We are presenting our latest Unreal Engine scene that comes with Archinteriors for Unreal Engine 4 vol. 1 REMASTERED collection consisting of six interior scenes. This collection is available in Evermotion shop. Each person that will purchase it, will get update to Unreal Engine 5 version for free (when it will be available later this year).
Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4
Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4
Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4
Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4
Archinteriors for Unreal Engine 4 vol. 1 Screenshot from Unreal Engine 4
This is a screenshot from Unreal Engine 4.27.1 . You can see some noise, especially on the columns. It comes from raytraced reflections that were tuned down to achieve fluent navigation. We can tweak it to increase output quality in PostProcessVolume element. This way no noise will be present in final renders. All models were modeled in 3ds Max prior to putting them in Unreal Engine 4. The most of materials are tiled, so they can be easily switched between objects, you can change color, scale, etc.
PostProcess Volume controls all raytracing settings and color correction for this scene.
This is how the scene looks like with PostProcess Volume disabled - it has much warmer temperature. PPV helps us to balance the tonality of the scene in an easy way with color grading panel.
We tweaked these settings in PPV to change tonal balance of the scene to a bit colder side. We also used LUT_night that comes with Unreal Engine.
These are raytracing settings. For global illumination we used GPU baking of the scene. On top of baked GI we added raytraced reflections, refractions and ambient occlussion. Baked light was built with Nvidia GeForce 2080 Ti and AMD Ryzen 3950X. We didn't use raytraced global illumination for lights, because we used static light sources (and raytracing is calculated only for dynamic lighting).
These settings control the stuff that is more traditional post-production - in this case it is bloom (we used a standard one, but you can change it to convoluted if you want to), a bit of chromatic abberation and some changes in the speed of exposure compensation.
The Lighmass Importance Volume controls what elements of the scene are considered for baking light. In this case it surrounds the whole scene.
The main light sources are rectangular lights in windows. They are static, so the light was baked.
Raytracing was used mainly for reflections - it looks gorgeous and much better than screen space reflections.
This is how reflections look with screen space reflections. They are faster to calculate but less acurrate than raytraced reflections. You can switch between two reflection types with a single click.
Raytracing was also used with translucent materials. RTX version above.
Regular "raster" version. It does not look bad in this case, but some glass elements will not be as good looking with older raster translucency type.
Raytraced translucency.
Raster translucency
If you want to increase raytracing quality during your work, without waiting for final render, you can increase Screen Percentage in viewport settings. Everything will be smoother, but your scene will work much slower.
Regular "100 percent" settings that work very good and fluent while navigating with RTX 2080 Ti.
Generally, you want to keep screen percentage to 100% during work, and keep it high in PostProcess Volume and cameras, so you will achieve crispy renders during exporting of a sequence. If you want the best possible quality, you can render at 4K and then downsize them to 2K for Youtube or Vimeo.
These are our export settings for sequences of this scene.
Our second light source is HDRI backdrop.
And that's how the scene looks if we turn it off in the outliner.
HDRI backdrop settings.
Unlit mode
Wireframe mode
Detail lighting mode
Path tracing mode (and settings)
Our promo of Archinteriors for Unreal Engine 4 vol. 1 REMASTERED with the scene from tutorial.
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