Stuff I couldn’t figure out :( - Good quality mirror reflections (the gi just looks low quality and isn’t “archviz” ready at all) - Ghosting is still a problem with medium-fast moving objects (especially when reflecting in metallic materials) - I wanted to also add an NvRTX comparison but my compile kept failing in visual studio 😭 If anyone has good suggestions for these + anything I mentioned in the video please let me know!! Some (possibly) helpful console variables for you tinkerer's out there: r.Lumen.Reflections.GGXSamplingBias r.Lumen.Reflections.SmoothBias Try play with these when doing super close ups of your scene or if you're running into some noisy metal issues. Be careful though because they will effect the roughness values of all the materials in your scene!
Every UE5 Rendering content creator needs to watch this video, because IMHO he just opened the door to the next phase of UE5 Rendering tutorials. Let me explain why - I'm a UE5 hobbyist and have been learning/using UE5 part-time for about a year now. I have watched over 300+ tutorials on various aspects of UE5 and there's one thing I've noticed about the Rendering Tutorials especially that don't feel right to me. They all (too me) still feel heavily connected to the ways/habits of UE4 and it's limitations - the CVARs that are used, the MRQ settings, the Lumen/Pathtracer settings, etc. Correct me if I'm wrong, but at this stage of the game with UE5 (and 5.5 especially) many of those old ways need to be re-evaluated as to their relevance in the world of UE 5.5 and the Tutorials should now reflect the CVARS, MRQ settings, Lumen/Pathtracer settings that we SHOULD BE USING TODAY IN THE WORLD OF 5.5 AND BEYOND. In this video, I feel that Ali just took that first step. Well done Sir! I'm tossing out my notes on UE REFLECTIONS RENDERING that I've compiled over the past year and starting fresh, in the world of UE5.5 with the knowledge from this tutorial.
Shoutout to emissive materials as lights! I bought a whole indoor environment only lit by overhead emissive lights and it looks amazing and is totally performant. Thanks also for the tip re: screen traces, how annoying those have been, appreciate you digging into it!
Dude, I love the way you explain so many things so well. Keep up the good job. And do make a video of your journey in 3D. Really wanna know how you got started and how you got to where you are now. Amazing stuff bro :)
Man.. about rectangular lights.. they are different from all other lights, because under the hood, they just are made of spot light array, and with a bit of programming we have rec light... So I think this explains issue with strange reflections
Great work and thank you very much! I would have liked you to also deal with the mirror effect in Realtime in an apartment.. I had quite a few difficulties in getting a result, I was curious if 5.5 had solved this problem a bit. Thanks again.
Ahhh yes I was supposed to mention this in my pinned comment! Thanks for the reminder 😅 it’s something I was just not able to get a good result for that was passable unfortunately….really hope Epic figures something out 🤞🏽
tnx Ali, this is stuff I deal with in every single UE render, you know, those moments were you think, what am I doing wrong?, how come nobody else is dealing with this? - it turns out they ARE dealing with this for the culled surface cache in Lumen, can you turn op the scale of the object as you would do to get shadows for specific faraway small meshes (so not the actual transform scale)? not in UE now but I think it is called "bound scale" or "bounding scale", there is also "bound extension" erm... just do a search for bound :)
Thank you for the useful information. Unfortunately, for me, the reflections on surfaces such as the body of a car are distorted and stepped, and this is unrealistic and this problem cannot be solved. Do you have a solution?!
Stuff I couldn’t figure out :(
- Good quality mirror reflections (the gi just looks low quality and isn’t “archviz” ready at all)
- Ghosting is still a problem with medium-fast moving objects (especially when reflecting in metallic materials)
- I wanted to also add an NvRTX comparison but my compile kept failing in visual studio 😭
If anyone has good suggestions for these + anything I mentioned in the video please let me know!!
Some (possibly) helpful console variables for you tinkerer's out there:
r.Lumen.Reflections.GGXSamplingBias
r.Lumen.Reflections.SmoothBias
Try play with these when doing super close ups of your scene or if you're running into some noisy metal issues. Be careful though because they will effect the roughness values of all the materials in your scene!
Every UE5 Rendering content creator needs to watch this video, because IMHO he just opened the door to the next phase of UE5 Rendering tutorials. Let me explain why -
I'm a UE5 hobbyist and have been learning/using UE5 part-time for about a year now.
I have watched over 300+ tutorials on various aspects of UE5 and there's one thing I've noticed about the Rendering Tutorials especially that don't feel right to me.
They all (too me) still feel heavily connected to the ways/habits of UE4 and it's limitations - the CVARs that are used, the MRQ settings, the Lumen/Pathtracer settings, etc.
Correct me if I'm wrong, but at this stage of the game with UE5 (and 5.5 especially) many of those old ways
need to be re-evaluated as to their relevance in the world of UE 5.5 and the Tutorials should now reflect the CVARS, MRQ settings, Lumen/Pathtracer settings that we SHOULD BE USING TODAY IN THE WORLD OF 5.5 AND BEYOND.
In this video, I feel that Ali just took that first step. Well done Sir!
I'm tossing out my notes on UE REFLECTIONS RENDERING that I've compiled over the past year and starting fresh, in the world of UE5.5 with the knowledge from this tutorial.
This is so much good info mate, honestly at William Faucher level for the new 5.5 stuff thank you so much!!
Mate…that’s the best compliment you could ever give someone! 🥹 really appreciate it and can’t wait for our video to come out sooooon 👀
Shoutout to emissive materials as lights! I bought a whole indoor environment only lit by overhead emissive lights and it looks amazing and is totally performant.
Thanks also for the tip re: screen traces, how annoying those have been, appreciate you digging into it!
With this tutorial you saved me for the project I'm doing now ❤
Dude, I love the way you explain so many things so well. Keep up the good job.
And do make a video of your journey in 3D. Really wanna know how you got started and how you got to where you are now. Amazing stuff bro :)
Fantastic video, packed with helpful information. I have a feeling I will be watching it again a few times.
Thank's Ali! Really informative!
Man.. about rectangular lights.. they are different from all other lights, because under the hood, they just are made of spot light array, and with a bit of programming we have rec light... So I think this explains issue with strange reflections
ooooh, didn't know this, tnx for this juicy bit of info, might explain some things indeed
Great reference and explainer - appreciate the forensic testing - thanx 🙌
These are great! Will update and rerender my recent project
very good video explanation.. FNK amazing.. keeep up the great work mate!
Great tutorial, good explanations !
Thank you Ali!
Great video, thank you :)
The Movie Render Graph probably needs a bit more explaining if we are to follow along verbatim.
But thx for your work:)
learnt a lot. jajakallah
and I think putting a black and white texture inside rec light also may help.. but not 100% sure, just thoughts while on the road without unreal )
Great work and thank you very much! I would have liked you to also deal with the mirror effect in Realtime in an apartment.. I had quite a few difficulties in getting a result, I was curious if 5.5 had solved this problem a bit. Thanks again.
Ahhh yes I was supposed to mention this in my pinned comment! Thanks for the reminder 😅 it’s something I was just not able to get a good result for that was passable unfortunately….really hope Epic figures something out 🤞🏽
@ali.3d ☺️☺️😁
Thank you Ali, can you make a video on VDB in 5.5 probably an import from embergen(scale,fps.. etc setting)?
What a timing
tnx Ali, this is stuff I deal with in every single UE render, you know, those moments were you think, what am I doing wrong?, how come nobody else is dealing with this? - it turns out they ARE dealing with this
for the culled surface cache in Lumen, can you turn op the scale of the object as you would do to get shadows for specific faraway small meshes (so not the actual transform scale)? not in UE now but I think it is called "bound scale" or "bounding scale", there is also "bound extension" erm... just do a search for bound :)
Thank you for the useful information. Unfortunately, for me, the reflections on surfaces such as the body of a car are distorted and stepped, and this is unrealistic and this problem cannot be solved. Do you have a solution?!
🙏🏻🙏🏻🙏🏻🙏🏻
like❤