![]() I use PPV to enhance my lighting and illuminate darker spots. I highly recommend checking out UE4 documentation before you get started.Īfter I have a foundation for my lighting, I always try to enhance it by importing a PPV (Post Processing Volume). Understanding what each of the different settings controls helps a lot in the final result. World settings will be different for each scene. ![]() I want to make sure it’s set to bake, I find that this gives me the best results: Note: This will also increase baking times, don’t go too crazy with the values. Before importing, I increase the HDRI resolution by opening the file and manually changing its resolution. Having a cloudy day as my HDRI helped to get that result. For this project, I wanted to go to a warmish place. My only concern with the HDR map is to pick one that matches the mood I’m trying to achieve. They have a large free library that fit my scene perfectly. In the corners, we hardly get any artifacts that allow me to keep the resolution low.įor my HDRI, I use HDRI Heaven. One of the tricks I use to always stay under a resolution of 2048 is to cut the walls into smaller pieces using the corners as a reference. This makes working in iterations for quality checks efficient. This way, I can keep my baking times low to render a scene with production quality within an hour using an average PC. When I change my LMD (Lightmap density), it is important to make sure I get as close to red as I can without using high-resolutions, usually stopping at 2048. From that point, I can set up the light mass importance and post-processing.Īfter importing all assets and models, I increase my lightmap density to achieve better overall lighting. The first step is importing block-out and HDRI. I usually create high-quality renders from the start, as this gives me the most information about how things might look. If there are any mistakes, I can quickly fix them. This way, I can do early quality checks and test my assets. I like to work iteratively, with renders between stages. Let me thank Wessel Huizenga for sharing the details about the project with Blender 3D Architect readers.Ĭan you share any details about the lighting process? ![]() You can also read Top floor: From Blender to Unreal Engine 4 – Part I (Profile) here. This is part II of that project profile, which covers most aspects of the lighting process for architecture in the Unreal Engine. Today we have an apartment interior from digital artist Wessel Huizenga, which uses Unreal Engine 4 as the primary render engine for models created with Blender. If you want to check previous project profiles, visit this link. How does it work? It is like an interview, where we sent a couple of questions about a project for the artist. And also allow each author to publicize their work among our readers. We invite talented artists to share additional details about each project to demonstrate how they approach each stage of the process. The project profile series of Blender 3D Architect is a collection of articles with the aim of feature projects related to architectural visualization. Top floor: From Blender to Unreal Engine 4 – Part II (Profile)
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