So far I'm seeing a lot of really nice changes! Content browser is all folder based and is much easier to manage, plus all assets are stored individually instead of in massive packages. Love the ability to drop nodes in the material editor by typing their name, like in Houdini. In short, it's familiar enough that you get up and running fast, but there's a ton of nice little features. Oh, and importing textures automatically set my texture compression based my texture type. Nice!
Does it work ? I see many people on have the issue with selecting project folder.
So far it's working for me, but I'm just beginning to put it through its paces. When I click Launch from the Unreal Engine Launcher window, I get a Unreal Project Browser window popup. From there, if you don't see your project right away, you can hit browse and locate the .uproject file. Mine shows up by default now.
I think many people are just not used to the change in directory workflow from UDK, where you had a unique install for each project. UE4 installs to program files and you can have multiple projects with the same install, just like how unity handles projects.
Forgive me if this has already been asked, but if I plop down $20 and immediately unsubscribe, just to try out the editor before going monthly, would I have to pay retroactively for new updates when I do subscribe again?
Guys anyone having really low frame rate in simulate and play modes?Is this normal?For instance reflection scene run at 40-50 frames in normal mode compared to simulate and play modes 15-20 frames?
My 570 is also bogged down when simulate/play is selected on the reflection level. It's the entire level too, not just one focusing on one of the actors. It's only an issue on that level though, so I'm not too bothered by it.
I just wanted to share the links to our various forums for Unreal, CryEngine, and Unity. Some people may be more interested in them now as the new engines and tools get release.
And when you include the monthly fee of $19.00 against UDK's one time flat fee of $100, the new license is likely more expensive overall.
Your calculations only work out favorably within a certain revenue range. Past that range the 25% of net revenue really starts to eat into profit. The more you make, the larger the cut that 25% accounts for. And of course, there's the fact that the cut other companies takes depends on how you opt to publish. A company that self-publishes a UE4 game for the PC will only ever have to pay the 5%. (no additional 30% to Apple) In a situation like that the 25% of the previous model would be much more damaging.
So far it's working for me, but I'm just beginning to put it through its paces. When I click Launch from the Unreal Engine Launcher window, I get a Unreal Project Browser window popup. From there, if you don't see your project right away, you can hit browse and locate the .uproject file. Mine shows up by default now.
creating a new project works this way, but every time you download something from the marketplace, it still goes to the default folder, and i searched through those .ini file, couldn't find anything indicate that, my primary drive is getting smaller, this does annoy a bit.
anybody knows how are metalness and roughtness supposed to work in unreal 4? i have a material looking good in marmoset 2, however when i import it to ue4 it looks strange, already tried inverting normal y channel, so thats not the issue
Marmoset:
It's just a physically based setup. Think of it in terms of real life. Is it a metal? Is it not? 1 for metals, 0 for non metals, or a mix (not usually). Roughness is just how rough something is. A mirror is perfectly smooth (0), and something 100% diffuse is a roughness of 1.
Your calculations only work out favorably within a certain revenue range. Past that range the 25% of net revenue really starts to eat into profit. The more you make, the larger the cut that 25% accounts for. And of course, there's the fact that the cut other companies takes depends on how you opt to publish. A company that self-publishes a UE4 game for the PC will only ever have to pay the 5%. (no additional 30% to Apple) In a situation like that the 25% of the previous model would be much more damaging.
You're right about it only working for a certain revenue range. For everything above the figure of $100,000 sales that I chose, the new license terms are actually better. And as you point out, self-publishing would be significantly decrease those costs as well.
But I have a question. How do I download the free content to another hard drive? I used what was left of my SSD for the engine itself so I can't fit anymore of the files. I'm looking for the option to change directory.
Edit: Screw it, I just made more space on my SSD for now and moved them to my other Hard Drive when the download finished.
This video should cover the differences between UE3 and UE4 materials, and explain what the properties of UE4 materials represent and what ranges you should use.
A good rule of thumb is if you're not painting color directly, you should connect your mask to a lerp between two values that you can edit in the material.
So, I believe this is because of the deferred lighting but translucent materials no longer reflect/catch specular highlights or screen spaced reflections. Any good ideas on how to best remedy this for my current environment scene? I'm assuming that'd I'd have to use the equivalent to an environment probe in CE3 and then use that map as a cubemap... but I'm just wondering if there were any other clever ideas out there.
In your experience, how does the engine perform with calling in a bunch of materials and lerp-masking between them vs. texturing your entire mesh in something like substance painter where the albedo/roughness/metalness are all handled easily? by performance i also mean the end framerate... lerps are expensive when you're only lerping single vectors let alone multiple vec3's.
Or does the engine do some runtime voodoo and bake it down?
So, I believe this is because of the deferred lighting but translucent materials no longer reflect/catch specular highlights or screen spaced reflections. Any good ideas on how to best remedy this for my current environment scene? I'm assuming that'd I'd have to use the equivalent to an environment probe in CE3 and then use that map as a cubemap... but I'm just wondering if there were any other clever ideas out there.
Translucent materials do have reflections. Not great but better than nothing for now. You need to set Translucency Lighting Mode to Surface in the material to enable reflections, and then you can raise the specular value over 1 and up to whatever necessary(not realistic but it works in this case) if you want to boost the reflections.
So I managed to play with the engine more and I was surprised the least hardware taxing thing were the physics simulations. The effect that brought my PC to its knees were those physically based reflections.
Overall, I'm very impressed. Using UE4 for the first time reminded me of when I unboxed my first game console. Good memories.
I really gotta thank Epic for this. Best $20 spent ever! And it's all going to help me with getting a career some day.
In your experience, how does the engine perform with calling in a bunch of materials and lerp-masking between them vs. texturing your entire mesh in something like substance painter where the albedo/roughness/metalness are all handled easily? by performance i also mean the end framerate... lerps are expensive when you're only lerping single vectors let alone multiple vec3's.
Or does the engine do some runtime voodoo and bake it down?
I'm guessing your referencing the material layer workflow. Single texture lookups will definitely be faster but the quality of material layers has a performance trade off that's acceptable. Material layers have great resolution because of them being built from tiling textures and the ability to share and globally update is nice.
creating a new project works this way, but every time you download something from the marketplace, it still goes to the default folder, and i searched through those .ini file, couldn't find anything indicate that, my primary drive is getting smaller, this does annoy a bit.
A workaround you can try if you're running on Windows is to use symlinks. You can move the project folder to another location, on another drive and create a symlink in its place that points to its new location. It's a fancier version of a shortcut but the difference is that Windows treats the path as if the folder was in the original location when it's really stored elsewhere.
You can use THIS handy extension to make quick symlinks. Move the (Unreal Projects?) folder elsewhere, right-click it "Pick Link Source", go back to the original folder location, right-click "Drop As > Symbolic Link". And you're done. UE will still see the folder as if it was never moved, but your drive space will not be impacted.
Translucent materials do have reflections. Not great but better than nothing for now. You need to set Translucency Lighting Mode to Surface in the material to enable reflections, and then you can raise the specular value over 1 and up to whatever necessary(not realistic but it works in this case) if you want to boost the reflections.
I followed the UE4 Xnormal documentation workflow to a T, multiple times and the documentation seems wrong, or I am, which is possible.
High / Low / Cage / and Triangulate in 3Dsmax 2014, 1 smoothing group.
Export triangulated .fbx 2013 to xnormal with same settings as documentation HERE, bake using exported normals and cage.
Import same triangulated .fbx into UE4
The problem:
Exporting from max WITHOUT tangents and binormals never yields a good normal map bake from xnormal into UE4.
There is no 'explicit normals' check box anymore. I can only assume that the "Normal Import Method" replaced this checkbox. Which must be set to Import both Normals and Tangents to yield the best bake.
So is the documentation wrong or am I? I can get the mesh to look very good, but not perfect, is this the best way?
Replies
hehe, maybe it's a discussion better left to another thread. Nobody got left behind
When you create a new project, there's an arrow dropdown on the lower right corner of the screen that let's you set a custom directory.
Does it work ? I see many people on have the issue with selecting project folder.
So far it's working for me, but I'm just beginning to put it through its paces. When I click Launch from the Unreal Engine Launcher window, I get a Unreal Project Browser window popup. From there, if you don't see your project right away, you can hit browse and locate the .uproject file. Mine shows up by default now.
EDIT: Damn it!
Thanks, guys!
Oh, another question: can you sell blueprints and/or code on the marketplace?
i7 2600k, 8GB, Nvidia 570GTX 1.25GB.
Your GPU looks really outdated for what editor actually needs.
for the time being
Unreal Tech Talk: http://www.polycount.com/forum/forumdisplay.php?f=63
CryEngine Tech Talk: http://www.polycount.com/forum/forumdisplay.php?f=64
Unity Tech Talk: http://www.polycount.com/forum/forumdisplay.php?f=69
And our brand new Unity Store forum: http://www.polycount.com/forum/forumdisplay.php?f=79
Your calculations only work out favorably within a certain revenue range. Past that range the 25% of net revenue really starts to eat into profit. The more you make, the larger the cut that 25% accounts for. And of course, there's the fact that the cut other companies takes depends on how you opt to publish. A company that self-publishes a UE4 game for the PC will only ever have to pay the 5%. (no additional 30% to Apple) In a situation like that the 25% of the previous model would be much more damaging.
creating a new project works this way, but every time you download something from the marketplace, it still goes to the default folder, and i searched through those .ini file, couldn't find anything indicate that, my primary drive is getting smaller, this does annoy a bit.
Marmoset:
UE4:
You're right about it only working for a certain revenue range. For everything above the figure of $100,000 sales that I chose, the new license terms are actually better. And as you point out, self-publishing would be significantly decrease those costs as well.
But I have a question. How do I download the free content to another hard drive? I used what was left of my SSD for the engine itself so I can't fit anymore of the files. I'm looking for the option to change directory.
Edit: Screw it, I just made more space on my SSD for now and moved them to my other Hard Drive when the download finished.
invert your roughness.
[ame="http://www.youtube.com/watch?v=rBmfwQpjosw"]Engine First look[/ame]
[ame="http://www.youtube.com/watch?v=lngF4VVNER4"]Materials - 1 - Intro to Materials - YouTube[/ame]
A good rule of thumb is if you're not painting color directly, you should connect your mask to a lerp between two values that you can edit in the material.
In your experience, how does the engine perform with calling in a bunch of materials and lerp-masking between them vs. texturing your entire mesh in something like substance painter where the albedo/roughness/metalness are all handled easily? by performance i also mean the end framerate... lerps are expensive when you're only lerping single vectors let alone multiple vec3's.
Or does the engine do some runtime voodoo and bake it down?
Translucent materials do have reflections. Not great but better than nothing for now. You need to set Translucency Lighting Mode to Surface in the material to enable reflections, and then you can raise the specular value over 1 and up to whatever necessary(not realistic but it works in this case) if you want to boost the reflections.
Overall, I'm very impressed. Using UE4 for the first time reminded me of when I unboxed my first game console. Good memories.
I really gotta thank Epic for this. Best $20 spent ever! And it's all going to help me with getting a career some day.
I'm guessing your referencing the material layer workflow. Single texture lookups will definitely be faster but the quality of material layers has a performance trade off that's acceptable. Material layers have great resolution because of them being built from tiling textures and the ability to share and globally update is nice.
There is no baking path right now.
A workaround you can try if you're running on Windows is to use symlinks. You can move the project folder to another location, on another drive and create a symlink in its place that points to its new location. It's a fancier version of a shortcut but the difference is that Windows treats the path as if the folder was in the original location when it's really stored elsewhere.
You can use THIS handy extension to make quick symlinks. Move the (Unreal Projects?) folder elsewhere, right-click it "Pick Link Source", go back to the original folder location, right-click "Drop As > Symbolic Link". And you're done. UE will still see the folder as if it was never moved, but your drive space will not be impacted.
Thanks!!! That's just what I was looking for!
I followed the UE4 Xnormal documentation workflow to a T, multiple times and the documentation seems wrong, or I am, which is possible.
High / Low / Cage / and Triangulate in 3Dsmax 2014, 1 smoothing group.
Export triangulated .fbx 2013 to xnormal with same settings as documentation HERE, bake using exported normals and cage.
Import same triangulated .fbx into UE4
The problem:
Exporting from max WITHOUT tangents and binormals never yields a good normal map bake from xnormal into UE4.
There is no 'explicit normals' check box anymore. I can only assume that the "Normal Import Method" replaced this checkbox. Which must be set to Import both Normals and Tangents to yield the best bake.
So is the documentation wrong or am I? I can get the mesh to look very good, but not perfect, is this the best way?
You should eye ball it unitil it looks right.
I know how it sounds, but that is how it works in unreal .
Any idea if the tools will be ported as well ? Or is it just the outputted game/engine as with Unity right now ?
edit: also this thing(ue4) is pure gold!
[/URL]
where gloss was black = rough, white = smooth. with roughness black = smooth, white = rough.