UDK - Unreal Engine 3 Realtime Dynamic Soft Shadows And Lightfunctions
Uploader Comments (eichhoernchen12)
Top Comments
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at 0:13 i thought it was my steam ^^
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lol when i hearst hat steam sound, i instantly started thinking like *hmm... i think mah steamz0rz iz bugging bec00z no one rly sended me anieh mailz0rz or 'nything, rofl* .... erm.... yeah
All Comments (45)
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I think it's caused by "not" being able to bypass Unreal's compression.. (if you choose defer compression yer materials render nice and crisp but there is no way to completely bypass during final render of scene)
Which would not be so bad (no level of compression isn't reasonable in a level. er, but then again for portfolio turntables and such w/ lite overhead I don't see the harm)
A feather in the cap of the marmoset engine. Compression Quality should somehow be possible?
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how you do this?
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That steam chat noise made me check my steam
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Your lighting needs to be rebuilt, haha
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Lol at 0:13 seconds.
*steam msg noise*
"wth? Steams open? *looks for steam* it's not open... OH SHIT VIRUS!!! *replays video* ohhhh it's the video. *facepalm*."
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Awesome
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i thought some one sent me a steam msg
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@lopidum me too, but surprised since the steam sounds have changed
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@Nick3d I think the perfect example would be Mirror's Edge!! Check out some videos/screenshots from this fine game that uses the unreal engine for very clean and basic architecture!
Really nice!
Let me ask you something: I'm going to setup a scene that will be used as a tech demo for my Architectural Visualization project....the main problem is that with UDK is really hard to get "clean" rendering quality, it just works perfectly for "dirty" stuff, so I was wondering if there are some specific settings for nice and clean results...
Nick3d 1 year ago
@Nick3d Well, thats a little Problem with this Engine. It generally looks some sort of "pixelated" and grungy, no matter what you do with your materials. I never tried something like that, it may be possible but I really dont know who to. But one Solution could be just to draw finer lightmaps everywhere.
eichhoernchen12 1 year ago
Dynamic shadows (called shadowmaps) are cool but they're eating to much gpu resources .
hydzior 2 years ago
Well, not really. They were implemented in Games years ago and they never had a real performance problem.
eichhoernchen12 2 years ago
@eichhoernchen12 Maybe with the simplest version of this technique with limited light sources per frame . Todays hardware for my little scene dont have performance that i need to do this stuff with full realtime shadowing and lighting :] . Im not talking about lo-res modulated softshadows . I'm talking about real shadowmaps with many lightsources :] .
hydzior 2 years ago
Yeah, it's really the complexity of the scene, but it's also the rendering technique (deffered shading etc) and the engine. Some Engines are more powerful at light rendering, some are less ;D
eichhoernchen12 2 years ago