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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
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OK

Making of "Unreal House" - Tip of the Week

Michał Franczak 2017-03-15 14:20 tutorial  > Unreal Engine  > compositing

We are presenting the breakdown of the scene 1 from Archinteriors for UE vol. 2.

During the last two years Evermotion created several collections for Unreal Engine. Since 2015 realtime rendering becomes more and more popular for arch-viz industry. The scene below comes from Archinteriors for Unreal Engine  vol. 2. The collection consists of four scenes of modern interiors - for residential, office and commercial purposes. Today we will look at the scene 1 - The House.

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Unreal Engine 4 screenshot.

 

 

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Unreal Engine 4 screenshot.

 

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Unreal Engine 4 screenshot.

 

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Unreal Engine 4 screenshot.

 

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Unreal Engine 4 screenshot.

 

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Unreal Engine 4 screenshot - top view.

 

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Unreal Engine 4 - viewport. The main point (and "player start") is the kitchen / dining room area.

 

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The building from the outside. You can see PostProcess Volume Bounding Box. We sculpted the landscape inside Ue4 and scattered some winter trees too.

 

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Chair mesh. As you can see on the right, we often override Light Map resolution. In this case we are using 512 resolution for baking normal map.

 

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Floor mesh.

 

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Floor material in the instance editor. Our base material is rather complex, the most of the materials are just an instances of it, so we can deal with shading much faster.

 

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Floor material, continued.

 

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Floor material, continued.

 

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Ceiling lamp.

 

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Ceiling lamp material.

 

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Ceiling lamp material (continued).

 

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Ceiling lamp material (continued).

 

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Table mesh. This table (and some other props) was converted from our 3ds Max scene made for Archinteriors vol. 37.

 

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Table material.

 

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Table material (continued).

 

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we used the following world settings to set up lightmass / rendering quality.

 

 

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Our Playerstart placement. If you press "play" this will be the place where our simulation begins.

 

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The building is placed on the landscape sculpted in UE4.

 

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Lanscape is surrounded by mountains. Each mountain is a separate mesh.

 

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Mountain mesh.

 

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Landscape without mountains.

 

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Atmospheric fog settings.

 

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And that's how the scene looks without mountains and atmospheric fog.

 

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When we turn PostProcess Volume off, we get much darker scene.

 

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PostProcess enabled.

 

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The main difference comes from Indirect Lighting Instnsity value.

 

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Frozen glass mesh.

 

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Frozen glass diffuse map.

 

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Frozen glass material.

 

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Frozen glass bump texture.

 

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Frozen glass scratches map.

 

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We also included particles, based on simple particle system that comes with starter content of Unreal Engine..

 

 

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Mesh of a tree with UV map.

Thank you for your attention! Please, don't forget to look at our collections for Unreal Engine. If you are interested in buying this scene you can get it with  Archinteriors for Unreal Engine  vol. 2

 

Author: Michał Franczak Editor: Michał Franczak
Tags: unreal
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