What I find is a major hurdle in my current workflow is that I am exporting to fbx first to add materials in Substance Painter, then exporting those materials and adding them back to the model in 3ds Max. Then I'm exporting those models (with new materials) out through DataSmith for Unreal. Very time-consuming process for a large scene. Trying to find a shortcut in there.
Great introduction to a quite complex software. It definetly made me curious to learn more about it. Thank you! Btw the Revit model is amazing. How is it possible to make such fantastic details in that program? Maybe I should give Revit another chance :)
IMO the biggest barrier to engineers/architects etc. using Unreal is the difficulty in learning multiple software as well as the technical knowledge of how to construct buildings/products. To eliminate the clanky CAD/BIM programs (example - Revit is awful to use as a modelling tool) we need the following: 1) Add the equivalent of the Blender addons 'CADTransform' and 'CADSketcher' to enable precision modelling. 2) Be able to output elevations and sections to the SVG format (like Blender can with Lineart - used by the PRJ addon) so that users can produce technical drawings in Inkscape using geometry from Unreal. 3) Export option - IFC format (most users don't care if the IFC models are full of heavy Breps since Unreal has the marvelous Nanite ability)
1- unreal is not a modeling program 2- unreal is not BIM program 3- unreal is not project management program Dude you are mixing and shuffling too much, each tool has its purpose you can not fix a class with a hammer
I see twinmotion as the most similar to UE for ArchViz of what you're asking. It's not exactly what you're asking, but it's the closest I think there is to them demands
@@Mahm00dM0hanad I get your point. I work for a small water feature company - to use the 'right' tools I would need Zbrush for sculpting (sculptures), Omniverse for CFD, Unreal for environments (megascans), Houdini for its water Sims, Revit for pipe layouts and drawings, Blender Grease Pencil for quick concepts, Rhino for its Nurbs modeling of organic yet manufacturable features, Inventor for making nozzle designs, After Effects for compositing water effects together yargh, the list goes on!! In a large team this is possible but for me the fewer programs I can use the quicker I become at doing my work.
@@benveasey7474 It can do floor plans and sections to pretty good rendering quality, I haven't used the elevation much on it, but it's capable of doing them. It does have a measurement tool, but I haven't used it. If you're using it for presentation you could just add the dimensions after in Illustrator or Photoshop
This may be great for an archviz studio. But in an architecture office where quick turn around for renders is expected, UE just doesn't make sense to use. UE main competitor is Enscape, since it's built into Revit.
lets give the revit model some credit here too quick thought, would be great to insert pointcloud into UE5 directly from revit, so everything is aligned
Is there a way to create keyframe animation sequences in Unreal? My end goal is to create a construction video of a site build. Ideally, I'ld manually control this vs. users control like VR or gameplay. You can imagine that when the video starts, there's an empty site and as the video progresses the site build progresses, during that time I can add camera movements, etc focusing on various areas, show and hide elements, etc. You'd think there would be something that does this, but navisworks rendering stinks, and TwinMotion doesn't have the finite controls I'm looking for.
does the direct link work with 3ds max? I have not gotten it to work and can't seem to find documentation for how to direct link. I know how to export as datasmith file, but that's not what I am looking for, it's a pain to always have to re-export and update when changes are made. (especially when geometry gets deleted or added the reimport doesn't even work right)
thank you for the nice tutorial. however i have some questions- when rendering to png it automatically mask out the sky background in ue, how can i fix that? also the depth of field isnt really good with ue, the blurry background have artifacts is there any fix as well?
You need to up your antialiasing settings to get clean DOF when rendering via teh movie queue. William Faucher has loads of great videos on it... Check out Jonathan Winbush too
Hello I have another question, Some of the scenes with metallic roughness materials kind of flicker in lumen, so the the geometries that are narrow or thin, is there a way to fix that? Also is there a way to make crystals/diamonds more realistic in unreal? The refraction settings in unreal didnt seems to work too well when comparing to renderers like vray. Coz these are quite crucial for viz if these arent working well it can affect render quality quite a bit. Many thanks.
It sounds way more complicated than it is she just used big words. You open the app> Import your file> Add textures>Add a camera then if you want to spice it up you can use the very easy to use post processing volume which applies a "filter" to the camera. Create a sequence an animation then boom you are cooking with fire.
Finally a webinar where they teach you how to render! Thanks a lot!
nice, thx for the webinar. It would be great to keep going with more webinar focused on archviz :)
i agree
Absolutely!
i need to learn this, hope there be more for architectural modeling, rendering, and animation. thanks
What I find is a major hurdle in my current workflow is that I am exporting to fbx first to add materials in Substance Painter, then exporting those materials and adding them back to the model in 3ds Max. Then I'm exporting those models (with new materials) out through DataSmith for Unreal. Very time-consuming process for a large scene. Trying to find a shortcut in there.
You can make a material in Unreal and add the PBR materials there? Then add that material to the exported object from Max?
Lovely. Thanks for the webinar
Great introduction to a quite complex software. It definetly made me curious to learn more about it. Thank you! Btw the Revit model is amazing. How is it possible to make such fantastic details in that program? Maybe I should give Revit another chance :)
Can you please bring back HTML5/WebGL/WebGPU support for UE
Oh Yes this is very much needed.
@@RahulPradipPatil Yeah we community should raise the voice
This is a must needed feature to build metaverse. I don't want to go with three.js
Upvoted!!
vouch
Am a film director & I got to say it's convenient for work
Plz make one webinar for unreal engine with 3d max workflow Like from start to end with units setup and model import All things Cover
Loving the new logo ident! 🥰
Excellent webinar! any tutorials to import from Vectorworks into UE 5?? Thanks
Good stuff 👌
Architecture with landscaping, we need nanite vegetation please!
This tech is beautiful!
Great overview! Nice way of explaining, calm and detailed. And you have a soft voice ☺. I didn't see time lapsing. Thanks for sharing your knowledge!
THANK YOU!! Im a newbie
How to insert real measures to our models? Thanks for the video!
IMO the biggest barrier to engineers/architects etc. using Unreal is the difficulty in learning multiple software as well as the technical knowledge of how to construct buildings/products. To eliminate the clanky CAD/BIM programs (example - Revit is awful to use as a modelling tool) we need the following:
1) Add the equivalent of the Blender addons 'CADTransform' and 'CADSketcher' to enable precision modelling.
2) Be able to output elevations and sections to the SVG format (like Blender can with Lineart - used by the PRJ addon) so that users can produce technical drawings in Inkscape using geometry from Unreal.
3) Export option - IFC format (most users don't care if the IFC models are full of heavy Breps since Unreal has the marvelous Nanite ability)
1- unreal is not a modeling program
2- unreal is not BIM program
3- unreal is not project management program
Dude you are mixing and shuffling too much, each tool has its purpose you can not fix a class with a hammer
I see twinmotion as the most similar to UE for ArchViz of what you're asking. It's not exactly what you're asking, but it's the closest I think there is to them demands
@@GRUMPNUGS and TM does produce sections etc. I don't know how to add dims etc to the sections though.
@@Mahm00dM0hanad I get your point. I work for a small water feature company - to use the 'right' tools I would need Zbrush for sculpting (sculptures), Omniverse for CFD, Unreal for environments (megascans), Houdini for its water Sims, Revit for pipe layouts and drawings, Blender Grease Pencil for quick concepts, Rhino for its Nurbs modeling of organic yet manufacturable features, Inventor for making nozzle designs, After Effects for compositing water effects together yargh, the list goes on!! In a large team this is possible but for me the fewer programs I can use the quicker I become at doing my work.
@@benveasey7474 It can do floor plans and sections to pretty good rendering quality, I haven't used the elevation much on it, but it's capable of doing them.
It does have a measurement tool, but I haven't used it. If you're using it for presentation you could just add the dimensions after in Illustrator or Photoshop
This may be great for an archviz studio. But in an architecture office where quick turn around for renders is expected, UE just doesn't make sense to use. UE main competitor is Enscape, since it's built into Revit.
lets give the revit model some credit here too
quick thought, would be great to insert pointcloud into UE5 directly from revit, so everything is aligned
What about sound. Should be possible to move sound around, and hear how the sound gets different because of the surroundings
Thanks a lot. Well done. When will we get lumen for M1 pro max macs
Is there a way to create keyframe animation sequences in Unreal? My end goal is to create a construction video of a site build. Ideally, I'ld manually control this vs. users control like VR or gameplay. You can imagine that when the video starts, there's an empty site and as the video progresses the site build progresses, during that time I can add camera movements, etc focusing on various areas, show and hide elements, etc. You'd think there would be something that does this, but navisworks rendering stinks, and TwinMotion doesn't have the finite controls I'm looking for.
Gaming has got so many amazing from the days of ponf
thanks for the info! and quick question, is there a way to copy the "post processing volume" to another project?
Thank you very much!
Thank You😊😍
◾GORO◾🎥
can i do the same but in the game 3rd person preset? or create a map which is then used in a game?
Where did the UV's for the textures come from?
How to solve the performance problem of BIM model in UE ?
Blender plugin?
A lot of us are really needing Datasmith for Blender......
How do changes in the editor impact the synchronization feature ? Is the unreal version of the model overriding the Revit one ?
It’s not two way, the changes in UE aren’t transferred to revit.
when i installed the UE5 it says PREREQUISITES and it won't launch. what should i do?
nice
Jooosss...👍👍👍
does the direct link work with 3ds max? I have not gotten it to work and can't seem to find documentation for how to direct link. I know how to export as datasmith file, but that's not what I am looking for, it's a pain to always have to re-export and update when changes are made. (especially when geometry gets deleted or added the reimport doesn't even work right)
Raytracing reflections... good on windows
why there is no link live between substance and unreal
amazing
thank you for the nice tutorial. however i have some questions- when rendering to png it automatically mask out the sky background in ue, how can i fix that? also the depth of field isnt really good with ue, the blurry background have artifacts is there any fix as well?
You need to up your antialiasing settings to get clean DOF when rendering via teh movie queue. William Faucher has loads of great videos on it... Check out Jonathan Winbush too
@@twitchy_pixel thanks, but william's method broke after 4.26 update.
Hello I have another question, Some of the scenes with metallic roughness materials kind of flicker in lumen, so the the geometries that are narrow or thin, is there a way to fix that? Also is there a way to make crystals/diamonds more realistic in unreal? The refraction settings in unreal didnt seems to work too well when comparing to renderers like vray. Coz these are quite crucial for viz if these arent working well it can affect render quality quite a bit. Many thanks.
where can i find the project file ?
We want HTML5/WebGL support. Neither of community don't want Pixel Streaming, twinmition, MetaHumans, or Matrix Demos
make support for ArchiCAD
cool
@36:39 That SubD tho
nice
👍👊
please bring mining industry to unreal Engine
Somnic wats up bruh can yuh teach bro
They just a texture provider not modelling
Das Problem sie haben wenig Speicher mit Nvidia Karten
ρгό𝔪σŞm 🌟
its so annoying that each last word in a sentence gets pronounced so weirdly.
Too complicated, I'm gonna stick to the other user friendly architecture apps.
Twinmotion is more user friendly than UE
It sounds way more complicated than it is she just used big words. You open the app> Import your file> Add textures>Add a camera then if you want to spice it up you can use the very easy to use post processing volume which applies a "filter" to the camera. Create a sequence an animation then boom you are cooking with fire.
Welcome to Game Engines.
Presentation is incomprehensible, badly organized and boring.
Her delivery is just...bad. The repetition, the detached style...it's like she literally just didn't want to do these vids.
@@Anonymous-mn3td truly said.
Harsh. I found the presentation wonderful