPU, but i cant understand why? Is that only for utilizing some of the ai aspects & not related to import/export stuff you're showing here?

    • @DirkTeucher
      @DirkTeucher  8 หลายเดือนก่อน

      Do you have an AMD GPU ? Have you tried to use it? Omniverse is developed by NVIDIA so it's unlikely to support AMD for the path tracing features and their physics simulations but I would expect the import export stuff to work on other GPUs otherwise studios would likely not want to use it as Omniverse may need to run on computers without any graphics cards installed at all. So that would be quite an oversight on NVIDIAS part if they want more people to use it.

    • @macronomicus
      @macronomicus 8 หลายเดือนก่อน

      @@DirkTeucher I do have an NVIDIA card but it doesnt have raytracing, 980ti, I guess it doesnt hurt to try, the quick import/update seems useful. There is another Blender/UI loader I noticed on epics site, if you connect your github account to epics it shows, ive not tested that one yet either though, probably will test both when the time comes. Thanks for the info.

    • @DirkTeucher
      @DirkTeucher  8 หลายเดือนก่อน +1

      @@macronomicus I use that plugin also. And fbx, alembic, gltf. I think USD is the best format overal. But the others are better for some other workflows too. It depends what you are doing.

    • @macronomicus
      @macronomicus 8 หลายเดือนก่อน

      @@DirkTeucher Yeah, looks like USD might take over as the dominant format, so things are more interoperable & teams can be more diverse with tools. Its shaping up to be a great spec.

  • @b4rtmod
    @b4rtmod 7 หลายเดือนก่อน

    Saddly they still haven't released the version for UE 5.3, I just started trying to use UE and still not available :(

    • @DirkTeucher
      @DirkTeucher  7 หลายเดือนก่อน +1

      It won't be long. NVIDIA update the plugin pretty quickly when new versions of unreal drop in. In the meantime you can also export USD from blender without omniverse and import it by hand. Works great and only takes a little longer to do.

    • @b4rtmod
      @b4rtmod 7 หลายเดือนก่อน

      @@DirkTeucher Yeah I`m going do that for now, make some tests Thank you for the video BTW very helpfull!

  • @jdavjaramillo9309
    @jdavjaramillo9309 7 หลายเดือนก่อน

    Hello, I have a problem with textures; only the character in white passes; you can help?

    • @DirkTeucher
      @DirkTeucher  7 หลายเดือนก่อน +1

      Textures will definitely transfer from blender to unreal engine using omniverse . But you cannot use any extra nodes in blender. So only use the texture nodes + principled shader. If you use the color ramp or math nodes or any other nodes they will not transfer over correctly. Alternatively you can bake any complex shader network down to just textures. So color, roughness, normal map, ambient occlusion, translucency and so on.
      When blender/NVIDIA/Unreal all support materialX properly this will hopefully change and allow us to use all the shader nodes in Blender.