I have been in the archviz industry for 20 plus years and as cool as realtime is the comparison is not a very good representation of a paid project. Most projects require more complex environments with 100's of assets and more complex shader setups. Also if you first put the scene together in Max and then export to unreal your doubling up on work. It would be interesting to see how it would handle a low rise residential project with full landscaping and high end interiors.
I agree the detail isn't equivalent on the UE render. I've tried UE before and your right. You need to build everything in 3ds max and then export. It's more work than staying native to 3dsmax. And when I used it years ago the UV mapping was a pain the a**e to use in UE. Box mapping didn't cut it (things may have changed now). I'm still not convinced.
@@studioadrianiz5519 Exactly. " Most projects require more complex environments with 100's of assets " But man... UE5 has Nanite and this engine is suitable for big games (with hundreds of assets) and movies, series etc. " doubling up on work " Why? I have to model the scene anyway. A few clicks to export to UE, where I set the lights, cameras, materials, etc. (I only create these in UE, not in Blender/Max AND UE.) And if you make a GOOD template project for UE, you can also save a lot of time.
And in reverse you need to bake every model textures in substance again if you want to move polygons and resulting models are not editable without repeating whole pipeline from 0. Corona IPR completely covers realtime feature in most cases enabling fast model and material editing what is unreal in unreal
the pathtracing in UE5 can get more details than the Lumen default viewport, but take much more time to render (with high details) and for the reflections with lumen, under render features there's an option to change the default reflection method to RayTraced
Thanks for this, I've been using Corona for a while and recently did an animation with Unreal 5 and was surprised how good it looks and how much faster it is.
The amount of extra work required to correctly bring a project from Max to Unreal is vastly compensated by the amount of content you can then output from Unreal...plus the possibility to create interactive experiences for your clients.
Great video. I definitely highly preferred the quality of the reflections in the glass on Ccorona, but with some tweaking I'm certain UE5 could look even better than the corona results. Excellent video and presentation, thank you for sharing :)
If you consider how far Unreal Engine has come even in the last year, the things you point out here such as reflections will soon be rendered in real time and be perfect. UE is an amazing tool, for game creation, but now for renders in and of themselves. The only thing I don't use UE for is modelling etc.
I agree. The fact that it is a gaming engine with developers always on the brink of the newest technology is really exciting. It will be on par if not exceed traditional renderers in a few years.
Hey I also started learning UE5 just this year! Got a good price on a ThinkPad P1 off Kijiji and now I'm flying. Hope your progress is fast! I've been so bogged down learning the technical side I've only touched landscape and foliage creation so far. Making my model in SketchUp just because I'm familiar with it, but now I'm increasingly looking to do everything in UE5. So. Many. Modelling. Tutorials. But UE5 continues to get ahead of all the other programs due to Nanite, Lumen and Megascans compatibility. It's fucking SICK I love this program not to mention the fact that it's free.. like.. whaaaaat?! It's so crazy to me. So, good luck to you! (Good luck to you too @stan3dart but you don't really need it... you are clearly already a pro)
I Agree with Joe below. I also have 20+ years experience and the time difference of setting up complex scenes in UE vs Max or even just porting from Max to UE and then setting up is much more than the few minutes/hours you are going to save on rendering - scene set up is days compared to rendering which is minutes. Furthermore there is a marked difference for me in the overall lighting quality. The soft gradients and details in the shadows is what describes 3d objects and the space to the viewer and also what gives a more photorealistic look - which is where the extra resource overhead is going when rendering with corona - ie. more light bouncing around etc. The UE renders just look brighter and more colorful in some instances but this will take 10 seconds to achieve in photoshop - cant see how some people says it looks better. The UE renders look far more artificial in my opinion in terms of lighting, and in the case of this example is relying very heavily on the quality of the models and textures of the assets being used. If it was a space with plane bare walls and generic or custom made textures (which is mostly the case in Arch Viz) then the difference would be more noticeable because there would be more reliance on lighting and high quality GI define shapes. I suppose it depends on your application. If you are not interested in the highest quality and flexibility and your clients cant tell the difference then maybe UE is the answer. I would be more interested if we could use the engine straight inside Max somehow 😅
I use both Corona and UE5 but I am not doing ArchViz. This was a very interesting video to me, thank you! In the middle of the video I was thinking I would like to see the sources and good you have put them available too. Big thanks!
UE5 cant hold up to Corona in detail? How? 😂 Nanite actually enables you to render tenthousands of assets in realtime and with correct lighting thanks to Lumen and raytraced light and reflexions, realtime. You all just dont know shit about UE5 as it seems. 😳
Fantastic comparison! For exterior I would say that UE5 looks better than Corona. Super interested in you making a video of an interior scene with both engines as well😊 Keep up the good work👍
at 6:10 there was some unreal 5 artifacts at the low edge on the ceiling, i tried to recreate it with simple cube objects, there was no light or shadow artifacts in viewport at least.
Very good comparison, awesome work man. One question, the building reflections became better with Raytracing, but pool reflections were much worst, I wonder why that happened.
@@stan3dart I was wondering, did you do any post processing on your first video with the cabins with the tundra megascans? Like color correction/contrast, or was that all in unreal?
This comparison is awesome. Truly beautiful images. I also use UE5 for archViz, and i have made the transition from Vray to UE about 3 yrs ago when Raytracing dropped. I noticed you did not use high-resolution mode (tiling) for your images. I am using a RTX 3080, and I found that if I needed to get resolutions above 4k my card could not handle an "average medium-sized" rendering of a housing development. However, I notice that UE5.1 hi-resolution mode seems to be now broken and any renderings over 2k crashes unreal! For that reason, I have moved back to UE5.0. Have you experienced this during your testing?
Thank you for your efforts and time, Stan!!! Watch this video, I'm really love and want to learn Unreal Engine asap!!! Thank you so much and hope see more video tutorials from you brother!!!
Your job is amazing bro. Love your workflow is so clean. Just want to know why increase the light map resolution if you are using Lumen and not baking light ?
UE generates a light map for Lumen automatically. Check out this information for a better understanding: docs.unrealengine.com/5.1/en-US/understanding-lightmapping-in-unreal-engine/
Good content. btw you can get the same Megascans result with the original source file or normal bump setting. But you need to customize Datasmith export, not the default one. The default export setting will give the result as yours. I would like to see a comparison video with Megascan quality in 3ds max and UE after you change Datasmith export and download settings (Scoure file or normap). Source file is very detailed and high poly so if you want to optimize, use corona proxy or chaos scatter. If you appreciate my suggestion, I would like to see comparasion video of Megascan quality (will be useful for the most people) .
If you want to fix the shadow issue under the roof of the front most building, all you have to do it to activate contact shadows and potentially play with shadow offset. That should solve the shadow problem completely with no side effects
Thank you for sharing your top-notch knowledge, it's amazing! I'm specializing in Unreal Engine, I shared your videos with some friends, soon I'll write to you on your patreon, it's really worth having you here!
Imo the workflow of UE5 is so slow that the realtime speed of it isn't really worth it e.g. you setup fairly complex exterior city scene in UE5 in 10 days and render instantly, meanwhile you can setup same scene in 3D Package in like 3 days and render in like 1 hour so you basically save 7 days of time using old 3D package workflow and get better result in that "imaginary" scenario since 3D Packages does everything better and way more efficient such as shading workflow, lighting, object/material outliner systems, animation, UI/UX, loading/processing times, etc. for example think about shading a car procedurally in UE5 vs Corona to get it photoreal using just few essential bitmaps, I could do whole car in Corona in like 1-2 hours, meanwhile it would take probably like 1-2 hours just to make basic glass or carpaint material in UE5. However huge advantage of UE5 would be for animations and likely (V)RAM usage, I guess you can throw a lot more textures in UE5 compared to Corona, etc and ofc there's Nanite.
HI, Stan this is great. I am on working with corona now and looking forward to use UE5. So Is there any possibility to get rid of the reflection and shadowing artifacts in UE5?
Regarding reflections, this is a definite problem in Lumen and Ray Tracing at the moment. But I am sure that soon the UE developers will be able to correct the situation. As for the Path Tracer, the reflections in it are almost identical to the Corona. But you can get rid of shadow artifacts.
with lumen parameters you can increase the quality of the reflections, i don't know if you do it on these examples but Post Process Volume > Reflections > Method:Lumen > Quality: 2 > Ray Lighting Mode: Hit lighting for reflections
@@stan3dart also in 5.3 (i'm using beta) you'll can increase bounces (max reflection bounces on PPV REFLCETIONS options) and adding this commands: r.Lumen.Refletions.ScreeenSpaceReconstruction.KernelRadius 64 (default 8) (5.3) r.Lumen.Reflections.HisResSurface 1 sorry, now i'm a UE fanboy
Muy buen tutorial para poder comparar, muchas cosas. Gracias y saludos desde España :) Very good tutorial to be able to compare, many things. Thanks and greetings from Spain :)
Все равно отражения и преломления на cpu выглядят лучше. Но, unreal 5.1 очень хорош. Уже близко подобрался по качеству к corona. Да и время переноса в unreal тоже надо учитывать в реальной работе.
Unreal is fun, until the client needs changes. still, the corona render is extremely useful for this industry. just try to set up Architectural Glass in Unreal, 50 clicks until the materials are visible.
Glass remains the UE's weak point so far only in Lumen mode. But with each Engine update, real progress is visible. When working with Path Tracing, the glass is very easy to set up.
Its really good, but my main concern is will the client pay the extra cost for a realtime version? Will it be beneficial to their needs? Not many clients still understand CG let alone realtime stuff! If there would be clients wanting realtime interiors or exteriors where you can change the colors and materials on certain things then OK. If they pay the extra cost and time to get everything working then fine but as far as I see, even with a great portfolio even getting normal CG projects is a pain in the hole. (I for one have not received any interest, maybe Im on the wrong forums or ad pages to advertise my services LOL) but anyways, I also started learning it more in-depth. I used it for multiple projects before but nothing very complex. More like VR experiences (Mars and space, Museum etc)
Hi. Recently, I do all my projects in UE, I show the client options for how the project will be presented and for now everyone chooses the UE option with interactive, because they can get a detailed feeling of the future building.
@@stan3dart And do you think thats the future? Is that the way to go? Or do you also keep a file in Corona or Vray as a backup since its still more accurate than UE5?
@@petermayer8375 I'm sure that the future belongs to Real Time and GPU. As for me, I render projects in 99% of cases in Unreal Engine because it is fast and you can immediately make an interactive presentation using Blueprints of the project with full customization to the needs of the customer.
Hi. Lumen not Lumeon. It is not correct to compare realtime UE5 engines with Corona renderer. It was necessary to compare with a patch tracer with the appropriate number of samples and denoiser.
Thank you for your effort, excellent job. While Lumen is still amazing, especially for animations, Path Tracing is still better for stills. if Path Tracing doesn't require an Nvidia RTX card, and you have the time, can you give it a try and make a comparison between the 3 please? (Max Corona, UE5 Lumen, UE5 Path Tracing)
Very good content! as usual. Thank you very much! To me, as a Revit user, UE is the one and only archviz software that i used, with a lot of additional benefits from datasmith, visual dataprep, ... The production pipeline by applying them get better and better, and is being promising, as we already know Autodesk and Epic Games is working together. P/s: I think to get the best result for still(single frame) rendering image, we should use Path Tracing method.
Thank you for your comment. Yes, I will compare Path Tracing too, but I am very interested in Lumen, it is able to almost instantly give a good and in most cases a sufficient result.
I have been in the archviz industry for 20 plus years and as cool as realtime is the comparison is not a very good representation of a paid project. Most projects require more complex environments with 100's of assets and more complex shader setups. Also if you first put the scene together in Max and then export to unreal your doubling up on work. It would be interesting to see how it would handle a low rise residential project with full landscaping and high end interiors.
I agree the detail isn't equivalent on the UE render. I've tried UE before and your right. You need to build everything in 3ds max and then export. It's more work than staying native to 3dsmax. And when I used it years ago the UV mapping was a pain the a**e to use in UE. Box mapping didn't cut it (things may have changed now). I'm still not convinced.
maybe you can try D5 render😊~~
@@Moosepindwalakafan 🙂
@@studioadrianiz5519 Exactly. " Most projects require more complex environments with 100's of assets " But man... UE5 has Nanite and this engine is suitable for big games (with hundreds of assets) and movies, series etc. " doubling up on work " Why? I have to model the scene anyway. A few clicks to export to UE, where I set the lights, cameras, materials, etc. (I only create these in UE, not in Blender/Max AND UE.) And if you make a GOOD template project for UE, you can also save a lot of time.
@@KiraZebu Exactly...@Stan3dArt how long have you used Unreal Engine?
The huge advantage of UE is that you can see the result in realtime not waiting until the image smoothes out. Thanx for the comparison!
Yes it is.
yeah, and realy difficult to make something u can easily select an option on other software, not too begginer friendly.. but i love it
And in reverse you need to bake every model textures in substance again if you want to move polygons and resulting models are not editable without repeating whole pipeline from 0.
Corona IPR completely covers realtime feature in most cases enabling fast model and material editing what is unreal in unreal
plus, it's FREE.
the pathtracing in UE5 can get more details than the Lumen default viewport, but take much more time to render (with high details) and for the reflections with lumen, under render features there's an option to change the default reflection method to RayTraced
Yes you are right
@@stan3dart but I'm still impressed by your work btw, keep going
@@Emi_Vibes9 Thank you!
Thank you!
Thanks a lot for the tip !
Thanks for this, I've been using Corona for a while and recently did an animation with Unreal 5 and was surprised how good it looks and how much faster it is.
Yes Unreal is impressive
@@stan3dart how much did you study in this program to create such houses? And how long does it take to build the proposed home?
Can we appreciate the work he put on this video , this must be the most satisfying comparison ever watched on RUclips
thanks for your appreciation of my work!
@@stan3dart I am an Interior Design student looking for good software for complex work , which one do u recommend?
yes, this video is nice to watch..
Thanks for creating the scene this close for both tools. Must be time taking. Great work
The amount of extra work required to correctly bring a project from Max to Unreal is vastly compensated by the amount of content you can then output from Unreal...plus the possibility to create interactive experiences for your clients.
how does this channel have only 4.9 k subs..man this is one of the most interesting channels for learning all about the architecture
please can you make a full tutrial from A to Z for beginner and slow tutorial for full architecture project!! it gonna help us really please!!
what was the time for both? the final render time is not the only time for that kind of comparison!
I compared only the rendering time. UE is not the best solution for 3d modeling.
@@stan3dart no i didnt meant the rendering, i meant the preperation for rendering, like materials and lighting, etc..
Great video. I definitely highly preferred the quality of the reflections in the glass on Ccorona, but with some tweaking I'm certain UE5 could look even better than the corona results. Excellent video and presentation, thank you for sharing :)
You are welcome!
Why do you think that UE can give better result than corona? Corona is far more physical correct engine that UE. Even if talk about path tracer in UE.
@@Rivental Because Epic Games has a lot of money and they will make UE the best engine in the universe xD
Lol
If you consider how far Unreal Engine has come even in the last year, the things you point out here such as reflections will soon be rendered in real time and be perfect. UE is an amazing tool, for game creation, but now for renders in and of themselves. The only thing I don't use UE for is modelling etc.
Yes it is!
I agree. The fact that it is a gaming engine with developers always on the brink of the newest technology is really exciting. It will be on par if not exceed traditional renderers in a few years.
One the best videos I've seen since I started learning ue5
I love how detailed the explanation is. It helps in many other purposes
Thank you!
Hey I also started learning UE5 just this year! Got a good price on a ThinkPad P1 off Kijiji and now I'm flying. Hope your progress is fast! I've been so bogged down learning the technical side I've only touched landscape and foliage creation so far. Making my model in SketchUp just because I'm familiar with it, but now I'm increasingly looking to do everything in UE5. So. Many. Modelling. Tutorials. But UE5 continues to get ahead of all the other programs due to Nanite, Lumen and Megascans compatibility. It's fucking SICK I love this program not to mention the fact that it's free.. like.. whaaaaat?! It's so crazy to me. So, good luck to you! (Good luck to you too @stan3dart but you don't really need it... you are clearly already a pro)
Great comparison. Thank you so much for making this video!!!
I Agree with Joe below. I also have 20+ years experience and the time difference of setting up complex scenes in UE vs Max or even just porting from Max to UE and then setting up is much more than the few minutes/hours you are going to save on rendering - scene set up is days compared to rendering which is minutes. Furthermore there is a marked difference for me in the overall lighting quality. The soft gradients and details in the shadows is what describes 3d objects and the space to the viewer and also what gives a more photorealistic look - which is where the extra resource overhead is going when rendering with corona - ie. more light bouncing around etc. The UE renders just look brighter and more colorful in some instances but this will take 10 seconds to achieve in photoshop - cant see how some people says it looks better. The UE renders look far more artificial in my opinion in terms of lighting, and in the case of this example is relying very heavily on the quality of the models and textures of the assets being used. If it was a space with plane bare walls and generic or custom made textures (which is mostly the case in Arch Viz) then the difference would be more noticeable because there would be more reliance on lighting and high quality GI define shapes. I suppose it depends on your application. If you are not interested in the highest quality and flexibility and your clients cant tell the difference then maybe UE is the answer. I would be more interested if we could use the engine straight inside Max somehow 😅
This is the comment people should look at. Everything that's wrong with corona can be fixed by ticking one box.
I use both Corona and UE5 but I am not doing ArchViz. This was a very interesting video to me, thank you! In the middle of the video I was thinking I would like to see the sources and good you have put them available too. Big thanks!
You are welcome
huge Thanks..!!! That's what I was searching for..!!!
Thx a lot for this setting !!! Work perfect
Finally I found this video with a detailed comparison, thank you, it made me want to learn unreal engine more)
@GorEldeen 😇
Awesome and reliable comparison, I’m interested in CGI development and you motivated me to learn UE5 🔥🔥🔥
Thats cool!
Let's goo man! Great vid
Just came back to ue5 from years between since I used 4.19
Very nice comparison !!!, really well done mate !!!, thank you so much :)
This video is sooo good Stan!! 🤩
This is a great study and video. Thank you for your time and effort spent doing it.
You are welcome!
Can you please add some tutorial how to create this scene in unreal engine
…and on top of the breathtaking timing let’s not forget Unreal gives you real time experience! You got to love it
That was really impressive. I mean of course UE can’t hold up with corona in detail but for an fast image this looks really good
UE5 cant hold up to Corona in detail? How? 😂
Nanite actually enables you to render tenthousands of assets in realtime and with correct lighting thanks to Lumen and raytraced light and reflexions, realtime.
You all just dont know shit about UE5 as it seems. 😳
Very nice comparison !
Fantastic comparison! For exterior I would say that UE5 looks better than Corona. Super interested in you making a video of an interior scene with both engines as well😊 Keep up the good work👍
I second this.
at 6:10 there was some unreal 5 artifacts at the low edge on the ceiling, i tried to recreate it with simple cube objects, there was no light or shadow artifacts in viewport at least.
really interesting comparison.
Cool video. Thx for this comparison)
You are welcome!
Very good comparison, awesome work man. One question, the building reflections became better with Raytracing, but pool reflections were much worst, I wonder why that happened.
Yes, this is true, I suppose the problem is in the material settings, it needs to be reconfigured for RayTracing.
I really like the comparison it is more detailed, unlike other channels who only scratch the surface of other software for comparison
Keep it up man! Your content is amazing. I would like to see more from you.
Thank you!
Thank you! amazing video!
"...and there's water in the caustic pool" 😳
Mate, your tutorials are on a whole nother level!
Thanks Bro!
@@stan3dart I was wondering, did you do any post processing on your first video with the cabins with the tundra megascans? Like color correction/contrast, or was that all in unreal?
This comparison is awesome. Truly beautiful images. I also use UE5 for archViz, and i have made the transition from Vray to UE about 3 yrs ago when Raytracing dropped. I noticed you did not use high-resolution mode (tiling) for your images. I am using a RTX 3080, and I found that if I needed to get resolutions above 4k my card could not handle an "average medium-sized" rendering of a housing development. However, I notice that UE5.1 hi-resolution mode seems to be now broken and any renderings over 2k crashes unreal! For that reason, I have moved back to UE5.0. Have you experienced this during your testing?
Thanks! I haven't encountered this problem yet, but I will test it in the future.
Чувствуется восточно-славянский акцент)) Работа проделана отличная!
Thanks!
you must try the RTX GPU, it's massive increase for lumen renders, or you can run path tracing for physical right lightning inside UE5
Yes... but I was fan AMD
@@stan3dart why?? All nvidia gpu show better performance in 3D software at the same price, and they now have huge advantage whith rtx technology
@@stan3dart they give better and faster results, and as we know, time is money))
@@rrriiigggaaa I agree thats why I say "was". GPU AMD is my big mistake.
Thank you for your efforts and time, Stan!!! Watch this video, I'm really love and want to learn Unreal Engine asap!!! Thank you so much and hope see more video tutorials from you brother!!!
Thank you Bro!
you can enable raytraced shadows for lumen, in project settings, which should get rid of the artifacts
Thanks for advice, but problem was with material settings.
Спасибо! Отличное показательное сравнение. Вы проводите обучение archviz в UE?
Thank you for your comment. At the moment I only make tutorial videos on RUclips
Are you an AI ?
He looks like and sounds like ai
😂😂😂
Your job is amazing bro. Love your workflow is so clean. Just want to know why increase the light map resolution if you are using Lumen and not baking light ?
UE generates a light map for Lumen automatically. Check out this information for a better understanding:
docs.unrealengine.com/5.1/en-US/understanding-lightmapping-in-unreal-engine/
can you make a video comparing the same but interior or other exteriors
Maybe in the next video
Those artifacts at 07:58 are really disturbing. How one can get rid of them?
Problem was in the concrete material, I reconfigured it and the problem was solved.
Thanks for these informations
Good content. btw you can get the same Megascans result with the original source file or normal bump setting. But you need to customize Datasmith export, not the default one. The default export setting will give the result as yours. I would like to see a comparison video with Megascan quality in 3ds max and UE after you change Datasmith export and download settings (Scoure file or normap). Source file is very detailed and high poly so if you want to optimize, use corona proxy or chaos scatter. If you appreciate my suggestion, I would like to see comparasion video of Megascan quality (will be useful for the most people) .
Thank you for your offer. I used Megascans in 3ds max Corona directly from Megascans. Including normal map.
@@stan3dart Yeah but if you were to add a displacement map modifier voila the detail arrives
@@chipshopstyle wouldn't that increase the render time even more already considering that is is way higher than that in UE5?
@@ShomitSarkar maybe a little but it means that it will look just as good. UE5 rocks for sure but the GPU thing is a bit silly
Cool, thanks a lot!
Nice comparison! What about the path tracing in UE vs Vray UE vs Corona?
It comings soon
How did you make the background and the ground?
It is Megascans assets
@@stan3dart Free?
Thanks for the video and hard work, never knew Unreal Engine was this good and fast.
do you have any unreal engine tutorials?
New tutorials coming soon
If you want to fix the shadow issue under the roof of the front most building, all you have to do it to activate contact shadows and potentially play with shadow offset. That should solve the shadow problem completely with no side effects
The problem was with the Concreate Normal map texture.
@@stan3dart What about the normal map was wrong?
@@pawnix4122 No idea, I just generated a new one and the problem was solved
@@stan3dart Okay. I am glad you solved the issue. Keep up the good work :)
@@pawnix4122 🙂👍
Where does Lumion fit in the ArchViz business? Is it even a contender?
I think it's a strong player, many architecture and construction companies are already milking it.
Thank you for sharing your top-notch knowledge, it's amazing! I'm specializing in Unreal Engine, I shared your videos with some friends, soon I'll write to you on your patreon, it's really worth having you here!
Thank you so mutch!
if u enable RT hardware support and RT reflections, and put some tweaks into MRQ it will be much better in UE5
corona is more realistic, natural from what I see. good job, well done
HI Stan3DArt,
can you please make video animation tutorial in 3dsmax x Corona render like you did with UE 5 "Cabin in the Rocks". Thank you
Wich graphics card are you using? Thank you
For this project RX 6700 XT but I don’t recommend it for UE.
@@stan3dart Thank you for your answer!
thanks for sharing brother..
You are welcome
congratulations 2k subscribers in 2 weeks
Thank you
Why you resync your videos and do not record your voice directly ?
Amazing video, thank you. Do you think the days of Vray and Corona are doomed then?
I think that the future for Real time, Vray and Corona will adapt
Thank you man! Great job. Too much work done to create this video. This helped me to understand generally the abilities of both tools.
I'm glad the video was helpful for you
Imo the workflow of UE5 is so slow that the realtime speed of it isn't really worth it e.g. you setup fairly complex exterior city scene in UE5 in 10 days and render instantly, meanwhile you can setup same scene in 3D Package in like 3 days and render in like 1 hour so you basically save 7 days of time using old 3D package workflow and get better result in that "imaginary" scenario since 3D Packages does everything better and way more efficient such as shading workflow, lighting, object/material outliner systems, animation, UI/UX, loading/processing times, etc. for example think about shading a car procedurally in UE5 vs Corona to get it photoreal using just few essential bitmaps, I could do whole car in Corona in like 1-2 hours, meanwhile it would take probably like 1-2 hours just to make basic glass or carpaint material in UE5.
However huge advantage of UE5 would be for animations and likely (V)RAM usage, I guess you can throw a lot more textures in UE5 compared to Corona, etc and ofc there's Nanite.
HI, Stan this is great. I am on working with corona now and looking forward to use UE5. So Is there any possibility to get rid of the reflection and shadowing artifacts in UE5?
Regarding reflections, this is a definite problem in Lumen and Ray Tracing at the moment. But I am sure that soon the UE developers will be able to correct the situation. As for the Path Tracer, the reflections in it are almost identical to the Corona. But you can get rid of shadow artifacts.
Unreal Multi GPU render ?
No just one GPU
Good job bro. I'm architect and 3d artist, too. I use UE5. I will be happy if we are have more connection .
Thanks. Text me on Instagram.
hey dude do you offer PAID UR5 COURSE?
Not yet
Awesome compression.
with lumen parameters you can increase the quality of the reflections, i don't know if you do it on these examples but Post Process Volume > Reflections > Method:Lumen > Quality: 2 > Ray Lighting Mode: Hit lighting for reflections
Yes these parameters have been increased
@@stan3dart also in 5.3 (i'm using beta) you'll can increase bounces (max reflection bounces on PPV REFLCETIONS options) and adding this commands:
r.Lumen.Refletions.ScreeenSpaceReconstruction.KernelRadius 64 (default 8)
(5.3) r.Lumen.Reflections.HisResSurface 1
sorry, now i'm a UE fanboy
@@pg_carvallo Thanks for advice. Please find me in Instagram @stanzhuikov we can
we can share experience. I'm UE fan too🙂
Thank you ☺️
In Unreal Engine 5.1 you can get better reflections. Also, always render with path tracer if possible. It will look much much better
Thanks for the comment, look at the second part video there I used Path Tracer
@@stan3dart Oh my bad. Looks great!
Let me speak from my heart
while using path tracing in unreal engine . glass visibility are low. How can I increase the visiblity of that!
Tell me please your pc configuration
04:05 My PC hardware specifications
the most practical and time-optimized is UE - I hope I can learn and master that too
Of course everything will work out
Muy buen tutorial para poder comparar, muchas cosas. Gracias y saludos desde España :)
Very good tutorial to be able to compare, many things. Thanks and greetings from Spain :)
gracias hermano, buen contenido mil bendiiciones desde Colombia
Thank you!
Все равно отражения и преломления на cpu выглядят лучше. Но, unreal 5.1 очень хорош. Уже близко подобрался по качеству к corona.
Да и время переноса в unreal тоже надо учитывать в реальной работе.
Unreal is fun, until the client needs changes. still, the corona render is extremely useful for this industry.
just try to set up Architectural Glass in Unreal, 50 clicks until the materials are visible.
Glass remains the UE's weak point so far only in Lumen mode. But with each Engine update, real progress is visible. When working with Path Tracing, the glass is very easy to set up.
Great video manh👍🏻Can you share a perfect processor for unreal engine 5
For UE you need NVIDIA GPU
Its really good, but my main concern is will the client pay the extra cost for a realtime version? Will it be beneficial to their needs? Not many clients still understand CG let alone realtime stuff! If there would be clients wanting realtime interiors or exteriors where you can change the colors and materials on certain things then OK. If they pay the extra cost and time to get everything working then fine but as far as I see, even with a great portfolio even getting normal CG projects is a pain in the hole. (I for one have not received any interest, maybe Im on the wrong forums or ad pages to advertise my services LOL) but anyways, I also started learning it more in-depth. I used it for multiple projects before but nothing very complex. More like VR experiences (Mars and space, Museum etc)
Hi. Recently, I do all my projects in UE, I show the client options for how the project will be presented and for now everyone chooses the UE option with interactive, because they can get a detailed feeling of the future building.
@@stan3dart And do you think thats the future? Is that the way to go? Or do you also keep a file in Corona or Vray as a backup since its still more accurate than UE5?
@@petermayer8375
I'm sure that the future belongs to Real Time and GPU. As for me, I render projects in 99% of cases in Unreal Engine because it is fast and you can immediately make an interactive presentation using Blueprints of the project with full customization to the needs of the customer.
Hi. Lumen not Lumeon. It is not correct to compare realtime UE5 engines with Corona renderer. It was necessary to compare with a patch tracer with the appropriate number of samples and denoiser.
Please watch the second part: ruclips.net/video/Rv2tQUCgIsc/видео.html
@@stan3dart Thanks man
dont think you have setup the water correctly. and did you load the LOD0 into the 3dsmax scene? looks like a lower rest LOD
Yes I used LOD0. Materials have simple settings Diffuse and Normal
@@stan3dart yeah, i think that is why it comes out so bad in corona engine.
Thank you for your effort, excellent job. While Lumen is still amazing, especially for animations, Path Tracing is still better for stills. if Path Tracing doesn't require an Nvidia RTX card, and you have the time, can you give it a try and make a comparison between the 3 please? (Max Corona, UE5 Lumen, UE5 Path Tracing)
Thanks, I'm already working on it
@@stan3dart + UE 5 Baked Lighting 😅
thanks for your Description
muy interesante tu video, que bien ejercicio hiciste, gran trabajo
Iam new in Unreal. Are there also Render AOVs for compositing later in Photoshop or Fusion?
Yes MRQ has "render elements" like corona and vray
Stan THE man, great video bro, looking forward for more amazing work!
Thanks bro
This awesome, can you make video vray vs corona/lumion/UE5 pls
Yes maybe in next videos
I set ray tracing shadows enabled to fix shadows issues
My graphic card does not work correctly with Ray Tracing for lights and shadows unfortunately.
@@stan3dart I have switched to an rtx 3090 for the same reason
@@pivxtrex8698 Cool, I also plan to change
ماذا عن لوميون 12؟
so corona is better or not?
nice share more UNREAL rendering tips and material making tips
Very good content! as usual. Thank you very much!
To me, as a Revit user, UE is the one and only archviz software that i used, with a lot of additional benefits from datasmith, visual dataprep, ... The production pipeline by applying them get better and better, and is being promising, as we already know Autodesk and Epic Games is working together.
P/s: I think to get the best result for still(single frame) rendering image, we should use Path Tracing method.
Thank you for your comment. Yes, I will compare Path Tracing too, but I am very interested in Lumen, it is able to almost instantly give a good and in most cases a sufficient result.
can you get good results with a non RTX board? (with a gtx e.g)
yes with Lumen it will works good