Unreal Engine 4 + ArchVIZ by Koola

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Today I stumbled upon these Drop Dead Gorgeous Unreal Engine 4 Architectural Visualization tests by koola which immediately reminds one of Alex Roman’s “The Third & The Seventh” project but this time in REALTIME. Most of the content on Koola’s thread on the Unreal Engine Forums is like Chinese to me but he sure did captured my attention with this! Take a look too.

Done on an i7-3770 with GTX670 running at 50-60FPS

Checkout the original Unreal Engine forum thread – ArchViz / Lighting by Koola

Some stills too…

f9d0b610e15fd83f609ea5cb71b4191f0010 728x902 Unreal Engine 4 + ArchVIZ by Koola

293a7a0f045ab681bb06f178141771c60013 728x886 Unreal Engine 4 + ArchVIZ by Koola

4a10ef9cd4dee5ddbfbd6c0e99162c3e009s 728x874 Unreal Engine 4 + ArchVIZ by Koola

This work went into my Architectural Visualization board on Pinterest. I invite you to follow me and see what other great things I’ve curated there for some time now.

follow me on pinterest button Unreal Engine 4 + ArchVIZ by Koola

51 comments
jslvault
jslvault

I believe that the global illumination is pre-rendered in vray/mentalray and then baked to the textures, then brought into UE4?

SInce light Mass(GI calculator in UE4) is pretty bad I heard.. but this is just my speculation..correct me if I am wrong. Super fabulous animations btw!

cg24a3
cg24a3

I saw them around the net already, I realize it's not viz but check out the infiltrator demo of this engine it looks amazing.

Somehow I have a feeling that in the near future there will be much more demand for real-time visualization experience than for just plain stills. Think about it stills and animations are already nearly flawless not much is missing to perfection so next logical step would be the real-time!

TaranQ
TaranQ

I am realy wondering where all this is going, looks like every month I come across a new render engine, and every time I think, WOW!! can it get any better than this.

Apparently it can! And most amazingly they seem to come from game engines :o

This week I stumbled across these videos for PS4 games, also pretty jaw dropping


https://www.youtube.com/watch?v=G2qeNeEqITU

lasse1309
lasse1309

this is the future - i am certain. Of course this will not replace still imagery; but at least the animation part - which is still super optimized. why not render real-time when with similar optimaziation efforts you would have to render for days/weeks?


the UVW/lightmap/baking wf is still a bit geeky, but this will be over soon, i am sure.



RettLongmore
RettLongmore

I really can't decide what direction to pursue for this type of viz.  I had almost just settled on going with Unity and then I saw this stunning work.  I think with UE you have to be more of a skilled programmer?

NikolayAtanasov
NikolayAtanasov

I had a look at it a few times and though many things are not perfect..the reflections /bump/displacement look amazing..hard to believe

THINKTANK
THINKTANK

Yea further down the road defiantly, I mean I am already waiting for my Dev kit for the Oculus :) I just think it will require very optimized models for the foreseeable future, along with completely different library assets and textures, it'll defiantly be a different way of working for us Visual artists. Part of me doesn't want it to change but I guess nothing can stay the same for ever!

LukasS
LukasS

Yeah, but you still need to bake it and I assume that it takes long.

THINKTANK
THINKTANK

It looks great but please don't say this is close to being an industry standard in anyway shape or form basically what is in the render is some hallway walls with some plastic chairs in. Give me a 140MB Sketchup file from an architect which is a few squares miles of offsite and a large scheme and tell me it works great then. THEN i'll be interested... I'm sure it'll have it's uses for tiny building's and interiors but for most this is years away before being able to work with the files we have to work with, which will only get harder with the likes of Revit trying to be the norm (over bloated files)...

FX ANIMATION BARCELONA 3D SCHOOL
FX ANIMATION BARCELONA 3D SCHOOL

Trasladaremos tu petición al coordinador del área de Infoarquitectura y a la Dirección de la escuela...a ver qué se puede hacer ;-)

Pili Baile
Pili Baile

A ver cuando lo traéis para una masterclass! :D

ZahirOuld-hocine
ZahirOuld-hocine

Very nice job!

I allready started to do some UE4 tests, hope to reach this level :)

Michael Forster
Michael Forster

I have to admit I never really liked real-time stuff because it always looked like a computer game. But that really changed my mind. Ronen, do you think you could make an introduction sometimes to real-time? How does it work? How do I get objects out of 3DS Max? How can you guys think this can be used in the future? Do we have to start thinking of learning all of this? With Oculus etc. coming in the near future?

lasse1309
lasse1309

@jslvault the lighmass GI is pretty fine :D you just have to "hack" the values in the .ini file to make it look good. so no baking in 3dsmax required, you only have to apply two UV channels to store the GI into.

mindflux
mindflux

@HeliosDoubleSix HD6, is that you?


I haven't really looked into Unity for quite some time now, didn't they have their own (third-party?) GI solution Enlighten? How do you think it compares?


@ronenbekerman Incidentally, those pieces were put together by the same guy, Wiktor Öhman. Here's one more from him, in CryEngine as well: https://www.youtube.com/watch?v=J2gOlFa99lE

And here's a Polycount thread about the demonstration with some WIP material as well: http://www.polycount.com/forum/showthread.php?t=124123

ronenbekerman
ronenbekerman moderator

@HeliosDoubleSix Yea!! That's the spirit ;)


Great read on your side... right up top I see a reference to the use of Quixel's painting tools and UE4. I think I've seen this first when @Juraj Talcik mentioned their MEGASCANS product. This is becoming a crazy itch to scratch. 

Charli3D
Charli3D

@peachbb2048 the unreal forums aren't the only forums around.  i've seen the dude posting here and there on polycount.

mindflux
mindflux

@RettLongmore No, thanks to UE's very intuitive toolset you don't really have to possess any programming skills whatsoever to produce stuff like above. Additionally, implementing any kind of user interactivity is also pretty easy using the visual Blueprint engine.


If you'd like to test drive the engine you can subscribe for 20€ a month with a possibility to cancel your subscription at any given time - the best part is that you can still continue to use the engine after canceling, you will just miss the updates.

ronenbekerman
ronenbekerman moderator

@RettLongmore I can't really comment on that at this stage, but if you look at it from the side of what's being developed and how it looks + considering what engine is used, then UE4 seems like a good choice. I would also add to that the amount of platforms it supports and what that allows to to do with it.

ronenbekerman
ronenbekerman moderator

@THINKTANK Not today, but further down the road it could be as both paths head towards convergences. As for the tiny buildings comment, just have a look at what's being done in the gaming industry today - these engines are pretty capable. I see many pros in going real-time as it is now vs. what we define as the gold standard for archviz  today. As always - it is project depended.

mindflux
mindflux

Importing assets to UE4 is almost as easy as it can get, simply export as FBX and import. Afterwards you will need to assign the materials using UE4's built-in material editor - which is all physically based, by the way.

jslvault
jslvault

@lasse1309 @jslvault Thanks Lasse, UE4 is truly amazing tool..yet hard to get used to. Looking forward to seeing more from you! Thanks a lot. 

HeliosDoubleSix
HeliosDoubleSix

@mindflux I am HD6 yes :-P


It is Unity with Enlighten that I am using in my example / blog post / ramble

And it is great progress over Unity 4, but it can't touch the UE4 system for quality, but then targets different requirements with different tradeoffs. 


Also SpectraGI is coming to Unity with a realtime GI of sorts soon, but no examples yet and people are screaming it cannot be done and that they are liars :-P 

lasse1309
lasse1309

@DraganMiokovic @peachbb2048 a guerilla-marketing hoax by epic to boost arch-viz use for UE? I doubt that, sounds lot like conspiracy-theory. just because someone is not mingling all the the time with the "community" makes him not less credible.

THINKTANK
THINKTANK

@mindflux @RettLongmore We are waiting for the Oculus Dev Kit (in Sept fingers crossed), the main reason we are going for Unity is because of the support they have for Oculus. what is the support if any for it in UE? I think it's important to think of the broader picture, real time walk through's is great on a TV but what would beat that? Oculus! if it's as good as people are saying it is, people will want this I think, imagine your client / project director team all wired in using the OR headsets walking around like a team death match game but enjoying the building from an actual eye level experience you just can't get from a TV or monitor.


It'll be a game changer I think in terms of how things are designed and developed...A huge problem I see in architecture at the moment is buildings being designed on the technical ability of someone's sketchup skills which shocks me to the core! But if they could see there design in this new way it might make them think again! Future is looking bright either way!

RettLongmore
RettLongmore

@mindflux @ronenbekerman

Thanks for the input guys.  I guess we will have to see how Unity 5 looks when it comes out.  I am very excited about exploring this type of work.  I did one visualization in Unity using their "Beast" Light Mapper with "ok" results.  I set it up with the "first person shooter" controls and then included a couple of "cut scenes" where it would play short movies rendered with c4d + vray.  It seems most of my clients are currently satisfied with several still shots and an occasional camera fly through but I would love to do more realtime interactive work.

mindflux
mindflux

@HeliosDoubleSix Damn, it's been a while :D Great seeing you here.


Yep, just watched your video - like you said it's not really UE4 quality but even so it does look pretty great especially considering the target they're aiming for. Is it really realtime? Interesting if so, since in UE4 GI is implement via pre-baked lightmaps and CE is moving away from a realtime solution. I'm really looking forward to realtime pathtracers like Brigade, but obviously they're still out of our reach for some time.

RettLongmore
RettLongmore

@lasse1309 @DraganMiokovic @peachbb2048 I don't see the problem.  It seems like on the link peachbb2048 has provided Koola says he just doing tests to learn blueprint. So he is building a simple game with simple lighting and some primitives.  If you are just testing basic gameplay you wouldn't spend a ton of time working on the lighting, textures and environments.

HeliosDoubleSix
HeliosDoubleSix

@mindflux yah realtime-ish is the term ( after it has precomputed for a few minutes ) (   and some things cannot change during gameplay, though turning on and off a light in a room will work and such, changing a floors colour works in realtime, and some examples show whole walls being knocked down and then light repropogating I presume by marking the wall with a special attribute so it calculates lighting with and without the wall in question ) The UE4 can do realtime also but it is a work in progress and disabled by default I think, and unlike Unity / Enlighten will not work on mobile devices :-) 


Where did I know you from, real name / nickname changed? :-)

mindflux
mindflux

@HeliosDoubleSix Ha, ENB forum ring any bell? :D

I'm not sure what's the current status of 'dynamic' GI (via light propagation volumes (so spherical harmonics) in UE, but I heard they're working on it and it's already partly implemented, at least to some extent. It's realtime in the sense that's it's calculated per-frame as far I know, but it's of course a heavy approximation and cannot match in quality Sparse Voxel Octotree GI which they sadly dropped because of performance reasons.

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