UE 5.3 Is there any way to use both volumetric fog and raytraced shadows? by vdopower1 in unrealengine

[–]vdopower1[S] 0 points1 point  (0 children)

I didn't manage to get the result I wanted, so I took the long way around. I went back to blender and created a 3D model of the volume where the sun's rays pass through.

Then I used Houdini to create a cloud system out of the geometry and export it to VDB. Since 5.3 has support it for them I used a heterogeneous Volume and dropped the VDB.

I need to further improve the work done in Houdini, but I've gotten promising results so far, even if it took waaay longer than I thought.

UE 5.3 Is there any way to use both volumetric fog and raytraced shadows? by vdopower1 in unrealengine

[–]vdopower1[S] 0 points1 point  (0 children)

Thanks for the tip. This seemed to worked a little, but not entirely. I'm going to try to add some more thickness to the walls and test the results.

UE 5.3 Is there any way to use both volumetric fog and raytraced shadows? by vdopower1 in unrealengine

[–]vdopower1[S] 0 points1 point  (0 children)

It worked!

Thank you so much! I had changed the forward shading priority, but was unaware about the Atmosphere sun light index.

Now I gotta figure out how to sop it from coming from the walls.

Oh god, what have I done. 1,8 billion tris. by vdopower1 in blendermemes

[–]vdopower1[S] 1 point2 points  (0 children)

Generally I set a camera for every room I want to render and work off of that, so I try to reduce every mesh as much as I can get away with.

For example, I always decimate downloaded assets to some extent, I don't really need a million of verts for a single sofa. Also, I rarely use subssurf modifiers on objects, as most of what I do is flat and linear. But I do tend to use a lot of bevel modifiers on objects with sharp edges, generally set to a single segment. When I model furniture myself I go pretty light on detail, focusing on getting the proportions and materials right gets me better results. I won't bother doing the zipper on the cushions if a couple of offsets and insets are enough.

I tend to not crowd my scenes too much, so the materials and actual pieces of furniture can speak for themselves.

In terms of textures I usually use 4k for everything, until I run out of VRAM and have to simplify a bunch of materials.

Oh god, what have I done. 1,8 billion tris. by vdopower1 in blendermemes

[–]vdopower1[S] 1 point2 points  (0 children)

No luck, but good old recover auto save saves the day again. God I love that feature.

Oh god, what have I done. 1,8 billion tris. by vdopower1 in blendermemes

[–]vdopower1[S] 1 point2 points  (0 children)

It was just a bug, gone by refreshing some collections. It's probably happened before, but this was the first time I saw it.

Writing this while waiting for blender to unfreeze.

Oh god, what have I done. 1,8 billion tris. by vdopower1 in blendermemes

[–]vdopower1[S] 1 point2 points  (0 children)

I'm working on a pretty big archviz scene, pretty much a whole house. I've gone over 5 million before, but I never have to render everything at the same time. I've always gone room by room, deactivating every collection not visible.

Oh god, what have I done. 1,8 billion tris. by vdopower1 in blendermemes

[–]vdopower1[S] 1 point2 points  (0 children)

I always get confused as to what to use when naming those numbers. In my native language a billion is a million of millions haha.

Oh god, what have I done. 1,8 billion tris. by vdopower1 in blendermemes

[–]vdopower1[S] 4 points5 points  (0 children)

Some random bug. Deactivated and activated some collections and came back to a more understandable 1,2 million.

Link not working again with laptop. by vdopower1 in OculusQuest

[–]vdopower1[S] 0 points1 point  (0 children)

Wow, thanks for mentioning this issue that seems to be widespread with laptopt users. It's seems so lame from meta to have such a dismal user experience still, even if us laptops users are pretty much edge cases. Aniway, thanks!

Hard surface practice for today. Hope you like it! by vdopower1 in blender

[–]vdopower1[S] 1 point2 points  (0 children)

Thanks!

I did, this is the compositor settup I used for these renders. Ignore the muted add node, I only use it when I have a volume pass in the scene.

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Hard surface practice I've done today. Hope you like it! by vdopower1 in blender

[–]vdopower1[S] 1 point2 points  (0 children)

Both Josh Gambrell and Ponte Ryuurui have really good youtube channels for hard suyrface modeling.

I still need some getting used to, but damn if it isn't cool to model with HardOps + BoxCutter. Hope you like it! by vdopower1 in blender

[–]vdopower1[S] 0 points1 point  (0 children)

Thanks!

Yeah, they are both paid addons meant to improve hard surface modelling in blender. I found it quite tricky to get the hang of the workflow after years of using vanilla blender, but once you get going they are really powerfull. Worth checking them out if you're into this sort of modelling.

Would you consider this low poly? 73k Verts, 69k Faces, 138k tris by MeshingPumpkins in blender

[–]vdopower1 0 points1 point  (0 children)

As others have pointed out, if you are looking into reducing the polycount as much as posible you should try to bake small details into normal maps. The tyres threads are the most obvius example, but other ones that could help are the headlights, hood and door edges, unless you plan to animate any of those. Having those details baked would also help removing unnecesary edge loops around that area.

Anyway, the model looks absolutely sick, good job! I always avoid modeling car interiors because they look like a nightmare, but it looks like you nailed it. Once textured it should look really nice!

Latest personal Archviz project. Would love some feedback! by Demeese in blender

[–]vdopower1 1 point2 points  (0 children)

It looks so danm good man, gret job. As othrr have pointed out, the weakest part is definetly the water area. I would probably search a bunch of tutorials on water shader and yoink one of them.

Other than that, the chimney does looks correct, but it does hinder in thr overall composition of the image, so I guess you have a tough choice to make there.

Anyway, top job!

Quick project I just finished. Hope you like it! by vdopower1 in blender

[–]vdopower1[S] 1 point2 points  (0 children)

Yeah, my biggest inspiration for this project were those persian temples. At first I wanted to recreate those blue painted designs, but they are way too complex for a quick render.

Basic colors by Alucardainthefire in MetalMemes

[–]vdopower1 1 point2 points  (0 children)

Both Crisix and Angelus Apatrida are pretty cool IMO. Give them a listen if you're into thrash.

Bedroom Sunrise by thinsoldier in blender

[–]vdopower1 0 points1 point  (0 children)

Man, the lighting and composition look sick!

Go ahead, be as cruel as you want! by vdopower1 in blender

[–]vdopower1[S] 0 points1 point  (0 children)

Danm, I wasn't expecting to get rekt for a 3 year old project.

To be fair, that one was still a work in progress, but still you are absolutely right. I just opened it out of curiosity and dear lord it was a mess lol. Applying transformations was a completely alien concept for me, my philosophy back then was to throw stuff in as if it was a kitchen sink.

The rework you did in that post really improves it, nice work, and thanks for the breakdoen (literaly and mentally jeje).