I have been using ue5 in a lot of different projects since its release. There were a few issues regarding professional work. Can't say for 5.1 yet as I just started using it. The upside is that you always get a wow effect from the clients when they even see your grayboxing with lumen. The same projects look way more professional and much better quality even with bad materials, without spending time to get that 'detail lighting vs smoothing' bakes. BUT!
You can't easily render professional work stuff due to some 'firefly' bugs in lumen. It breaks light continuity and it's never the same if you render it twice. It's good during production but not acceptable for final delivery
Nanite had (at least in 5.0) no control in decimating, resulting in problems with material IDs going all over the place. For complex product work (ads) even close ups might be having some sort of decimation that breaks mat IDs
"virtually limitless' triangles is still not the case, they still need to be manageable, no surpassing 2mil for a hero prop, and that still ends up with small-scale projects being around 40gb (uncooked).
At least one of the things we definitely need is better storage technology to be able to keep up with the graphic quality rising.
Regarding the firefly and continuity of professional renders. Are you talking about videos or stills? I rendered in 5.0 for my last portfolio project and at least the stills did not seem to vary (with lumen).
Regarding the firefly and continuity of professional renders. Are you talking about videos or stills? I rendered in 5.0 for my last portfolio project and at least the stills did not seem to vary (with lumen).
Moving videos. I think mainly the issue is with Lumen+Virtual shadow maps.
Yes, I noticed that too and it is really annoying. Lumen also can be tricky for indoor scenes with emissive light sources. Too many artifacts -> immersive feeling gone.
5.1 solved some problems with noise, interiors, and GI in general. Also, reflective and translucent materials look right now. Nanite works with thin meshes like tree leaves and even improves performance. All improvements are in "Unreal Sensei" channel video about UE5.1 changes.
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Regarding the firefly and continuity of professional renders. Are you talking about videos or stills? I rendered in 5.0 for my last portfolio project and at least the stills did not seem to vary (with lumen).
Moving videos. I think mainly the issue is with Lumen+Virtual shadow maps.
Yes, I noticed that too and it is really annoying. Lumen also can be tricky for indoor scenes with emissive light sources. Too many artifacts -> immersive feeling gone.
Yeah, I wouldn't use lumen for interior spaces unless they are almost completely lit from the sun/incoming light
5.1 solved some problems with noise, interiors, and GI in general. Also, reflective and translucent materials look right now. Nanite works with thin meshes like tree leaves and even improves performance. All improvements are in "Unreal Sensei" channel video about UE5.1 changes.