What does the Unreal Engine 5 technology mean for us? Will we benefit?

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Comments

  • Kevin SandersonKevin Sanderson Posts: 1,643

    They are definitely improving UE 4 renders.

  • mindsongmindsong Posts: 1,715
    edited May 2020
    wolf359 said:
    This is Daz latest attempt to leverage the virtual space

    https://maketafi.com/

    Avatars are all the rage on facebook lately.

    the realtime UE5 is simply mind-bending.

    tafi-like avatars under the control of individual 'drivers', following a script - add a camera or six -> movie.

    Good writing is still key, but the mechanics of the process are in the process of being overhauled. Hollywood's monopoly is the horse to this new buggy.

    --ms

    Post edited by mindsong on
  • EllessarrEllessarr Posts: 1,395

    They are definitely improving UE 4 renders.

    indeed, because unreal engine is trying to pass the bondaries between just a game engine and a "all 3d solitions" tool, because they are now aiming also for movies and for archi presentations and others things, then they are making  the unreal more powerfull than it's need to be for game, because they want go others markets aswell.

  • David Vodhanel, does your Daz to Unreal plugin allow for higher resolution textures?

    https://unrealengine.com/marketplace/en-US/product/daz-to-unreal

    It doesn't resize any textures currently.  It just collected all the textures for the transferred asset at whatever resolution they were made at.  It's on my list to have an option for resizing them to a power of 2 because Unreal will generate mips for them and it will run better.  https://trello.com/b/jflWglcp/daz-to-unreal

    The limitation is that I only transfer over the base model, so the poly count is a bit low in some cases.  Here's some close ups: http://davidvodhanel.com/daz-to-unreal-close-ups/

    Anyway, I just wanted to mention it because while you can transfer characters over yourself, the time spent starts to add up.  I used to spend about an hour per character doing touchups in Maya and Unreal.

  • davidtriunedavidtriune Posts: 452

     

    Anyway, I just wanted to mention it because while you can transfer characters over yourself, the time spent starts to add up.  I used to spend about an hour per character doing touchups in Maya and Unreal.

     

    while it renders live, getting stuff in there and setting it up is very tedious.

    not click and load like most DAZ studio users are used to.

    I am also finding I need to use Blueprints more and more to do stuff too, fortunately they exist because I know nothing of C++ and visual studio 

     

    true. but it might be my only solution for rendering big scenes. I have these huge panoramic dinosaur scenes that I can't render in DAZ unless I optimize the hell out of them. I hope I can just import them into UE5, and render in real time as a bonus.

  • kyoto kidkyoto kid Posts: 41,244
    edited May 2020
    kyoto kid said:

    ...Kevin, read back in the thread to see your earlier post and. then just saw your response to Greymom  Wow,

    Good you are puling through it. 

     

    Artini said:

    Hope you will get better, Kevin. My previous boss also got stroke a couple of years ago and now he is much stronger.

    He still use his computer and second hand works better for him.

     

    One of those here who was left handed but forced at an early age to become right handed as well.  My right hand has pretty much been crippled by arthritis to the point I barely can read what I write. 

    Yeah, thanks KK! I hope you do get some relief for your arthritis. My left hand which is good having a little bit of arthritis lately.

    ..yeah I have to thank my years in music for maintaining and improving the dexterity in my left hand.    I can only use one finger from my right hand when I type.

    If you are in a location where you can get it, I'd recommend a CBD rub or balm. It does help unless the bone and tendon damage is as severe as I have in my right hand.  It's also much better (along with being safer) than chugging Adivil or other anti inflammatory meds.

    __________

    Back on topic, I did download Unreal 4 however used one of their generated passwords to initially sign in on their site. when I attempted to open the software I was prompted for that same password.  I looked at it in my password locker and I'll be dipped if I'm going to try and type that in by hand (it won't allow copy/paste, you are required to key it in manually).   Being dyslexic, long cryptic passwords are my bane and the one they gave me is a nightmare.  What I'll have to do is go back on the site, change the main password to something I can remember and type in with no errors, then  go back and open the programme. Don't want to get locked out because I tried too many times.

    Post edited by kyoto kid on
  • EllessarrEllessarr Posts: 1,395

     

    Anyway, I just wanted to mention it because while you can transfer characters over yourself, the time spent starts to add up.  I used to spend about an hour per character doing touchups in Maya and Unreal.

     

    while it renders live, getting stuff in there and setting it up is very tedious.

    not click and load like most DAZ studio users are used to.

    I am also finding I need to use Blueprints more and more to do stuff too, fortunately they exist because I know nothing of C++ and visual studio 

     

    true. but it might be my only solution for rendering big scenes. I have these huge panoramic dinosaur scenes that I can't render in DAZ unless I optimize the hell out of them. I hope I can just import them into UE5, and render in real time as a bonus.

    well based on how "big" are the scenes you are planing to "render" unreal engine 4 already can support it, if is just for render and not game then you can "render big scenes with high poly stuffs as long it's not "that big"like a single proper being around millions polygons), it can render a "millions polygons scenes without any issue as long it's not "that big"

  • nicsttnicstt Posts: 11,715
    RorrKonn said:
    Game meshes have a lot of maps. You can see game meshes at sketchfab.com Blender has eevvee

    Yeh, it does, and I'm loving it.

  • ArtiniArtini Posts: 9,722

    Quixel Mixer looks great as well

     

  • nonesuch00nonesuch00 Posts: 18,316

    They are definitely improving UE 4 renders.

    nice

  • RobinsonRobinson Posts: 751

    There's talk of "transferring characters to Unreal", yes, but only the base mesh poly cages.  Getting a high res rigged mesh into it is a lot more involved.

  • Kevin SandersonKevin Sanderson Posts: 1,643

    David Vodhanel, does your Daz to Unreal plugin allow for higher resolution textures?

    https://unrealengine.com/marketplace/en-US/product/daz-to-unreal

    It doesn't resize any textures currently.  It just collected all the textures for the transferred asset at whatever resolution they were made at.  It's on my list to have an option for resizing them to a power of 2 because Unreal will generate mips for them and it will run better.  https://trello.com/b/jflWglcp/daz-to-unreal

    The limitation is that I only transfer over the base model, so the poly count is a bit low in some cases.  Here's some close ups: http://davidvodhanel.com/daz-to-unreal-close-ups/

    Anyway, I just wanted to mention it because while you can transfer characters over yourself, the time spent starts to add up.  I used to spend about an hour per character doing touchups in Maya and Unreal.

    Thanks!

  • Kevin SandersonKevin Sanderson Posts: 1,643

    Sky and atmosphere rendering

     

  • michaeltoomichaeltoo Posts: 219

    Unreal Engine 5, next level everything (:

  • I think I should mention, there's added benefits to Unreal beyond render times.  Since it's a video game engine, you can add logic to your characters.  I tend to setup my characters so they know how to walk around.  I add a "look at" variable.  So if I've got a scene where the character walks somewhere and looks at something, I don't need to animate all that.  It's a lot of time savings.  The Sequencer in Unreal is also great for slapping animations together into a scene.

    On the flip side, if you're making a game prototype and want something that looks more like your vision for the characters, Daz Studio is a very powerful tool for creating your characters.  You can find something close to what you want on the store and adjust it easily.  In that video, I transferred two swappable characters into an Unreal project in like 5 minutes and most of that time was just waiting for the transfer.

  • davidtriunedavidtriune Posts: 452
    edited May 2020
    Artini said:

    Quixel Mixer looks great as well

     

     

    I'm really excited for procedurally-generated-yet-photoscanned textures. Imagine using this for human skin someday, or clothes. This means no more creating our own textures for Daz characters.

     

    i've never been so wow'ed by a cardboard box before


    Post edited by davidtriune on
  • novastridernovastrider Posts: 208
    Robinson said:

    I get the impression this feature is targetted at future hardware, not current.  I mean things like m.2 very fast flash drives on graphics cards and very large amounts of RAM (PS 5, XBox).

    It does amaze me looking at Unreal Engine's content store, how little good quality models, animations and rigs there are.  Then you look at something like TurboSquid and see the kind of price a high quality model (rigged) sells for and begin to appreciate how good Daz's store is.  Unfortunately so far Daz doesn't seem to be willing to leverage integration with Unreal Engine.  It's not a seamless process and the export is kind-of rubbish (low poly cage).  The business case for doing so must be getting stronger all the time though.  It would be nice to get an official response to this.  I've seen demand growing here and elsewhere (YouTube!).  Indies rely on great artists and accessibility of content don't they.  Professional studios can dump money on the problem.

    Nope, UE 5 is targeted for all hardware; this demo shows off what it can do at the best of it's capabilities, but it's also able to break all that fancy tech down for lower-end PC's, current gen consoles and most importantly: mobile phones; they explicitly say so too. While Epic is working hard at gaining ground in the television/film industry by showing off it's fresh high end realism tech, it's core business is still being a one size fits all render engine for multiplatform gamedevs. And they are terrific at scalability, just look at the way their tech works for Fortnite: the game you play on your mobile phone is exactly the same, models and all, as the one running on the best PC's out there, just with some options turned off. That's more interesting to me and it's 350 millions of user than the high end stuff only a few people can actually afford the hardware for.

  • RobinsonRobinson Posts: 751

    Nope, UE 5 is targeted for all hardware

    UE5 may be, but not this feature, surely.  Same with Ray Tracing.  It's optional.

  • EllessarrEllessarr Posts: 1,395
    edited May 2020
    Robinson said:

    Nope, UE 5 is targeted for all hardware

    UE5 may be, but not this feature, surely.  Same with Ray Tracing.  It's optional.

    well we don't know for now, but for sure unreal 5 very like unreal 4 will be able to "work" with much more polygons than before like if currently unreal 4 can handle characters and objects up to if i'm not wrong the limit is around 500k to 1 million then obvious which unreal 5 even without nanite or "that nanite being "nerfed" due to low specs" it gonna still be able to handle much more polygons than unreal 5, you gonna still be able to create big and more "detailed scenes and characters, the problem is the "3d game market" catch up with that, because again for what i can get in the 3d game market they are still "working behind" the real potential of many game engines at last they are still being worked with the mindset or mobile or low spec consoles/pcs in mind, only really few artists are actually trying to "use" the real power of the engines (assets and characters triple AAA quality).

    Post edited by Ellessarr on
  • RobinsonRobinson Posts: 751

    Anybody else see the NVIDIA marble game demo?  Unbelievable.  It's on a Quadro 8000 (six grand) but jeez, the detail in it blows my mind. 

  • Kevin SandersonKevin Sanderson Posts: 1,643

    That is great! Also, I read and heard ray tracing is in UE 4.25

     

  • RobinsonRobinson Posts: 751

    That is great! Also, I read and heard ray tracing is in UE 4.25

    It's been in for a couple of point releases so far, but it's not version 5's method.  It's quite limited in application (and a big performance hit).

  • KetsyColaKetsyCola Posts: 86
    edited May 2020

    Not sure if this applies to the topic or not, but there are a few things I would like people to know:
    1) Unreal Engine is not a game engine. It is a real-time engine that can be used for games, television shows, film, archviz, and animation. It's an extremely powerful tool. The idea that real-time engines can't produce realistic, believable results is old knowledge that died out about 5 years ago.

    2) Gaming systems are limited in performance in comparison to a PC built for 3d work**. The fact that UE5 was demo'd on a console, of all systems, says a lot about what consoles are capable of, and even more about the possibilities on a pc.

    3) Yes, Unreal Engine does have a bit of a learning curve. Like in anything in life, the best results require a good amount of effort. Take the time to learn it, if you really want to use it. It'll be worth it.

    **PC builds (desktop towers) have a wide range, because of its customizability. That said, even low-tier workstations running two-gens-old parts can still outperform a current-gen console. (I have a close relative who builds pcs. He's built mine, his own, my father's, and some others' desktops. He's a deep well of tech knowledge.)

    Just thought I'd leave this here. Granted, I personally don't have deep knowledge of Unreal as I've only just started using it in December. But I do know enough of what it can do, and where Unreal is heading. If you're looking to get into UE, now is the time to do it.

    Post edited by KetsyCola on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583

    still called a game engine

    I use iClone which doesn't make games but they still call it a game engine

    its the realtime rendering as you work in the viewport that is being refererred to as opposed to using something like openGL like DAZ studio does then rendering afterwards 

  • KetsyColaKetsyCola Posts: 86

    Epic calls Unreal "the world's most open and advanced real-time 3D creation tool."
    The term "game engine" is old, and has got to go. UE and Unity can do so much more than just games now. More and more film and TV studios are starting to integrate Unreal into their pipelines. Real-time engine is far more fitting.

  • EllessarrEllessarr Posts: 1,395

    still called a game engine

    I use iClone which doesn't make games but they still call it a game engine

    its the realtime rendering as you work in the viewport that is being refererred to as opposed to using something like openGL like DAZ studio does then rendering afterwards 

    indeed at the beginner unreal started just as a game engine, but now they are trying to move foward from it, to be a sort of "sort of jack of all traders" tools, which you could make almost any sort of work from game to movie, to 3d presentations it's so which they are even implementing a 3d modeling tool in the engine it's not gonna take too long until you could model and rig your characters direct inside unreal without need tools like maya or zbrush, to see how they are going deep, currently you can already have a "experimental tool" to model "simple figures" instaled in the engine.

  • mindsongmindsong Posts: 1,715
    edited May 2020
    KetsyCola said:

    Not sure if this applies to the topic or not, but there are a few things I would like people to know:
    1) Unreal Engine is not a game engine. It is a real-time engine that can be used for games, television shows, film, archviz, and animation. It's an extremely powerful tool. The idea that real-time engines can't produce realistic, believable results is old knowledge that died out about 5 years ago.

    2) Gaming systems are limited in performance in comparison to a PC built for 3d work**. The fact that UE5 was demo'd on a console, of all systems, says a lot about what consoles are capable of, and even more about the possibilities on a pc.

    3) Yes, Unreal Engine does have a bit of a learning curve. Like in anything in life, the best results require a good amount of effort. Take the time to learn it, if you really want to use it. It'll be worth it.

    **PC builds (desktop towers) have a wide range, because of its customizability. That said, even low-tier workstations running two-gens-old parts can still outperform a current-gen console. (I have a close relative who builds pcs. He's built mine, his own, my father's, and some others' desktops. He's a deep well of tech knowledge.)

    Just thought I'd leave this here. Granted, I personally don't have deep knowledge of Unreal as I've only just started using it in December. But I do know enough of what it can do, and where Unreal is heading. If you're looking to get into UE, now is the time to do it.

    wise words - good post.

    Some companies are actively trying to rebrand their tools that were explicitly designed for 'X' with the buzz-words that are earned by today's (b)leading edge 3D engines.

    Others are actually engineering and delivering on those promises.

    If you pay attention to the brochures, you may waste a lot of time squeezing blood from stones.

    If you pay attention to the results, you can pretty easily tell who is who, regardless the adjectives, buzz-verbs, and other semantic 'games' at play.

    That said, the recent UE5 demo drops the jaw, but I don't see large numbers of hobbiests like myself getting results like that for a good while, if ever.

    Of course I too can dream! :) - and - I'm enjoying the adventure as I go.

    cheers,

    --ms

    Post edited by mindsong on
  • EllessarrEllessarr Posts: 1,395
    edited May 2020

    here the "polygon model feature, it was instaled since unreal 4.24:

     

     

    hey going a little offtopic, how i can link the "video" direct here instead of just the link for youtube as i see some users doing?? how i can do that here in the forum?

    Post edited by Ellessarr on
  • RobinsonRobinson Posts: 751
    KetsyCola said:

    More and more film and TV studios are starting to integrate Unreal into their pipelines. Real-time engine is far more fitting.

    I suppose that's why Houdini made an integrated plugin for it.

  • KetsyColaKetsyCola Posts: 86
    Ellessarr said:

    here the "polygon model feature, it was instaled since unreal 4.24:

    https://www.youtube.com/watch?v=FSzk2osk2Ms

     

     

    hey going a little offtopic, how i can link the "video" direct here instead of just the link for youtube as i see some users doing?? how i can do that here in the forum?

    Click the Share button on the video, copy the link provided, and paste to your post. :)

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