Fastest Blender 3.6 to Unreal engine 5.2 workflow with Nvidia Omniverse

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  • เผยแพร่เมื่อ 18 ธ.ค. 2024

ความคิดเห็น • 22

  • @axelwilde1081
    @axelwilde1081 3 หลายเดือนก่อน +2

    So you know the situation where you're looking for a way to import from Blender to Unreal with all the materials in place...searching, trying, searching, trying, banging your head against a wall...and then the heavens open up and you find a tutorial like this...and all is good in the land. Thank you so, so much. This answered a tonne of questions as a one-stop shop and I'm very grateful. How does this not have thousands of likes?

    • @DirkTeucher
      @DirkTeucher  15 วันที่ผ่านมา

      That got a good chuckle out of me , you are welcome I am glad it was useful. With the project I am working on now I am using GLTF glb files to import to Unreal at runtime from the web but if I could I would definitely choose USD as it gives me more options. I think it will head in that direction (USD) as time goes on and GLTF will most likely become obsolete but for now it is also a nice file format to use if you have not tried it yet. Exporting from Blender works in a very similar way to USD and you get quite similar material export support with the principled shader. This might be better for some peoples workflows.

  • @FlorinGN
    @FlorinGN 5 หลายเดือนก่อน +1

    100 likes? Underrateeed!
    Thanks for sharing this!

  • @ProjProd
    @ProjProd ปีที่แล้ว +1

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

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

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

  • @alan112223
    @alan112223 ปีที่แล้ว

    Thank you! Subsribed

  • @JoshPurple
    @JoshPurple ปีที่แล้ว

    Outstanding 🏆! Thank You 🙂!

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +1

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

    • @JoshPurple
      @JoshPurple ปีที่แล้ว

      @@DirkTeucher haaha 😁, Thank You!

  • @jorari71
    @jorari71 11 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 11 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 ปีที่แล้ว +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  ปีที่แล้ว

      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 ปีที่แล้ว

      @@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  ปีที่แล้ว +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 ปีที่แล้ว

      @@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.

  • @MrMargaretScratcher
    @MrMargaretScratcher ปีที่แล้ว

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

  • @b4rtmod
    @b4rtmod ปีที่แล้ว

    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  ปีที่แล้ว +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 ปีที่แล้ว

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

  • @jdavjaramillo9309
    @jdavjaramillo9309 ปีที่แล้ว

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

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +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.