Why Rendering your Blender Project in Unreal Engine 5 is a Game-Changer!

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  • เผยแพร่เมื่อ 6 มิ.ย. 2024
  • In this video i want to share my thoughts about combining Blender und Unreal Engine 5 to get the best out of both.
    Chapters:
    0:00 Intro
    0:10 My opinion to Blender and Unreal Engine 5
    1:05 Setting up Blender for Unreal
    2:10 Export Settings
    2:20 Setting up Unreal Engine 5
    2:34 Project Settings
    3:13 Plugins
    3:33 Import the Blender Project
    4:00 Material set up
    4:28 Common Material Issues and how to fix them!
    4:44 Open Meshes, Planes and wrong Depiction
    4:57 Glass/Windows
    6:04 Mirrors
    6:21 Emissive Materials
    6:54 Lighting, the right way!
    7:14 Skylight/HDRI and Sunlight/Directional Light
    7:51 God Rays
    8:12 ERROR: Lighting needs to Rebuilt
    8:34 ERROR: Texture Streaming Pool over Budget
    8:58 Post Process Volume
    9:48 Level Sequence - Animations
    10:09 Render Queue - Render Settings and Export Animation
    10:33 Conclusion
    10:50 Comparative Examples for Cycles, Eevee and Unreal.
    11:43 Closing Words

ความคิดเห็น • 474

  • @asr59
    @asr59 7 หลายเดือนก่อน +544

    Instead of applying all modifiers, which in most cases is undesirable, you can check the "apply modifiers" on the export settings in order to apply them only on the exported fbx.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +46

      Aye👌

    • @violettracey
      @violettracey 7 หลายเดือนก่อน +4

      Thanks!

    • @NoobHit
      @NoobHit 6 หลายเดือนก่อน +1

      Ahhhh, thanks for the tip

    • @TheAlchemistXYZ
      @TheAlchemistXYZ 2 หลายเดือนก่อน +1

      underrated comment with 600-IQ

  • @Zoran_Zivic
    @Zoran_Zivic 7 หลายเดือนก่อน +244

    A few friendly suggestions that I wish I knew when started learning UE:
    - When using Bloom, if you have metallic materials select Convolution, not Standard effect like you did, it will look better. I always use convolution bloom because everything looks better, but it has a hit on performance.
    - Since you are working in 5.3 you should also set Max Bounces to more then 1(default value) in Postprocess/Lumen Reflections. This is very important if you have mirrors, or glossy surfaces. I usually use value from 3 or 4, depending on a scene, but you should also know this can have big hit on performance. Earlier versions did not have this option, and it is one of a major improvements in UE 5.3.
    - You got error message "Lighting needs to be rebuilt"... In your case it is because you were using Stationary or Static lights, and they need to be baked to be accurate(But baking lights is a hole different topic)... Change them to movable and problem will be solved, When using Lumen you do not need to bake lights, it can look awful if you did not unwrap second UV Channel properly in Blender, or did not check on import for UE to create new lightmap channel.
    Also when seeing red X on lights (like @7:08 light under the stairs), that means that you have more then 3 Static Lights overlapping in your scene, and they will not be calculated correctly, just change them to movable lights and problem is solved.
    - When creating materials, create parameters and always use instances. Material instances will apply and render material changes much faster then parent material.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +57

      Bro... Thanks a lot for writing down all your experiences and correcting what I forgot to explain or simply did wrong.
      Much love ❤️ and thx!

    • @Raitan2008
      @Raitan2008 5 หลายเดือนก่อน +2

      OMG--I just discovered convolution a few weeks ago! I mean what a game changer. And you don't get all that unwanted lens flare--just a nice, intense glow. I set the intensity really low to like 0.01 and crank up the scatter dispersion to 60...beautiful results.

    • @rufusbigg8523
      @rufusbigg8523 4 หลายเดือนก่อน +1

      Please can we link up

  • @JohnnyMooreJohnnyBobs3DDesignz
    @JohnnyMooreJohnnyBobs3DDesignz 7 หลายเดือนก่อน +78

    Man dude this is awesome, I have completely switched from Maya to Blender almost completely and I dont even use Cinema 4D Any longer... I started with Blender 8 months ago and I gotta say I am so enthused with how far Blender has come, the Add-on Development is absolutely amazing
    And tutorials like yours make it worth even more man, stay groovy dude

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +3

      Thx mate🙏😊

    • @nizeyimanasharif6500
      @nizeyimanasharif6500 7 หลายเดือนก่อน +1

      Same here bruv

    • @philmehrart
      @philmehrart 7 หลายเดือนก่อน +2

      Can I ask what you're liking the most as a previous Maya user? I'm making the switch and liking it so far, just teething problems like you have when you use a new app. The only thing I really miss about Maya is the UV editor which was solid. Enjoying learning though

    • @JohnnyMooreJohnnyBobs3DDesignz
      @JohnnyMooreJohnnyBobs3DDesignz 7 หลายเดือนก่อน +1

      @@philmehrart Thats all fixin' to change in Blender to. I don't do a lot UV Wrap, not the department I'm in. I cant remember the last time I did anything like that.🤔
      Do you do a lot of that yourself? Are you in the gaming industry by any chance?
      Curious to know haha🤟😉
      What I like the most honestly is the plugin developement and what the price for plugins are... I can get onboard with a community like that
      Not that I dont want to purchase AUTODESK or MAXON any longer its not that..? Well maybe a lil'
      And everyone I have ever met in the Blender community is so eager to help and they always go an extra mile
      Especially with me, as I am slightly Autistic while being ate up with some ADHD to top that one off. Sometimes I need the extra help understanding certain things

    • @sirflimflam
      @sirflimflam 6 หลายเดือนก่อน +1

      It's crazy right? I spent so many years of my life in 3ds max and haven't really had a compelling reason to go back to max. Blender really shaped up over these last several years.

  • @Mark_GM
    @Mark_GM 7 หลายเดือนก่อน +2

    Thank you so much for this video you are incredible, I’ve seen A LOT of ue5 tutorials trying to figure out a lot of stuff for materials, importing, etc. and you summarized everything so fine in 12 minutes!

  • @geblendert
    @geblendert 6 หลายเดือนก่อน +2

    Auf so ein Video habe ich schon sehr lange gewartet!! 🥰

  • @easyvwj597
    @easyvwj597 7 หลายเดือนก่อน +1

    Thanks for sharing this. Really helpful!

  • @dan1mmm
    @dan1mmm 7 หลายเดือนก่อน +143

    Impressive amount of reduced render time, but the transfer process is too complex since rebuling all the materials and adjust lighting... wish there will be a brige plugin from blender to Ue5.

    • @marcdraco2189
      @marcdraco2189 7 หลายเดือนก่อน +8

      Someone will. Give it time now this is out of the box.

    • @sirflimflam
      @sirflimflam 6 หลายเดือนก่อน +36

      It'll happen. Someone will finally get pissed enough and make it happen, then the rest of us get to bask in their rage work.

    • @artisans8521
      @artisans8521 6 หลายเดือนก่อน +14

      When Epic sponsored Blender, I hoped love instead of rage would spark this. I think it's a shame that this is still so difficult and time-consuming. I had a 780 objects project in Blender and wanted it to translate to Unreal....it would take me a month just to save 4 hours of EEVEE rendering.

    • @gordon7936
      @gordon7936 6 หลายเดือนก่อน

      There is USD, and there'ss epic's bridge for blender. Just use google.

    • @juliocargnin
      @juliocargnin 5 หลายเดือนก่อน

      Indeed… imagine having a project with lots of back and forths and these preparation steps are so annoying… waiting for a bridge or stick to EEVEE next with better realism now. (And bLender being ported to Vulkan will help)

  • @M1ndblast
    @M1ndblast 7 หลายเดือนก่อน +46

    So by the sounds of it, this is a very useful workflow.. but only if the rendering time decrease properly offsets all the time required to reconfigure your whole project inside unreal 5.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +11

      Yes, thats why I wouldnt use it for a single image, unless you prefer the look of unreal.

    • @MelvilleG
      @MelvilleG 7 หลายเดือนก่อน +1

      There's always an option to to the modeling and unwrapping in UE5. I tried it - still needs much work, but already pretty good and useable

    • @gregoriikatastrov7472
      @gregoriikatastrov7472 3 หลายเดือนก่อน

      My thought exactly. I would use it probably only in case I want to render like +10min animation/movie.

  • @daan3898
    @daan3898 7 หลายเดือนก่อน +4

    will be saving this for the future, those tips and tricks on UE5 materials will sure come in handy :)

  • @NoXic88
    @NoXic88 7 หลายเดือนก่อน +1

    What a video full-packed with usable information! Great

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Thx mate🙏😊

  • @firiasu
    @firiasu หลายเดือนก่อน +1

    This is incredible how much useful information in just 13 minutes!

  • @spaceexpireaudio666
    @spaceexpireaudio666 7 หลายเดือนก่อน +5

    Started learning UE5 recently and really grateful for this and all the comments with tips🤘

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +3

      Keep going and thx mate 🙏

    • @spaceexpireaudio666
      @spaceexpireaudio666 7 หลายเดือนก่อน

      @@davidkohlmann yep, UE5 learning curve is very steep to me but I think it`s worthy.Though let`s see how Eevee Next will perform

  • @nithilanvp7903
    @nithilanvp7903 7 หลายเดือนก่อน +2

    You deserve way more man 🔥🔥

  • @savagestudent1785
    @savagestudent1785 7 หลายเดือนก่อน +58

    Next Time Click File > Import into Level... to import FBX files, it is much better and cleaner than dragging the FBX file to the Content Folder and you can import Lights and Camera also.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +7

      I'll try this later to ensure that the keyframes are transferred correctly, including the lamps. That would be excellent, if it works better this way.

    • @theslicer4430
      @theslicer4430 7 หลายเดือนก่อน +5

      howd it go?
      @@davidkohlmann

    • @limwang9993
      @limwang9993 7 หลายเดือนก่อน

      @@davidkohlmannhowd it go😮

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      hahaha "later" was maybe not the right wording. I'll try this soon. First i need to finish my currect work xD But i wont forget it

    • @anoobis777
      @anoobis777 5 หลายเดือนก่อน

      have you done it? :D@@davidkohlmann

  • @BluetheNerd
    @BluetheNerd 7 หลายเดือนก่อน +22

    Can't wait for this to become a more commonplace method and to see how people come up with ways of streamlining this. Plugins to export to unreal, downloading unreal as a render engine into blender, etc. Could be a real gamechanger.

    • @therobustmole1137
      @therobustmole1137 6 หลายเดือนก่อน +2

      Unreal as a "Render engine" inside of blender is impossible.

    • @IzzyIkigai
      @IzzyIkigai 3 หลายเดือนก่อน

      @@therobustmole1137 It's not technically impossible, there are other render engines for blender, like Octane or LuxCore, issue is they usually require you to use custom materials which at least imho kinda makes blender a pita to use. The real issue is why it's unlikely to happen is probably rather for legal/licensing reasons.

    • @therobustmole1137
      @therobustmole1137 3 หลายเดือนก่อน

      @@IzzyIkigai Those are only render engines, Unreal is a whole different "beast", most things are probably tied to each other and the work required to pull it off would compare to building a new real time render engine from scratch.

  • @activemotionpictures
    @activemotionpictures 7 หลายเดือนก่อน +1

    What a great video. Thank you for sharing.

  • @violentpixelation5486
    @violentpixelation5486 7 หลายเดือนก่อน +1

    This video is PACKED 💯🔥 THANK YOU;

  • @FetaleKetones
    @FetaleKetones 7 หลายเดือนก่อน

    I just figured out this workflow. It's the best!

  • @ShockWithoutFear
    @ShockWithoutFear หลายเดือนก่อน

    I learnt of the strengths of unreal while taking my college courses in animation and a tutor mentioning it in passing and being astonished at how fantastic it was for workflow. I never learnt how to set up the projects as effciently as this though so this helps a lot
    The fact that I can make huge changes in a scene to fit feedback or catch small inadequicies in a project last minute is so refreshing. I truly believe it's an invaluable asset if you're winning to learn it like this video 🙏

  • @KevinVandermarliere
    @KevinVandermarliere 7 หลายเดือนก่อน +2

    Interesting! Need to try this workflow in Cinema 4D

  • @ihspan6892
    @ihspan6892 7 หลายเดือนก่อน +1

    well done!

  • @violettracey
    @violettracey 7 หลายเดือนก่อน +1

    Thank you!

  • @nadeemashraf2643
    @nadeemashraf2643 7 หลายเดือนก่อน +2

    Thanks for the tutorials , I’m just getting into blender and you seem like a solid dude to learn from.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +2

      Uh, that means a lot for me❤️ ty mate

  • @starcle7566
    @starcle7566 7 หลายเดือนก่อน +2

    Man, you Rock!😁👍

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      Haha thx 🙏😊

  • @mariuspuiu9555
    @mariuspuiu9555 7 หลายเดือนก่อน +35

    Eevee is getting a pretty big update soon, it should help with some of the issues you've seen. As for "why you should wait days" comment, it's simple: because it looks much better. Like it or not, rendering in Cycles or another similar renderer gives much better and accurate results. For simpler stuff UE5 is fine.

    • @funnyberries4017
      @funnyberries4017 7 หลายเดือนก่อน +3

      yeah I hope a lot of his gripes will be fixed with eevee next. I usually optimize my scene and get about 30 seconds a frame. But yeah, a 5 min render is still 60 hours at that rate. The goal is to get good looking 5 second renders, so a 5 min render can cook overnight.
      i have a rtx 3060 and 16 gb of ram. I feel like I could get OP's hallway render under a min a frame with optimized cycles.

    • @tylermansmann2843
      @tylermansmann2843 7 หลายเดือนก่อน +3

      one could argue that ray tracing cycles is a superior renderer to Eevee. We use Eevee because it gets us 99% of the way there and adds some new tools as well and is 10x faster. So why not use unreal engine 5 in the same way? They have gotten the formula down for cinema ready visuals delivered in real time with innovations like nanite and lumen. Yes, eevee is rendering all millions polygons in a scene and nanite is only rendering 1/5th of that, but it's doing so intelligently and on a frame by frame basis.
      this doesnt mean that eevee is useless, far from it. but if you are trying to deliver high quality looks on a time budget, UE5 with Blender together is the new meta

    • @haven_art
      @haven_art 6 หลายเดือนก่อน

      Theres a version of blender with Eevee SSGI

    • @bobsteven2363
      @bobsteven2363 3 หลายเดือนก่อน +1

      Eevee Next is based on ssgi which was already available in the past and present on blender (There are other improvements, but nothing that makes the renders look better imo). Meanwhile Unreal engine Lumen is based on actual raytracing that isn't just limited to screen space and ofc, there is pathtrace mode that uses far less shortcuts than lumen and still manages to be slightly faster than cycles. Dont forget, with post processing, you hide a lot of issues which is why UE5 lumen is used in some big budget movies and tvshows even if its quality is not 1 to 1 to offline renderers.

  • @jasonj3952
    @jasonj3952 7 หลายเดือนก่อน +1

    You are awesome. Thank you very much.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Of course 👌 and thank you😊

  • @aashay
    @aashay 7 หลายเดือนก่อน +3

    PLease explore this workflow more. This is awesome.

    • @aashay
      @aashay 7 หลายเดือนก่อน

      if we are using Lumen, even then we have to "build lights"?

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      In my case, I had to do it in most of my projects. Sometimes if you move objects, and you already added lights, this error message appears and you have to do this. But I don't know the exact reason for this issue. 🤷🏼‍♂️

    • @chasingdaydreams2788
      @chasingdaydreams2788 7 หลายเดือนก่อน

      ​@@aashaynot if you switch them to moveable

  • @ericfieldman
    @ericfieldman 5 หลายเดือนก่อน

    In blender you can toggle backface culling to do what unreal will do and not show a face from the inside. You can also select face orientation in viewport overlays to show faces on the outside of the mesh in blue and faces on the inside as red, but it just occurred to me that backface culling is probably better in a lot of cases because you can still see materials

  • @cryptfire3158
    @cryptfire3158 6 หลายเดือนก่อน +1

    if this does save time, and give stunning renders.. then thanks.. for the great work.

  • @ewerybody
    @ewerybody 7 หลายเดือนก่อน +1

    Pretty cool presentation style. No fuzz. Straight to the point! 🤘😉
    Kleiner Aussprachevorschlag für "recommend": Is eher so "reckemend" (statt "riekomment")

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Hahaha erstmal danke.😊
      Ich hab mich schon gefragt wann der erste Alman um die Ecke kommt und mich auf mein baba Englisch hinweist. 😂
      Danke für die Korrektur, ich werde versuchen es im Kopf zu behalten, für die Zukunft. 🙏✌️

  • @tmilichoo622
    @tmilichoo622 6 หลายเดือนก่อน +1

    subscribed!

  • @anterprites
    @anterprites 6 หลายเดือนก่อน +1

    It would be nice to have "Export to Unreal Engine" or "Import from Blender" option.
    The fixes you apply should be possible to be done by script. Maybe some day I will have a vision to do it :D

  • @therayen
    @therayen 7 หลายเดือนก่อน +1

    I'm convinced.

  • @0rdyin
    @0rdyin 7 หลายเดือนก่อน +5

    The holy grail of using Unreal Engine - waiting for shader compilation..

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +2

      There can't be a perfect software, its a rule to suck at least in one section 😂

    • @johnpekkala6941
      @johnpekkala6941 7 หลายเดือนก่อน

      Since 5.1 this is no longer an issue. The shader compilation times were reduced significantly from that version.

  • @anonymousd5582
    @anonymousd5582 7 หลายเดือนก่อน +1

    One word: OMNIVERSEEEEEEEEE

  • @arise3494
    @arise3494 7 หลายเดือนก่อน +30

    I was working on big animation project in Blender a few months ago. I tried rendering it in cycles and the whole animation would take 24 days to render 😂
    I’ve been learning UE5 recently just so I can render my projects there and this video is very helpful!

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +2

      Haha same reason why I learned it 🤣

    • @GG-hh1sl
      @GG-hh1sl 7 หลายเดือนก่อน +2

      I've worked with Unreal on some big virtual productions, and it's sometimes buggy and unreliable, especially when working with different passes like crypto and depth for DOF in compositing.. but it's very fast and looks awesome when it works.

    • @prosperngana6896
      @prosperngana6896 6 หลายเดือนก่อน

      You should use a renderfarm

    • @davidkohlmann
      @davidkohlmann  6 หลายเดือนก่อน

      @@prosperngana6896 disagree for non commercial works. As a professional 3d artist, you are right.

    • @insertanynameyouwant5311
      @insertanynameyouwant5311 6 หลายเดือนก่อน

      how`s your UE journey a month later? To me learning that things and remake all the materials and lights will probably take more than 24 days lol

  • @SanOcelotl
    @SanOcelotl 7 หลายเดือนก่อน

    Hey, nice video bro, I would love to see a follow-up comparing eevee next when it releases

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      On my list, but I will wait until it's in the LTS version of blender. It wouldn't be fair to compare alpha or beta versions.
      And thx man✌️

  • @tamilorejoseph4704
    @tamilorejoseph4704 7 หลายเดือนก่อน +1

    Great seeing ur work flow in unreal engine. I heard it used Aces Color space

  • @chlbrn
    @chlbrn 7 หลายเดือนก่อน +5

    Have been with UE since 2014 when UE4 just came out. Now I prefer Blender over UE if I make stills.
    I have multiple reasons to support.
    1. UE is fast when rendering, but UE only works on GPU, meaning your VRAM is a bottleneck when rendering large size images at high quality. However, in Blender, you can choose CPU to render if you don't have enough VRAM and you can buy RAM sticks to add them up while you cannot do that with VRAM.
    2. You need to optimize your scene in UE, tweak a lot. And that also takes a long time. Moreover, if you make changes for your UVs, models, textures, rebaking and reimporting will be a pain.
    3. You can choose different 3rd party render engine for Blender. You can find renderer integration into UE but they work choppy and not for fast real time render.
    TBH, UE is still more suitable for making VR, games, previs, but not final renders.

    • @flonkplonk1649
      @flonkplonk1649 7 หลายเดือนก่อน +1

      In Blender you also can use shared memory GPU rendering (CUDA instead of Optix) and always use command prompt rendering instead of opening the program! Since then i never experienced VRam Memory issues anymore..

    • @fitmotheyap
      @fitmotheyap 6 หลายเดือนก่อน

      ​@@flonkplonk1649how do you cmd render?

    • @flonkplonk1649
      @flonkplonk1649 6 หลายเดือนก่อน

      @@fitmotheyap start the cmd in Windows, change path to your blender.exe folder and render animation with "blender -b path_to_file.blend -a" ( there are all the instructions on the blender manual)

  • @snookofficial7211
    @snookofficial7211 4 หลายเดือนก่อน

    You get the 'lighting needs to be rebuilt' message if you're using static lighting for baked lighting scenes. If you set your lights to moveable (under the transform details) then they'll be dynamic and you wont get bothered with that message. Unless you specifically want it baked.. i.e. shadows wont move when the light or object moves etc.. which may improve performance, but basically it's the old way of doing things which is still lingering in the engine.

  • @wrillywonka1320
    @wrillywonka1320 7 หลายเดือนก่อน

    This video was excellent! You are the only person who addressed both the streaming pool error and lighting rebuild! There are 2 questions i have. One is can you do a video on saving in unreal because its not as easy as blender and reopening a project asks to rebuild level but it doesnt rebuild. 2nd question is there a way to export blender enviroment as a 3dgs and import this into unreal?

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      Thanks :)
      I keep your first question in mind, but for the second one i would have to do a lot of research and it's not really my area of ​​interest. Try to find an expert for this, because iam not realy into file formats.
      Much love

  • @psychoticgiraffe
    @psychoticgiraffe 7 หลายเดือนก่อน +2

    I’ve found the baking procedural textures part to take forever causing a lot of annoyance in unreal, but this is a good workflow

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      Texture baking in blender is also pain without add-ons 😂

  • @teemo1wildhunt944
    @teemo1wildhunt944 7 หลายเดือนก่อน +7

    We need someone to make 1-click Blender to Unreal plugin that can convert materials, Unreal Engine is the future

    • @rudstar64
      @rudstar64 3 หลายเดือนก่อน

      I second this

    • @TimurSokol
      @TimurSokol หลายเดือนก่อน

      Well there is a plugin called "Send to Unreal" I haven't tested it yet so I'm not sure what it does

  • @janvollgod7221
    @janvollgod7221 7 หลายเดือนก่อน +1

    This works very well, and i wish we had some nice Bridge to Unreal, like the bridge to 3dcoat. There was a small add on for blender, for easier file setup for unreal, but this was not very helpful, at least for the things i do. If this node and procedural approaches raise more in Blender, maybe we got some day a bridge to the Engine, like sideFX Houdini. I guess this would be the master tool.

  • @VentelHD
    @VentelHD 7 หลายเดือนก่อน +5

    I tried multiple times to port scenes from Blender to Unreal Engine, so I can render them without massive render times. Sadly, it takes way too long to make things work in Unreal, especially if you don't encounter some sort of bugs.
    - All materials exported from Blender to Unreal have to be rebuilt (plugging textures and all)... Not practical with a lot of objects!
    - SSS don't look that good, and I think there are errors still with Lumen
    - Hair grooms are often buggy (especially with lumen)
    - Most rigs are not straight adapted to work with Unreal, especially with ik / fk switch workflow. You have to prepare for Unreal rendering before starting a project!
    - Alembic exports are bugged, like to get the scale correct I needed to export multiple times to make it work
    - Drivers are not compatible with game engines, making a lot of things just not possible, unless you rebuild it all yourself with nodes or code. Not practical for artists.
    That being said, it's fine if you plan to render with Unreal before starting a project, but it's not a very good idea to "port" blender projects into unreal. Static scenes and simple rigs should be fine though.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Some good points I didn't cover. Fair enough.
      Seems like some solid points that makes it way more painful in some cases.
      Ty for sharing your experiences 🙏

    • @yorden888
      @yorden888 7 หลายเดือนก่อน

      agree . if you goal is to do simple rendering or simple animation , I would not bother export to unreal and redo all the settings , also if you computer isn't that powerfull , blender eevee is pretty much the best option, but if your goal is to make like game or interactive experience in direct time , maybe UE is okay.

  • @mattiaskarlsson9302
    @mattiaskarlsson9302 6 หลายเดือนก่อน

    How does the transfer affect hair renders? I'm only just getting into grooming, but if there is a way to speed up the eventual render time I am interested.

  • @evans_archviz
    @evans_archviz 5 หลายเดือนก่อน

    This highly depends on your desired outcome, if you want to get a few still renders you can set the render format to png and render animation by keyframing your camera to a different location each frame, also short animations are okay, simply render while you're sleeping... UE5 Is completely mindblowing but sometimes the time a project needs to be imported is just not worth it! Also cycles lighting is more accurate than lumen

  • @locinolacolino1302
    @locinolacolino1302 7 หลายเดือนก่อน +6

    It'd be cool to discuss a .usd workflow into Unreal.

    • @kunemann
      @kunemann 7 หลายเดือนก่อน

      true. i tried a tutorial once and it was hell

  • @MrBrigadierArchived
    @MrBrigadierArchived 3 หลายเดือนก่อน +1

    And for baking textures NEVER ever forget UE5 uses DirectX, so it still needs "inversed" Y for Normal Maps 😅

  • @harvardford8752
    @harvardford8752 6 หลายเดือนก่อน

    This sounds like a game changer omg

  • @TheBlackGamerPT
    @TheBlackGamerPT 7 หลายเดือนก่อน +4

    Just an heads up, if you are using procedural materials and rendering a scene at the same time, it will take the triple if not the quadruple of the time since you are using formulas to produce textures. So if you bake the procedural materials and import the textures to unreal, it will obviously take way less time to render since its not using formulas or math anymore. Perhaps its equally as fast on blender if you dont use procedural materials and only use baked textures, but I might be wrong.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      The build time is reduced in this case right, but the render time itself not. The calculation of your scene, including texture etc starts first. If everything is calculated and loaded to your ram and vram, it starts rendering the image. So it should affect the time overall, but not the rendering process.
      And no matter what you try you are not able to render high quality in cycles >1s each frame. Even simple scenes. (maybe if you render the default cube base scene xD)

    • @TheBlackGamerPT
      @TheBlackGamerPT 7 หลายเดือนก่อน +2

      @@davidkohlmann Hm true, unreal engine also has the upper hand on this stuff since it uses optimization techniques like batching. I'll give it a try one day! thx!

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      @@TheBlackGamerPT Sure, i mean you cant lose. 😇

  • @stevenARTify
    @stevenARTify 6 หลายเดือนก่อน

    Can you make 'world' nodes in UE, like in Blender when there's a world and object section?

  • @rafario448
    @rafario448 7 หลายเดือนก่อน +9

    As much as I love working with both unreal and blender, its a hella inconvenience fixing everything inside unreal. Blender needs to catch up. I've read that EeveeNext will support Ray tracing, may that be exactly what we need.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      I only read good things about it. But I wait until it's in the LTS version of blender. I don't want to test it, while it has possible bugs.

  • @shahfaisal2192
    @shahfaisal2192 7 หลายเดือนก่อน +1

    Hi really liking your video just curious what are your PC Specs?

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +2

      I'm using a gaming laptop with an rtx 2060, 32gb ram and i7-10875, 2.3ghz
      Nothing special but still not bad xD

  • @mdpete4071
    @mdpete4071 3 หลายเดือนก่อน

    Mieser Chef hat den Urs abonniert

  • @carlosmarx2380
    @carlosmarx2380 7 หลายเดือนก่อน +5

    this is awesome when you need real time rendering. way better and faster than Eevee (i generally think Eevee is quite weak). but definetly not better than Cycles. I think for the most part, Cycles is worth it, if you have the time. also, like you mentioned in another video, you can easily get render time in cycles down to around 20-40 seconds with very little quality loss. for me, exporting and baking the stuff would take more actual work time, then just rendering it in cycles.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Absolutely true. Cycles quality is stronger because it was made to create realism without "fake" calculating light, reflections, shadows and so on.
      And yes you can decrease the render time to a small number. But not in every case. Like a lot other people also recognized, it works better with darker scenes.
      I tried it with this corridor entrance, but it looked not good, at least not the way I wanted.
      If you render just single images or a very short animation and still want pure realism / quality, blender is your choice.
      But unreal makes other important things way easier. Lens flare is a single click in UE, in Blender you need some knowledge in the composite settings to create it. I also did a video about this couple month ago xD.
      I guess it depends a lot on what look you prefer and how much time you have.

    • @carlosmarx2380
      @carlosmarx2380 7 หลายเดือนก่อน

      @@davidkohlmann yeah, obviously unreal is the way to go if you wanna do clips longer than a few seconds
      I really wanna try tho, but mein deutsches Internet ist leider zu langsam (du bist deutscher oder? Haha)

    • @flonkplonk1649
      @flonkplonk1649 7 หลายเดือนก่อน

      @@carlosmarx2380of course he is, the accent ist nicht zu überhören 😂

  • @iulian_98
    @iulian_98 7 หลายเดือนก่อน

    Have you tried giving the Cycles render engine a real shot? I mean to make optimizations? For example, what number of samples did you use? Did you use PBR textures (what resolution) or procedural textures? Did you use CPU rendering? Or CPU + GPU?
    What version of blender did you use? I did an experiment earlier with the exact same project and was pleasantly surprised to see that the newer version of Blender always renders the exact same scene faster with the same settings but 1-2 seconds faster. Any version of blender renders faster than the previous version.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Iam a Blender user, not UE5. So yes, I give cycles every time a try xD
      But cycles is not made for fast renders, no matter what you say, it's not fast. But it's extremely accurate.
      You can reduce the render time by a lot. But even then it's still not even close to UE5.
      UE5 is fast but need some settings to archive realistic results. And depending to your scene you see more or less a difference campare to cycles. UE is like the big brother of eevee, in my opinion.
      You can get close to cycles, but not better, except you prefer the look of UE. Both softwares have it's strength and I like to combine them😊✌️

  • @dansketch4603
    @dansketch4603 6 หลายเดือนก่อน

    So, basically you need to render all textures by baking materials first which is obviously inefficient for a single frame render. But this will be really helpful for animation.

  • @aurelienmartineau3D
    @aurelienmartineau3D 7 หลายเดือนก่อน +1

    Actually it is quite easy to reach cycles quality with eevee when you know how to light and use the compositor to push it further. I have made several motion design projects with game engines and it was great to have such a high rendering velocity BUT IMO it is simpler to work directly into a DCC software : no conversion, no baking tricks, no first big project to setup that weight multiple Go on HDD just to make a simple render, no trip and trick to collaborate with other artists like for exemple a versioning tool or archiving the project in zip file cause it won’t work a NAS (too much files and dependencies), plus other artist are not always skilled to use a game engine…. And so on…. So when I discovered blender and eevee it was like a blast for me, everything is simplest to setup and share (you can pack all your dependencies into a single blender file for exemple). I get around 20s to 1m per frame wich is fast enough comparing to the complexity to use a game engine (even if I got here 1 to 2 second per frame). It depends on your needs…

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      That's right, you can set up eevee to look similar to cycles (at least in most parts)
      And you get the render time still down to a minute or so while having good quality.
      But aren't you thinking, if you have multiple minute animation, it's worth to give UE a try?
      20k frame with 1min each is still around 13 days, while UE can render this in couple hours.
      For me definitely yes, thats why I created this video.
      But I got your points, thx for your time and sharing your opinion and experiences 🙏

  • @Raitan2008
    @Raitan2008 5 หลายเดือนก่อน +2

    I was a blender acolyte--dedicated adherent. But the render times were killing me. Started rendering in UE5 using DLSS, and I never looked back. Also, UE5 is what you see is what you get in previz, so to me it helped me get the look I want better than blender.

  • @VariaCGI
    @VariaCGI 7 หลายเดือนก่อน +2

    I use both, I love Blender and Unreal Engine

    • @migorigor
      @migorigor 7 หลายเดือนก่อน +1

      What can you do in blender what you cannot in unreal engine? I want to learn 3d just for fun and 2 separatetioka seems too much for me and my time

    • @VariaCGI
      @VariaCGI 6 หลายเดือนก่อน

      @@migorigorThe big difference is that Unreal Engine is game engine, you can do interactive things in Unreal Engine, although you can model and animate in Unreal Engine, blender is better for.
      Blender is a 3d model and animation software. I start with Blender, then I learned Unreal engine. At the moment I use more Unreal engine, because I prefer do interactive things like video games or VR experiences.
      If you like to create video games, or interactive experiences, maybe you can start with blender, learning just the basics in order to not waist your time, then learn Unreal Engine deepfull. if you just want to modalate and animate learn Blender in depth

  • @grbimagem
    @grbimagem 2 หลายเดือนก่อน

    have you added the time to prepare the Blender scene to export and adjust it at Unreal to the total Unreal render time?

  • @JT11111
    @JT11111 7 หลายเดือนก่อน

    Hi can you make an updated or part 2 version of this as people in the comments have given great tips added to the already great video? thanks

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      Sure, but not in the next days. I will combine this with eevee next, if it's fully developed and in blenders LTS version I will compare them together and also update the UE workflow.

  • @s1p0
    @s1p0 6 หลายเดือนก่อน

    Gaming Lumen is a nice compromise between quality and speed (although I can see noise and optimization artifacts in Unreal).

  • @bastianrekiem2925
    @bastianrekiem2925 6 หลายเดือนก่อน

    eevee next prueba haber que honda con su calidad

  • @25myma
    @25myma 2 หลายเดือนก่อน

    Great description..only it looks like your Unreal scene is also the lightest in terms of geometry and lighting, so it would be fair to have a more apples to apples comparison, using the same scene/relative quality, especially when you show something like that in your thumbnail.

    • @davidkohlmann
      @davidkohlmann  2 หลายเดือนก่อน

      i dont understand what you are talking about? Its the same scene in blender and unreal. The thumbnail uses the render from cycles, eevee and unreal of this scene.

  • @rajendrameena150
    @rajendrameena150 7 หลายเดือนก่อน

    After watching tutorial, i am happy with D5 for archviz work until i have to do very high customization in animation.

  • @BenleGentil
    @BenleGentil 7 หลายเดือนก่อน +16

    I have a hard-time seeing the benefits of a mixed-software solution over using just Blender in a professional workflow. Most of your tutorial focuses on the post processing but the time-consumming part is (properly) porting your assets from Blender to UE (including materials) - which you'd have to do for every project (whereas the rest can be a template done once) or everytime your client asks for revisions
    Also IMO the greatest strength of Blender is it's library collection (especially for interiors) that you can drop in minutes to populate your project - if those need to be remade every time it's a huge waste of time. Or you end up with an uncomplete project on Blender by using specific assets in UE which also hinders the creative process.
    'Maybe' for video the benefits outweight the time spent but it seems to me that you have a hardware problem. Granted I mostly do still renders but with a 4090 my 4k renders take less than 3min and with a proper setup on deadline I don't even have to stop working while it renders.
    Make to math to your hourly rates but buying an extra 4090 (or even a workstation with 1-2 inside) will pay for itself whatever your hourly rate is.
    Disclaimer - I really which that UE was a proper upgrade over vanilla blender, I think interactivity is the killer opportunity here. Also don't be so quick to disregard EVEE, with the next version it's making a big leap forward - while nothing like UE it will be a massive gain of time for a lesser loss of quality.
    Also maybe omniverse is a promising solution to smooth the workflow (haven't tried it yet)
    Cheers,

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +9

      I got your points, but you're speaking from a professional's perspective. Most of people still doing this work in there freetime and also a lot of people don't even have the money to buy a 4090 or two of them, lol.
      So your perspective is very special and you may are right in a privileged position, With many, well-paying customers and enough money on the edge to spend thousands of euros on a high-end workstation.
      I guess that's not the standard.
      So you shouldn't just see your point of view.
      But for all professionals, true, go for 2x 4090 and push your fully realistic UHD cycle renders in some seconds each frame.
      I can't do it yet xD

    • @sebastianodibusti
      @sebastianodibusti 7 หลายเดือนก่อน +2

      I support your point bro, it is beautiful to dream of having an RTX4090, not to mention two haha

    • @BenleGentil
      @BenleGentil 7 หลายเดือนก่อน +1

      @@sebastianodibusti in all fairness the 4090 is only necessary if you need the VRAM, a 4080 gets you most of the way

    • @theftking
      @theftking 6 หลายเดือนก่อน +2

      A 4090 doesn't really make a huge difference here. Unreal renders so much faster than Cycles. My 4090 seldom gets a even a simple interior cycles render (with no volumetrics) done in less than 7 seconds, and that's with OIDN.
      If Unreal can render that frame always as well in 1 second... that's a huge difference.
      That said, rebuilding the entire blend file in Unreal is way too much work, especially if I need to animate the camera in there.

    • @BenleGentil
      @BenleGentil 6 หลายเดือนก่อน

      @@theftking Not only rebuilding the file but having to do that back and forth for every client revision rounds / project and never having a final view of the project before getting to unreal.
      That time difference only matters a) if you're seating in front of your computer while it renders b) if it's not done rendering when you get to work the next day

  • @mehface
    @mehface 7 หลายเดือนก่อน

    As far as I am aware, Lumen isn't great with flat surfaces too, plus it doesn't like surfaces to be attached, like 4 walls and a ceiling.
    These need to be 5 separate walls with thickness. They also need to be the correct scale. If your scene comes in at 0.01 scale, do not scale it up in unreal, do that in blender and re-export, lumen is much more accurate that way.
    Someone correct me if I'm wrong.

  • @stevens3d
    @stevens3d 7 หลายเดือนก่อน +2

    I use USD import for the camera animation and it seems to work. But i encounter problems when i export my skeletal mesh animation.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      Ty, I will also search for a solution and if I find a solid way, I will share it with you all.

  • @Alksbbch
    @Alksbbch 4 หลายเดือนก่อน +1

    UE sometimes for me often crashing. In project setting not need enable lumen. In post procesing you can enable lumen and lumen quality choose, i believe. And if you rendering in lumen, then path tracing not need enable i gues.

  • @peterallely5417
    @peterallely5417 7 หลายเดือนก่อน

    8:06 have you found a way for stopping the glass’ IOR going strange and glancing angles like at this timestamp (look at the window at this timestamp), in real life the window joinery doesn’t do that when looking through the window at an angle like this.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      I know what you mean without checking the timestamp xD
      Honestly, not yet...because I didn't had time to do more research and testing until now. But it's definitely something I am sure there is a solution for it.
      Unfortunately glass in unreal isn't as straightforward as in blender.
      Maybe you need 2 different materials, one for flat shapes, another one for curved shapes, but I will take my time to test this.
      And when I found the solution, I will share it with you 😊✌️

  • @RinksRides
    @RinksRides 7 หลายเดือนก่อน +1

    Have no idea what your talking about because I'm an auto restoration technician that has a BEET (Bachelor Electronics Engineering Technology). But rendering blender stuff with the unreal engine is pretty cool.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      🤣 After school, I also trained as an electronics technician at Siemens.
      But I switched to this kind of work, makes much more fun😂

  • @Ko-yi3kf
    @Ko-yi3kf 7 หลายเดือนก่อน

    So many step need to do,😅 anyway Thank you for your tutorial

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      True, but not very complicated. Most of them you know from Blender. If you need to spend 1 hour to set up your scene again and render your animation in 5h instead of 10 days, it worth it right? 😊

  • @Btomaek
    @Btomaek 7 หลายเดือนก่อน +1

    you might be able to use a point as where the camera should be and animate that so that you would just need to refer the camera to that point

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      Bro! That's so simple but could be very effective, hahaha that's so "dumb" in a positive way, you are my genius for today❤️🤣
      Why didn't I think of it? 😅

    • @Btomaek
      @Btomaek 7 หลายเดือนก่อน +1

      @@davidkohlmann well i'm glad that i could be of use.
      and i don't think many people would use a point like that it *might* be just a verry niche gamedev thing

  • @KenHeslip
    @KenHeslip 7 หลายเดือนก่อน +2

    Exporting to USD instead of FBX might be worth a look.

  • @hbert06
    @hbert06 6 หลายเดือนก่อน

    While your accent is still a bit thick and funny, your vocabulary has improved a lot! Congratulations! 👍🏻

    • @davidkohlmann
      @davidkohlmann  6 หลายเดือนก่อน

      A. I. is your friend 😂

    • @hbert06
      @hbert06 6 หลายเดือนก่อน +1

      @@davidkohlmann You made good use of it for the best! 🙂

  • @stuffmcstuff399
    @stuffmcstuff399 7 หลายเดือนก่อน +1

    Apparently eevee is getting a massive update in 4.1 so that should be interesting to see.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Yes, but for now it's still in alpha, wouldn't be fair to campare non LTS version with stabil ones.
      But I will give it a serious try, if eevee next is stabil.

  • @Frayedrican
    @Frayedrican 7 หลายเดือนก่อน

    Doesn't .USD solve almost all these issues? or is there still some clean up when rendering in to UE5?

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Idk, never tried .usd, did you have some solid experiences with it and unreal?
      If yes, feel free to share it with us. I guess a lot, including me, would be happy if this "workaround" can be reduced. 😊

  • @neodidi
    @neodidi หลายเดือนก่อน

    It's an amazing work flow if you're building a scene for animation... But for static render, I'm not sure if it export and import process is worth it.

    • @davidkohlmann
      @davidkohlmann  หลายเดือนก่อน

      Exactly ✌️you got it

  • @sirflimflam
    @sirflimflam 6 หลายเดือนก่อน +1

    This is a really cool worklflow, but it's a shame at the moment you need to do so much work transitioning between the two. When someone creates a proper bridge that'll be amazing.

  • @ThatsMySkill
    @ThatsMySkill 7 หลายเดือนก่อน

    ive always been a cycles kinda guy. i just prefer having more realistic lighting to whatever evee does. that being said i still hope evee gets an overhaul one day. it could definitely use one.

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      If eevee next is fully developed and stabil in one LTS version of blender and it would works in a similar way like unreal... That would be so sick

  • @LiminalLo-fi
    @LiminalLo-fi 5 หลายเดือนก่อน

    I knew I loved this guy and then he gets to the end and says backrooms......... yeah we are definitely on the same page! Thank you for your hard work David! The Poolrooms thanks you! Now it will be much easier to say coming soon! EPIC PIPELINE

    • @davidkohlmann
      @davidkohlmann  5 หลายเดือนก่อน

      Wtf iam confused😂😅

    • @LiminalLo-fi
      @LiminalLo-fi 5 หลายเดือนก่อน

      @@davidkohlmann I found your tutorial very useful thank you. I'm sure you did a lot of research and trial and error, its nice to have some guidelines when porting to unreal.
      And I am also working on some backrooms/poolrooms content and with a faster render engine it will hopefully be easier to get content out. hope that clears up any confusion 🦷🙃

  • @progamer1125
    @progamer1125 6 หลายเดือนก่อน

    of course rasterization with some ray tracing thrown into it is faster than full path tracing with a couple thousand samples per pixel, who would have ever expected that

  • @LiminalLo-fi
    @LiminalLo-fi 5 หลายเดือนก่อน

    Hey David I had a question about possible mentor lessons in 3D I'd love to pick your brain and ask some questions on a few things that keep stumping me.

    • @davidkohlmann
      @davidkohlmann  5 หลายเดือนก่อน

      Feel free to ask what ever you want, I'll try my best to answer your questions.

  • @AlanAstle
    @AlanAstle 5 หลายเดือนก่อน

    Ir I choose Film/Vide template, disabling Render Queue in Unreal Engine 5.3.2 crashes the editor. I've sent Unreal the crash logs.

  • @ryandexter8994
    @ryandexter8994 6 หลายเดือนก่อน +1

    Hi ,I just want to ask a stupid question, does this mean I need to learn unreal engine as well ?

  • @gart2888
    @gart2888 7 หลายเดือนก่อน

    What about evee next? would there be a slight improvement?

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน +1

      It's still in alpha version, that's why I didn't talk about it. As long as there is no stable version yet, it wouldn't be a solid comparison.
      I will cover eevee next if it's in the LTS blender version.

  • @AnwBarry
    @AnwBarry 3 หลายเดือนก่อน

    Has anyone used Nvidea Omniverse in their workflow with Blender and Unreal? It seems like it could help facilitate the workflow but I don't hear much about it

  • @pxrposewithnopurpose5801
    @pxrposewithnopurpose5801 7 หลายเดือนก่อน +1

    i wish there was a live connection supported by blender and ue

  • @milansvancara
    @milansvancara 7 หลายเดือนก่อน +1

    But how long does it take you to port the whole scene to UE5 without any errors and material bugs, and also making all the texturing and stuff to be unreal engine export ready?:/
    I mean it can be efficient in some very specific situations, but I (even when I'd say am pretty good with game engines) can hardly make it worth it sometimes... Especially when I count things procedural materials and all the texture baking, etc...

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      I answered your question mate😅

    • @milansvancara
      @milansvancara 7 หลายเดือนก่อน +1

      @@davidkohlmann oh I'm sorry, might have been on the unlucky bathroom afk time at the moment:D

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      @@milansvancara 🤣🤣🤣

  • @WifeWantsAWizard
    @WifeWantsAWizard 7 หลายเดือนก่อน +3

    Excellent video. Interesting pipeline.
    (4:50) UE should add a "Flip all normals to Camera" option to prevent overlooking one or two while doing it by hand. Also, "2-sided" normals are bad for rendering times, despite your insistence that's negligible. Regardless, you can just shift-click all wrong geometry, then go to "flip normals" under "mesh edits".
    (9:00) I get where you're coming from with a shorter "render" time, but a lot of these post-processing bits are just doing the rendering in stages vs. simultaneously during "render time".

    • @davidkohlmann
      @davidkohlmann  7 หลายเดือนก่อน

      Thx for sharing your experiences ❤️

  • @cms3d
    @cms3d 5 หลายเดือนก่อน

    I am experienced with Unreal, new to Blender and the most annoying part is the materials and setting up / fixing your scene into UE5. If they bridged those problems, damn I'd super happy !!

    • @davidkohlmann
      @davidkohlmann  5 หลายเดือนก่อน

      There is a way to safe materials into an fbx file. If you import this to UE, blender or other 3d software, the material will be set up automatically

  • @alexandrzatonsky
    @alexandrzatonsky 6 หลายเดือนก่อน

    Is it that "1 hour work instead of 2 hours render" situation?

  • @GuhzCoituz
    @GuhzCoituz 7 หลายเดือนก่อน

    marmoset toolbag is fast too

  • @Babyak713
    @Babyak713 5 หลายเดือนก่อน +1

    What if you using geometry nodes?

    • @davidkohlmann
      @davidkohlmann  5 หลายเดือนก่อน

      Just convert it to mesh and export is as usual

  • @Emre-lg5wj
    @Emre-lg5wj 7 หลายเดือนก่อน

    Hello Guys. I work now for 3 Years with Blender and want to learn UE5 too. Can u guys recommend me a tutorial or a curse i can make? I will follow the steps in the video too, asap. But i need more like "basic" experience. Unreal feels like "huge" and i dont know, where to start.

  • @spasticatedtoad2507
    @spasticatedtoad2507 5 หลายเดือนก่อน +13

    when game engines are superior to 3D animation programs

  • @FN-nh7wu
    @FN-nh7wu 6 หลายเดือนก่อน

    when i render in evee i get a white picture do you know a fix?

    • @davidkohlmann
      @davidkohlmann  6 หลายเดือนก่อน

      Sry but this is not enough information, not at all. It can be everything.
      If you still need help, try to explain what you want to render and what settings you changed.

  • @30Salt
    @30Salt 6 หลายเดือนก่อน

    Have you looked into how speckle can be used to design and iteratively render with UE5?

    • @davidkohlmann
      @davidkohlmann  6 หลายเดือนก่อน

      Idk what u mean

    • @30Salt
      @30Salt 6 หลายเดือนก่อน

      @@davidkohlmann The speckle connector for unreal. I've not tested their unreal connector myself but using speckle with grasshopper and blender has been a blast. Would love to hear what you think about them.

    • @davidkohlmann
      @davidkohlmann  6 หลายเดือนก่อน

      @@30Salt uff no idea, never tried this out. If I'll do I'll let you know. ✌️

    • @30Salt
      @30Salt 6 หลายเดือนก่อน +1

      @@davidkohlmann I would really appreciate that. In a lot of design work I have to go back and forth between visualization and design and can't afford to do the manual tweaks you've demonstrated in this video. Which is why speckle has worked so well for me because it preserves material settings and I can work on both design and visuals in parallel.